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Subject: Re: K+P ending in practical play

Author: Robert Hyatt

Date: 19:00:54 10/27/98

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On October 27, 1998 at 14:18:45, Roberto Waldteufel wrote:

>
>On October 27, 1998 at 08:44:14, Robert Hyatt wrote:
>
>>On October 26, 1998 at 16:09:42, Robert Hyatt wrote:
>>
>>>On October 26, 1998 at 12:43:26, Bruce Moreland wrote:
>>>
>>>>Here is the tail end of a game played between my program (Ferret) on a 533 mhz
>>>>Alpha and Crafty on a dual 450 mhz Pentium II, at time control of 5 0, on ICC.
>>>>
>>>>My program got smoked in a K+P ending it traded into (apparently) voluntarily.
>>>>
>>>>One of the things you hear about if you talk to old-timers in this field is that
>>>>the square of the pawn is a totally important evaluation term.  I'm not sure who
>>>>said it, but someone said that it's worth 100 Elo points.  This was a long time
>>>>ago, back when programs would get killed in endings routinely, but I get the
>>>>idea that this wisdom hasn't been re-evaluated much since then.  It is my
>>>>opinion that square of the pawn is worth almost nothing in practical play, since
>>>>the number of K+P endings that actually occur, with play still in them, seems to
>>>>be approximately zero.
>>>>
>>
>>I am probably the "old-timer" that provided this "quote" I suspect.  :)
>>
>>Context:
>>
>>Back in the very early 1970's, we (bert gower and myself) were entering "blitz"
>>in USCF chess tournaments.  We had several at the University where we were
>>working (University of Southern Mississippi).  Our official USCF rating was in
>>the 1400's and stayed pretty constant for a couple of years.
>>
>>one common way we were losing was passed pawns that could out-run the king and
>>promote (we were typically doing 4-5 plies back then, which was *not* enough to
>>see a pawn running from h2 to h8.  After watching yet another loss where we had
>>won a pawn (or a piece for a couple of pawns or whatever) the humans would do
>>their best to simplify into endings where they could trade away the last piece
>>and be left with a pawn our king couldn't catch, even though we were "winning"
>>when you counted material only.
>>
>>Finally I decided to stop this nonsense, and added the simple "square of the
>>pawn" code to blitz (added it in 1972 if I recall correctly).  Our USCF rating
>>immediately went up from 1410 to 1550, with (effectively) no other changes of
>>any kind.  The funny thing was this code was *always* a part of the blitz/cray
>>blitz program, yet I only recall one game where it made a difference in an ACM
>>event.  You can probably find the 1984 ACM event in Los Angeles where Cray Blitz
>>was black against NuChess.  We were really lost (down two pawns and cramped
>>beyond repair) when NuChess had to choose between winning a center pawn and a
>>passed pawn on the a-file.  It chose the center pawn because it really wrecked
>>our remaining pawn structure, but it also allowed us to trade off all pieces
>>instantly.  I was sick at the time, with a fever, and was taking some sort of
>>medication that just about had me knocked out.  For about 15 moves I had been
>>looking at -2, -2, -2 evaluation.  We had already clinched first place after
>>3 rounds, and if nuchess beat us they would have finished in clear 2nd.  Mike
>>was about to give the trophies out as it was about midnight or so and the
>>spectators were tired also.  Between moves, I happened to notice our terminal
>>was saying +2, +2.5, +3, +4 etc..  I looked over to see what Gower had done,
>>thinking he had entered the move wrong.  After confirming our board matched the
>>real board, my response was "holy shit, we are winning."  That got Mike's
>>attention and he came over to look. Sure enough, our a-pawn couldn't be stopped,
>>and we won that game as well, that being the *only* computer-vs-computer game at
>>an ACM event where this code made any difference.
>>
>>But one thing is for sure, back in 1972 the 100+ uscf rating improvement wasn't
>>"guesswork"  it was definitely "real"...  all the games during that 1410-1560
>>improvement coming on the same xerox sigma 9 computer system...
>
>If your code detects that one side has an unstoppable passed pawn when the
>opponent has only king and pawns left, how do you establish that the opponent
>can't do something nasty like capture one of your pawns on the 2nd rank thereby
>creating a more advanced passed pawn on the 6th rank, or even worse trapping and
>mating your king with an onslaught of king and several pawns, aided perhaps by
>some squares being blocked by your own pawns? I use an array of bitboards
>indexed by side to move and king position (ie 128 bitmaps) which tells me which
>squares would be "unstoppable" squares for pawns. However, I only use this to
>determine trivial wins when one side has only a bare king, and when prior tests
>have determined that I do not have mating material unless I promote a pawn. I
>think the same quick "unstoppable passed pawn test" might be useful when the
>losing side has some pawns as well, but I never figured out a satisfactory way
>to tell whether the unstoppable passed pawn was enough to be sure of victory or
>not in this more complicated situation. I would be interested to know how you
>handled this.
>

Simple.  I do a *deep* search, and only do the pawn race evaluations at the
*tips* and not on interior nodes.  I depend on the search to find the mates,
the ways the opponent can create an even quicker-queening passer... and only
after the normal 20+ plies of search are exhausted do I do the "race" test.




>By the way, I don't think a 100 point rating improvement can come from something
>that is only important very rarely. I bet that some of those lesser variations
>that got cutoffs in the searches in endgames were only possible because of the
>new code, allowing not only gross blunders to be avoided, but also more time
>spent searching the more promising alternatives. It sounds like it may have been
>one of the best single improvements you ever made. If only they were all worth
>100 ELO points :-)


You are mixing apples and oranges.  In 1972 *the* way to beat a computer was
to trade down to the ending, even a pawn or two down, then "swindle" the
computer.  I did this in the 80's against the chess challengers and so forth
as well, as they couldn't search deeply enough either.  Today, most games are
decided well before a K+P ending because of the 12+ ply middlegame searches.

In our case, it stopped that one plan.  There were others of course...  but
at least we stopped trading down into a dead loss...  when the loss was the
result of a queening pawn.  We would still trade down into an ending where
our opponent had a majority that could convert into an outside passed pawn
which still won...  and I fixed that hole in Cray Blitz and Crafty...

But there are still more to fix, of course. :)



>
>Best wishes,
>Roberto



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