Author: Mike Stoker
Date: 05:50:32 10/28/98
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On October 27, 1998 at 13:19:07, Don Beal wrote: >On October 27, 1998 at 06:04:02, Mike Stoker wrote: >>[snip] >> >>Vast savings in calculations can be obtained by working out general rules to >>accomplish the lowest level goals. For example in "Queening a Pawm", a program >>needs to work out the rules that if a Pawn is closer to the queening square than >>a king, then it just needs to push the Pawn, otherwise, it needs to support the >>pawn with the king, by taking the "Opposition" etc. >> >>As a challenge to all chess programmers, it would be interesting to see if >>anyone can derive the rules required to promote a pawn without it being >>captured, based solely on a knowledge of the legal game moves. This one of the >>most simplistic chess positions, but obviously not a trivial task. However, if >>we can accomplish this, I believe it will be a giant leap forward in the quest >>for more intelligent computer programs. > >I agree with the statement about difficulty of doing this kind of thing >in general. It is very worthwhile but gets rapidly harder if you try >to go beyond pushing a single passed pawn. >In fact the particular challenge you propose was already accomplished >in 1977. And you are right - it is not trivial. >It would be a considerable challenge to extend it to multiple pawns. >If anyone would like to try this, I suggest looking at: >"The construction of economical and correct algorithms for KPK" >In: Advances in Computer Chess 2, Ed M.R.B.Clarke, EUP, 1980. > >Don Beal Hi Don, I am very interested in getting hold of the paper you recommend - do you know if there is an on-line version anywhere? Cheers, Mike.
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