Author: Louis Fagliano
Date: 13:13:48 11/17/03
I’m not a programmer, but it seems to me the way to combat anti-computer chess is to formulate an algorithm that judges whether or not a position is blocked. The game 3 of Kasparov-Fritz, after the 12th move, 12. b6, there were white pawns on e3, d4, c5, and b6, and black pawns on b7, c6, d5, and e4, creating a trench across the board where piece movement is severely restricted and a “new” type of chess has to be played –- one where king safety isn’t all that important because of the sharply limited scope of the pieces and instead gaining space by advancing your own pawns to smash the “trench” is. Let’s call a pawn structure with pawns on, say, d4 and c5 of one side and c4 and d3 of the other where a c4 and c5 combo has to be a white pawn on c4 and a black pawn on c5 so that the pawns block each other a “blot” for want of a better word, and a d4, c5, c4, d3 combo would be 4 blots, the minimum number of pawn groupings that can be called blots. Blots then increase by two’s, i.e., 6, 8, 10, etc. After the 12th move of game 3 there would have been 8 blots on the board. It should be possible for a programmer to add a “blot counting” algorithm to a chess program. If the total amount of blots on the board is, let us say, 6 or greater, (or a sliding scale can be used) then the program should be instructed to ignore the parts the program that look for king safety and discourage pawn moves in front of king, etc. In a position with a high “blot count” the computer should be instructed to go to a different subroutine that is optimized for trench warfare. If the “blot count” is low or zero, then ignore the “trench warfare” section of the program. Is this possible? Has anyone tried it?
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