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Subject: Re: An algorithm for KBN vs. K

Author: Robert Hyatt

Date: 18:10:03 09/03/04

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On September 03, 2004 at 18:49:27, Alessandro Scotti wrote:

>I was trying to teach my engine this ending, and so far I haven't found a
>solution I really like. I more or less know how the ending should be played, and
>my attempts mainly focused on moving the lone king towards the "bishop corner"
>and the other king in a sort of opposition. While I was tuning the parameters, I
>noticed how slow is progress in some positions. In this one:
>
>[D]8/8/8/3k4/8/8/8/3BN2K w - - 0 1
>
>GNUChess takes 44 moves to mate, I gave up even earlier as pieces seemed to move
>without a logic.
>So I have two questions now, the most important: how should this ending be
>played, exactly? Would it be useful (i.e. lead to a faster mate) to have say a
>two-stage code where we first gain the center of the board and then push the
>other king to the corner?
>And the second one: using the EGTB for this ending, would it be possible to
>analyze the paths that lead to mate and automatically generate good coefficients
>to help an algorithm (or actually almost piece-square) based solution?


All you need is an evaluation that will do the following:

1.  drive the losing king to the edge of the board, using all three pieces to do
so so that all three pieces are "close to the action."

2.  drive the losing king to the corner attacked by the bishop.

A 3-4 ply search is enough to do this, although not "optimally"...




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