Author: KarinsDad
Date: 14:03:45 04/16/99
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On April 16, 1999 at 15:28:42, Bruce Moreland wrote: > >It takes little effort and imagination to say that there might be patterns in >these endings that would allow them to be solved algorithmically with something >that is practical to write. > >It is not that people have not "gotten beyond their normal thought processes." >People have been considering this for at least 20 years. ACC 2, written in >1980, may as well have been titled, "Pissing Around With 4-man Endings", almost >half of the book is on this topic. > >Beal did it with KP vs K, via 3 pages of Fortran. It is clearly the easiest one >to do, other than KQ vs K and KR vs K. > >So here is someone that conceived of this idea and executed it 20 years ago. Bruce, I was not trying to say that nobody has thought about this before (obviously that is not the case). However, I have seen no discussion on this in the 5 months that I have been on this forum, so I threw it out to get people to think about it. And of course it is difficult. If it was easy, somebody would have done it by now. However, computer technology today is considerably stronger than it was 20 years ago, so maybe some math whiz here knows of some pattern recognition software that he can run against a tablebase that may enable him to crack this nut for some cases. Who knows? I do not dismiss things out of hand just because they are difficult. In fact, it is the difficult problems in life which are worth attempting to solve. Today, writing an expert level chess program is a piece of cake, it just takes time. 20 years ago, it would have been extremely difficult. KarinsDad :) > >Maybe it is possible to do it with more complicated endings, but I think that it >would be very difficult. That is what would take significant effort and >imagination. People tried it with KR vs KN but I think they all ran into walls. > >I've taken issue about this kind of thing in the past. Some things, the idea is >everything and the implementation isn't that big a deal. Other things, the idea >is not particularly difficult, but the implementation is a bitch. Deriving >algorithms from endgame databases is in this latter category. > >bruce
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