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Computer Chess
At the Algorithms and Programming Methodology Group (now
called Algorithms and Data Structures
Group),
a special program for playing chess endgames based on
a newly developed theory has been implemented.
This program uses the strict rules-search method
(Barth and Barth, 1991, 1992).
It is essential that part of the positions of the endgame considered
have to be treated by rules, without it being necessary, however, to
find rules for all positions; indeed, some positions may be
left undecided. Thus, the finding of simple rules not overburdened
by exceptions is facilitated.
For every position covered by the rules, they define an interval
guaranteed to contain the true value. For example:
"If White is to move and can capture the black Pawn the
value is in [draw,win]."
Note that many positions of the endgame may be ignored by
the system of rules; for others an uncertainty may be left (as in
the example just given). All deficiencies are supplemented and all
uncertainties are removed by an appropriate alpha-beta-search.
Herbeck (1995) uses the B* Algorithm.
Thus, granted an appropriate amount of time, the program will find
the best possible result and a corresponding move for any position of
the endgame under consideration. Failing enough time, it will produce
an interval showing the knowledge found before curtailment. Yet, the
interval is guaranteed to contain the true value of the position.
An automatic validation component guarantees the rules to
be free of errors (e.g. if some strange board configuration has been
overlooked by the programmer). So far, almost all four-piece endgames
have been implemented.
The fact that the rules seem quite natural to the average chess player
makes interaction with the program much more interesting. In particular,
the user may ask for an explanation to be displayed, and will be able to
understand the plain text answer. This allows a "computer-aided teaching"
approach.
Example: Reti's endgame problem
In this famous endgame problem dating from 1921, White is to move and
finds a rather surprising way to prevent the black pawn's promotion,
finally reaching a draw.
If moving 1.Kg8 or 1.Kh7, the program quickly
finds that after 1....Kb6 Black has the possibility to both
lead its pawn to promotion and hold the white pawn, i.e. Black wins.
However, within a few seconds it also states that White will be able to
reach a draw by moving 1.Kg7.
The solution and arbitrary variants can interactively be followed and
evaluated, and often the program will comment a position and explain
what it leads to.
Related Publications
- W. Barth:
Combining Knowledge and Search to Yield Infallible
Endgame Programs
- A study of passed Pawns in the KPKP endgame.
In: ICCA Journal, Vol. 18 (1995), No. 3, pp. 148-159.
- W. Barth:
Computerschach
- - Ein korrektes Programm für das Endspiel
König und Bauer gegen König und Bauer
- Unterteilung von Endspielen in Klassen
- Behandlung der Stellungswiederholung bei der
Intervallbewertung
Institutsbericht Nr. 36,
Institut für
Computergraphik,
TU Wien, Februar 1994.
- W. Barth,
S. Barth:
Validating a Range of Endgame Programs
- ICCA Journal, Vol. 15 (1992), pp. 132-139.
- H. Herbeck:
Eine Erklärungskomponente für Endspiele
im Computerschach unter Verwendung der Regelmethode
- Dissertation, TU Wien,
Technisch-Naturwissenschaftliche Fakultät, 1995.
- H. Herbeck:
Solving Chess Endgames using the B* Algorithm and
the Rule Method
- Abstract, CSGP Workshop, Chinese University Hongkong, May 1995.
- H. Herbeck,
W. Barth:
An Explanation Tool for Chess Endgames Based on the
Rule Method
- ICCA Journal 19, 2, pp. 75-82, 1996.
Software
There is an implementation of the rule-based endgame program as
described above for MS Windows (3.1 or greater). The package is
available
here.
See the text files in the respective directories for explanations.
The site also contains some unpublished papers.
Lecture
The overhead slides for a lecture held by Prof.
Barth in 1996 and 1997 (in German) are available in WinWord 6.0 format from
here.
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Last modification:
2006-09-28, 11:53