Proceedings

EG - A Case Study in Problem Solving with King and Pawn Endings

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Proceedings of the Fifth International Joint Conference on Artificial Intelligence. Problem-solving and Search. Pages 421-426.

© 1977 International Joint Conferences on Artificial Intelligence

Abstract

We present an overview of the design of a program that plays simple chess endings with pawns and details of interesting aspects. The · progr.am . evaluates positions according to production-like rules and · also generate·s moves through the mediation of rules that produce "s trategies" . Effects of the desig n are discussed, partly through examples . The ·design affects the application · of s tandard chess programming principles, among them use of cutoffs, the definition of a repeated position, and the c omparison of values of positions. We also describe problems and · solutions of problems concerning concepts peculiar to this type of design, especially the concept of search within the context of pursuing a particular strategy.

  1. Averbakh, Y., and Maizelis, 1., Pawn Endin.&?., Chess Digest, Inc., 1974.
  2. Berliner, H. J., Chess as Problem Solving, Doctoral Thesis, Carnegie-Mellon University, 1974.
  3. Botvinnik, M., Computers, Che~ and Long . Range Planning, Springer-Verlag, 1970.
  4. Hueberman, B., "A Program to Play Chess Endgames", Technical Report • CS-106, August 1968, Stanford University, 1968.
  5. Newborn, M., "PEASANT: An Endgame Program for Kings and Pawns", in P. Frey, ed., Chess Skill ln Man and Machine, Springer-Verlag, 1977.
  6. Nilsson, N. J., Problem-Solving Methods [!1 Artificial Intelligence, McGraw-Hill, 1971.
  7. Pople, H. E., , "A Goal-Oriented Language for the Computer", in -Representation and Meaning, H. A. Simon and L. Siklossy eds., Prentice-Hall, Inc., 1972.
  8. For a much more ambitious implementation of a related idea, see (Pople, 1972).

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