EG - A Case Study in Problem Solving with King and Pawn Endings
Proceedings of the Fifth International Joint Conference on Artificial Intelligence. Problem-solving and Search. Pages 421-426.
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.
@inproceedings{ijcai1977p97,
title = {EG - A Case Study in Problem Solving with King and Pawn Endings},
author = {Perdue, C. and Berliner, Hans J.},
booktitle = {Proceedings of the Fifth International Joint Conference on
Artificial Intelligence, {IJCAI-77}},
publisher = {International Joint Conferences on Artificial Intelligence},
editor = {Raj Reddy},
pages = {421--426},
year = {1977},
note = {Problem-solving and Search},
url = {https://ijcai.org/proceedings/1977/97},
}
TY - CPAPER TI - EG - A Case Study in Problem Solving with King and Pawn Endings AU - Perdue, C. AU - Berliner, Hans J. T2 - Proceedings of the Fifth International Joint Conference on Artificial Intelligence, IJCAI-77 PB - International Joint Conferences on Artificial Intelligence PY - 1977 SP - 421 EP - 426 UR - https://ijcai.org/proceedings/1977/97 ER -Copied
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