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.

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.

C. Perdue, and Hans J. Berliner. 1977. EG - A Case Study in Problem Solving with King and Pawn Endings. In Proceedings of the Fifth International Joint Conference on Artificial Intelligence, IJCAI-77. IJCAI, 421–426. https://ijcai.org/proceedings/1977/97
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