Proceedings

Co-ordinate Square: Solution to Many Chess Pawn Endgames

Download BibTeX Cite

Proceedings of the Sixth International Joint Conference on Artificial Intelligence. .

© 1979 International Joint Conferences on Artificial Intelligence

Abstract

The solution to a number of Artificial Intelligence problems depends upon knowledge representation. The theory of Co-ordinate Squares is a framework for representing the relevant ideas in a large class of king and pawn endinas. Some endgame problems which require twenty to thirty plies of analysis using a more traditional representation, a branchi"l tree of moves, can be efficiently solved using this theory, which is analogous to Waltz' scene analysis alaorithm. The Co-ordinate Squares theory, which has received considerable attention in the chess literature over the last half century, is Implemented using a constraint propagation technique. The constraint is that the defendina kina must precisely co~rdinate with the attacking king to avoid losing. For any particular square the attacking kil)g occupies, there are only a few possible (co~rdinating} squares the defending king could occupy without transposing into a known lost position. As the attacking king moves from one square to another, the defending king must co-ordinate, move from a co-ordinate of the one square to ·a coordinate of the other. We will give a reduction algorithm which propagates this constraint in order to determine the coordinate squares.

  1. Averbakh, Y. and Maizelis, 1., Pawn EIHiinp, Chess Diaest, Inc., 1974 (English Translation). .
  2. Averbakh, Y. and Chekhover, V., Knitht CIHiinp, B. T. Batsford Ltd., 1977 (English Translation).
  3. Church, Kenneth W., Co-ordinate Squ~res: a Solution to Many Chess Pawn CIHip~Ms, Bachelor's Thesis at MIT, 1978.
  4. Fine, Reuben, Basic Chess Endinp, David McKay Company Inc 1941. ' ..
  5. Frey, Peter W. (editor), Chess Skill in Man and Machine Springer-Verlag, 1977.
  6. Frey, Peter W., personal communications, 1978.
  7. Mackworth, Alan K., Consistency in Networks of Relations, AI Journal, February 1977.
  8. Newborn, Monroe, PEASANT: An eiHipme prorram for kinp and pawns, chapter 5 of Chess Skill in Man atH/ Machine.
  9. Perdue, Crispi.n an~ Berl.iner, Hans J., EC --A Case Study in Problem Solvmr wtth Ktnt aiHI Pawn Endints, IX:AI, 1977.
  10. Tan, S. T .•. ReP_resentation of Knowledre for Very Simple Pawn Endmrs tn Chess, University of Edinburah Memo MIP-R- 98, 1972.
  11. Weinreb, D. and hAoon, D., Lisp Machine Manual, MIT, 1978.
  12. W~n~ton, Patrick Henry (editor), The Psycholory of Computer Vtston, McGraw-Hill Book Company, 1975.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards