---
title: "Co-ordinate Square: Solution to Many Chess Pawn Endgames"
authors:
  - "Kenneth Ward Church"
doi: ""
url: "https://ijcai.org/proceedings/1979/37"
pdf: "https://ijcai.org/proceedings/1979/0037.pdf"
venue: "Proceedings of the Sixth International Joint Conference on Artificial Intelligence"
year: 1979
pages: ""
track: ""
keywords:
---

# Co-ordinate Square: Solution to Many Chess Pawn Endgames

Kenneth Ward Church

*Proceedings of the Sixth International Joint Conference 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.

## Full text

## Introduction

We will begin by defining a simplified version of king and pawn endgames, which we will call COORD. Although this game can be solved by traditional methods, it is a good eumple for demonstrating co-ordinate squares. Then we will ewplore some aspects of king and pawn endgames which ~re not included in COORD.

COORD is played on a chess board with kings and pawns which move in the usual way. In the initial position, the pawns .re all locked against each other so there are no pawn moves. White wins if he captures a black pawn. Black draws if white never wins. The task is to lind the newt move and prove that it is optimal. Consider the following COORD problem which will be used throughout this paper."

Figure 1

![Image](https://ijcai.org/proceedings/1979/fulltext/37/image_000000_83421d2540d194f8337b32abd918f9fd17f44ab13aa7c917974376e58c47dd7a.png)

white to move wins; b/dCk to move drdws

This famous problem has a rich history in the chess literature ([Fine, problem ·70], [Averbakh, problem ·671], and many others). Computer chess researchers have also studied this problem. Newborn, the author of Peasant'", estimates that this problem would require 25,000 hours of cpu lime [Newborn, page 129l Chess 4.5 has more recently found the solution with a 26 ply search [Frey2l Using co-ordinate squares, we can lind the solution in about thirty seconds on a Lisp Machine [Weinrebl""

- This report describes research done at the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support lor the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Department of Defense under Office of Naval Research contract N00014-75-C-0643.
- u All chess moves and squares within lhis paper are given in Algebraic Notation, the most common notation in the world. Each square is referenced with a letter, a through h and a number, 1 through 8 as shown below figure 1. In this notation, king moves and captures are denoted by a capital K followed by the destination square. Pawn moves are denoted by the destination square. A square followed by an X followed by another square denotes a pawn capture.
- ut Peasant, one of the few chess program designed to play only king and pawn endgames, uses a depth first alpha-beta branching tree strategy.
- **** More careful analysis of the program performance can be found in [Church]. The co-ordinate squares approach is solution is at least as good as Peasant's on 16 problems from [Fine l The lime cost is shown to be bounded by a constant for king and pawn endgames where pawn moves are irrelevant. Algorithmic analysis of the pawn moving heuristics have not been performed. In practice, the time costs are well within normal chess tournament constraints.

Most chess programs, including Peasant and Chess 4.5, use a depth first search (DfS) which can be hard to contain. DFS might, for example, explore a queen endgame that could follow from a long series of blunders.

Another problem with a DfS is that there are often a large number of paths between any two positions. The DfS algorithm has recently used 1 transposition table to catch positions that have been previously explored. for solving COORD problems, a transposition table is more expensive than necessary.

A OfS transforms the search space into 1 tree. A better representation is probably 1 graph of positions connected by full moves {a half move for each side). In COORD there are only 4096 positions since the pawns are fixed and there are only 64 ways to place each king. furthermore, the maximum out-degree is 64 since each king can make at most 8 legal moves. This very regular graph is probably more efficient than a more general transposition table.

Given any position, it is theoretically possible to determine who will win. This determination can be made independently of the context, the moves that have been played previously. A position has no memory. A DFS maintains this context on the stack. Perhaps this is 1 mistake.

To conclude this section, we have motivated that the traditional method, a OFS, may not be optimal for solving COORD problems. In the next section, we will consider an alternative approach which does not suffer from the drawbacks slated above.

## An Alternative to OFS

What does determine the value of a position, whether or not white will win? A winning position either is obviously winnin&amp; {inductive basis) or can be forced into another winning position in· exactly one move (inductive step). The decisions are local; they could be performed by a parallel machine consisting of 4096 gates comparing each of the 4096 positions with its neighbors. The locality is important because it allows us to resolve the positions in any order without changing the results.

To determine whether a position is obviously winning requires chess domain heuristics whkh will be discussed later. We will assume for now that an obviously winning position is one where the white king has captured a pawn. Although these domain heuristics strongly influence the results, this paper is more concerned with the inductive reasoning. Demonstrating that this induction is correct requires showing that any unresolved position which leads to a known winning position in exactly one move is itself winning (easy) and that any unresolved position, which doesn't lead to a resolvable winning position in exactly one move, isn't winning (more difficult). Due to space considerations, the demonstration will not be &amp;iven here.

Even though we may be able to compute the value of every position, we still don't know which move is best. However, we do know that the best move will preserve the value. This provides a very strong constraint for selecting the best move.

We may still need a OFS to choose the best move, but the DfS is over a much smaller search space. The implemented program calculates these constraints, without performing the final DFS to choose a move.

We have motivated an alternative to the traditional OfS. Before describing the algorithm more specifically, we would like to show how this relates to the chess notion of co-ordinate squares.

## Co-ordinate Squaree

We have defined drawing positions to be those positions from which white cannot force a win. In other words, no matter what white does from a drawing position, black has a adequate reply. The black king is co-ordinating with the while one. White can more this way or that, left or right, but he cannot out maneuver the black king. The chess technique of co­ ordinate squares as advocated by Averbakh and Maizelis [Averbakh] locates many of the co-ordinating squ11res, using some unspecified procedure; in order to simplify the search process. In this work, we have refined the procedure to an algorithmic process.

## The Reduction Algorith·

If black is co-ordinating· at one time and a move later he is not, then he must have made a mistake. Similarly, if white is winning and a move later, black is back defending successfully, then white must have missed an opportunity. Co-ordination is invariant. The end result cannot change if both sides play perfectly. Consequently, to decide if white is going to win, all we have to do is decide if he is winning in the initial position.

To decide the value of the initial position, we have to decide the value of the neighboring positions. Chances are that this procedure will request the value of every position. So far this is very similar to a DFS. The difference is that this procedure does not specify the order in which the positions are considered. How can we efficiently classify the 4096 positions into winning and losing? We will use a reduction algor ithm. Initially, classify the 4096 positions into one of two categories: either obviously winning lor white or unknown. Each snapshot depends upon its neighbors. That is, if an obviously winning position can be forced from an unresolved position, then it too is obviously winning for the attacker (white). The algorithm keeps checking positions with their neighbors until no more unresolved positions can be classified winning. At that point, the unresolved positions are classified co-ordinating because the attacker cannot force a win from them.

## The Triangulation Criterion

We use the chess term triangulation loosely for the compar ison of a position with its neighbors. This step accounts for arbitrarily complex king maneuvers, some of which chess players call triangulation, opposition, distant opposit ion, co­ ordination, tempo-ing, or zugzwang'. The constraint is that the defender must have a reply to any move by the attacker . Assume that the attacker is on a 1 ttock and the defender is on adefenct If the attacker can move to b1ttock· then the defender must be able to reply by moving to a squ1re bdefelld which defends b 1 tteck· If the defender doesn't hiVe such 1 reply, then his defense on adefencl h1s been refuted.

Sinte all defenses of an ·llatking squ1re (placement of the attacking king) must meet this constraint, we can optimize the comparison procedure with the following reformulation. If the attacker can move from one square to another then 111 defenses of the former must be a move from 1 defense of the latter. This formulation of triangulation motivates the notion of a defense set (dsel), the set of squares which defend ·a·inst an altacking square. A implementation is given below using the primitives fetch-dset (to retrieve the dset of an atlltking square) and re·ove (to remove a defense from a dset). The predicate can-Move? decides if a player (either white or b I ack) can move from square a to square b when the other king is on square ok i ng.

can-Move? (player, a, b, okingl · adjacent (a, b) &amp; legal !player, b, oking)

triangulate:proc (attacker, a,ttld&lt;· b1ttld&lt;) A I· fetch-dset (attacker, a,uld&lt;) B I· fetch-dset (attacker, b1ttld&lt;) defender I· other-side (attacker) for a II adefencl in A do

i f ... ]bdefencl&lt; B

[can-Move? (attacker, a,ttld&lt;· b1tttc~t· adefencl) .. can-·ove? Ide fender, adeftncl· bc~efencl· bettld&lt;)) then reMove (adeftncl· AJ

· The following 1re common chess terms.

tr i angu I at I on - Taking a longer than necessary route toward a target so that the position will recur with other side on the move.

oppos i t ion - The state where the two kings 1re on the same rank or file and there is ex~etly one squire in between.

d i agona I oppos i t ion - The state where the two kings are on the same diagonal and there is ex~elly one squ~re in between.

distant opposition- The state where the difference in ranks of the two kings and the difference in files 1re both even.

co-ordination - (relatively new term) The stale where there exists a defensive reply to wherever the atl1tking king moves.

te·po- i ng - A catch-all term to cover arbitrarily complex attempts to repeal the position with the other side on the move. AlthOugh triangulation is the most common method, there are other possibilities such as pawn maneuvering.

zugzuang - A state where the side to move hu only bad moves and would be well off if only he didn't have to move.

![Image](https://ijcai.org/proceedings/1979/fulltext/37/image_000001_0fa0a3f269b4b8d7f8b2350455b53c8b428beb8d8a0df8c29ac302285b7e9830.png)

![Image](https://ijcai.org/proceedings/1979/fulltext/37/image_000002_e977767e571c1e227e61dfa3afb350d7aedf1963887614b1f4876bd0e435ccf5.png)

The black kings mark the possible defenses (before triangulation); everything else obviously loses since the white king is closer to a black pawn. (This computation is described later in more detail.) Since the white king on c4 (/eft) is threatening to movf' to bS (right), all defenses of c4 ({a7, b7, c7, a6, b6, 13}) must either prevent the threat or respond to it. a6 and b6 prevent the white king from movint to bS. None of the other defenses work because black cannot respond to the threat by moving from one of them to a defense of bS. At this point A · la6, b6}.

These reductions tend to propagate. Now that 1 number of defenses of c4 have been eliminated, it is possible that one of c4's neighbors might require further reduction. This process is defined to terminate when no more reductions ~re possible. The propagation effect explains why a6 is eventually removed from the defense set of c4. If black were on a6, while could beat black to the f5 pawn. 1. Kd3, Kb6; 2. Ke3, Kc7; 3. Kf3, Kd7; 4. Kg3, Ke7; 5. Kh4, Kf6; 6. Kh5, Kf7; 7. Kg5, etc. The algorithm determines this by triangulating the dsel of g5 with that of h5 and then the dset of h5 with that of f6 1nd so on. The propagation continues until the map has settled.

## A Solution to Figure 1

Since the order of triangulating will not change the final results as long as we keep triangulating until the propagations have settled, we will adopt the following non-optimal implemenl1tion for expository purposes only:

Initialization: assign the first guess dsels (usin&amp; chess domain heuristics):

Do until no dset changes

triangulate each dsel with all its neighbors

The first guess dsets are shown below. For the uke of brevity, we will show only the more interesting sets.

b5 II

c4 {a6, b6, a7, b7, c7} (ignoring defenses like 13)

b3 {a6, b6,a7,b7,c7,d7,a8,b8,c8,d8}

c3 {a6, b6,a7,b7,c7,d7,a8,b8,c8,d8}

d3 {a6, b6, a7, b7,c7,d7, a8, b8,c~d8}

e3 {b6,b7,c7,d7,e7,b8,c8,d8,e8}

f3 {f6, c7, d7, e7, f7, c8, d8, e8, f8}

g3 {f6, g6, d7, e7, f7,g7, d8, e8, f8,g8}

h4 {f6, g6, h6, e7, f7, g7, h7, e~ f8, g8, h8}

g5 {)

h5 {f6, e7, 17, g7, h7}

Figure 2

h6 {f6, e7, f7,g7, h7} b2 {a6,b6,a7,b7,c7,d7,e7,a8,b8,c8,d8,eS} c2 {a6, b6, a7, b7, c7, d7, e7, aS, b8, c8, d8, eS} d2 {a6,b6, a7,b7,c7,d7,e7,aS,bS,c8,d8,eS} al {a6, b6, a7, b7, c7, d7, e7, f7, aS, b8, cS, d8, eS, fS} bl {a6,b6,a7,b7,c7,d7,e7,f7,aS,b8,cS,d8,eS,f8} cl {a6, b6, a7, b7, c7, d7, e7, f7, 18, b8, c8, d8, e8, fS} d1 {16, b6, e7, b7, c7, d7, e7, f7, 18, bS, c8, d8, e8, fS} Triengulete the ebove sets with their neighbors. lteretion 1 c4 {16, b6} (constrained by the dset of b5) h4 {f6, g6, h6} (constrained by the dset of g5) h5 {f6} (constrained by the dset of g5) h6 {f6} (constrained by the dset of g5) ell others unchanged 0n the next iteration, by triquleting Ill the dsets lllin, the constreints propegete enother squere ewey frOfll the tlf'gets. lteretion 2 b3 {e6,b6,e7,b7,c7} c3 {e6,b6,e7,b7,c7} d3 {e6,b6,e7,b7,c7} h4 {g6,h6} h5 {} h6 {} g3 {g6, h6, e7, 17, g7, h7} This process continues until no more defenses cen be reMOVed. These iteretions heve been deleted for brevity. Summery b5 {} c4 {b6} d3 (c7} c3 {b7} b3 (a7,c7} d2 {cS} c2 {bS} b2 {aS, cS} d1 {c7} c1 {b7} bl {a7, c7} a3 {bS,b7,d7,d8} 12 {b8, b7,d7,dS} 11 {bS,b7,d7,dS}

White wins If he hes the move beceuse beceuse bleck's king on e7 does not defend al. He must play moves which prevent black from co-ordinating. One winning line is: 1. Kb1, Kb7; 2. Kc1, Kc7; 3. Kd1, Kd7; 4. Kc2, Kc7; 5. Kd3 end bleck h11 to move. If he pleys Kb8, Kc8, Kd8, or Kd7 white wins the ·5 pewn with Kc4. On any other bleck move, white wins the f5 pawn with Ke3. The algorithm does not tell us how to win; it only decides which moves preserve the win. In this cue, white hes only one move (1. Kbl) which preserves the win. Black cen reply to 1. Ka2 or 1. Kb2 by movinJ to 1 co-ordlnete, {b7, bS} end {1S}, respectively. From these co-ordineting positions, no metter where white moves, bleck will be eble to move to another co-ordinating position.

In the same position with bleck to move, black can co-ordinete by moving to either b7 or bS, since both defend 11. Neither Fine nor Averbakh suggest Kb8 because thet defense Is somewhat "anti-lheoreticel" probably because it gives IWIY 1 twisted distant opposition'. Kb8 may look unusuel bee~use It unnecesSirily moves away from the eclion.

## The Order of Triangulating Osete

Even though the order will not change the finel results, it cen influence the running time. For best efficiency, the most constrained sets should be compared with their neighbors first because they are most likely to shrink their neighbors. We cen assure that the most constrained sets will be considered first If we keep 1 sorted queue" of sets to be considered. lnitielly ell the sets are on the queue. In each iteration, pull 1 set off the queue and triangulate it with its neighbors. If trienguletion should remove any elements from a neighboring set, then check for the propagations by re-queuing those neighboring sets.

How do we decide if or-e set is more constrained then another? One answer is to employ some domain restricted knowledge. For example, we might use a heuristic which suggests thet attacking squares closer to pawns tend to have more constrained defense sets. However, in this work, we heve chosen a much simpler and domain independent orderlna heuristic. The smeller dsets ere more constreined then the larger ones. This completes the description of triangulation.

## The Trianculation Criterion Viewed as 1 Waltz Filter

It is useful to compare this approach to previous work in other ereas of AI. In this section, we will show that this reduction technique is very similar to Waltz' filter. Waltz [Winston, chapter I] developed a filtering process to search a line drawing scene. The problem is to find all possible ways to l11bel the lines (- for conceve, + for convex, and either ... or ~ for a boundary) in a scene so thet lines meet in physically realizable vertices. Waltz's elgorithm first ISsigns each vertex a set of possible labels, i.e. physically realizable. The next end final step is the filtering process which assures thet connected vertices are lebeled consistently, that two vertices connected by a line are labeled the same way at both ends. The procedure is to iterate through the vertices checking each possible Iebel for consistency with each connected neighbor. If any possible label is found to be inconsistent with a neiahbor, th11t label is removed from the possible labels. It is possible that the effects of removing 1 label might propagate to other vertices. After every remove!, the possible propeaations ere immediately considered.

· Opposition can be twisted by certain pawn formations. Since the opposition is usuelly an asset, it is understandable why both Fine end Averbekh might overlook the fact that the opposition is not necesSiry for bleck to draw.

·· See (Meckworth~

The triangulation procedure is analogous to Waltz's filter. The vertices correspond to the possible locations of the attacking king. A defense set can be thought of as a set of physically realizable ways to label a vertex. Two attacking squares are connected iff the attacker can move from one attacking square to the other. Just as two vertices connected by a line must be labeled consistently, the defense sets of two attacking squares must be consistent. That is, the defender must be eble to move from any square in one defense set to e square in the other

defense set.

This analogy shows us that we can apply the lrianguletion constraint in lime proportional to lhe number of vertices (~4) times the number of possible labels ( ... 64). Using the queue mechanism discussed previously, it is possible to improve the average cost. In Waltz's filter, since the propagation possibility is checked immediately after a set is reduced, it is unlikely that they will be checked in the best order. (The order wasn't as important to Waltz because the line drawing world has only 4 possible labels whereas the chess endgeme world has 64.) Another advantage of the queue is that it cen avoid considering some vertices multiple limes. The Waltz filter will check a set for propagations tnet it will have to check Ieier anyways. The queue mechanism avoids this by preventing a set from appearing twice on the queue. It is very difficult, though, to see exactly how good the queue is.

## Finding Possible Defenses

In this section we will discuss the chess domain heuristics involved in deciding the "obvious" cases. These are only heuristics; although the more complete heuristics discussed In [Church) have no known limitations for COORD examples, they do not solve all king and pawn endgemes. That work illustrates

the limitations in more dellil.

One criterion which will work for COORD, but will be difficult to extend to practical chess endgames, is the following: T~r,et positions (the white king occupies Jhe same sq~are as 1 bleclc P'wn did) are obviously winning. All others m1ght defend. In

this subsection, we will define a more useful criterion.

For now we will assume that the defender will lose unless his king is as dose to every target, black pawn, as the attacking king. This definition uses the notion of distance. White's distance between two points is the number of white king moves it would take to travel the distence. Black's distance measures black king moves. The two are not the same beceuse a king cannot move on top of a friendly pawn or into en enemy pawn's zone of control. There is an algorithm for computing the distance from one point to all others.

## Closeness

A pI ayer's king (on square a) is closer to the target t than the other player's king (on d) if nis distance to the target is less than the other player's.

closer (player, a, d, t) · distance (player, a, t) &lt; distance (~ther-side (player), d, t)

## Defense Set

A square d possibly defends an attacking square a if It is leall for the the defender end close enough to the taraets.

dset (attacker, a) · ld I legal (other-side (attacker), d, a) &amp; V11 1 ,,.,1, ... closer (attacker, a, d, UJ

Getting back to Figure 1, let us find the defense set of c4 where white is the attacker. c4 is two moves from target e5, three squares from d6 (c5 is illegal for wnile), and five from 15. According to this first criterion, black can defend c4 from a7, b7, c7, a6, b6, or e3. (See Figure 2 shown ebove.) In other words, if while's king is on c4, then black's pewns ere ufe only if the black king is on one of the ebove defenses e7, b7, c7, a6, b6, or a3. We have seen that trianguletlon will remove many of these defenses.

## Extended COORD

As we have seid, COORD is simpler than chess king and pewn endgames. In this section, we will explore melhod11 to extend co-ordinate squares. One problem with COORD is thet black cannot win. One solution is to do the calculation twice, once where while is tne attacker (as in COORD) end once where black is the attacker. The aeme is drawn if both sides ere co­ ordinating with each other. It should be impossible for neither side to be co-ordinating with the other. If only one side is co­ ordinating with the other, then he is winnina. There ere probably more attractive solutions.

There are quite a few other differences between COORD and chess king and pawn endgames which must be considered. We have two basic strategies to extend co-ordinate squares. The first, which is untested, increases the search space. Co­ ordinate squares is very good in manipulating the kings in one pawn configuration. However, there are ways to jump into another pawn configuration, by either capturing or moving e pawn. Once a player jumps into another pawn configuretion (hyper-space), he cen never return because there is no wey to move a pawn backwards or to bring back a ceptured pawn .from the dead. The graph of hyper-sp~ces is therefore acyclic. We could solve each hyper-space one at e time, starling with the leeves until we have solved the root space (the initial position.) The problem with this idea is that the number of hyper-spaces can be very large, one for each possible pawn configuration. Five pawns on the second rank would generate 5 7 spaces. There must be heuristics to reduce the number of hyper-spaces.

The other approach augments the existing search with the necessary chess heuristics. We [Churcn) have solved a large class of king and pawn endgames with this approach although there are problematic endgames for which the heuristics do not apply. The optimal solution is probably a compromise between the two approaches. It would be worthwhile to experiment with the hyper-space approach.

## Conclusion

In conclusion, althouah this work hiS shown that co-ordinate squares can solve several endgames otherwise requirina 2030+ plies of analysis, the question remains, what are the limits to the approach? At first, the algorithm appears to be exponential with the number of potential pawn moves. That is, one way to solve problems with pawn moves is to map the co­ ordinate squares for any pawn structure that could result. However, if we think about what the pawn moves mean, then we can do considerably better. For example, a tempo, havina one more pawn move than the opponent, is an option to pass. We can show how to incrementally modify the co-ordinate squares map to account for the tempo [Churchl Similarly, the effects of a passed pawn can be considered without buildina separate co-ordinate squares maps for each square the passed pawn could occupy before it queens. II should be possible to state exactly how pawn moves and king moves are coupled.

At first it was believed that the strategy would break down when more pieces are introduced. Even that is not so clear; pieces, especially slow ones such as knights, in many cases must avoid zugzwang by co-ordinating with each other. In fact, Averbakh has written another book about kniahts [Averbakh, Knitht EIHitamesl

The key observation that the strategy depends upon is that all these positions have a very limited number of terminal nodes, distinct positions that could result after an arbi:rary number of moves. Since there are so few terminal nodes, It Is possible to apply a static evaluation function to each one and then observe how the nodes are connected (triangulation).

Using the queue improvement to Waltz's alaorithm, co-ordinate squares starts with the most constrained nodes and works backwards toward the least constrained. II happens that the constraints tend to be centered near the targets, and that the initial placements of the kings tend to be relatively far from the targets, in the more difficult endgame problems such as Fine ·70 (Figure 1). Working backward from the target positions to the initial positions, co-ordinate squares is somewhat similar to backward reasoning, just as a depth first tree search from the initial position toward the target positions is forward reasoning. The usefulness of this analogy is in the observation that it is often possible to halve the exponential growth of a search by building backwards from the terminal nodes and forward from the initial position simultaneously. If this could be applied to co-ordinate squares as described above, then the defense sets would not contain a number of unobtainable defenses. [Church] describes some heuristics for quickly removina such useless defenses.

We have designed a system that thinks about the chess domain more as a regular araph of possible positions than as a tree. Consequently, when the number of positions is small, as it tends to be in king and pawn endgames, the procedure works surprisingly well . In general, as the number of interestina positions grows, the space tends to look more and more like a tree. In a general chess position, co-ordinate squares is not the optimal representation. Within our restricted endaame domain, which has long been a weak point of chess machines, the co-ordinate squares procedure shows areal promise. fu a aen~ral.izati~n of Waltz's filter, this work may have some lmphcahons 1n other domains besides chess endgames.

## Reference·

Averbakh, Y. and Maizelis, 1., Pawn EIHiinp, Chess Diaest, Inc., 1974 (English Translation). .

Averbakh, Y. and Chekhover, V., Knitht CIHiinp, B. T. Batsford Ltd., 1977 (English Translation).

Church, Kenneth W., Co-ordinate Squ~res: a Solution to Many Chess Pawn CIHip~Ms, Bachelor's Thesis at MIT, 1978.

Fine, Reuben, Basic Chess Endinp, David McKay Company Inc 1941. ' ..

Frey, Peter W. (editor), Chess Skill in Man and Machine Springer-Verlag, 1977. · '

Frey, Peter W., personal communications, 1978.

Mackworth, Alan K., Consistency in Networks of Relations, AI Journal, February 1977.

Newborn, Monroe, PEASANT: An eiHipme prorram for kinp and pawns, chapter 5 of Chess Skill in Man atH/ Machine.

Perdue, Crispi.n an~ Berl.iner, Hans J., EC -- A Case Study in Problem Solvmr wtth Ktnt aiHI Pawn Endints, IX:AI, 1977.

Tan, S. T .·. ReP\_resentation of Knowledre for Very Simple Pawn Endmrs tn Chess, University of Edinburah Memo MIP-R98, 1972.

Weinreb, D. and hAoon, D., Lisp Machine Manual, MIT, 1978.

W~n~ton, Patrick Henry (editor), The Psycholory of Computer Vtston, McGraw-Hill Book Company, 1975.

## Acknowledgments

Tim Anderson, Kurt Vanlehn, and my especially my father, Russell Church, were amona a large number of very supportive readers. Hans Berliner hu provided much encouragement. And., of course, I mustn't overlook Richard Greenblatt, my thesis adv1ser and friend.

## References

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.
