Index
1. Computer chess
- chess-playing programs essentially
explore huge numbers of potential future moves by both
players and apply a relatively simple evaluation function to
the positions that result
- in the early days of computer chess, 1950s it was
thought that by studying how a machine could play chess we
would understand how the human brain works
- alas this proved to be untrue
- Claude Shannon wrote the first paper on computer chess
in 1950
- in his paper he mentions two techniques which
could be used to solve this problem
-
type A strategy - brute force looking ahead say 6 moves and
applying the minimax algorithm (AlphaBeta was not discovered
until a decade later)
- type B strategy - which examines
only the interesting moves at each ply
- he
concluded that type B was the better technique
- time has shown the opposite!
-
easier to compute all moves (type A), than write a program
to work out the interesting moves - and faster..
- Shannon estimated that with approximately thirty
moves possible in a typical real-life position, he expected
that searching the approximately
(over 700,000,000) positions involved in looking three moves
ahead for both side (six plies) would take about sixteen
minutes, even in the "very optimistic" case that
the program evaluated a million positions every second
- it took about forty years to achieve
this speed
2. Modern chess programs
- type B chess programs were
abandonded in 1973 in favour of type A style programs
-
modern chess programs evaluate a full ply width of moves up
until a certain level
- then they
selectively reduce the width
- try and eliminate null
moves (circular board positions etc)
3. End game tablebases
- one of the severe weaknesses of
computer chess was in the end game
- much work was done
by Ken Thompson and others (1977 onwards) to explore check
mate and the move before this
- and the
move before this etc..
- they found some supprising
facts
- technically king and rook can
draw against king and queen
- before it was generally
accepted that king and queen could win
- read the
wikipedia entry for more details
4. Chess evaluation function within a game tree
-

- in these notes the board will be labelled a-h along
the x-axis and 1-8 along the y-axis
5. Evaluation function
- in Othello we have seen that a
simple material evaluation function delivers a reasonably
strong computer opponent
- in Chess, just using material
in an evaluation function requires an enormous amount of
computing speed to deliver good results
- thus even the most powerful of chess
computers use a more sophisticated evaluation function than
just material advantage
6. Chess evaluation function
7. Positional evaluation
- mobility
- development and
castling
- centre control
- king attack
- king
safety
- pawn structure
- piece attack and piece
defense
8. Chess Pin
9. Chess Fork
10. Pawn Structure
Index
1. Computer chess
2. Modern chess programs
3. End game tablebases
4. Chess evaluation function within a game tree
5. Evaluation function
6. Chess evaluation function
7. Positional evaluation
8. Chess Pin
9. Chess Fork
10. Pawn Structure
Index
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