48 resultados para Endgame
Resumo:
This spreadsheet contains key data about that part of the endgame of Western Chess for which Endgame Tables (EGTs) have been generated by computer. It is derived from the EGT work since 1969 of Thomas Ströhlein, Ken Thompson, Christopher Wirth, Eugene Nalimov, Marc Bourzutschky, John Tamplin and Yakov Konoval. The data includes %s of wins, draws and losses (wtm and btm), the maximum and average depths of win under various metrics (DTC = Depth to Conversion, DTM = Depth to Mate, DTZ = Depth to Conversion or Pawn-push), and examples of positions of maximum depth. It is essentially about sub-7-man Chess but is updated as news comes in of 7-man EGT computations.
Resumo:
This article reviews the KQPKQP endgame of the ROOKIE-BARON game of the World Computer Chess Championship, 2011. It also reviews the decisive KRNPKBP endgame in the second Anand-Gelfand rapid game of the World Chess Championship 2012. There is a review of parts 2-3 of the Bourzutschky-Konoval 7-man endgame series in EG, of the new endgame software tool FinalGen, and of the 'Lomonosov' endgame table generation programme in Moscow.
Resumo:
This review starts with a demonstration of the power of FinalGen and the new Lomonosov 7-man endgame tables, each giving an alternative 'bionic' ending to the 'five Queens' Hao-Carlsen (Tata Chess 2013) game. The completion of the Lomonosov 7-man DTM EGTs is announced. The final two parts of the Bourzutschky-Konoval 7-man-chess series in EG are summarised.
Resumo:
Three topics are discussed. First, an issue in the epistemology of computer simulation - that of the chess endgame 'becoming' what computer-generated data says it is. Secondly, the endgames of the longest known games are discussed, and the concept of a Bionic Game is defined. Lastly, the set of record-depth positions published by Bourzutschky and Konoval are evaluated by the new MVL tables in Moscow - alongside the deepest known mate of 549 moves.
Resumo:
This note defines what it means by the 'chess endgame' and looks at the frequency of sub-n-man and 'FinalGen' positions in games and studies and in the FIDE 2013 World Cup. It includes the exposition of the DTM-minimaxing line from one of the three DTM-deepest known (KQPKRBN) positions. It refines the definitions of 'longest game' and 'bionic game'. The games of the FIDE 2013 World Cup and the longest known decisive game are available here.
Resumo:
This dataset is an evolving collection of chess endgame record scenarios illustrating the extremes of the game including the deepest positions in various metrics. Optimal lines in consonant strategies are given and annotated. The two attached files are (a) a pgn file of the chess positions and lines, and (b) an annotated version of the pgn file.
Resumo:
This note includes some endgame reflections on the last World Chess Championship, an update on the search for the longest decisive games between computers, and a brief mention of the sets of endgame table (EGT) statistics recently received from Yakov Konoval (2013) and from Victor Zakharov (2013) for the Lomonosov team.
Resumo:
This paper notes FIDE's 75-move rule (9.6b) and suggests some implications. It reviews two endgame-table initiatives associated with the 50-move rule. One is Huntington's mainly sub-6-man multi-valued DTM50 EGTs implemented in HASKELL. The other is Ronald de Man's WDL' and DTZ50' EGTs which introduce a 5-way evaluation of positions, and ascribe a depth to decisive positions which are not 50-move-rule wins or losses. There is also some first detail about the Lomonosov '7-man DTM EGT' team, and comments on reactions to 'Haworth's Law'.
Resumo:
The DTZ metric indicates the minimaxed 'Depth To Zeroing of the ply-count' for decisive positions. Ronald de Man's DTZ50' metric is a variant of the DTZ metric as moderated by the FIDE 50-move draw-claim rule. DTZ50'-depths are given to '50-move-rule draws' as well as to unconditionally decisive positions. This note defines a two-dimensional taxonomy of positions implicitly defined by DTZ50'. 'Decisive' positions may have values of (wins/losses) v =1/-1 or v = 2/-2. A position's depth in the new DTZ50' metric may be greater than, equal to or less than its DTZ depth. The six parts of the taxonomy are examined in detail, and illustrated by some 40 positions and 16 lines. Positions, lines and the annotation of these lines are supplied in the ancillary data files.
Resumo:
This note investigates the recently revived proposal that the stalemated side should lose, and comments further on the information provided by the FRITZ14 interface to Ronald de Man’s DTZ50' EGTs. The history of stalemate is convoluted, and there is an argument for computing chess endgame tables to revised rules to examine the impact of any change. The FRITZ14 interface to the DTZ50' EGTs exhibits residual 'one-out' and end-of-phase errors. Example positions are provided to illustrate the stalemate and the DTZ50' issues described.
Resumo:
Newborn and Hyatt recently tested the chess-engine CRAFTY on two test sets of 16 positions each. The performance of an engine making greater use of endgame tables (EGTs) is compared with that of CRAFTY. Reference is made to three other articles in which composed positions have been used to test a variety of chess engines. Supporting data here comprises two pgn files, an annotated-pgn file and the original data worksheets used.
Resumo:
The chess endgame is increasingly being seen through the lens of, and therefore effectively defined by, a data ‘model’ of itself. It is vital that such models are clearly faithful to the reality they purport to represent. This paper examines that issue and systems engineering responses to it, using the chess endgame as the exemplar scenario. A structured survey has been carried out of the intrinsic challenges and complexity of creating endgame data by reviewing the past pattern of errors during work in progress, surfacing in publications and occurring after the data was generated. Specific measures are proposed to counter observed classes of error-risk, including a preliminary survey of techniques for using state-of-the-art verification tools to generate EGTs that are correct by construction. The approach may be applied generically beyond the game domain.
Resumo:
With 6-man Chess essentially solved, the available 6-man Endgame Tables (EGTs) have been scanned for zugzwang positions where, unusually, having the move is a disadvantage. Review statistics together with some highlights and positions are provided here: the complete information is available on the ICGA website. An outcome of the review is the observation that the definition of zugzwang should be revisited, if only because the presence of en passant capture moves gives rise to three new, asymmetric types of zugzwang.
Resumo:
Eugene Nalimov has completed the computation of a set of endgame tables for 6-man chess, and independently, Marc Bourzutschky has completed tables for 3-3 chess and for 4-2 chess where Black is not just ‘KP’. The ICGA salutes both achievements and looks ahead.
Resumo:
While Nalimov’s endgame tables for Western Chess are the most used today, their Depth-to-Mate metric is not the most efficient or effective in use. The authors have developed and used new programs to create tables to alternative metrics and recommend better strategies for endgame play.