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Subject: Re: Fruit and basic endgame evaluation in general.

Author: Chuck

Date: 23:26:22 11/29/05

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On November 29, 2005 at 22:49:20, Dann Corbit wrote:

>On November 29, 2005 at 21:26:29, Eric Oldre wrote:
>
>>I was examining the endgame evaluation functions of fruit (2.1) and I had some
>>questions.
>>
>>I like how fruit examines different combinations of material and can in certain
>>cases say that this is a draw for sure, or in other cases go into deeper
>>heuristics to discover the draw (or win?).
>>
>>As far as i can tell it is doing all this without precomputed bitbases.
>>
>>Since I certainly don't want to just copy the exact algorithms that Fruit uses
>>for each case, I'd like to learn more about some of these basic endgames. Does
>>anyone have links, or good book recommendations they recommend for some of this
>>stuff?
>>
>>For example, how to evaluate KBKP, KPBKP, etc?
>
>For KBkp if KB can block or capture p, then it is drawn.
>For KPBkp, some approach like Freezer would be needed.
>
>>Thanks for any help you might have.
>
>I doubt if there are any easy answers.  If there are, I would like to hear them
>too.

I recommend either Max Euwe's "A Guide to Chess Endings" or Reuben Fine's
essential "Basic Chess Endings" (with corrections). Unfortunately both use the
old notation. But Fine says, for example on Bishop v. Pawn endings, "the
essential point in all the examples is this: if the Pawns can be blockaded
before two reach the seventh it is a draw; if not it is a win (except for the RP
which allows certain stalemate possibilities)." For programmers, I think this is
a good nutshell explanation that can be easily converted to code.

Cheers,

Chuck



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