Xref: utzoo rec.games.chess:3754 gnu.chess:88 comp.ai:5451 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!cs.utexas.edu!uunet!clyde.concordia.ca!mcgill-vision!quiche!utility From: utility@quiche.cs.mcgill.ca (Ronald BODKIN) Newsgroups: rec.games.chess,gnu.chess,comp.ai Subject: Re: A Study by Reti Keywords: chess programming Fidelity probably uses one of two possible "tricks" in use here: Message-ID: <1938@quiche.cs.mcgill.ca> Date: 9 Jan 90 19:22:12 GMT References: <5785@rice-chex.ai.mit.edu> Followup-To: rec.games.chess Organization: SOCS, McGill University, Montreal, Canada Lines: 11 Reply-To: (I'd bet on this -- it has a fairly good idea that one should chase enemy pawns and/or protect your own in king-pawns endgames) 2) an outright lookup table at some point (very dubious, given the -0.25 evaluation, where a lookup table would give 0.00 -- I'm curioushow it could produce such an evaluation -- probably they don't have it instructed that king vs. king is a draw (so one king is considered "safer" or "more mobile" by the program). Note that people have constructed such tables for up to 6 pieces, and I'm sure KP vs. KP has been constructed. I've actually written a chess program, so I'll feed your problem to it and report the results. Ron