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Learning Middle-Game Patterns in Chess: A Case Study

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Intelligent Problem Solving. Methodologies and Approaches (IEA/AIE 2000)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1821))

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Abstract

Despite the undisputed strength of today’s chess-playing programs, the fact that they have to evaluate millions, or even billions, of different positions per move is unsatisfactory. The amount of “computation” carried out by human players is smaller by orders of magnitudes because they employ specific patterns that help them narrow the search tree. Similar approachs hould in principle be feasible also in computer programs. To draw attenion to this issue, we report our experiments with a program that learns to classify chessboard positions that permit the well-known bishop sacrifice at h7. We discuss some problems pertaining to the collection of training examples, their representation, and pre-classification. Classification accuracies achieved with a decision-tree based classifier are encouraging.

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© 2000 Springer-Verlag Berlin Heidelberg

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Kubat, M., Žižka, J. (2000). Learning Middle-Game Patterns in Chess: A Case Study. In: Logananthara, R., Palm, G., Ali, M. (eds) Intelligent Problem Solving. Methodologies and Approaches. IEA/AIE 2000. Lecture Notes in Computer Science(), vol 1821. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45049-1_52

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  • DOI: https://doi.org/10.1007/3-540-45049-1_52

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-67689-8

  • Online ISBN: 978-3-540-45049-8

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