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Genetically programmed strategies for chess endgame

机译:国际象棋终止名称的基因编程策略

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Classical chess engines exhaustively explore moving possibilities from a chessboard configuration to choose what the next best move to play is. In this article we present a new method to solve chess endgames without using Brute-Force algorithms or endgame tables. We are proposing to use Genetic Programming to combine elementary chess patterns defined by a chess expert. We apply this method specifically to the classical King-Rook-King endgame. We show that computed strategies are both effective and generic for they manage to win against several opponents (human players and artificial ones such as the chess engine CRAFTY). Besides, the method allows to propose strategies that are clearly readable and useable for a purpose such as teaching chess.
机译:古典国际象棋引擎从棋盘配置中彻底探索了移动可能性,以选择下一个最佳举措的播放。在本文中,我们介绍了一种解决国际象棋ENDAGES而不使用Brute-Force算法或终端名表的新方法。我们建议使用遗传编程将象棋专家定义的基本象棋模式相结合。我们将此方法专门应用于古典王 - 王王的endgame。我们表明计算的策略既有效又通用,因为他们设法赢得几个对手(人类球员和诸如国际象棋发动机诡计)的人。此外,该方法允许提出明确可读和可用的策略,以诸如教学棋子。

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