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Computing a chess game's end.


The game was down to six pieces. Former world chess champion Anatoly Karpov Anatoly Yevgenyevich Karpov (Russian: Анато́лий Евге́ньевич Ка́рпов , playing white, had a king, a bishop and two knights, whereas current world champion Gary Kasparov Noun 1. Gary Kasparov - Azerbaijani chess master who became world champion in 1985 by defeating Anatoli Karpov (born in 1963)
Gary Weinstein, Kasparov
 had only a king and a rook rook, term used for a common Eurasian bird (genus Corvus) of the family Corvidae (Crow family), smaller than the American crow. The jackdaw is a European species of the genus. Rooks nest in large colonies, whence the term rookery. . In the end, the two combatants played to a draw. But was that the only possible outcome? Was there a way for Karpov to win?

Whereas chess experts Chess expert is a rating and title given by the United States Chess Federation. It is awarded to chess players rated from 2000 to 2199. Players rated above that are masters while players below that are class players.  would find themselves hard-pressed to answer such questions with any degree of certainty, a new, sophisticated computer program specifically designed for analyzing six-piece endgames can now provide the answers. Developed by Lewis Stiller, a graduate student in computer science at Johns Hopkins University Johns Hopkins University, mainly at Baltimore, Md. Johns Hopkins in 1867 had a group of his associates incorporated as the trustees of a university and a hospital, endowing each with $3.5 million. Daniel C.  in Baltimore, the program systematically works out the combinations of moves that produce various outcomes when given the identities and initial positions of six chess pieces, none of which is a pawn.

In this example, Stiller's program, running on a multiprocessor Multiple processors. A multiprocessor machine uses two or more CPUs for routine processing. See multiprocessing.

multiprocessor - parallel processing
 computer known as The Connection Machine, provided the answer in about 90 minutes. The program demonstrated that unless Kasparov made a mistake, Karpov could do nothing that would give him even a chance to win. This particular game, played at a tournament last month, was fated to end in a draw. Based on conventional chess wisdom, that's not really surprising, Stiller says. But computer analyses have in the past produced a number of counterintuitive coun·ter·in·tu·i·tive  
adj.
Contrary to what intuition or common sense would indicate: "Scientists made clear what may at first seem counterintuitive, that the capacity to be pleasant toward a fellow creature is ...
 results. "There's no way anybody can be sure until we actually solve the position," he says.

Stiller's most dramatic result so far concerns an endgame Endgame

blind and chair-bound, Hamm learns that nearly everybody has died; his own parents are dying in separate trash cans. [Anglo-Fr. Drama: Beckett Endgame in Weiss, 143]

See : Death
 involving a king, a rook and a bishop versus a king and two knights. Chess experts generally assumed that the rook and bishop could not force a win. However, Stiller's program uncovered a winning line of attack 223 moves long, starting with the pieces in the position shown in the diagram diagram /di·a·gram/ (di´ah-gram) a graphic representation, in simplest form, of an object or concept, made up of lines and lacking pictorial elements. . This represents by far the longest sequence of moves needed to win ever established in a chess endgame.

In performing such analyses, the computer program starts by constructing a huge, carefully laid out table with roughly 8 billion entries, each corresponding to a particular chess position involving a given set of six pieces. The program first finds and marks any entries showing positions in which the white pieces have already achieved a win. Then it works backward step by step to determine which combinations of moves lead to those winning positions, keeping track of each position unveiled during these moves by appropriately marking the requisite table entries. Once the table is fully annotated and summarized, Stiller can study particular sets of moves.

Stiller's method isn't completely foolproof. The computer program itself may still contain errors, and other errors can slip into the data and the computer-generated tables. "Based on my experience, I feel very confident that the results are accurate," he says. "On the other hand, it's such a large database that even if there's only a one in billion chance that a byte is wrong, already you would have a problem."

Besides the potential usefulness of the novel techniques required for writing the chess program, Stiller says, "I think there is scientific value in showing that there are so many surprises and such incredible depth in even a simple-seeming problem." He describes his program in the current JOURNAL OF SUPERCOMPUTING (Vol.5, No.2).
COPYRIGHT 1991 Science Service, Inc.
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 1991, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Publication:Science News
Date:Nov 30, 1991
Words:543
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