Openings and Endgames
PSU CS410/510GAMES
Lecture 9
July 20, 2000
- Shape of game space
- Openings
  
  - Sometimes a good-looking early move goes bad way later
  
- In clocked games, want to not waste clock on known
      positions
  
- Human players have (often vast) opening books
  
- Computer opening book problems:
    
    - Human-generated books have bugs: opening traps
        or ``cooks'' [no learning = repeatable cooks]
    
- Human-generated books have commentary and analysis: 
      ``sympathy'' problem of dumping program into
        not-understood position
    
- Strictly ``by the book'' deals poorly with
        transpositions, falling out of and back into
	book, irrelevant moves, etc.
      
      - Transposition table helps: implementation
          technique is to store book positions irremovably
	  in t-table
	
	- Would prefer position classes, but...
	
- Can explicitly indicate successor, or
	    try to "rig" things by giving bonus in
	    evaluation function for staying in book
	
 
 
- Sympathy problem means transition to middle game
        not smooth (why am I here?  What's in the t-table?)
    
 
- When are we in middle game?
    
    - When out of book
    
- When significant event happens (e.g. castling,
	material exchange)
    
- When eff. branching factor goes up
    
 
 
- Endgames
  
  - When are we in the endgame?
    
    - When material is small
    
- When branching factor becomes large
    
- When terminal nodes are reached
    
 
- Traditional endgame approach: programmed knowledge
    
    - Trades human work for generality
    
- ``Theorem Proving'' approach
    
- Problem: pattern matching
    
 
- Which endgame positions are reachable?  Who knows?
    
    - Idea: if game is monotonic in material, work
	backward = ``Retrograde analysis''
    
- Dynamic programming technique: explore until conversion
    
- Requires huge database (chess 5-piece = 150M positions)
    
- Can profitably be calculated in parallel
    
 
- Endgame oddities: chess
    
    - Discoveries: certain endgames are nonintuitive.
        Effective consequences?
    
- Transition from middle game not always smooth:
        sacrifice to known (database or heuristic) win
    
 
 
Thanks to Dr. A.N. Walker of U. Nottingham for a web
page with some ideas on this topic.