- From: Paola Di Maio <paola.dimaio@gmail.com>
- Date: Sun, 8 May 2022 16:13:47 +0800
- To: public-cogai <public-cogai@w3.org>, W3C AIKR CG <public-aikr@w3.org>
- Message-ID: <CAMXe=SpL=UgBw+MqY+qCy3A3f_nqn4TF+WmeQPYYCPTgaQCwjg@mail.gmail.com>
Dave R's latest post to the cog ai list reminds us of the ultimate. Perfect knowledge is a thing. Is there any such thing, really? How can it be pursued? Can we distinguish perfect knowledge rom its perfect representation Much there is to say about it. In other schools, we start by clearing the obscurations in our own mind . That is a lifetime pursuit. While we get there, I take the opportunity to reflect on the perfect knowledge literature in AI, a worthy topic to remember I someone would like to access the article below, email me, I can share my copy ARTIFICIAL INTELLIGENCE 111 Perfect Knowledge Revisited* S.T. Dekker, H.J. van den Herik and l.S. Herschberg Delft University of Technology, Department of Mathematics and Informatics, 2628 BL Delft, Netherlands ABSTRACT Database research slowly arrives at the stage where perfect knowledge allows us to grasp simple endgames which, in most instances, show pathologies never thought o f by Grandmasters' intuition. For some endgames, the maximin exceeds FIDE's 50-move rule, thus precipitating a discussion about altering the rule. However, even though it is now possible to determine exactly the path lengths o f many 5-men endgames (or o f fewer men), it is felt there is an essential flaw if each endgame should have its own limit to the number o f moves. This paper focuses on the consequences o f a k-move rule which, whatever the value o f k, may change a naive optimal strategy into a k-optimal strategy which may well be radically different. 1. Introduction Full knowledge of some endgames involving 3 or 4 men has first been made available by Str6hlein [12]. However, his work did not immediately receive the recognition it deserved. This resulted in several reinventions of the retrograde enumeration technique around 1975, e.g., by Clarke, Thompson and by Komissarchik and Futer. Berliner [2] reported in the same vein at an early date as did Newborn [11]. It is only recent advances in computers that allowed comfortably tackling endgames of 5 men, though undaunted previous efforts are on record (Komissarchik and Futer [8], Arlazarov and Futer [1]). Over the past four years, Ken Thompson has been a conspicuous labourer in this particular field (Herschberg and van den Herik [6], Thompson [13]). As of this writing, three 3-men endgames, five 4-men endgames, twelve 5-men endgames without pawns and three 5-men endgames with a pawn [4] can be said to have been solved under the convention that White is the stronger *The research reported in this contribution has been made possible by the Netherlands Organization for Advancement of Pure Research (ZWO), dossier number 39 SC 68-129, notably by their donation of computer time on the Amsterdam Cyber 205. The opinions expressed are those of the authors and do not necessarily represent those of the Organization. Artificial Intelligence 43 (1990) 111-123 0004-3702/90/$3.50 © 1990, Elsevier Science Publishers B.V. (North-Holland) 112 S.T. D E K K E R ET AL. side and Black provides optimal resistance, which is to say that Black will delay as long as possible either mate or an inevitable conversion into another lost endgame. Conversion is taken in its larger sense. It may consist in converting to an endgame of different pieces, e.g., by promoting a pawn; equally, it may involve the loss of a piece and, finally and most subtly, it may involve a pawn move which turns an endgame into an essentially different endgame: a case in point is the pawn move in the KQP(a6)KQ endgame converting it into KQP(a7)KQ (for notation, see Appendix A). The database, when constructed, defines an entry for every legal configura- tion; from this, for each position, a sequence of moves known to be optimal can be derived. The retrograde analysis is performed by a full-width backward- chaining procedure, starting from definitive positions (mate or conversion), as described in detail by van den Herik and Herschberg [18]; this yields a database. The maximum length of all optimal paths is called the maximin (von Neumann and Morgenstern [16]), i.e., the number of moves necessary and sufficient to reach a definitive position from an arbitrary given position with White to move (WTM) and assuming optimal defence CONCLUSION It has now become clear that the notion of optimal play has been rather naively defined so far. At the very least, the notion of optimality requires a specific value of k for k-optimality and hence a careful bookkeeping of all relevant anteriorities. These additional requirements form but one instance of aiming to achieve optimal play under constraints; of such constraints a k-move rule is merely one instance. In essence, it is not our opinion that a k-move rule spoils the game of chess; on the contrary, like any other constraint, it may be said to enrich it, even though at present it appears to puzzle database constructors, chess theoreticians and Grandmasters alike.
Received on Sunday, 8 May 2022 08:14:38 UTC