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Detecting Fortresses in Chess

Detecting Fortresses in Chess

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36 GUID, BRATKO<br />

Figure 1. In the left side diagram, the white player is to move and has a w<strong>in</strong>n<strong>in</strong>g positional advantage. State-of-the-art chess<br />

programs without any exception choose the move 1.Na4xb6 (white knight takes the black queen), which leads to a big material<br />

advantage. However, after 1...c7xb6 (black pawn takes the white knight) 2.h3-h4 (otherwise Black plays 2...h5-h4 with a draw)<br />

2...g5xh4 3.Qb2-d2 h4-h3! 4.g2xh3 h5-h4 Black’s position (see the diagram on the right side) becomes an impregnable fortress<br />

and the w<strong>in</strong> is no longer possible aga<strong>in</strong>st adequate defence. Nevertheless, as GM Dvoretsky <strong>in</strong>dicates, white has a w<strong>in</strong>n<strong>in</strong>g plan<br />

at disposal: Qb2-d2! followed by, Ka2-b3, Na4-b2, Kb3-a4, Nb2-d3-c1-b3. By execut<strong>in</strong>g this plan, White can ga<strong>in</strong> the a5-pawn<br />

and w<strong>in</strong> the game.<br />

regardless of the search depth. ∗ That is, although the<br />

program’s evaluation function assesses positions <strong>in</strong> this<br />

endgame as won, it fails to dist<strong>in</strong>guish between nonequally<br />

promis<strong>in</strong>g positions for achiev<strong>in</strong>g the f<strong>in</strong>al goal:<br />

deliver<strong>in</strong>g checkmate. This results <strong>in</strong> a rather ridiculous<br />

play by the w<strong>in</strong>n<strong>in</strong>g side.<br />

In 100 simulations mate-<strong>in</strong>-16 positions where the<br />

program played aga<strong>in</strong>st the black player defend<strong>in</strong>g optimally<br />

(us<strong>in</strong>g tablebases), the program did not manage to<br />

deliver checkmate with<strong>in</strong> prescribed 50 moves <strong>in</strong> several<br />

games, even at a 12-ply search. For example, at a 10-<br />

ply search the program did not w<strong>in</strong> <strong>in</strong> 19 games, and the<br />

average length of the won games was 32 moves. Despite<br />

the fact that the program is aware of the 50-move rule † ,<br />

it does not help it to always avoid the draw, when the<br />

depth of search is limited.<br />

The same program, when us<strong>in</strong>g the shallow search<br />

of only 2 plies (i.e., when the phenomenon does not<br />

occur), checkmates the opponent <strong>in</strong> 100% of the games<br />

played from randomly chosen positions, also f<strong>in</strong>ish<strong>in</strong>g<br />

the task <strong>in</strong> considerably less moves on average. It is<br />

worth not<strong>in</strong>g that the backed-up evaluations of the 2-<br />

ply search were on average <strong>in</strong>creas<strong>in</strong>g as the simulated<br />

games were proceed<strong>in</strong>g, while at search depths where<br />

the phenomenon occurs they always stayed the same,<br />

unless the depth of search sufficed to f<strong>in</strong>d a pr<strong>in</strong>cipal<br />

∗ The program where this phenomenon occurs is “RYBKA 2.1c 32-<br />

bit”. In the year 2006, this was the highest rated chess program. The<br />

phenomenon no longer occurs <strong>in</strong> the later versions.<br />

† The basic rules of the game accord<strong>in</strong>g to FIDE say: “The game<br />

may be drawn if each player has made at least the last 50 consecutive<br />

moves without the movement of any pawn and without any capture.”<br />

variation that ended <strong>in</strong> checkmate (when the heuristic<br />

evaluation is no longer necessary).<br />

3 HOW TO DETECT FORTRESSES<br />

Our proposed method for detect<strong>in</strong>g fortresses is based<br />

on a very simple idea: if a position is a fortress, the side<br />

with a material advantage cannot demonstrate progress<br />

towards a w<strong>in</strong>. Hence, backed-up heuristic evaluations<br />

obta<strong>in</strong>ed at various consecutive levels of search will<br />

not reflect the direction of the play towards a w<strong>in</strong>, but<br />

will rema<strong>in</strong> the same from a certa<strong>in</strong> search depth on.<br />

Moreover, <strong>in</strong> such positions, several moves typically<br />

lead to the same directionless play and thus backed-up<br />

heuristic values of these moves should be the same or<br />

nearly the same from a certa<strong>in</strong> depth of search on.<br />

Figs. 2 and 4 illustrate the above po<strong>in</strong>t. The position<br />

<strong>in</strong> Fig. 2 is an elementary fortress [1]. White cannot<br />

overcome the barrier established on the squares between<br />

f8, f5, and h5, aga<strong>in</strong>st an adequate defensive play by<br />

Black. Fig. 4 shows backed-up heuristic evaluations of<br />

the RYBKA chess program ∗ at the levels of search <strong>in</strong><br />

the range from 2 to 20 plies for the best five moves (or<br />

perhaps better: of the first five among several moves that<br />

lead to exactly the same backed-up heuristic evaluation<br />

value at a 20-ply search). Evaluations of none of the five<br />

moves reflect a progress towards a w<strong>in</strong>. Moreover, the<br />

evaluations of all the five moves are practically the same<br />

∗ In the experiments, we used chess programs RYBKA and HOU-<br />

DINI 1.5a. At the time of writ<strong>in</strong>g this paper, both programs are regarded<br />

as ones of the top chess programs.

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