Abstract
A study on elementary endgames of the lone-king type is based on a theory that satisfies formal requirements as well as being intuitively meaningful. Two endgame domains, KRK and a significant component of KBBK, have been fully worked out and constitute operational programs. Owing to their adequate basis in theory, the programs are self-annotating to the extent that even a tutorial comment can be produced for any starting position in the domain and for any subsequent enemy response. The hierarchy of its chess knowledge is sketched syntactically and semantically; a generalized procedure for move generation is exhibited, as is the principal schematic of the KBBK program. It is suggested that the knowledge so gained may be extensible to the analyses of higher-order endgames.
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