Actually, a better way to put this:

King and Pawn positions are generally understand so well by Grandmasters
that they know what the outcome of the game will be once it appears on
the board. 

Therefore, at least 1 player is actively trying to avoid this ending,
because the game is essentially over once it appears!     And yet you
can never be a good chess player without an intimate understanding of
this ending which rarely occurs!  

So how could we expect a machine learning algorithm to "learn"  this 
ending by showing it hundreds of thousands of example games?

- Don





> It turns out that
> Grandmasters usually know the outcome of any king and pawn ending that
> is threatened over the board,  and so they basically work around them. 
> And yet they are of fundamental importance  in the outcome.  
>
> In some of my pattern learning experiments,  I discovered that only a
> very small subset of possible patterns occur on the real board,  and yet
> for a game tree searcher it would be pretty important to understand
> those patterns that are "constantly avoided" in order to understand why
> they are being avoided.
>
> That's why I believe that patterns culled from games are pretty much
> useless.    That probably extends to most learning based on observing
> games.  
>
> Nevertheless,  I got a pretty good improvement using patterns that
> Lazarus "never" plays as a form of selectivity in Lazarus.    So that is
> evidence that refutes my idea to a certain extent.   I figured if
> Lazarus would never (or almost never given many opportunities) play to
> create a certain pattern, it was reasonable evidence that it is not a
> good move.
>
>
> - Don
>
>
>
>   
>> Terry McIntyre <[EMAIL PROTECTED]>
>>
>> “Wherever is found what is called a paternal government, there is found 
>> state education. It has been discovered that the best way to insure implicit 
>> obedience is to commence tyranny in the nursery.”
>>
>> Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]
>>
>>
>>       
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