Asri-unix.458
net.chess
utzoo!decvax!ucbvax!menlo70!sri-unix!mclure
Thu Jan  7 17:07:17 1982
Queen vs. Rook
This two-part article by Warren Stenberg and Edware J. Conway  is
reprinted  from  the  January,  1979 issue of the Minnesota Chess
Journal. It relates the details of a very  significant  event:  a
human grandmaster being taught something new about a "well known"
ending by a chess playing computer.

                        QUEEN vs. ROOK
                   Part One: Beer in the Ear
                      by Warren Stenberg

 Alfred Sheinwold, the celebrated Bridge columnist,  records  in
one of his articles some valuable advice he received from his fa-
ther as a young man.  "Son", said the elder Sheinwold, "some  day
you  are  going to meet a stranger who will offer to bet you five
dollars that he can make the Jack of Spades jump out of the  pack
and  squirt  beer  in your ear. Now, son, don't you bet him, for,
sure as you do, you are going to get an earful of beer."

 Unfortunately for him, GM Walter Browne did not have the  bene-
fit  of such sage parental counsel and consequently wound up with
some figurative beer in his figurative ear.   What  happened  was
that  Browne was slickered into betting $100 that he could beat a
computer with King and Queen vs.  King and  Rook.   Though  given
two  and a half hours and fifty moves, Browne was unable to carry
out the task and had to pay up.

 We can hear  our  readers  scoffing.  "Ridiculous",  they  say,
"every  book  on  endings tells how to win with the queen against
the rook." So they do.  And they are all  wrong!  The  queen  can
win,  right  enough,  but  the ending is much more difficult than
anyone had ever suspected. A story goes with it.

 Early in December the annual computer chess championship of the
U.S. was held at the computer society meeting in Washington D.C.,
and to the surprise of almost everyone  the  Slate-Atkin  program
(Chess  4.7) was dethroned as champion. The one person who wasn't
surprised was Ken Thompson of Bell Labs, creator of the new cham-
pion,  appropriately  named  "Belle".  The  confrontation between
Belle and Chess 4.7 resembles nothing more than another  showdown
between David and Goliath. Belle was playing on the modest PDP-11
computer (in the under $100 thousand price range) while Chess 4.7
enjoyed  the  facilities of the gargantuan CDC Cyber 176 computer
(which weighs in at about $10  million  counting  all  its  peri-
pherals.)  But, like David with his slingshot, Belle also had its
equalizer. The gimmicks which carried Belle to victory were three
special  "hardware"  components  for  move  generation,  position
evaluation and managing of  the  tree  search.  By  having  these
processes  hard-wired,  much  time is saved over carrying out the
same tasks by programming (or "software".)  This  was  enough  to
carry  Belle  to  triumph in the tournament and in its individual
encounter with Chess 4.7. But this may not mean that Chess 4.7 is
washed  up.  Thompson  estimates  Belle's  rating  at about 1850,
whereas  Chess  4.7  currently  boasts  a  2040  rating.   Either
Thompson's  evaluation of his creation is too modest, or its vic-
tory was something of a fluke.

 After the tournament was over the CDC representative, the affa-
ble  Dave  Cahlander, got together with the victorious Ken Thomp-
son, and learned that Ken had some other tricks  up  his  sleeve.
In  particular,  Ken had done a complete computer analysis of the
Queen vs.  Rook ending and discovered that it was much more  dif-
ficult  than  popularly  supposed.   He had tried his program out
against a number of strong players, including some masters,  with
remarkable  results.  The humans with the queen just couldn't win
against the computer with the rook.  Thompson had been  negotiat-
ing  to get GM Robert Byrne to compete against his program at the
Washington meeting; Byrne put in an appearance  but  cannily  de-
clined to play.

 Thompson's method of programming  his  ending  is  very  easily
described.   Because  there are only four pieces on the board, it
is possible to store all possible  positions  in  the  computer's
memory.   Now  each  of  these positions is given a number in the
following way.  Each position in which White (the player with the
Queen)  can  force  mate or win the Rook in one move is given the
number one.  Each position in which White can  force  a  position
numbered  one in a single move is given the number two.  Each po-
sition in which White can force a position numbered two in a sin-
gle  move are assigned the number three.  And so on.  In this way
every position got a number -- the number of moves to mate.   The
highest  number was 31.  This means that, starting from the worst
possible position, the player with the queen can mate or win  the
rook  in  no  more  than  31 moves -- with best play.  And so the
computer's program for playing the ending is trivial.   When  the
computer's  turn  to move comes, it merely looks at all positions
it can reach in one move and selects the  one  with  the  highest
number.  (Remember that the computer, with the rook, is trying to
maximize the number of moves to mate.) From this  description  it
should  be clear that the human player (with the queen) can never
decrease his number by more than one, but  that  if  he  makes  a
really bad move, he can increase his number by a lot.

 Cahlander brought the news  of  these  remarkable  developments
back  to Minnesota and set up arrangements for experimenting with
this ending against Minnesota players.  Tom Unger, Ron  Elmquist,
state  champion  Roger Rudolph, MSCA President George Tiers, Jeff
Pennig and Chuck Fenner were recruited to gather at Stenberg's to
tilt  by  telephone against the computer at Bell Labs in New Jer-
sey.  Curt Brasket was also approached but his work required  him
to be out of town at the time.  But Univac was represented by El-
liot Adams (a member of the team which created the  Black  Knight
computer chess program) who came to see the show.

 Ken Thompson was quite disappointed at the low calibre  of  the
opposition;  he  felt  that  no one rated below 2400 would have a
chance.  So Cahlander tried to figure out how to lure a real star
to  participate.  Byrne had side-stepped a confrontation in Wash-
ington; a small honorarium was unlikely to be effective; but  su-
pose  it were to be put in the form of a bet...?  Which prominent
chess player would be most attracted by a bet?  Put in this  way,
the  question answers itself, and Cahlander was soon on the phone
to Walter Browne.  Browne couldn't resist the chance to win  $100
on a "sure thing."

 When the participants gathered at 6:30 PM  some  of  the  local
players  took  on  the computer without success.  But when Browne
checked in by phone at 8:00 PM all the other players  stopped  to
watch the Master.  Browne was started with the worst possible po-
sition (31 moves to mate.) He assured  the  programmers  that  he
would  need  nothing  like  the  alloted  2.5 hours, half an hour
should suffice.  Famous last words!  On move 17 Browne  chased  a
will-o-the-wisp and tried to capture the rook; this caused him to
drop six steps backward.  On move 27 he was 14 moves to mate.  On
move 34 he was 17 moves to mate so that there was no way he could
possibly win.  He was still 17 moves to mate when he ran  out  of
time  before  he  had  used  up  his alloted fifty moves.  Browne
remarked that he hadn't taken the whole thing all that seriously.
We can certainly believe that!

               For Whom the "Belle" Tolls
Walter Browne   Belle
W:KQR8 QQR5     B:KKB3 RK1ch            K3r//5k/Q/////
1. k-n7         r-k2ch                  24. q-q4        r-b7ch
2. k-b6         r-k3ch                  25. k-k4        r-b3
3. k-q7         r-k2ch                  26. q-q5ch      k-k2
4. k-q8         r-k5                    27. k-k5        r-kr6
5. q-qb5        r-k4                    28. q-n7ch      k-q1
6. q-q4         k-b4                    29. q-kb7       r-qb3
7. k-q7         r-k5                    30. k-q5        r-qn3
8. q-q3         k-b5                    31. k-b5        r-qr6
9. k-q6         r-k6                    32. q-b4?       k-kb3
10 q-q4ch       r-k5                    33. q-kr4       k-k2
11 q-b2ch       k-n5                    34. k-q5        k-b2
12 k-q5         r-k1                    35. k-k5        r-k3ch
13 q-kb6        r-k6                    36. k-b5        r-q3
14 k-q4         r-kb6                   37. q-qb4ch     k-k2
15 q-kn6ch      k-b5                    38. k-k5        r-kr3
16 q-n2         r-qr6                   39. q-b7ch      k-b1
17 q-b6??       r-r8                    40. k-b5        k-k1
18 q-b7ch       k-b4                    41. q-b1        r-q6
19 q-b2ch       k-k3                    42. q-b8ch      k-k2
20 q-q2         r-r2                    43. q-b7ch      r-q2
21 q-n4         r-k2                    44. q-b5ch      k-q1
22 k-k4         k-b3ch                  45. k-q6        r-qn2
23 k-b4         k-k3                    46. draw agreed

Notes: 1. lost 1 move; 17. lost 6 moves; 18 lost 2 moves (20 to mate);
  21. lost 2 moves; 25. 17 moves to mate; 27 14 moves to mate; 30. 12 minutes
  31. 14 moves to mate; 32. 17 moves to mate; 34. 17 moves to mate;
  40. 14 moves to mate

Browne wanted a chance to win his money back and  proposed  some
five-minute  games at ten dollars a game.  Thompson and Cahlander
agreed, and two games were played with Belle  winning  the  first
and  Browne  the  second.  By the time the seance was over we had
been on the phone for five and a half hours --  on  a  three  way
conference  call  between  California,  New Jersey and Minnesota!
Belle Labs (a division of Am.  Tel.  & Tel.) picked up the  phone
bill (or so they told Stenberg.)

 Browne was given a chance to try the ending again a  couple  of
weeks later, as he still wanted to win the $100 back.  Even those
people who thought the computer would win the bet the first  time
around  gave  it little chance on the rematch.  After all, Browne
is one of the top players in the world,  the  only  U.S.   player
(except for the reticent Bobby Fischer) who is conceded much of a
chance of ever getting as far as  the  Candidate's  Matches;  and
this  time  he  would be well prepared and aware of the nature of
the difficulties.  Also, Browne, after his first try at the  end-
ing had been allowed to see the computer play itself, thus seeing
the shortest way of winning.

Belle vs. Belle (from position above)
1 Ka7 Re7+ 2 Kb8 Re8+ 3 Kc7 Re7+ 4 Kd8 Re4 5 Qa8 Re3 6 Kc7 Ke5  7
Qa5+  Ke4 8 Kd6 Kf4 9 Qh5 Rd3+ 10 Kc5 Ra3 11 Qh2+ Kg5 12 Qd2+ Kf5
13 Qc2+ Kg4 14 Kd4 Rf3 15 Qg2+ Rg3 16 Qe2+ Kg5 17 Qe5+ Kh4 18 Qe1
Kh3  19  Qh1+ Kg4 20 Ke4 Kg5 21 Qh2 Kg4 22 Qh6 Rg2 23 Qg6+ Kh3 24
Qh5+ Kg3 25 Ke3 Rg1 26 Qe5+ Kg2 27 Ke2 Rh1 28 Qe4+  Kg1  29  Qg4+
Kh2 30 Kf2 R any 31 Q mate

Of course, Browne was to be given a different  starting  position
(one  which  also  required  31 moves) but even so the principles
should remain the same.

Browne allowed that he had studied the  ending  very  carefully,
but  he was certainly not over-confident; in fact he demanded mre
favorable conditions than on the first trial.  He was to win  the
bet  if he could checkmate or win the rook in fifty moves (as be-
fore), but wanted the bet to be tied if he could  accomplish  the
task  between moves 51 and 55.  Victory went to Browne this time,
but it was no cinch.  What happened was that he  managed  to  win
the rook on move 50!

Browne was quite fascinated by this experience and says that  he
intends  to  take this show on the road.  He intends to offer the
following proposition at his exhibitions:  the  player  with  the
queen  gets  ten  minutes  and the player with the rook gets five
minutes and Browne will take either side for a ten dollar bet.

The events described in this article mark a historic occasion in
the computer's participation in the game of chess.  For the first
time the computer has shown that a long held view  as  to  how  a
certain  type of position should be handled, is in fact, entirely
incorrect.  Also, for the first  time  a  computer  has  actually
taught  a  Grandmaster  how  to treat a certain type of position.
There there is an entirely new role for the computer in the  game
of  chess.   Anyone  trying  to predict how large a role this may
eventually become is likely to wind up with egg on his  face  (or
beer in his ear.)

                  Part two: Browne's triumph
                      by Edware J. Conway

On Saturday, Dec 30, 1978, Grandmaster Walter Browne got his re-
venge  against the Belle computer in the Queen vs. Rook ending by
beating it in a thrilling 50 move encounter. Browne  played  from
his  home  in Berkeley CA, and Belle was in New Jersey. The third
part of the phone hookup was here in Minnesota,  with  Dave  Cah-
lander  and CHuck Fenner of CDC, while Dale Beihoffer and Ed Con-
way reported for MCJ. Browne had shown great courage in accepting
the  bet and trying to beat this computer program the first time.
Ken Thompson, who had programmed BELLE, had offered  his  bet  to
Botvinnik  and  Byrne,  but  they  turned  him down; Botvinnik no
longer competes, and Byrne appeared not  to  be  interested.  But
Browne had taken the bet and lost $100 ($50 each to Cahlander and
Thompson); now he was trying to get his money back.  How would he
do?

Stenberg thought that the computer analysis that Browne had  seen
was  very  suggestive  and that he would deduce enough from it to
win; so did Cahlander and Thompson. Certainly Browne has  tremen-
dous  talent  and drive - three U.S. Championships in a row - and
had now had time to analyze. Was  that  enough?  Browne  was  the
least  optimistic  of anyone! He had played Belle and knew it was
tough. It is the new U.S. Computer Chess Champion, having recent-
ly dethroned Chess 4.7. It has won speed games against Masters at
the Westfield Chess Club in New Jersey. But Browne is  a  fighter
and wanted to win! So began the game.

We list the computer's exact analysis of the  minimum  number  of
moves  to  win, as it shows how Browne was doing. And we did have
fun predicting the moves and judging how well we would have  done
-  and  actually Dale Beihoffer did remarkably well, to the point
of  being  a  serious  contender!  The  starting   position   was
2KQ////2r/2k/// with White to move and win in 31 moves.

Of course at the beginning the  Rook  checks  whenever  it  can.
Browne  had been worried about this and about spite checks at the
end, so he hustled  Cahlander  and  Thompson  into  a  "bets-off"
clause  if  it took him 51 to 55 moves to capture/mate.  The time
control was therefore agreed to be 55 moves in 2.5 hours.

White: Walter Browne            Black: Belle
1 Kb7   Rb4+    6 Qe5   Kd3             11 Qg3+ Ke2 (21)
2 Kc6   Rc4+    7 Kb5   Re4 (25)        12 Qc3  Rf4 (20)
3 Kb5   Rb4+    8 Qf6   Ke3 (24)        13 Kd5  Rh4 (19)
4 Ka5   Re4     9 Kc5   Rf4 (23)        14 Qc2+ Ke3 (18)
5 Qd6   Rd4    10 Qg6   Ra4 (22)        15 Qd1! Kf2 (17)

 Browne stated that this move "deserves an  exclamation  point".
All his moves have been very good, as the computer analysis shows
he is making steady progress.

16 Qd2  Kf3  (17)       18 Qd1+ Kf4  (18)       20 Kd4  Rf5  (19)
17 Qe1  Rg4  (19)       19 Qe2  Rg5+ (20)       21 Qe3+ Kg4  (18)

 Apparently White's 16th, 17th and 19th moves are inferior,  be-
cause the computer analysis shows that no progress is being made.
Ken Thompson had tried this program on lower  rated  players  and
finds  that  they go wrong when 14 to 16 moves away from the win.
This "barrier" occurs when the White King is trying to cross  the
blockaded  3rd  or 4th rank. The books don't help in dealing with
this "barrier". Fine's analysis, for example,  is  correct  after
the  Black  King  is cornered but is of no use at this point. For
quite a  while  Browne  battles  this  "barrier"  and  eventually
crosses  it. This was all very exciting - fear and hope intermin-
gled - could he do it?

22  Ke4   Rf7  (17)     27 Qa3  Rf4  (15)       32 Ke5  Kg6  (14)
23  Qg1+  Kh5  (16)     28 Qh3+ Kg5  (16)       33 Qh8  Rg5+ (14)
24  Qg3   Rf8  (15)     29 Qg3+ Rg4  (15)       34 Ke6  Rg4  (14)
25  Ke5   Rf7           30 Qe5+ Kh4
26  Ke6   Rf8  (14)     31 Qh2+ Kg5

Ouch! 14 plus 34 equals 48 - with perfect play White could  still
win  - but will he ever cross the "barrier"? Champion that he is,
right now he does it!

35  Qg8+  Kh5           39 Qh6+ Kg4  (9)        43 Ke3  Rg1
36  Qh7+  Kg5           40 Ke4  Rg2             44 Qg5+ Kh2
37  Ke5   Rg3           41 Qg6+ Kh3             45 Qh4+ Kg2
38  Qg7+  Kh4           42 Qh5+ Kg3             46 Ke2  Ra1 (4)

This part was played very fast by Browne and it was tense, for if
Browne  had  lost  three  moves he could not win. In fact he lost
two. He can win it now, just under the wire.  There  was  a  long
pause,  and Dale Beihoffer quickly found the "obvious" 47 Qg5+ 48
Qh6+ 49 Qg7+ 50 Q:a1 and wins. But why is Browne taking so  long?
He  came  up with a less obvious move: 47 Qe4+ Kh3 48 Qh7+ Kg3 49
Qg7+ Kh3 50 Q:a1 & wins

So Browne did it - and got his money back. He  could  have  come
out ahead if he had accepted David Levy's wager on the rematch!

You ask "What is the value to chess in all this?"  Now  we  have
much  more  insight  into the problems posed by this hitherto un-
derestimated ending.

               Part three: A Point for Our Side
                        by John Larkins
        (from the April-May 1979 issue of Chess Voice)

The preceeding  presents  a  dramatic  example  of  the  growing
strength  of  chess-playing computers.  But one usually has mixed
feelings when reading about such advances: a growing respect  for
the  computers, but also a sinking feeling that they will soon be
taking over our game.  There is a sidelight to the previous  sto-
ry, however, that may help erase some of that forboding.

The key to the computer's success was the beautifully simple  and
powerful  mode  of  analysis  programmed into it by Ken Thompson.
Apparently for the first time ever, this assigned to  each  posi-
tion the number of moves required to mate and thus allowed an ex-
haustive analysis of all variations.

But was it the first time ever? Chess Voice Games Editor  Richard
Shorman was strongly impressed by the computer's performance, but
he pointed out to me that the same method of  analysis  had  been
applied  to Queen and Rook endings and had produced the same con-
clusion in a book published 89 years ago!

This book, ANALYSIS OF THE CHESS ENDING KING  AND  QUEEN  AGAINST
KING  AND  ROOK  (authored  by "Euclid" and edited by E. Freebor-
ough), was published in London in 1895  by  Kegan  Paul,  Trench,
Trubner & Co.. It has long been out of print and is now difficult
to obtain, but a number of prized copies have been in circulation
for years. Shorman has one of them and was kind enough to lend it
to me.

The book is hansomely printed with a gold leaf chessboard on  its
hard  cover  and  it contans 144 pages of analysis accompanied by
191 diagrams -- 28 of them classified as key positions. The  book
is  reputed  to have been the work of an Englishman with the mar-
velously chessic name of Crosskill.

The book's introduction lays out the method of analysis  and  the
conclusion reached by it:

  "...the number of moves necessary to win the game from any
   given point is definitely fixed."
  "  The view commonly held and expressed that there could be no
   practical difficulty in winning with Queen against a Rook was...
   discarded as illusory." (pp. iv-v)

It is true that not everything "taught" by the  computer  can  be
found in Euclid. All his diagrams start with the losing King only
one or two squares from the edge of the board and the  procedures
for  driving  the King to that position are pretty much taken for
granted.

But, beyond that point, Euclid's analysis  corresponds  with  the
computer's.

One ironic possibility (I have no information one way or the oth-
er)  is  that Ken Thompson wrote his 1978 computer program with a
copy of Euclid's 1895 book in his hand.

The use of a chess-playing computer to teach chess to one of  the
world's leading grandmasters stands on its own as a truely signi-
ficant event in the continuing competition of men and machines at
the  chessboard.  But it is comforting to know that, in this case
at least, man got there first.  The computer  turns  out  not  to
have  broken new ground, but to have called to our attention what
Euclid had published 89 years ago, but which  somehow  never  got
into the standard books on endings.

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