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KRK

King-Rook-King (exact data)

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Name (abbrev)

Name (full)

Category

Last update

 

KRK

King-Rook-King (exact data)

Chess

b D, Y

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Application domain

Further specifications

 

Learning Rules for King+Rook vs. King Endgame

set of datasets

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Type

Format

Complexity

 

ILP

Golem

184 KB (tar, gzip)

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http://
http://

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Contact person(s)

Related group(s)

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References

 

Bain M. and Srinivasan A. (1995). Inductive Logic Programming With Large-Scale Unstructured Data. In D. Michie K. Furukawa and S. Muggleton, editors, Machine Intelligence 14. Oxford University Press.

Muggleton S.H., Bain M.E., Hayes-Michie J. and Michie D. (1989). An experimental comparison of human and machine learning formalisms. Proceedings of the Sixth International Workshop on Machine Learning.

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Annotations

 

The data provided here concern the chess endgame KRK with three pieces left on the chess board: White King, White Rook and Black King. The problem of learning rules for recognising illegal positions when it is white's turn to move (WTM) was first proposed by [Muggleton S.H., Bain M.E., Hayes-Michie J. and Michie D. (1989)]. This has since become a widely accepted test-bed for ILP systems. The following information is used to learn the concept of illegal position. The examples are represented by the predicate illegal/6 specifying the column and row coorinates of White King, White Rook and Black King, respectively, - the data on ordering and adjacency of rows and columns are provided as a background knowledge using the predicates lt/2 (less_than) and adj/2. Moreover, the predicate krk/7 offers data on the optimal depth of win (number of neccessery moves) in some cases. The first 6 arguments of krk have the same structure as those of illegal/6. The task in this case is to predict optimal length of win. Preliminary results for "win in 0 moves" up to "win in 5 moves" can be found in [Bain 95].

 

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