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Article type: Research Article
Authors: Nalimov, E. V.; 1 | Wirth, C.; 2 | Haworth, G.McC.; 3
Affiliations: USA, Switzerland and the UK
Note: [1] Microsoft Corporation, One Microsoft Way, Redmond, WA 98052-6399, USA: eugenen@microsoft.com
Note: [2] ETH Zürich, Institute für Theoretische Informatik, CH-8092 Zürich, Switzerland: christoph.wirth@inf.ethz.ch
Note: [3] ICL, Sutton’s Park Avenue, Sutton’s Park, Reading, Berkshire, RG6 1AZ, UK: guy.haworth@icl.com
Abstract: The 1999 Kasparov-World game for the first time enabled anyone to join a team playing against a World Chess Champion via the web. It included a surprise in the opening, complex middle-game strategy and a deep ending. As the game headed for its mysterious finale, the World Team requested a KQQKQQ endgame table and was provided with two by the authors. This paper describes their work, compares the methods used, examines the issues raised and summarises the concepts involved for the benefit of future workers in the endgame field. It also notes the contribution of this endgame to chess itself.
DOI: 10.3233/ICG-1999-22402
Journal: ICGA Journal, vol. 22, no. 4, pp. 195-212, 1999
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