Machine intelligence 11
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Machine learning in games: a survey
Machines that learn to play games
Argument based machine learning
Artificial Intelligence
Learning Positional Features for Annotating Chess Games: A Case Study
CG '08 Proceedings of the 6th international conference on Computers and Games
Fighting Knowledge Acquisition Bottleneck with Argument Based Machine Learning
Proceedings of the 2008 conference on ECAI 2008: 18th European Conference on Artificial Intelligence
Representation of experts' knowledge in a subdomain of chess intelligence
IJCAI'83 Proceedings of the Eighth international joint conference on Artificial intelligence - Volume 1
Goal-Oriented conceptualization of procedural knowledge
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
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Complete tablebases, indicating best moves for every position, exist for chess endgames. There is no doubt that tablebases contain a wealth of knowledge, however, mining for this knowledge, manually or automatically, proved as extremely difficult. Recently, we developed an approach that combines specialized minimax search with the argument-based machine learning (ABML) paradigm. In this paper, we put this approach to test in an attempt to elicit human-understandable knowledge from tablebases. Specifically, we semi-automatically synthesize knowledge from the KBNK tablebase for teaching the difficult king, bishop, and knight versus the lone king endgame.