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A Mathematical Representation of Chess
The Technique of Constructing the Map
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a-square analysis attack path attacking piece bearing the number best move Botvinnik calculation capture chess game chess master chess player chess positions chess program Claude Shannon coding table complex configurations control or blockade corresponding decision Decision Trees defined denote enemy pieces evaluation exchange expectation Formula Formula 9 four half-moves free board function F game of chess game tree given correct play grandmaster half-moves needed horizon method inexact problems inexact tasks intangible value Interdiction key King Knight Ktb8 Ktbl Ktc3 Ktf6 Ktgl Kth5 logical algorithm machine language mathematical map mathematicians Moscow moving pieces moving the pieces number of half-moves number of moves number of possibilities place-function play chess play for annihilation possible moves put the square Queen at e5 reader Rook rules scan Shannon solution of inexact solve square b2 tangible value three-half-move variation weighting function White Game White Queen zero square