On the Artificial Reasoning with Chess: A CBR vs PBR View
Zahira Ghalem
1,2 a
, Karima Berramla
3,4 b
, Thouraya Bouabana-Tebibel
1c
and
Djamel Eddine Zegour
1d
1
Laboratoire de la Communication dans les Systèmes Informatiques (LCSI),
Ecole Nationale Supérieure d’Informatique (ESI), BP, 68M Oued-Smar,16270 Alger, Algeria
2
Oran 2 University Ahmed Ben Ahmed, Algeria
3
LAPECI Laboratory, Oran 1 University Ahmed Ben Bella, Algeria
4
University of Science and Technology Mohamed Boudiaf, Algeria
Keywords: Artificial Reasoning, Game Playing, Knowledge Generalization, Knowledge Representation.
Abstract: In the quest to advance artificial reasoning, this article delves into the contrasting realms of Case-Based
Reasoning (CBR) and Pattern-Based Reasoning (PBR). Drawing inspiration from human thinking behavior
in tackling novel problems. The study centers on the chess domain, exploring the intricacies of representation,
generalization, and reasoning processes. It illuminates the fundamental trade-off between computational
efficiency and decision quality in (PBR) systems. This comprehensive examination provides valuable insights
into the adaptability of reasoning systems and the role of abstract knowledge bases in enhancing performance.
1 INTRODUCTION
Chess, often referred to as the touchstone of artificial
intelligence (Ensmenger, 2012), has been extensively
examined due to its accessibility and
comprehensibility. From the historical tale of the
Turk (Sajo et al., 2008), through the monumental
clash between Deep Blue and Kasparov (Campbell et
al., 2002), to the superhuman performance of
Alphazero (Silver et al., 2017), machine mastery of
the game has seen significant advancements.
However, these achievements have predominantly
relied on resource-intensive brute-force search
techniques (Chaslot et al., 2008), complemented by
heuristics like Alpha-beta pruning (Sato and Ikeda,
2016).
Intelligence, in a general sense, can be defined as
the capacity to take actions that enhance the
likelihood of problem-solving (Russell & Norvig,
2003). Given the computational speed of machines,
this capability can be artificially replicated through
brute-force computation, involving a systematic
exploration of potential solutions. However, it is
a
https://orcid.org/0000-0002-4070-1237
b
https://orcid.org/0000-0002-2847-4895
c
https://orcid.org/0000-0002-9944-3738
d
https://orcid.org/0000-0001-9538-5895
crucial to note that explainable artificial intelligence
(AI)extends beyond mere computational power. It
encompasses the ability to emulate the cognitive
processes of human thinking in machines, enabling
them to acquire knowledge, tackle complex problems
(Ongsulee, 2017), and provide understandable,
interpretable, and transparent explanations for their
decisions and actions (Keane and Kenny, 2019). This
paper is targeted at distinguished disciplines of
existing artificial reasoning methods.
Since the pioneering work of Robert Shank
(Shank,1982), case-based reasoning (CBR) has found
its way into numerous computer applications leading
to the development of successful CBR systems. Often
touted for its ability to closely mimic human thought
processes (Aamodt and Plaza, 1994), this approach
hinges on the idea that solutions to new problems can
be derived from the problem-solving experiences of
similar, previously encountered issues. Likewise,
pattern-based reasoning (PBR) involves eager
generalization to extract patterns from a set of prior
problems and construct a set of solutions-indicating
rules.
378
Ghalem, Z., Berramla, K., Bouabana-Tebibel, T. and Zegour, D.
On the Artificial Reasoning with Chess: A CBR vs PBR View.
DOI: 10.5220/0012624000003645
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 12th International Conference on Model-Based Software and Systems Engineering (MODELSWARD 2024), pages 378-385
ISBN: 978-989-758-682-8; ISSN: 2184-4348
Proceedings Copyright © 2024 by SCITEPRESS – Science and Technology Publications, Lda.
RBR and CBR represent two complementary
paradigms for constructing artificially intelligent
systems (Sun, 1995). This paper delves into their
respective applications in the context of chess,
emphasizing their distinct knowledge representation
techniques and approaches to case generalization. It
engages in a discussion of the research findings and
conclusions in this area and underlines the potential
value in adopting a combined perspective that
leverages the strengths of both methods.
2 BACKGROUND AND
PROBLEM STATEMENT
In addressing everyday problems, our natural
inclination is to draw upon past experiences, compare
them with new situations, and develop customized
solutions. In turn, this process generates fresh
knowledge that we can later recall and apply. As
illustrated in Figure 1 (CBR) serves as a simulation of
this human thinking behavior when tackling new
problems.
Figure1: CBR reasoning process.
PBR, on the other hand, relies on explicit pre-
generalization and employs a more abstract
knowledge representation through rules. When faced
with a new problem, it selects relevant rules that have
premises consistent with the problem description (see
Figure 2). In larger domains, summarizing all the
knowledge becomes increasingly challenging, and
exact matching is seldom achievable. Consequently,
rule selection is based on various contextual
adaptations. This leads to the interchangeability of the
terms "rule" and "pattern" (Reason, 1990).
In a fully automated environment, both CBR and
PBR rely on a set of training examples to create
generalizations. The key distinction between the two
systems is that CBR generates (implicit)
generalizations during the search and retrieval
process by identifying similarities between base cases
and target problems. In contrast, PBR systems make
eager explicit generalizations by identifying shared
characteristics with the same solution, which are then
turned into rules applied to solve future problems.
Figure 2: PBR process.
The performance of an artificial reasoning approach
relies heavily on the quality of its knowledge base.
But can it be influenced by its generalization method?
To address this problem, we formulate the following
questions:
RQ1: what are the advantages of each of the PBR
and CBR approaches?
RQ2: how could their shortcomings be mitigated?
RQ3: could this lead to a new generalization
approach?
3 CHESS GAME: CBR VS PBR
The fundamental challenge in knowledge-based
approaches is to extract and present relevant
knowledge in a usable form. In this paper, the
surveyed research can be categorized into two
primary directions: the first utilizes pattern-based,
expert-level advice in the form of constraint rules,
while the second involves creating case bases from
expert-level gameplay.
3.1 Representation
From a CBR perspective, the knowledge base
comprises games played at the expert level. In this
view, a game can be seen as a series of distinct
problems, each with its own solution. These problems
involve the remaining pieces and their respective
positions, referred to as the board position throughout
this article. Due to the complexity of the game
(approximately 10
120
possible positions), the search
function must be thoughtfully designed to balance
search specificity and accuracy of selected solutions.
Case base
Similar cases'
retrieval and adaptation
New case
Problem
description
Validation
and
learning
Case base
Pattern extraction
and validation
Solution
Problem
description
Pattern bases
Pattern selection
On the Artificial Reasoning with Chess: A CBR vs PBR View
379
To address this challenge, various researchers
have explored different approaches for the
representation of chess board positions. For instance,
(BRATKO et al., 1978) focused on studying
endgames with pattern descriptions. Their
representation includes a listing of the remaining
pieces, their relative positions, and attack/defense
relationships, along with defined goals. the
educational system ICONCHESS (Lazzari, 1996)
combines CBR with fuzzy logic to offer high-level
playing advice. This system utilizes cases, drawn
from games played by various experts and masters,
along with their corresponding analyses, see (Figure
3). David Sinclair (Sinclair, 1998) employed
Principal Component Analysis to condense 56
predictive features into 11. Another approach, as seen
in (Ganguly et al., 2014) and, represents cases in a
textual format, including precise piece positions and
their potential interactions (attacks, defenses,
counterattacks). Similarly, (Hesham et al., 2021)
represent the board position in a simple textual
format.
Figure 3: Board representation for CBR systems.
In contrast, knowledge can also be represented as
a collection of conditional recommendations based on
pattern extraction, suggesting potential winning
moves. This approach is exemplified in (Kass, 1990)
and (Kerner, 1995), where the concept of Explanation
Models (XP) is introduced. An XP serves as a
parametric explanation that can be adapted to
elucidate new cases. A Multiple Explanation Model
(MXP) comprises a collection of XPs, each
representing a unique perspective on a given case.
These XPs are assigned weights and assessments,
contributing to the overall evaluation of the position.
CHUNKER (Berliner & Campbell 1984) employs
abstract patterns stored in predefined libraries to
assess pawn endgame positions. This approach has
been further explored in SUPREM (Berliner &
Ebeling, 1984) (Berliner & Ebeling, 1990), a pattern-
based program implemented in the specialized
machine/program HITECH. In this system, a board
position is interpreted as a collection of patterns.
Clamp (Cook, 2008), analyses middle-game positions
to construct decisive piece groupings for move
selection. Contributing to the development of piece-
move-oriented chunk libraries.
Figure 4: Rule representation for PBR chess system.
3.2 Reasoning and Generalization
The fact that analogous problems have analogous
solutions is a cornerstone of CBR Systems. When it
comes to a player's perspective, similar board
positions often lead to similar moves. This raises the
question of which features of a board position are
crucial for move selection and how they affect the
search process. (Lazzari, 1996) sought out similar
positions, including reversed similarity, by evaluating
both syntactic similarities (such as the exact location
of pieces) and semantic similarities related to plans
and similar strategic objectives. In (Sinclair, 1998),
the researcher attempted to characterize each position
in the case base by considering structural features like
pawn formations and material. This approach led to
similarity measurement based on the composite
distance between these representations. (Ganguly et
al., 2014) encoded the remaining pieces, their
reachable squares, and attack/defense configurations,
adopting an approximation search process that
considered the piece's mobility and connectivity.
With a simplistic textual representation of the
chessboard position, (Hesham et al., 2021) employed
base cases to illustrate potential moves for both the
player and their opponent. Subsequently, these moves
were input into a search algorithm (Plaat et al, 2014)
employing alpha-beta pruning (Sato & Ikeda, 2016)
to determine the optimal move.
Pattern-based systems, on the other hand, focus on
identifying dominant patterns within a query,
utilizing contextual adaptation mechanisms since the
rule's condition part is expressed in a pattern-like
form. In (Kass, 1990) and (Kerner, 1995), patterns
with binary properties are used to extract fundamental
explanation models from the board position, and the
most dominant ones are selected. In CHUNKER
Berliner & Campbell 1984), each model consists of
instantiable properties, and each instance has a set of
values for these properties. SUPREM (Berliner &
Board Position CBR
representation
Structural summarization
(Sinclair, 1998)
Pieces and attack/defense
relations
Exact positions
(Ganguly et al., 2014)
(Hesham et al., 2021)
Relative positions
(Brakto et al., 1978)
Augmented board
representation based on
players analysis
(Lazzari, 1996)
MBSE-AI Integration 2024 - Workshop on Model-based System Engineering and Artificial Intelligence
380
Ebeling, 1990) employs predefined pattern
recognition in the form of rules that define temporary
objectives for players and the necessary models to
recognize these goals during the search process.
Morph (Walker & Levinson, 2004), after being
trained in various games, learns to associate chess
piece formations with the possible winning moves.
As for (Cook, 2008), when a query is submitted, piece
groupings are extracted based on factors like attack,
defense, proximity, and more. These groupings are
then searched for in the position's legal move
libraries, constructed through the piece's move-
oriented chunk libraries.
3.3 Results and Insights
The efficiency of an artificial Reasoning system
fundamentally hinges on two critical components:
representation and similarity metrics. In this context,
the dynamic interaction prompts a central question:
How significant are the characteristics used for a
problem representation?
Within this context, the study conducted by
ICONCHESS, as presented in (Lazzari, 1996), places
significant emphasis on specific factors that play a
pivotal role in characterizing board positions. These
factors encompass the positions and types of pieces
and the intricate web of playing relations among
them. The research underscores the importance of
considering these elements when seeking to
comprehensively define and understand the unique
characteristics of board positions.
The research conducted by Sinclair (Sinclair,
1998) contributes valuable insights into this question.
Sinclair's work reveals that the choice of similarity
metrics plays a pivotal role in shaping the
performance and outcomes of CBR chess systems:
Quality vs. Quantity Trade-off: Sinclair's
observations demonstrate a fundamental trade-off.
When employing strict similarity metrics, the cases
retrieved exhibit a high level of quality. However, this
precision often comes at the cost of quantity, as the
number of results retrieved tends to be relatively low.
Summarization of Board Positions: Central to this
discussion is the representation of board positions.
The choice of which features to include, the number
of features, and their respective weighting in the
computational process can significantly affect the
system's performance.
Furthermore, (Qvarford, 2015) investigated the
performance of an AI agent that employed CBR with
an extensive similarity metric. The outcomes revealed
a subpar performance, with a low win rate across
different case bases. This underperformance can be
largely attributed to the utilization of a
comprehensive similarity metric, which may have led
to an overly strict matching criterion. The study's
findings underline the potential advantage of
employing, among other adjustments, a more abstract
knowledge base. This could enhance an AI agent's
overall performance, potentially leading to more
successful outcomes.
However, it's worth noting that the studies
discussed in this article exhibit substantial variations
in terms of their training data, objectives, and the
specific computing platforms on which they were
implemented. This diversity makes it challenging to
classify these papers solely based on the level of
playing they address. A concise summary of the key
aspects explored in these various research endeavors
is presented in Table 1 for reference and clarity.
The majority of pattern-based systems discussed
in this context were conceived and implemented with
the primary objective of mitigating the branching
factor challenges inherent in alpha-beta search
algorithms (Sato & Ikeda, 2016). This challenging
task of narrowing down the search space is crucial for
achieving computational efficiency in AI systems.
Some noteworthy examples include (BRATKO et al.,
1978), CHUNKER Berliner & Campbell 1984),
SUPREM (Berliner & Ebeling, 1990), (Ganguly et
al., 2014) and (Hesham et al., 2021) which
demonstrated high playing performances.
For instance, Clamp (Cook, 2008) introduced an
approach that resulted in a substantial 50% reduction
in the number of nodes examined during the search
process. Although this achievement was
commendable, Clamp had a relatively modest 17%
success rate in selecting the optimal move, illustrating
the intricate balance between computational
efficiency and decision quality. In essence, it
highlights the trade-off that many pattern-based
systems encounter.
The case of Morph (Walker & Levinson, 2004) in
the context of PBR systems provides valuable
insights into the challenges and adaptability of an
abductive approach. its noteworthy achievement was
its ability to enhance pattern extraction efficiency
over multiple games. However, Morph also faced
persistent challenges when it came to understanding
how to successfully conclude games and secure
victory. This particular limitation highlights a key
aspect of abductive PBR: the need for a
comprehensive and well-structured knowledge base.
It's not enough to identify patterns; the system must
also know how to effectively apply these patterns to
achieve a winning outcome.
The adaptability of an abductive PBR approach
On the Artificial Reasoning with Chess: A CBR vs PBR View
381
depends on several factors, including the quality and
diversity of the training data, the sophistication of the
pattern extraction algorithms, and the system's ability
to derive actionable strategies from identified
patterns. Over time, with access to more
comprehensive and diverse data, an abductive PBR
system may become increasingly adept at adapting to
different gameplay scenarios and improving its
overall performance.
The case of CHUNKER (Berliner & Campbell
1984) and SUPREM (Berliner & Ebeling, 1990)
represents a perfect example of inductive (PBR).
These systems, in contrast to purely abductive
approaches, overcame the inherent challenges and
exhibited the capability to play complete games at a
master's level. Their achievement was underpinned
by predefined pattern recognition, which essentially
means that they were initially designed based on a
foundation of hypothetical expert knowledge. The
success of CHUNKER and SUPREM suggests the
potential of a PBR approach in addressing complex
gameplay problems and problem-solving in general.
In the case of these systems, predefined patterns serve
as a form of knowledge that guides their gameplay
strategy. The study outlined in (Ganguly et al., 2014),
hints at the tantalizing possibility of constructing a
fully knowledge-based algorithm. This is contingent
on the feasibility of implementing an automatic
knowledge extraction process.
3.4 Theoretical Model Evaluation
The research in this area draws significantly from the
work of Chase and Simon (Chase & Simon, 1973)
and Gong et al. (Gong et al., 2015), who conducted
studies focusing on the perceptual abilities of chess
players. Their investigations aimed to gain insights
into how players mentally perceive chess board
positions. The key finding from their studies is that a
Table 1: Knowledge-based chess systems.
Knowledge
representation
Reasoning and
generalization
Goal Game stage Results
Relative piece position +
attack defense relation
(BRATKO et al., 1978)
Implementation of
expert hypothesis on
endgame
Elicitation of pattern-
based representation
for endgames
End game Evidence that a more
knowledge-based approach
is require
d
Fuzzy logic using fixed
patterns: material king
protection, pawn
structure
(
Lazzari, 1996
)
customizable weighted
function for
classification
Human theory-based
classification for
board position
evaluation
Middle
game
Proof that joining CBR and
fuzzy logic is valuable for
the teaching of high-level
chess strate
g
ies
Structural features
representation with PCA
(Sinclair, 1998)
K nearest neighbors
based similarity for
move selection
Quality of Results
Assessment
Full game The need to balance
between quality and the
number of results
Exact piece positions +
attack/defense relation
(Ganguly et al., 2014)
Piece’s mobility and
connectivity
approximation for
move selection
Search time sizing Full game Low runtime overhead
Exact piece position
(Hesham et al., 2021)
potential moves for
both players and their
opponent
Downsizing the search
space
Full game Enhanced playing
performances (using
minimax algorithm and
al
p
ha-
b
eta
p
runin
g)
Explanation Patterns
(Kass, 1990, Kerner,
1995
)
Pattern instantiation chess expert system
for game evaluation
Full game Comprehensive board
position evaluation
Construction of fixed-
sized chunks based on
attack, defense, and color
(Cook, 2008)
The exact
correspondence of
board positions chunks
Investigating decisive
chunk size and
composition
Middle
game
4 to 5 pieces attack
defense chunk tend to be
more decisive in move
making
Abstract predefined
pattern Berliner &
Campbell 1984)
Guided pattern
generation
Board position
evaluation
Pawn
endgame
Evaluation of entire board
configurations based on
predefined abstract pattern
libraries
Predefined pattern
(Berliner & Ebeling,
1984)
Interim goals and their
defining pattern for
recognition
Pattern-based advice
for guiding Alpha-beta
search
Full game Playing a full game at a
master’s level
MBSE-AI Integration 2024 - Workshop on Model-based System Engineering and Artificial Intelligence
382
player's level of expertise is closely linked to their
chunking abilities. This chunking process involves
players breaking down a complex board position into
manageable and meaningful "chunks."
These "chunks" are essentially cognitive units that
encapsulate specific patterns and structures within the
chessboard. Players establish these chunks based on
various criteria, including pawn structures, color,
attack and defense relationship, and local proximity.
The chunking process allows players to efficiently
process and remember complex board positions. They
recognize recurring patterns and structures, which
simplifies decision-making during a game.
León-Villagrá and Jäkel (Leon-Villagra & Jakel,
2013) have made contributions to this body of
knowledge. Their research indicates that chess
players do not rely on visual memory alone to think
and remember game situations and features. Instead,
players tend to think more abstractly, focusing on the
underlying structures, patterns, and relationships
between pieces. This abstract approach to thinking
enables them to generalize their knowledge and apply
it to a broader range of situations, ultimately
contributing to their expertise.
The different implementations of these cognitive
processes serve to answer RQ1, they underline the
adaptability of CBR systems, promote the
applicability of PBRs, and shed light on the
relationship between case bases and pattern base
extraction. Case bases serve as valuable sources of
information that can potentially lead to knowledge
base extraction. They provide the raw material from
which generalizations and patterns are derived,
ultimately contributing to the development of a
knowledge base that enables the system to reason,
strategize, and make decisions based on past
experiences and expertise.
Here's how this connection works:
Case Bases as a Source of Cases: Case bases store
collections of specific cases, each comprising a
problem and its corresponding solution or outcome.
These cases represent instances of real-world
situations, often related to a particular domain, such
as chess.
Generalization of Cases: In PBR, the process of
generalization involves identifying patterns or
commonalities among a set of cases. These patterns
could be certain strategies, tactics, or recurring
themes that emerge from analyzing multiple cases.
The goal is to extract generalized rules or patterns
from these individual cases.
Knowledge Base Extraction: The generalized
patterns or rules extracted from the case base can be
viewed as a form of knowledge base. These rules
represent the distilled wisdom and expertise
contained within the individual cases. They offer
guidance and strategies for addressing similar
problems or situations in the future. In essence, the
knowledge base is created by summarizing and
codifying the general principles that underlie the
cases.
Application to New Problems: Once a knowledge
base is constructed from the case base, it can be used
to tackle new, previously unseen problems. When a
new problem arises, the system can consult the
knowledge base to identify relevant rules or patterns
that apply to the current problem. This allows for
informed decision-making and problem-solving.
Most advanced neural-network-based chess
programs (He et al, 2018), (Sabatelli et al, 2018),
share the overarching concept of learning from data
and applying this learning to new problems, to
evaluate positions and calculate strategies. Yet it has
been proven that neural networks, particularly those
involved in deep learning, tend to forget previously
learned information upon learning new information
(Babakniya et al, 2023). This phenomenon, known as
catastrophic forgetting, is a significant barrier to
effective generalization over time.
Psychological studies, particularly those
conducted by Dingeman and DeGroot (Dingeman &
DeGroot, 1965), have provided intriguing insights
into the cognitive processes of players, highlighting
the differences between experts and beginners. Key
findings from these studies include:
Real-Time Decision-Making: Regardless of their
expertise, players are observed to make their move
decisions in the here and now, responding directly to
the board position before them. This implies that even
experts do not rely solely on pre-planned sequences
of moves, dispelling the myth that chess experts have
every move planned far in advance.
Contextual Analysis: To make these real-time
move decisions, players engage in contextual
analysis. They carefully evaluate the local situations
on the board, identifying those that hold promise for
their plans and moves. This emphasis on contextual
analysis highlights the significance of a global
contextual scan, which encompasses a broad
assessment of the game situation.
Capacity for Memorization: Remarkably, Simon
and Gilmartin (Simon & Gilmartin, 1973) have found
that expert-level players possess an impressive
capacity for memorization. They can commit a vast
number of different game scenarios to memory,
ranging from 10,000 to a staggering 100,000 unique
situations. This ability to remember and recognize
On the Artificial Reasoning with Chess: A CBR vs PBR View
383
specific board positions further contributes to their
expertise.
This can answer the question of why Morph
(Walker & Levinson, 2004) couldn't successfully
conclude games and the need for a comprehensive
and well-structured knowledge base, thus solving
RQ2. Retaining the cases that were used to generate
rule bases can indeed be considered a constraint
imposed to address the issue of rule validity. This
approach serves several valuable purposes:
Rule Validation: Keeping the source cases allows
for continuous validation and verification of the
generated rules. By maintaining the original cases,
reasoning systems can periodically check whether the
rules are consistent with the actual experiences and
expertise contained in the cases. This helps ensure
that the rules remain valid and up to date.
Dynamic Adaptation: Cases are real-world
instances and, as such, they capture a dynamic and
evolving body of knowledge. New cases are added
over time as more experiences are gained. By
retaining these cases, reasoning systems can adapt
and refine the rules as new information becomes
available, enhancing the system's adaptability and
accuracy.
Handling Exceptions: In complex domains like
chess, there may be scenarios or exceptions that rules
alone cannot adequately address. The original cases
serve as a safety net to handle such exceptions. If a
new problem or situation does not fit well with the
existing rules, the system can fall back on the cases
for guidance.
Explanation and Transparency: Maintaining the
source cases offers transparency in rule generation. It
allows system users to trace back to the original cases,
making it easier to understand how and why specific
rules were generated. This transparency can be
crucial in critical applications or when users need to
trust the system's decisions.
However, it's important to consider the trade-off
between the advantages of retaining cases and the
associated computational complexity. Managing a
large number of cases can be resource-intensive.
Therefore, Reasoning systems should strike a balance
between retaining enough cases for validation and
adaptability while ensuring efficient system
performance, thus leading to a new generalization
approach, thus treating the suggesting an answer for
RQ3.
4 CONCLUSIONS AND
PERSPECTIVES
In the realm of chess AI, the exploration of CBR and
PBR uncovers the nuanced dynamics of knowledge
representation and application. CBR mirrors human
problem-solving behavior, but its applicability is
challenged in the context of chess gameplay. PBR
systems demonstrate the delicate balance between
efficiency and decision quality, with trade-offs based
on the choice of similarity metrics.
Psychological studies shed light on the real-time
decision-making capabilities of chess players,
offering insights into the cognitive processes that
underpin expertise. The research underscores the
importance of problem-specific characteristics and
adaptability in PBR systems.
CBR systems are renowned for their scalability
and are generally more approachable in design
compared to rule-based systems. However, in
practice, rule-based systems are often preferred over
cases due to their greater applicability. Consequently,
the challenge lies in automating the creation of rule
bases, which can be viewed as a generalization of
case bases.
Retaining cases used for rule generation emerges
as a valuable constraint to ensure rule validation,
dynamic adaptation, handling exceptions, and system
transparency. Striking a balance between
computational efficiency and the advantages of
retaining cases remains a key consideration.
This comprehensive exploration of CBR and PBR
in chess AI provides a deeper understanding of the
challenges and accomplishments in building
intelligent systems (Berramla et al, 2020) that
navigate the complexities of chess gameplay and
problem-solving in general. It opens doors to further
research and development in artificial reasoning.
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