Ken Thompson and others helped extend tablebases to cover all four- and five-piece endgames, including in particular KBBKN, KQPKQ, and KRPKR. In 1977 the KQKR database was used in a match versus Grandmaster Walter Browne, see Computer chess#Using endgame databases. In 1970, Thomas Ströhlein published a doctoral thesis with analysis of the following classes of endgame: KQK, KRK, KPK, KQKR, KRKB, and KRKN. It would no longer make mistakes because the tablebase always played the best possible move. Thus, a chess computer would no longer need to analyze endgame positions during the game because they were solved beforehand. Instead of analyzing forward from the position currently on the board, the database would analyze backward from positions where one player was checkmated or stalemated. In 1965, Richard Bellman proposed the creation of a database to solve chess and checkers endgames using retrograde analysis. However, a more comprehensive solution was needed. Programmers added specific heuristics for the endgame – for example, the king should move to the center of the board. However, even as competent chess programs began to develop, they exhibited a glaring weakness in playing the endgame.
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