I could probably spend a few years reading the chess programming wiki site! For example KPk has been solved in various ways with "knowledge" based programming.
www.chessprogramming.org/KPK
These things are at first a "gumption trap". For defn see:
en.wikipedia.org/wiki/Gumption_trapIt didn't take long though to see that how they have solved KPk is not what I'm after.
The idea of a bitbase is a poor man's tablebase. 98,304 positions is beyond human memory.
The Perfect Heuristic method is based on an idea called "effective distance". Also on the idea that the problem can be partitioned into 6 subcases with from 6-11 attributes. In each of these 36-66 subcases you still have to know the procedure from those. Again, this is too much for a human.
The Imperfect Heuristic methods are no better.
Chess programmers have always been, rightly so, more interested in getting their programs to play chess well by any method. The have not been interested, for the most part, in having a program that can explain to a human a procedure or a theory for the human to use to understand what is going on.
See also:
http://oro.open.ac.uk/56945/1/479863.pdfA Ph.D. thesis by Bramer on chess knowledge representation.
Sigh. I started reading the above PDF. It is not surprising that Mr Bramer failed to predict the future of chess playing programs writing in 1977. I applaud his efforts at "knowledge representation". However, reading his description up to section 2.7, he describes a model that no human uses in practice, or could learn to use. The model is simply too complex for humans. This is for the endgame KRk, which I have taught to many people. There are multiple procedures that a human can remember to play this endgame. Some are more complex than others. None of them remotely approach the complexity of the model in Mr. Bramer's paper.
By his own first major criteria:
"..firstly, that algorithms constructed using the model should be natural from the viewpoint of a chessplayer and commensurate with his view of the complexity of the task..."
the model fails.
Continuing to read Bramer's Ph.D. thesis, he has 11 equivalence classes for KRk. There are 15 classes for KPk.
While interesting, it is too much for a human. Even if the computer plays this way it should not explain how a human should play using these equivalence classes.