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Abstract 

Computer algorithms for game playing rely on a state evaluation which is based on a set of features and patterns. Such evaluation can, however, never fully capture the full complexity of games such as chess, since the impact of a feature or a pattern on the game outcome heavily relies on the game's context. It is a well-known problem in pattern-based learning that too many too specialized patterns are needed to capture all possible situations. We hypothesize that a pattern should be regarded as an opportunity to attain a certain state during the continuation of the game, which we call the effect of a pattern. For correct game state evaluation, one should analyze whether the desired effects of the matched patterns can be reached. Patterns indicate opportunities to reach a more advantageous situation. Testing whether this is possible in the current context is performed through a well-directed game tree exploration. We argue that this approach comes closer to the human way of game playing.

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