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Subject: Re: SEE Function

Author: KarinsDad

Date: 09:56:32 04/06/00

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On April 05, 2000 at 21:09:23, Robert Hyatt wrote:

[snip]
>
>Remember that there are absolute pins (piece pinned on the king so that moving
>out of the line of the pinning piece is illegal) and just pins (bishop pinned
>on the queen by a rook, so that moving the bishop is legal, but unwise).
>
>Both could/should be addressed in "the ultimate SEE code".  I ignore both in
>Crafty's Swap().
>

Yes, my code only takes care of absolute pins.

Relative pins seem too difficult to handle. The required enhancements that I can
think of are:

1) A pin against a queen.
2) A pin against a rook.
3) A pin against an under protected or unprotected piece.

Now, although you could handle #1 and #2 without TOO much difficulty, handling
#3 seems almost nightmarish due to the sheer volume of possiblities of pieces
that protect too many other pieces or attack too many other pieces, etc. So, I
cannot imagine having an "ultimate SEE code". Example:

[D]kn6/6bp/2p3p1/8/1N1N4/8/1B5P/7K w - -


I kept this example simple, so, a #3 type SEE enhancement could be done without
too much difficulty here (since the bishop on b2 is totally unprotected as
opposed to weakly protected). But, it would still be a lot of work for under
protected pieces.

But, white does NOT have a good SEE move at c6 and the moves Nbc6 and Ndc6 are
not the best to look at first (1. Nd3 looks good, so if 1 ... c5 2. Nf3 and
white should get the draw).

I think that the best that can be done is to add the SEE moves to the front of
the list and when they work, great. When they do not (like in this example), you
search 2 additional poor moves first. But an ultimate SEE seems out of the
question (beyond #1 and #2 enhancements above).

KarinsDad :)



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