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Subject: Re: A simpler, but still interesting, position

Author: Jarkko Pesonen

Date: 05:54:07 06/29/00

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On June 28, 2000 at 15:51:33, Robert Hyatt wrote:

>On June 28, 2000 at 12:35:30, Bruce Moreland wrote:
>
>>On June 28, 2000 at 11:48:46, Robert Hyatt wrote:
>>
>>>I understand... but _here_ is the real question:  In how many similar positions
>>>will it have the same eval, and it be wrong?  I've seen it play brilliantly in
>>>one game, and then play like a patzer in the next four games.  It is nice to
>>>find positions where a program _really_ seems to get the right idea.  But then
>>>reality sets in, as you find similar (but not similar enough) positions where
>>>the program comes to the same conclusion as in the brilliant game, but it is
>>>dead wrong.
>>>
>>>This happens way too frequently with computer chess programs, unfortunately,
>>>mine included.  It will play a brilliant endgame against a GM, then come back
>>>and play a completely insane endgame that no 2000 player would even consider.
>>>
>>>I don't like to brand programs as "brilliant" until they handle things most
>>>of the time, not just some of the time...
>>
>>I think it probably understands it.  I know that CST does things that are very
>>speculative in the middlegame, but this may be a null-move killer.  Does Crafty
>>know to play 1. h5 in the following position?
>>
>>[D]2R5/4k3/p2Np2p/4P1p1/p5pP/q1P1P1P1/2P5/1K6 w - -
>>
>>Mine doesn't.  Force the move though, and boom.
>>
>>bruce
>
>
>Mine neither.  Too many zug positions there..

But Crafty did know how solve this up to version 17.4

17.5 didn't solve this anymore.
From main.c

rewrite of outside passed pawn/pawn majority code.  it is now
much faster by using pre-computed bitmaps to recognize the right
patterns.




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