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Subject: Re: Square-of-the-pawn

Author: Don Dailey

Date: 15:42:30 01/13/98

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On January 13, 1998 at 17:22:50, Jay Scott wrote:

>On January 13, 1998 at 16:02:53, Don Dailey wrote:
>>The reason such an obviously good algorithm like square of pawn is not
>>as big a win as you might intuitively think is that
>
>Is that... ? Is that by the time they're near the root the search
>can solve them anyway? I'm not sure this is true for KN-K. :-)
>I'm on the edge of my seat!
>
>  Jay


Hi Jay!

I started to add this to my post but decided against it.  I forgot
to clear it.  But since I started it ....

The reason such an obviously good algorithm (square of pawn) is not
as big a win as you might intuitvely think is that a whole lot of
the time your program is playing correctly anyway.  For instance you
have a pawn outside the square and what will you do?   Most programs
will start pushing the thing anyway.

But lest I get blasted I want to make it clear I strongly believe in
the power of this algorithm.  I wish we had more like it.  If you
construct it correctly it is right almost all the time and can save
you many plies of searching.   I view it more like the king and pawn
database, it's real benefit is to help you get into the right ending,
less so to play it correctly once you have it.

Computers seem to have good pretty good technique at this point, the
real problem is some critical decision point that requires them to go
this way, or that.  Most of the time they do fine if this single
decision is correct.   The decsion rarely leads to a quick tactical
loss or crushing combination.

- Don








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