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Subject: Re: Help! My program is a girly man!

Author: Michael Henderson

Date: 23:08:47 09/03/04

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On September 03, 2004 at 18:53:31, Rick Bischoff wrote:

>Just so you know what I mean in further detail:
>
>[D]2rqr1k1/pppbnppp/1bn1p3/3pP3/3P2P1/2PB1NN1/PP3P1P/R1BQR1K1 b - - 0 12
>
>This guy played this same line against my program every time he had white.  My
>program for some reason plays
>12.. g6
>Which is just an awful move-- I ran some tests on it and it decides not to play
>that after ply 6, but in this time control it only had time to get to ply 6
>apparently.  Anyway:
>
>13. Bg5 a6 14. Kg2 Kh8?? 15. Bf6+ Kg8 16. Qd2 Nxd4 17. Qh6 Nef5 18. gxf5 Qxf6
>19. exf6 Nxf5 20. Nxf5 exf5 21. Qg7#
>
>On September 03, 2004 at 18:26:49, Álvaro Begué wrote:
>
>>On September 03, 2004 at 16:20:03, Rick Bischoff wrote:
>>
>>>How to avoid the "Oh crap I'm getting mated in 8 moves time to start throwing
>>>everything away to delay the inevitable" syndrome when your opponent is not a
>>>computer and might not even SEE the mate in 8?
>>
>>My program doesn't have any of this, and I haven't thought much about it, but,
>>how about making the move that you thought best before the score dropped a lot?

After Kh8, inevitable mating threat on g7 and the human definitely sees this.
So I think you would get killed here anyway with refinement or not--but either
way here is my idea:  If you find a PV in which you lose a lot of material,
remember the score and the first ply at which you start losing significant
material (significant as in you will lose!).  Then later on if you find a move
that gets you mated (also losing), remember the ply at which you get mated.
Then you can decide based on this information what move you want to play.  You
might play a move that gets you mated from the tree's point of view but is hard
to find for a human, or you might start giving up pieces because you are playing
a computer.



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