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Subject: Re: Why is this position so difficult to evaluate?

Author: Ed Schröder

Date: 18:47:00 01/10/00

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On January 10, 2000 at 17:46:22, Bruce Moreland wrote:

>On January 10, 2000 at 17:32:56, Torstein Hall wrote:
>
>>
>>From the game Shebarkov - Rebel.
>>
>>Why is it so difficult for a program to see a bad bishop?
>>
>>[D] 8/p3kp2/2pr1pb1/2b1p3/P3P1Pp/1PNB1P1P/2K5/3R4 w - - 0 26
>
>This is a special kind of bad bishop, the bishop is permanently dead.  It would
>be easy to write something that could understand that the bishop is dead, but it
>would be hard to execute the code hundreds of thousands of times per second.
>

>Put black's f7 pawn on g7 and black is suddenly doing lots better.

And can save a few bucks as in my case. I think it is doable to write
code for this kind of situations only that in the 18 years I am working
now on Rebel I haven't seen such a case of a trapped bishop happening.
These guys surely know how to debug a chess engine.

Ed


>bruce



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