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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