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Subject: Re: SEE Function

Author: Robert Hyatt

Date: 15:13:54 04/06/00

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On April 06, 2000 at 12:56:32, KarinsDad wrote:

>On April 05, 2000 at 21:09:23, Robert Hyatt wrote:
>
>[snip]
>>
>>Remember that there are absolute pins (piece pinned on the king so that moving
>>out of the line of the pinning piece is illegal) and just pins (bishop pinned
>>on the queen by a rook, so that moving the bishop is legal, but unwise).
>>
>>Both could/should be addressed in "the ultimate SEE code".  I ignore both in
>>Crafty's Swap().
>>
>
>Yes, my code only takes care of absolute pins.
>
>Relative pins seem too difficult to handle. The required enhancements that I can
>think of are:
>
>1) A pin against a queen.
>2) A pin against a rook.
>3) A pin against an under protected or unprotected piece.
>
>Now, although you could handle #1 and #2 without TOO much difficulty, handling
>#3 seems almost nightmarish due to the sheer volume of possiblities of pieces
>that protect too many other pieces or attack too many other pieces, etc. So, I
>cannot imagine having an "ultimate SEE code". Example:
>
>[D]kn6/6bp/2p3p1/8/1N1N4/8/1B5P/7K w - -
>
>
>I kept this example simple, so, a #3 type SEE enhancement could be done without
>too much difficulty here (since the bishop on b2 is totally unprotected as
>opposed to weakly protected). But, it would still be a lot of work for under
>protected pieces.
>
>But, white does NOT have a good SEE move at c6 and the moves Nbc6 and Ndc6 are
>not the best to look at first (1. Nd3 looks good, so if 1 ... c5 2. Nf3 and
>white should get the draw).
>
>I think that the best that can be done is to add the SEE moves to the front of
>the list and when they work, great. When they do not (like in this example), you
>search 2 additional poor moves first. But an ultimate SEE seems out of the
>question (beyond #1 and #2 enhancements above).
>
>KarinsDad :)


Unless you design a hardware processor, of course.  Then _anything_ is within
reach if you want it..  :)



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