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Subject: Re: EGTB optimization idea

Author: GuyHaworth

Date: 00:35:27 07/28/02

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The fact that your position is actually reachable, see previous answer,
illustrates a point.

It is not easy in general for humans, or computers, to identify whether a
position is reachable from the initial array or not.

Consider the initial array with a bN on c6 rather than b8.  This is not
reachable but how will the computer prove it.

Consider a position with a wB on a1 and wP on b2.  Same question?


However, there is little point in doing what you suggest anyway.  In fact, the
opposite should be done.

There are many broken positions - side-not-to-move in check - which are marked
'broken'.  But since they are never going to be referred to in a game, they
should be given the value of the last (or next) unbroken position to assist
compression.

g



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