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Subject: Re: Completely blocked positions, some interesting things

Author: Omid David

Date: 03:30:02 10/04/02

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On October 03, 2002 at 22:47:58, Jeremiah Penery wrote:

>On October 03, 2002 at 22:07:38, Omid David wrote:
>
>>On October 03, 2002 at 21:30:56, Jeremiah Penery wrote:
>>
>>>On October 03, 2002 at 20:39:02, Omid David wrote:
>>>
>>>>Quite impressive, just 1.02% slower (paractically negligible). Do you invoke
>>>>that detection at every node in the search tree?
>>>
>>>Yes, but most of the time it exits very quickly (a couple of 'if' clauses).  I
>>>could probably make it cost even less, but I'm not very interested in doing that
>>>yet.
>>
>>But the problem may arise in the endgames where there are a number of pawns and
>>pieces left which can potentially cause a "block draw". Then in the draw
>>detection heuristic, almost in every node you'll pass the first few 'if's and
>>will have to step into a detailed assessment of the position. How much does it
>>slow down there, in comparison to the non-detecting version?
>
>I'm not really sure, and I suspect it depends highly on the kind of position.
>If you have any specific ones, I'll be happy to test them.
>

Let's compare the following two very similar positions:

The first one - White wins:
[D] 8/8/8/k3p3/1p1pPp2/1PpP1P2/K1P3B1/8 w - - 0 1

The second one - Draw:
[D] 8/8/8/k3p1p1/1p1pPpP1/1PpP1P2/K1P3B1/8 w - - 0 1

How do the different methods fare in these two cases?




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