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Subject: ==> game tree of perfect chess

Author: S. Loinjak

Date: 06:33:04 01/08/03

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I'm not sure how the complete game theoretical tree of chess looks like but I've
got the folowing ideas about it.

From correspondence chess I know that high search depths (e.g 24 ply in middle
game with still 20 men on the board) enable you to start optically very very
risky looking attacks where the initiative gain can compensate a considerable
amount of material over a long time.

Therefor I 'feel' that optimal chess might be by far different from 'normal'
human chess. Maybe it'll be full of extreme attacks like Nezhmetdinov used to
play (the one who outcombined M. Tal in his [Tals!] best days - even Tal was
proud of those losses). Of course the main variation could look very
conventional and lifeless as maybe both colors are forced to act extremely
prophylactically to avoid a 'perfect' attact.

Therefor I could imagine (but I'm not sure about it) that there are lines in the
perfect chess tree (containing the main variation(s) and at least one refutation
[not necessarily the strongest one] for each suboptimal move) which are highly
material imbalanced over a long time until mate or draw is forced.


Sini



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