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Subject: Re: ==> game tree of perfect chess

Author: Graham Laight

Date: 06:51:41 01/08/03

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On January 08, 2003 at 09:33:04, S. Loinjak wrote:

>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.

This doesn't prove that these attacks can't be refuted, or that the positions
where they can be made can't be avoided.

>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

Has anyone checked these games for errors with a computer?

I suspect that Deep Fritz would have beaten these players if they'd tried these
kinds of attacks.

-g

>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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