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

Author: Russell Reagan

Date: 11:17:21 01/08/03

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

>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.

I think I agree with you. When I think of perfect chess, I think of combat
between military soldiers as an example. "Really good" combat is comparable to
super-gm chess. A "really good" soldier has good aim but still is not perfect
and misses his shots, and certainly will miss shots if he is at a long range or
if he is in hand to hand combat with another soldier. "Perfect" combat is just
off the chart. There we are talking about a super soldier who can aim perfectly
and never miss from miles away while running and fighting half a dozen other
soldiers in hand to hand combat at the same time. And he can dodge bullets.
Basically against a super soldier, if you show yourself, even an inch, you're
dead.

I think if there was a forced win in chess, it would be many hundreds of moves,
and the 50 move rule would catch it.



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