Author: Reinhard Scharnagl
Date: 12:01:04 05/31/03
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On May 31, 2003 at 13:14:15, Mike S. wrote: [...] >Therefore, it's obvious for me why computer games from very long thinking time >look much more "positional" although the engines use the same evaluations like >in a blitz game... They may look more 'reliable'. Such positions naturally have some positional qualities, but this is not what make them strong. How will you decide on their relative positional weakness, when you never will see all the better alternatives the brutal program ignores ? Regards, Reinhard
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