Author: Uri Blass
Date: 01:12:55 02/21/05
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On February 21, 2005 at 03:54:03, Dieter Buerssner wrote: >On February 20, 2005 at 18:51:41, Dieter Buerssner wrote: > >>On February 20, 2005 at 18:40:34, Guido wrote: >> >>>You are right but if I remember well there is a mate in 127 and a loss in 127 in >>>kppkp and another score to add is illegal position. >>>So for kppkp it is necessary at least 9 bits. You could use the illegal position >>>score meaning loss in 127, as illegal positions are not possible in the game. >> >>Hi Guido! IIRC, 8 bits was just enough for kppkp and all 256 numbers were used. >>kppkp wtm has mate in 127, btm has lost in 127, together with draw and broken >>positions, this exactly fits the 256 states possible in one byte. > >Oops, you were right, it seems. I forgot about loss in zero. Sorry for my >useless post. BTW. the max positions here give fast Q-endgame, which is draw due >to 50 moves rule. > >Dieter I do not understand. Do you say that computers with the old tablebases evaluate the max position as a draw instead of mate and that they are right because of the 50 move rule? Uri
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