Author: Tony Werten
Date: 03:30:57 02/21/05
Go up one level in this thread
On February 21, 2005 at 04:12:55, Uri Blass wrote: >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? > Nope, they evaluate the max position as a win instead of a draw and they are wrong because of the 50 move rule :) Tony >Uri
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