Author: Uri Blass
Date: 03:18:12 10/29/05
Go up one level in this thread
On October 29, 2005 at 05:35:27, Kurt Utzinger wrote: >On October 29, 2005 at 05:20:15, Kurt Utzinger wrote: > >>On October 29, 2005 at 05:19:12, Uri Blass wrote: >> >>>On October 29, 2005 at 05:15:02, Kurt Utzinger wrote: >>> >>>>>> Hi Uri >>>>>> Is the 256 moves problem indeed a problem. I've just searched >>>>>> in my computer games collection - almost 100,000 games - and >>>>>> could not find a single game that either was not decisive >>>>>> within 256 moves or could have been stopped (adjusted) within >>>>>> 256 moves with 1-0, 0-1 or 1/2-1/2. >>>>>> Regards >>>>>> Kurt >>>>> >>>>>Of course it is a problem in comp-comp games >>>>> >>>>>Here is an example >>>>> >>>>>Fruit2.2 blundered by 298...Rg7 and it is impossible to stop the simple mate >>>>>plan Kd3 Rc4 Bb4 Rb2-e2-e4 Rxd4+ with mate >>>>> >>>>[D]r7/1pr5/2p1p2p/P1PkPn1P/3p1Pp1/1R4P1/4K3/2R1B3 b - - 0 298 >>>> >>>> Hi Uri >>>> A good example I have studied but not found >>>> any explanation about what was going on here. >>>> It could indeed be a bug caused by the GUI. >>>> Regards >>>> Kurt >>> >>>I do not know the gui that was used for the game and in this case the plan Kd3 >>>Rc4 Bb4 Rb2-e2-e4 Rxd4+ is simply too deep for fruit to see. >>> >>>Uri >> >> >> This is of course true too :-) >> Regards >> Kurt > > I forgot to mention: The problem was that the > game was stopped with 0-1 after move 300 I think. > Kurt I do not know what exactly happened but the result seems to be correct because spike had a winning position after 300 moves and spike also saw that it was winning based on it's evaluation. Uri
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