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Subject: Re: Why is this position so difficult to evaluate?

Author: Bruce Moreland

Date: 00:01:52 01/11/00

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On January 10, 2000 at 21:47:00, Ed Schröder wrote:

>On January 10, 2000 at 17:46:22, Bruce Moreland wrote:
>
>>On January 10, 2000 at 17:32:56, Torstein Hall wrote:
>>
>>>
>>>From the game Shebarkov - Rebel.
>>>
>>>Why is it so difficult for a program to see a bad bishop?
>>>
>>>[D] 8/p3kp2/2pr1pb1/2b1p3/P3P1Pp/1PNB1P1P/2K5/3R4 w - - 0 26
>>
>>This is a special kind of bad bishop, the bishop is permanently dead.  It would
>>be easy to write something that could understand that the bishop is dead, but it
>>would be hard to execute the code hundreds of thousands of times per second.
>>
>
>>Put black's f7 pawn on g7 and black is suddenly doing lots better.
>
>And can save a few bucks as in my case. I think it is doable to write
>code for this kind of situations only that in the 18 years I am working
>now on Rebel I haven't seen such a case of a trapped bishop happening.
>These guys surely know how to debug a chess engine.

That case is extremely bad and you don't see one like that very often, I think.
I see bad pieces often against GM's in blitz games.  Not meaning to argue, just
pointing out that improvement might have practical results.

bruce



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