Hi,hgm wrote: ↑Mon Sep 16, 2024 4:24 pm Normally a mate in 3 would require 7 ply (seen when the King gets captured). And it does not use excessive reductions. So it should see it quickly, or not at all. In this case I had expected the 'not at all', because the main line contains a zugzwang, and Fairy-Max does not do null-move verification.
It’s quite clear that null moves and various combinations of extensions and reductions are fantastic winning features for normal gameplay, but they are absolutely detrimental in some checkmate problems and certain "artificial" positions, created specifically for entertainment and to challenge human minds, but totally irrelevant from a practical standpoint. Most of today’s strongest engines are probably (though I would remove this adverb) not the best tool to solve them. As an example, I took my modification of the old Fruit 2.1, made purely brute force, and it finds this checkmate faster than any other program tested here, in just 15 ms:
Code: Select all
id name Fruit 2.1 bruteforce AB
id author Fabien Letouzey
...
uciok
setoption name Hash value 1024
position fen 8/8/5k2/p6p/P1r2n1K/8/8/7R b - - 0 1
go movetime 1000
info depth 1 seldepth 1 score cp 541 time 0 nodes 2 pv c4a4
info depth 2 seldepth 3 score cp 511 time 0 nodes 54 pv c4a4 h1e1
info depth 3 seldepth 5 score cp 552 time 0 nodes 290 pv c4a4 h1d1 a4c4
info depth 3 seldepth 5 score cp 555 time 15 nodes 823 pv f4e2 h4h3 c4a4
info depth 4 seldepth 6 score cp 522 time 15 nodes 1326 pv f4e2 h4h3 c4a4 h1d1
info depth 4 seldepth 6 score cp 539 time 15 nodes 1615 pv c4a4 h1d1 a4e4 h4g3
info depth 5 seldepth 8 score cp 565 time 15 nodes 4043 pv c4a4 h1d1 a4c4 d1d6 f6e5
info depth 5 seldepth 8 score mate 3 time 15 nodes 7138 pv c4c3 h1h2 f6g6 h2h1 f4g2
Alex