I saw the pointe once in another problem with KQR vs KQR. Most variations are easy to calculate here except the main variation and I am not sure if I would have found the clue of that main variation with a very cool silent move.
Nice one but I won’t spoil the solution now. White’s winning!
Also, you need to know basic rules of QR versus QR.
Major piece near (pieces in action near/supporting each other) skills and far (using the long range abilities of major pieces to control the geometry of the board via the straight lines of the board) skills are not ususally mixed.
This is all near skills except for the quiet 3rd move.
I saw the pointe once in another problem with KQR vs KQR.
Most variations are easy to calculate here except the main variation and I am not sure if I would have found the clue of that main variation with a very cool silent move.
Nice one but I won’t spoil the solution now.
White’s winning!
Best regards
Jochen
White’s winning!
Yes. The silent move is a knockout, too.
Could someone tell this to Fritz/or Rybka.
My computer thinks the first thing I thought of was right – but I missed the quiet move a few moves further down.
So I’m not sure what the quiet first move is, because mine was a check.
It’s not the first move that is ‘quiet’, it’s the third one.
There is just one sequence of moves that forces a win.
I would never find this on my own. Probably no program (without tablebases) winds this on it’s own either.
I think any program with transposition tables will solve it pretty quickly.
Table bases aren’t necessary for such a simple position. Table bases help when this is the end node of a search tree not the starting position.
Possibly transposition tables aren’t needed either on modern PCs – but they’ll definitely speed up the solution.
GNU Chess doesn’t used table bases and found the solution in a few seconds on my machine.
OK disregard that about computers probably not finding the line without tablebases. They find it imediatelly.
Also, you need to know basic rules of QR versus QR.
Major piece near (pieces in action near/supporting each other) skills and far (using the long range abilities of major pieces to control the geometry of the board via the straight lines of the board) skills are not ususally mixed.
This is all near skills except for the quiet 3rd move.