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World Chess Championship 2013 - Page 62

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Chess discussion continues here
hypercube
Profile Joined April 2010
Hungary2735 Posts
November 17 2013 10:39 GMT
#1221
On November 17 2013 19:29 urboss wrote:
Show nested quote +
On November 17 2013 19:23 hypercube wrote:
On November 17 2013 19:05 urboss wrote:
As mentioned before, the information you have during a StarCraft game is incomplete because of the fog of war. That makes StarCraft theoretically not solvable in the same way that chess would be solvable using a brute-force method.


There are ways to deal with incomplete information. It's called Game Theory. Rock-Paper-Scissors has been 'solved', even though it has incomplete information. The best RSP player could not beat the computer in the long run.

Imagine that the computer would have to base its decisions solely on the path a stalker has taken over the last 60 seconds. A stalker can move into (at least) 9 different directions every millisecond. The engine would have to calculate its decision based on all the paths the stalker could have taken.


Yes, and a good program would likely deal with it the same way a human does: assume that most of these paths are fundamentally the same. So it would only need to look maybe 5-10 different paths (one from each class of 'essentially same' paths). Then come up with with a number of different responses and find the Nash Equilibrium between its responses and those 5-10 different paths.

Yes, all of what you mention would enable computers to beat humans.
But none of what you mention makes StarCraft solvable in the same way that chess is solvable.


You need to define solvability differently for games with hidden information. Rock-Paper-Scissors is solved as far as I'm concerned. There's nothing new to say about the game at all.

BTW, Chess is not really solvable with current technology. Chess engines make huge simplifications and assume some positions are clearly bad without any proof.
"Sending people in rockets to other planets is a waste of money better spent on sending rockets into people on this planet."
Yurie
Profile Blog Joined August 2010
11858 Posts
November 17 2013 10:47 GMT
#1222
On November 17 2013 19:13 siri wrote:
Show nested quote +
On November 17 2013 19:02 Yurie wrote:
On November 17 2013 18:52 siri wrote:
On November 17 2013 17:53 kusto wrote:
bla bla bla

I already told you to google automaton 2000 to see how easy AI would beat humans.



I googled it, didn't find anywhere where it played a game against a human. Just a few good micro tricks.


So you are blind to the potential of this micro "tricks"? Cant you brain go any futher?

Put this micro "tricks" in a protoss work rush and it would beat any human. Just like that


I honestly think I could beat a protoss worker rush if I knew it was coming. Regardless of micro.
gobbledydook
Profile Joined October 2012
Australia2603 Posts
November 17 2013 11:05 GMT
#1223
On November 17 2013 19:23 hypercube wrote:
Show nested quote +
On November 17 2013 19:05 urboss wrote:
As mentioned before, the information you have during a StarCraft game is incomplete because of the fog of war. That makes StarCraft theoretically not solvable in the same way that chess would be solvable using a brute-force method.


There are ways to deal with incomplete information. It's called Game Theory. Rock-Paper-Scissors has been 'solved', even though it has incomplete information. The best RSP player could not beat the computer in the long run.

Show nested quote +
Imagine that the computer would have to base its decisions solely on the path a stalker has taken over the last 60 seconds. A stalker can move into (at least) 9 different directions every millisecond. The engine would have to calculate its decision based on all the paths the stalker could have taken.


Yes, and a good program would likely deal with it the same way a human does: assume that most of these paths are fundamentally the same. So it would only need to look maybe 5-10 different paths (one from each class of 'essentially same' paths). Then come up with with a number of different responses and find the Nash Equilibrium between its responses and those 5-10 different paths.


That argument about RPS isn't valid; the computer can't beat the human either. This game by definition is drawn...
I am a dirty Protoss bullshit abuser
hypercube
Profile Joined April 2010
Hungary2735 Posts
November 17 2013 11:15 GMT
#1224
On November 17 2013 20:05 gobbledydook wrote:
Show nested quote +
On November 17 2013 19:23 hypercube wrote:
On November 17 2013 19:05 urboss wrote:
As mentioned before, the information you have during a StarCraft game is incomplete because of the fog of war. That makes StarCraft theoretically not solvable in the same way that chess would be solvable using a brute-force method.


There are ways to deal with incomplete information. It's called Game Theory. Rock-Paper-Scissors has been 'solved', even though it has incomplete information. The best RSP player could not beat the computer in the long run.

Imagine that the computer would have to base its decisions solely on the path a stalker has taken over the last 60 seconds. A stalker can move into (at least) 9 different directions every millisecond. The engine would have to calculate its decision based on all the paths the stalker could have taken.


Yes, and a good program would likely deal with it the same way a human does: assume that most of these paths are fundamentally the same. So it would only need to look maybe 5-10 different paths (one from each class of 'essentially same' paths). Then come up with with a number of different responses and find the Nash Equilibrium between its responses and those 5-10 different paths.


That argument about RPS isn't valid; the computer can't beat the human either. This game by definition is drawn...


Sure but that's just the way the game is. In some games if you play in the 'theoretically' best way you have less chance to win against an inferior opponent.

This is true for some chess positions too. There are positions where you can play for a draw or play a deep trap that loses against perfect play. E.g. imagine a position where the only choices are simplifying to a drawn ending or playing an unsound but dangerous sacrifice. Best play draws but the inferior move wins against much weaker opponents.

The starting position is not like this. Good play (especially with white) will increase your chances of winning and decrease your chances of losing. But this is not a general rule.
"Sending people in rockets to other planets is a waste of money better spent on sending rockets into people on this planet."
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-11-17 11:43:23
November 17 2013 11:39 GMT
#1225
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Gorsameth
Profile Joined April 2010
Netherlands21717 Posts
November 17 2013 11:41 GMT
#1226
Why does it matter if Chess is "solved" by a computer? These are not 2 computers playing each other, they are human beings and as such they make mistakes. Thats the beauty off it.
Outside of preparation chess computers have 0 influence on this game. Once the players sit down its up to them to beat the other.
It ignores such insignificant forces as time, entropy, and death
Figgy
Profile Joined February 2011
Canada1788 Posts
Last Edited: 2013-11-17 12:01:45
November 17 2013 12:01 GMT
#1227
I'm sure if some company put $100 million into building a perfect BW AI, no one in the world would be able to touch that in a BO7 either.

Hell, we have computers that crush people in Jeopardy. Doesn't get much more incomplete information than that.
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
November 17 2013 12:05 GMT
#1228
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0


Played 31 rounds, and am up 9-15-7. Wow.
http://na.op.gg/summoner/userName=FLABREZU
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2013-11-17 12:32:00
November 17 2013 12:31 GMT
#1229
On November 17 2013 21:05 GolemMadness wrote:
Show nested quote +
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0


Played 31 rounds, and am up 9-15-7. Wow.

You should try to outsmart it, like with "I played x1..xn last n rounds so now the computer will expect me to play a but I will play b". I don't think you can win. :o
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
urboss
Profile Joined September 2013
Austria1223 Posts
November 17 2013 12:54 GMT
#1230
Although engines can be of great help to understand the play of GMs, one needs to be careful not to watch the games purely based on engine evaluation.

In game 6, this is how people with engines may have judged the game:
"The game was drawn until the move 60. Ra4.
If Anand hadn't blundered move 60, the game would have been drawn, what an idiot!"

[image loading]

People perceive Anand's move as a blunder and think that this was the crucial moment of the game.
In fact, at that point both players thought that Black won the game already.

It's much harder to appreciate Carlsen's move 57.... Kf4 by just looking at the engine evaluation.
Of course, from an engine point of view 57. ... Kf4 draws just as 57. ... Kh5 or 57. ... Kf6 does.

[image loading]

If you were to play at this position, you see that 57.... Kf4 gives up the c pawn and gives White 2 connected passed pawns.
At this point, you have probably discarded this option already, as did the GMs that were commentating.
Jerry was even shouting "Did Carlsen just blunder the pawn?".

It takes the genius of Carlsen to set up a trap like that in an endgame where everyone expected a draw.
FireSA
Profile Joined March 2011
Australia555 Posts
Last Edited: 2013-11-17 12:56:29
November 17 2013 12:55 GMT
#1231
13-7-9 for me after 30 rounds. (of the rock paper scissors thing)


Chess games have been great, shame I missed last night's, but watched a few analyses, and just love watching the Carlsen end game. Such a treat
Antyee
Profile Joined May 2011
Hungary1011 Posts
November 17 2013 13:10 GMT
#1232
The rock-paper-scissors program is really weak, at least early on. 15-10-5 after 30 rounds.

I've been enjoying the match; such a shame that it gets all the attention, while the European Team Chess Championship is also going on. And it has quite a lot of spectcular games.
"My spoon is too big."
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2013-11-17 13:32:57
November 17 2013 13:31 GMT
#1233
On November 17 2013 21:31 Grumbels wrote:
Show nested quote +
On November 17 2013 21:05 GolemMadness wrote:
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0


Played 31 rounds, and am up 9-15-7. Wow.

You should try to outsmart it, like with "I played x1..xn last n rounds so now the computer will expect me to play a but I will play b". I don't think you can win. :o

Yes you can, you just have to change your patterns every x rounds (how much rounds you try to consider)
i played 100 rounds and had 45-28-27
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Wesso
Profile Joined August 2010
Netherlands1245 Posts
November 17 2013 13:39 GMT
#1234
On November 17 2013 21:54 urboss wrote:
Although engines can be of great help to understand the play of GMs, one needs to be careful not to watch the games purely based on engine evaluation.

In game 6, this is how people with engines may have judged the game:
"The game was drawn until the move 60. Ra4.
If Anand hadn't blundered move 60, the game would have been drawn, what an idiot!"

[image loading]



Can someone explain to me how b4 would become a draw? Me and a friend tried to figure it out but we suck at chess and failed to find it.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
November 17 2013 14:11 GMT
#1235
On November 17 2013 21:31 Grumbels wrote:
Show nested quote +
On November 17 2013 21:05 GolemMadness wrote:
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0


Played 31 rounds, and am up 9-15-7. Wow.

You should try to outsmart it, like with "I played x1..xn last n rounds so now the computer will expect me to play a but I will play b". I don't think you can win. :o

I was playing like that, but it takes such a long time that I didnt bother anymore after 6-8-2
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
sharkie
Profile Blog Joined April 2012
Austria18420 Posts
November 17 2013 14:22 GMT
#1236
rock paper scissors has nothing logical behind it, what is the use of that "computer"? lol
whoso
Profile Joined October 2010
Germany523 Posts
November 17 2013 14:50 GMT
#1237
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0


i went 35-30-35, perfect tie. is that good or bad?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
November 17 2013 14:59 GMT
#1238
On November 17 2013 20:39 Grumbels wrote:
Solvability relates to Starcraft about as much as it relates to baseball. Theoretically there is an optimal way to play baseball based on simulating the universe. Except that this is completely nonsensical and irrelevant because many implicit assumptions you have made fail to be met: for instance that optimal play is the best way to play if you want to win. Use this approach for Starcraft and it might discover that one race is "stronger" than another race because it is theoretically always winning, except that this has nothing to do with real strength because humans (and computers too) have limitations and won't play Starcraft as if it's a turn-based game where they can use their database that has infinity more values than all the atoms in the universe. It's also completely irrelevant to building an AI (unlike chess where it is useful) These concepts just can't be used, it's honestly a scientific crime because in science you have to be very rigorous in defining not only concepts but also all the assumptions that need to be met before the concept can be applied to a problem. If you use them haphazardly it leads to ridiculous results like bringing up solvability of Starcraft.

Also, try beating this by playing about a 100 rounds without any outside help:
http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0

picking randomly I went 3-16-19, mindgaming I went 19-0-7, didn't expect that to occur...
Moderatorshe/her
TL+ Member
urboss
Profile Joined September 2013
Austria1223 Posts
Last Edited: 2013-11-17 15:22:02
November 17 2013 15:03 GMT
#1239
On November 17 2013 22:39 Wesso wrote:
Show nested quote +
On November 17 2013 21:54 urboss wrote:
Although engines can be of great help to understand the play of GMs, one needs to be careful not to watch the games purely based on engine evaluation.

In game 6, this is how people with engines may have judged the game:
"The game was drawn until the move 60. Ra4.
If Anand hadn't blundered move 60, the game would have been drawn, what an idiot!"

[image loading]



Can someone explain to me how b4 would become a draw? Me and a friend tried to figure it out but we suck at chess and failed to find it.


[image loading]
The best defense for White is to get the white rook to the 7. or 8. rank to give checks to the Black king from there.

Mind that if the white rook plays back immediately with 60. Ra8, then the Black king doesn't need to protect the pawn on f4 anymore and can step into f2 which eventually wins because the g2 pawn falls.

Anand's idea with 60. Ra4 is to keep the pawn on f4 under attack and to give checks to the king laterally. As was seen in the game, this fails because White's pawns will obstruct the white rook from giving checks.

In the actual game, 62. c4 is not the best defense. Instead the rook should come back to the 8th rank to give checks.
Let's see how Black can win after 60. Ra4 if White uses the best defense:

After 60. Ra4 h3
61. gxh3 Rg6
62. Ra8
[image loading]
The rook comes back to give checks from behind.
62. ... f3
63. Re8+ Kf2
64. b4
[image loading]
Now the black rook will invade and place itself on e1.
64. ... Rg2+
65. Kh1 Rg1+
66. Kh2 Re1
[image loading]
Then the black king can sneak to f1 and the black pawn will promote.
67. Rf8 Ke2
68. Rd8+ Kf1



This is one way how Black can win.
However, what happens if 60. b4 is played instead?

60. b4 h3
61. gxh3 Rg6
62. Rc8
[image loading]
Again, the rook comes back to the last rank to give checks.
The only difference now is that the b pawn is more advanced.

62. ... f3
63. Re8+ Kf2
64. b5
[image loading]
Here, we try again the same operation as before, placing the rook on e1:
Rg2+
65. Kh1 Rg1+
66. Kh2 Re1
In this case, the white rook can take on e1.
67. Rxe1 Kxe1
[image loading]
Both pawns will queen at the same time in the end.

This is just one out of many possible lines.
All the draws are based on the fact that White's b pawn is more advanced and that only checks from the 7th or 8th rank are working.
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
November 17 2013 15:03 GMT
#1240
On November 17 2013 23:22 sharkie wrote:
rock paper scissors has nothing logical behind it, what is the use of that "computer"? lol


ppl think alike.
there is some certain things that repeat over and over again.
for example, its more likely one will play rock AGAIN after a rock-rock tie, and if it ties again, its even more likely the rock will be played again. theroretically, it should still be 33%, but in this example, humans think "there is no way he is balled enough to play rock 3 times in a row".
In my experience, ppl tend to play something else after the 3rd tie.

again, this is just examples, but there are just certain behaviours that repeat, and the "computer" learned what these tend to be.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
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