"Define in a game-theoretic sense, without ambiguity, "compensation" so that everyone agree." ++ Defining anything so that everyone agrees is near impossible here.
Some people here even disagree with the definition of weakly solved.
Yes, you are one of them.
"Any opposition" can be relaxed.
And who says that, but you?
"Opposition" is not "any possible move", it is at least a move that tries to oppose. 1 e4 e5 2 Ba6 is no opposition: it does not try to oppose to the draw, it voluntarily loses.
If you say so, I say that the opponent just tries every possibility without prejudice. Can you find in papers (about chess possibly) your meaning of "any opposition"?
If all possible moves have to be tested and for both sides, then the weak solution becomes the same as the strong solution.
No, we have already explained that, but in practice it might be not too different. In fact, in checkers 10¹⁴ of 10²⁰ positions have been searched.
"The structure of a proof tree derive from the definition of weak solution."
++ A proof tree is not the only way to solve a game. There are other ways of determining a strategy of achieving the game theoretic value of a game than a proof tree.
For example the game of Nim has been solved without a proof tree.
You can always represent the game as a tree, in Nim too. Nodes are states (positions, in chess) and the edges are actions (moves, in chess). These actions produce a transition from one state to another. We use trees in chess because it is the standard. Of course, you could prove with a theorem that an algorithm to play a game is a solution for that game, but that usually happens when the search space is limited. In chess whe don't even know which are all those "sensible" position you talk about, so we cannot determine an optimal strategy a priori, we have to search; that's why an optimal strategy appears after the proof tree. An optimal strategy is a proof for a weak solution, if it works against any possible opponent's reply. Why? Because you cannot prove a theorem saying: "ok, I skip those cases because we know by experience that they are more favourable for a solution". Game theory is a branch of mathematics: no one would accept a "solution" like that, you see?
#2648
"Define in a game-theoretic sense, without ambiguity, "compensation" so that everyone agree." ++ Defining anything so that everyone agrees is near impossible here.
Some people here even disagree with the definition of weakly solved.
"The structure of a proof tree derive from the definition of weak solution."
++ A proof tree is not the only way to solve a game. There are other ways of determining a strategy of achieving the game theoretic value of a game than a proof tree.
For example the game of Nim has been solved without a proof tree
https://en.wikipedia.org/wiki/Nim
So other ways than a proof tree are admissible instead of or complementing the proof tree.
"As said many times a "strategy" is a proof tree and "any opposition" means against any possible move by the opponent (not only the best ones), so in a game theoretic sense you cannot skip 1. e4 e5 2. Ba6."
++ I disagree. "A strategy" can be other than a proof tree. "Any opposition" can be relaxed. "Opposition" is not "any possible move", it is at least a move that tries to oppose. 1 e4 e5 2 Ba6 is no opposition: it does not try to oppose to the draw, it voluntarily loses.
If all possible moves have to be tested and for both sides, then the weak solution becomes the same as the strong solution. A strong solution of chess is not feasible with present technology. Even the simpler games Checkers and Losing Chess have not been strongly solved.