If you're going to insult technical language as inaccurate, it's best not to pick on anything in STEM... game theory is a branch of mathematics, so it's easy to guess that "ultra weak" will have both a precise and meaningful definition.
Any other field though, sure, both their language (and ideas) are often inexact and even frivolous.
#3684
"The 10^44 number is supported by a large number of people, 10^17 is supported by one. "
++ 10^44 is the correct number of legal positions, i.e. the number of positions in a 32-men table base to strongly solve chess.
To weakly solve chess only the subset of sensible, reachable, and relevant positions is needed: 10^17. Losing Chess has been weakly solved visiting only 10^9 positions, not 10^44.
1. You are incorrect, your proposed solution does not even meet the criteria for an ultra weak solution.
2. Losing Chess is a garbage game, and forced captures are a dream for easy solving. They do not remotely compare, and you know it.
2.
Losing chess is a different game from chess. It's enjoyable, in its way. I would think it's roughly as related to chess as draughts or checkers is, so it isn't altogether irrelevant.
1. <<<<<You are incorrect, your proposed solution does not even meet the criteria for an ultra weak solution.>>>>>
There's probably no such thing as an ultra-weak solution, if it's basically the assessment as to whether chess is a draw. That's because the surrounding solution is absolutely necessary to achieve it. As jargon, "ultra weak" is just another bit of complete nonsense, invented by people who didn't know any better.
Unfortunately, while the conclusion for chess a reasonable belief, your unfortunate and (to be frank) characteristic inappropriate insult towards very intelligent people more knowledgeable than us merely reveals your lack of understanding. That is a hazard of such types of statements.
The reason is that there are plenty of examples of games where an ultraweak solution exists. This certainly makes the term meaningful (and useful to game theorists).
A large class of such games is where the rules ensure that the result is a win for one player or the other (no draws) and strategy-stealing is possible. It is simple to prove the first player has a winning strategy in such games, yet in complex examples it may be impractical to determine what this strategy is. Note that in many other games where draws are possible, the same argument shows the second player cannot have a winning strategy. Tictactoe and many variants are examples of this.
[To be clear, the rules of games like chess, shogi, checkers and go don't enable this useful technique].