I was also going to explain why game theory cannot apply to the solving of chess... [snip]
Go on, give us a treat. Perhaps afterwards you can explain why number theory does not apply to the number 213276247234766621.
I think @Optimissed might be right this time.
Under FIDE laws possible yields include but are arguably not restricted to (win,loss), (loss,win), (draw,draw), (win+draw,loss+draw), (loss+draw,win+draw), (win,win), (win+draw,win+draw) and (arbiter determined) without any ordering specified. The objective is checkmate but that cannot be forced except from positions that are already checkmate.
What part of game theory would apply?
Still thinking about 213276247234766621; don't tell me. It's not prime but it has abnormally few factors.
While I understand that you are being light-hearted, you understand that "solving chess" refers unambiguously to the abstract game of chess (or, to be precise, a version of it defined by the relevant rule set), which has no time limits, nothing happening off the board, but may include well-defined rules such as the option (or obligation) to claim a draw in an n-times repeated position, or when the 50 move rule applies.
No arbiters ever the chance to get involved any more than they do in the solution of tic-tac-toe - the only laws involved are those that govern legal moving and results.
Yes and no. What are the abstract rules?
Correct. We have discussed the difference in this problem for various rule sets.
The complexity of solving one set of abstract rules may be very different from another, so it seems to me that question needs to be addressed before commenting on OP's question.
The first point is true. I have referred to a relatively simple version of chess which has a 50 move rule and no 3-fold repetition rule. This is the least complex (using FEN positions which are only moderately more numerous (factor of 50) than basic chess. I have also discussed the huge state space of chess with a repetition rule but argued that this can be sidestepped for the purpose of solution as optimal strategies with basic chess rules only repeat positions when they are not trying to win).
It could be argued that there is a simpler purely abstract version of chess with no 50 move rule or repetition rule where games can be infinite and an infinite game is a draw. This is slightly less complex as the half-move count can be omitted from the state space. Of course, the lack of a 50 move rule may change the optimality of strategies, but I confidently believe (without proof) there are single strategies that are optimal for this version and the two others.
It could be that an abstract game based on basic rules will eventually be solved by human ingenuity while an abstract game based on competition rules proves too difficult.
I believe not for the reasons expressed above.
And if you plan to use a GUI/Stockfish combination in solving, you do have an arbiter; it's the GUI. You also have a concrete set of rules.
But do you have a point?
[And why would you think I would do that??]
I was also going to explain why game theory cannot apply to the solving of chess... [snip]
Go on, give us a treat. Perhaps afterwards you can explain why number theory does not apply to the number 213276247234766621.
I think @Optimissed might be right this time.
Under FIDE laws possible yields include but are arguably not restricted to (win,loss), (loss,win), (draw,draw), (win+draw,loss+draw), (loss+draw,win+draw), (win,win), (win+draw,win+draw) and (arbiter determined) without any ordering specified. The objective is checkmate but that cannot be forced except from positions that are already checkmate.
What part of game theory would apply?
Still thinking about 213276247234766621; don't tell me. It's not prime but it has abnormally few factors.
While I understand that you are being light-hearted, you understand that "solving chess" refers unambiguously to the abstract game of chess (or, to be precise, a version of it defined by the relevant rule set), which has no time limits, nothing happening off the board, but may include well-defined rules such as the option (or obligation) to claim a draw in an n-times repeated position, or when the 50 move rule applies.
No arbiters ever the chance to get involved any more than they do in the solution of tic-tac-toe - the only laws involved are those that govern legal moving and results.
Yes and no. What are the abstract rules? The complexity of solving one set of abstract rules may be very different from another, so it seems to me that question needs to be addressed before commenting on OP's question.
It could be that an abstract game based on basic rules will eventually be solved by human ingenuity while an abstract game based on competition rules proves too difficult.
And if you plan to use a GUI/Stockfish combination in solving, you do have an arbiter; it's the GUI. You also have a concrete set of rules.