'nodes per second' is invalid.
knocking out underpromotions is invalid.
cutting down to 10^17 is invalid.
In other words taking the square root is invalid.
The claim that 114 ICCF draws were 'perfect is also invalid.
With those draws also suspect.
It suggests the engines were programmed to play for draws instead of wins - among other suspect things.
Invalid suggestions and invalid claims of chess being solved get interfered with.
Chess will never be solved, here's why


@12070
Of these 1.8 * 10^17 are relevant to weakly solving Chess.
ah yes, repeat long debunked claims instead of addressing the refutations.
@12080
"Under competition rules two different positions (situations) can arise that are considered the same for the purposes of 9.2/9.6 but in one neither player can checkmate the opponent’s king with any series of legal moves whereas in the other one of the players can."
++ No. Dead position takes precedence, ends the game immediately and independently of 3-fold repetition or 50-moves rules, which must be claimed.
"doesn't seem to have a lot to do with the nodes/sec figures issued by the SF developers"
++ It does, that is exactly what a node means for the engine.
"The nodes exist whether SF has evaluated them or not."
++ Yes, but the engine adds a provisional heuristic evaluation when it visits a node.
"What counts as a provisional heuristic evaluation anyway? Is that a static evaluation or an SF evaluation after some random number of nodes?"
++ Yes, and for 2 purposes: alpha-beta pruning and best-first search.
"Tell us how many you can find."
++ That is what I say the whole time: chess is full of transpositions. Despite there being 35 legal moves in some positions, the average number of non-transposing choices per ply is 3, while 10^38 = 3^80.
"what are they meant to do about it if they could?"
++ Here is an example game between two humans, they play the up/down mirror image:
"The nodes in the game tree are there in the game tree whether they've been visited and evaluated by SF or not."
++ Yes, but the provisional heuristic evaluation helps for alpha-beta pruning and for best-first search. When the engine visits a node, it attributes a provisional heuristic evaluation.
"What's the definition of a provisional heuristic evaluation anyway?"
++ A figure like +0.33 given by the engine after the set time of calculation. It used to be in pawn units, but nowadays +1 means 50% chance to win and 50% chance to draw or lose.
"I've seen 3 queens v 2 queens. Must have been inferior players."
++ Probably. What game? Even so it is too rare to influence the relevant position count.
"Then you only propose to not solve chess with underpromotion disallowed?"
++ The purpose it to weakly solve Chess as it is, but for the purpose of estimating the relevant number of positions to do so, the observation is that optimal play of chess as it is leads to exactly the same games and outcome as chess with underpromotions restricted to pieces previously captured.
"How do let SF know that?" ++ No, estimating the number of relevant positions for weakly solving is different from the solving itself.
"So if it's gone 1.e4 e5 2.Ba6 which of that lot should I be looking at?"
++ 1 e4 e5 2 Ba6? is trivial, just like 1 e4 e5 2 Nf3 Nc6 3 Ba6?, 3 Nxe5?, 3 Nd4?, 3 Ng5?, Nh4?, 3 Ng1?. Those are moves that lose for white, they do not even try to win.
They do not oppose to, strive against achieving the game-theoretic value.
If you want we can partition the weak solution of Chess into 2 parts:
- weak solution of how to draw as black against drawing white moves
- weak solution of how to win as black against losing white moves
I am only interested in part 1.
"The blunder rate may be less with lesser hardware and less time/move"
++ 1 e4 e5 2 Ba6? is trivial.
"You're assuming chess is a draw without any evidence."
++ With massive evidence.
114 draws out of 114 games in the ongoing ICCF WC Finals, strongest chess on the planet.
White has an advantage of +1 tempo = +1/3 pawn, not enough to win.
Each further move dilutes the advantage.

" Those are moves that lose for white, they do not even try to win."
you claim that without proof, you are literally discarding possibilities based on subjective evaluations. how rigorous of you.
"They do not oppose to, strive against achieving the game-theoretic value." ah yes, use your personal subjective definition for a long-specified mathematical concept. how rigorous of you.
plus, if you look at other definitions its even more obvious how much you are twisting it. "Weak solution:Provide an algorithm that secures a win for one player, or a draw for either, against any possible play by the opponent, from the beginning of the game."
@tygxc you choose a definition with a convenient wording so you can twist it to some personal fantasy.
https://tomrocksmaths.com/2024/03/13/solvable-games-theory-and-practicality/
this isnt even some sort of authoritarian argument, im just blindly hoping again that you'll be able to understand the base explanation, and wont just ignore it because you dont like it.
""You're assuming chess is a draw without any evidence."
++ With massive evidence.
114 draws out of 114 games in the ongoing ICCF WC Finals, strongest chess on the planet.
White has an advantage of +1 tempo = +1/3 pawn, not enough to win.
Each further move dilutes the advantage."
thats literally just an assumption bro. its been explained to you literally dozens of times that both of those claims are fallacies. none of those games address the possibility, of, say, an 80 move forced win. conventional wisdom and evaluations ≠ mathematical proof bro

""What counts as a provisional heuristic evaluation anyway? Is that a static evaluation or an SF evaluation after some random number of nodes?"
++ Yes, and for 2 purposes: alpha-beta pruning and best-first search."
You can't alpha beta prune with one node per move tygxc. the 10^17 number you claim is POST pruning, yet you only allocate 10^17 nodes to the entire pruning process.
you are just adding technical terms to try to cover up and take out of context the fact that your fantasy contradicts itself and reality and nearly every turn.

btw tygxc there were plenty more fallacies that you made in your last posts that I didnt mention but they arent worth addressing as they are just red herring distractions to try to cover up your fundamental lack of mathematical rigor.

@12070
Of these 1.8 * 10^17 are relevant to weakly solving Chess.
ah yes, repeat long debunked claims instead of addressing the refutations.
@tygxc's argument was indeed invalid.
The only valid simplification I could find was a restriction on the material balance in positions for a weak solution. I assert that a weak solution never needs to use positions with both sides having an extra rook or an extra bishop. For example if you are have a drawing strategy for white where white promotes to a rook, you can promote to a queen instead, because the "worst" that can happen is that you stalemate black, which achieves the objective of the strategy. However, the same reasoning fails for black, because if you ignored the possibility of black underpromoting, you could miss the fact that doing so refuted your strategy by winning for black.
Similar reasoning shows that if you are constructing a winning strategy for white, you only need to allow for underpromotion for white, not black - the opposite of the other case - because a stalemate for black would refute the strategy just as well as winning would.

@12070
Of these 1.8 * 10^17 are relevant to weakly solving Chess.
ah yes, repeat long debunked claims instead of addressing the refutations.
@tygxc does seem to subscribe to the view that you can prove something by asserting it often enough.
I disagree. I would say that tygxc would take the position closer to that of if he believes something, he can assert it as proven fact.

@12070
Of these 1.8 * 10^17 are relevant to weakly solving Chess.
ah yes, repeat long debunked claims instead of addressing the refutations.
@tygxc does seem to subscribe to the view that you can prove something by asserting it often enough.
I disagree. I would say that tygxc would take the position closer to that of if he believes something, he can assert it as proven fact.
Yes, I replaced that statement with a more accurate one, and added the best I could do to shrink the set of positions that could occur in a weak solution.

elroch have you heard of terrence howard? tygxc reminds me of him a ton
Atleast in the latest JRE he was willing to accept that he has alot to learn from a real phycisist.
'nodes per second' is invalid.
...
There is nothing invalid about nodes per second so long as it is understood what the nodes quoted are.
@tygxc takes the term to mean basic rules positions in his figures, which is invalid (though he prolifically gives a definition of node that differs from both that he ignores).

'nodes per second' is invalid.
...
There is nothing invalid about nodes per second so long as it is understood what the nodes quoted are.
@tygxc takes the term to mean basic rules positions in his figures, which is invalid (though he prolifically gives a definition of node that differs from both that he ignores).
While I acknowledge the inconsistency, that is a correct notion for a basic chess tablebase, and for the forward search part of generating a weak solution of basic chess.
There is a practical point that has not been previously mentioned. Each position where the proponent of a strategy to move requires an evaluation at the very least, or you have no basis for selecting candidate strategy moves. But the positions where the opponent is to move do not require evaluations - you need to analyse every legal move regardless (i.e. add all positions generated by a legal move to the tree).
To my knowledge, there is no adapted engine that will do the analysis needed - they are all designed for playing and analysing - the task is so far from practical to bother, I suppose.
While the state space for chess with a drawing rule is enormous compared to that of basic chess, this does not make a weak solution bigger to the same extent. If you generate a weak solution for basic chess with a drawing strategy for each side, it is a weak solution of FIDE rules chess. You might just achieve a draw earlier, nothing more exciting.
It is logically possible that a winning strategy for basic chess can fail to be a winning strategy for FIDE rules chess, but this is only relevant to solution if chess is not a draw.
While the state space for chess with a drawing rule is enormous compared to that of basic chess, this does not make a weak solution bigger to the same extent.
...
Perfectly true.
In fact by mapping competition rules states to basic rules states the tablebase solutions can work entirely within the latter. And as you already pointed out several times much of the enormity can be eliminated with a correct approach to a forward search.
So far I've been concentrating on what can be gleaned of @tygxc's proposals in the feeble hope of getting him to shut up.
A sensible discussion where each post is separated by several pages of @tygxc claiming to have walked on Mars and asserting manhole covers have flat perimiters is somewhat impractical.
@12080
"Under competition rules two different positions (situations) can arise that are considered the same for the purposes of 9.2/9.6 but in one neither player can checkmate the opponent’s king with any series of legal moves whereas in the other one of the players can."
++ No. Dead position takes precedence, ends the game immediately and independently of 3-fold repetition or 50-moves rules, which must be claimed.
Careless of me not to notice the first position was already dead on the previous ply. I've fixed it. See the edit.
My point is valid. A 9.2.3 criterion for when positions are to be considered equal for the purposes of 9.2/9.6 can't be taken as an intended definition of "position" in the FIDE laws.
"doesn't seem to have a lot to do with the nodes/sec figures issued by the SF developers"
++ It does, that is exactly what a node means for the engine.
No it's not.
A node is something an engine traverses in a game tree and assigns evaluations to as it goes along. They don't come ready evaluated.
There are two basic versions of the game tree. A full version and a fully reduced version. The fully reduced version has no repetitions of the same foliage at different points in the tree, which enormously reduces the number of nodes. The engine will attempt to traverse the latter by recognising nodes with the same foliage in cache and reusing the results, but if there is insufficient hash space it may traverse something in-between.
Your version with full history applies to the full tree. An engine keeps the full history only for the game record and probably only then if it has an integrated GUI. In processing it's interested only in the history from the last ply count 0 position and what castling rights exist.
"The nodes exist whether SF has evaluated them or not."
++ Yes, but the engine adds a provisional heuristic evaluation when it visits a node.
And if it adds the whatsit that you have so much difficulty precisely specifying to the node, the whatsit was obviously not part of the node.
"What counts as a provisional heuristic evaluation anyway? Is that a static evaluation or an SF evaluation after some random number of nodes?"
++ Yes, and for 2 purposes: alpha-beta pruning and best-first search.
Brilliant! "Is this an aardvark or an anteater?" ... "Yes."
"Tell us how many you can find."
++ That is what I say the whole time: chess is full of transpositions. Despite there being 35 legal moves in some positions, the average number of non-transposing choices per ply is 3, while 10^38 = 3^80.
It's not anywhere near as full of transpositions under competition rules as it is under basic rules. You've given many examples of transpositions under competition rules that aren't. Transpositions of your irrelevant 9.2.3 criterion positions don't mean anything under competition rules. It's transpositions of the nodes that count.
That's why I asked you to tell us how many "nodes" you could find matching your first "position" as you define it. You haven't answered. You might find it easier with sensible "nodes", but not much I would guess.
I add some detail here (between the initial and final red brackets) to clarify @tygxc's next cryptic snip.
["I don't think SF exploits that symmetry in any way" ++ No, but the up/down symmetrical position does not happen. If it were to occur, the human would recognise it.
How do they do that while SF is searching at 2 billion nodes/sec and ]"what are they meant to do about it if they could?"[ And where is it mentioned in your detailed flowchart?
ICCF (grand)master + 2 servers of 90*10^6 servers, average 5 days/ply
I don't see anything about it.]
++ Here is an example game between two humans, they play the up/down mirror image:
Wonderful! Answers what was asked in exact and explicit detail. Not.
(Not to imply any relevance, but I couldn't spot a single up/down mirror image in the whole game apart from the initial position which is only legal with White to play either.)
"The nodes in the game tree are there in the game tree whether they've been visited and evaluated by SF or not."
++ Yes, but the provisional heuristic evaluation helps for alpha-beta pruning and for best-first search. When the engine visits a node, it attributes a provisional heuristic evaluation.
If the engine attributes your whatsit to a node it visits, that presupposes the whatsit was not a part of the node in the first place. You do appear at last to have plunked for the static evaluation as your meaning for the whatsit.
"What's the definition of a provisional heuristic evaluation anyway?"
++ A figure like +0.33 given by the engine after the set time of calculation. It used to be in pawn units, but nowadays +1 means 50% chance to win and 50% chance to draw or lose.
Belay that. You haven't plunked for the static evaluation as your whatsit; you just haven't a clue.
Is that meant to be a rigorous definition? You wouldn't get a definite answer even if you specified a set time a specific version of a specific engine a hash size and the exact machine to run it on (which of course you don't).
"I've seen 3 queens v 2 queens. Must have been inferior players."
++ Probably. What game? Even so it is too rare to influence the relevant position count.
Rare in what kind of play?
It has to be rare in the positions that will be searched by your process. Currently you have no definition of a process that will result in a solution.
"Then you only propose to not solve chess with underpromotion disallowed?"
++ The purpose it to weakly solve Chess as it is, but for the purpose of estimating the relevant number of positions to do so, the observation is that optimal play of chess as it is leads to exactly the same games and outcome as chess with underpromotions restricted to pieces previously captured.
That you need only an estimate is fair comment.
Now you need a description of a procedure to solve a version of chess (and to decide which version) that is sufficiently detailed to determine the nodes it might visit for us to assess if your estimate is reasonable.
ICCF (grand)master + 2 servers of 90*10^6 servers, average 5 days/ply
is apparently the most detailed description of your procedure that you're able to post at this stage of the thread, but if it can be understood as a procedure at all, it's obviously not one for solving any version of chess.
There are almost certainly more weak solutions for competition rules chess or ICCF chess than, for example, Tromp's figure for basic rules positions. (For basic rules the number of weak solutions is most probably infinite.) In all probability nobody has ever seen a game that doesn't end in resignation or an agreed draw in a relatively short number of moves that corresponds with any of them.
The positions that are included in different solutions could be markedly different. It is likely that some solutions include a significant percentage of positions with many promoted pieces on the board.
Syzygy has multiple solutions to the positions it covers, all perfect.
Here is one.
You'll notice that on the move shown there are five knights on the board. That is optimal play if the phrase is taken to mean perfect play.
But what you've apparently failed to appreciate in all your gropings for a procedure to support your claim that you can solve chess in 0 or 2 or 5 years is that if you're to match up your nodes/sec quote with a forward search procedure, it's not the nodes that appear in your solution that determine the duration of your search but the nodes actually searched.
The number of those that contain multiple promotions or underpromotions couldn't be determined from the solution especially when you haven't obtained a solution, so you have to estimate them from the details of the search procedure.
If you wish to continue struggling to find a forward search procedure that would, in principle, actually weakly solve some version of chess, then your uncle Elroch has already given you some tips that might reasonably allow you to reduce your estimate of the number of positions with multiple promotions you are likely to encounter (as well as how you might cope with the humongous state space with the triple move rule in effect to get your solution to complete in the lifespan of one universe instead of gazillions).
"How do let SF know that?" ++ No, estimating the number of relevant positions for weakly solving is different from the solving itself.
Fair comment. See above.
"So if it's gone 1.e4 e5 2.Ba6 which of that lot should I be looking at?"
++ 1 e4 e5 2 Ba6? is trivial,
But you've always been very coy when asked to show your straight ten wins as Black against Stockfish. Why would that be?
just like 1 e4 e5 2 Nf3 Nc6 3 Ba6?, 3 Nxe5?, 3 Nd4?, 3 Ng5?, Nh4?, 3 Ng1?. Those are moves that lose for white, they do not even try to win.
That you need to prove if you are to weakly solve chess.
They do not oppose to, strive against achieving the game-theoretic value.
That also you need to prove.
We don't know what the game-theoretic value is, but unless it's a win for Black those moves would at least intuitively appear to strive against achieving it.
If you want we can partition the weak solution of Chess into 2 parts:
- weak solution of how to draw as black against drawing white moves
- weak solution of how to win as black against losing white moves
I am only interested in part 1.
Neither part corresponds with the definition of weakly solving that you've posted ad nauseam. Have you given up on solving?
And
ICCF (grand)master + 2 servers of 90*10^6 servers, average 5 days/ply
does neither part 1 nor part 2.
"The blunder rate may be less with lesser hardware and less time/move"
++ 1 e4 e5 2 Ba6? is trivial.
See previous comment on the subject. We're still waiting.
"You're assuming chess is a draw without any evidence."
++ With massive evidence.
114 draws out of 114 games in the ongoing ICCF WC Finals, strongest chess on the planet.
White has an advantage of +1 tempo = +1/3 pawn, not enough to win.
Each further move dilutes the advantage.
"massive" apparently meaning zero.

What are we arguing about again? ICCF comp?
its less of an argument and moreso tygxc making long debunked claims in order to distract from the fact that his entire set of chess beliefs goes against basic mathematics principles.

'nodes per second' is invalid.
...
There is nothing invalid about nodes per second so long as it is understood what the nodes quoted are.
@tygxc takes the term to mean basic rules positions in his figures, which is invalid (though he prolifically gives a definition of node that differs from both that he ignores).
Hi Martin!
I'm suggesting:
Nodes per second is invalid for multiple reasons.
If nodes per second are used to ignore operations per second limitations of the hardware - is one of the reasons.
'nodes per second' wouldn't increase if computer speed doubled?
Obviously progress is linked to hardware restriction ...
tygxc's pretense to the contrary by invoking 'nodes per second' is crassly grossly Snake Oil invalid and phony.
Nodes per second invalid if nodes per second is not a constant.
Nodes per second invalid if nodes aren't defined properly.
Maybe tygxc can solve chess 'in a few days' by applying 'nodes per second' to 32-piece positions.
Phony 'nodes per second' claims do not seem to have helped at all with tablebase solving with 8 pieces on board.
What are we arguing about again? ICCF comp?
its less of an argument and moreso tygxc making long debunked claims in order to distract from the fact that his entire set of chess beliefs goes against basic mathematics principles.
There is no reason to argue with him if he is being off-topic.
@12048
"Tromp counts basic rules positions not competition rules positions."
++ There are only positions, and competition rule 9.2.3 defines it.
Competition rule 9.2.3
9.2.3 Positions are considered the same if and only if the same player has the move, pieces of the same kind and colour occupy the same squares and the possible moves of all the pieces of both players are the same. ...
doesn't define the term "position". It states when positions are to be considered the same for the purposes of rules 9.2 and 9.6. Since it refers to "positions", if were a definition of "position" it would be circular.
Elsewhere in the rules "position" makes sense only if it means a situation occurring in the game. E.g.
5.2.2 The game is drawn when a position has arisen in which neither player can checkmate the opponent’s king with any series of legal moves. The game is said to end in a ‘dead position’.
Under competition rules two different positions (situations) can arise that are considered the same for the purposes of 9.2/9.6 but in one neither player can checkmate the opponent’s king with any series of legal moves whereas in the other one of the players can. Your understanding of position would make no sense in that context.
The final positions (situations) in these two examples illustrate.
Under competition rules neither player can checkmate in the final position (situation) in the first example but White can checkmate in the second. But the FENs are identical in both, so the positions would be considered the same for the purposes of 9.2/9.6.
Edit: I have revised the above examples, because the original versions of the first was dead on the penultimate move, as pointed out by @tygxc. The examples are now correct. The draw indication added to the second position by chess.com is in error. The info circle added to both is also in error. I played both colours under FIDE competition rules in both games and at no point did I claim under the 50 move rule. The first position is a draw because it's dead.
You confuse positions and nodes.
I don't. I mean different things by the terms than you do in the competition rules game.
You confuse the basic rules game and the competition rules game. And your meaning of "node" doesn't make any sense in either.
The node is a position + history + provisional heuristic evaluation. The history takes care of the 3-fold repetition rule and the 50-moves rule.
Which doesn't seem to have a lot to do with the nodes/sec figures issued by the SF developers. It needs only the history since the last ply count 0 node and it evaluates the nodes itself, they're not intrinsic to the nodes in the game tree. The nodes exist whether SF has evaluated them or not.
What counts as a provisional heuristic evaluation anyway? Is that a static evaluation or an SF evaluation after some random number of nodes?
"factor of two to account for side to move is too high, but I would suggest by very little"
++ Yes, likewise the factor 1/2 for positions to nodes is a bit off too.
Just a little bit. See below.
Generally 1 diagram = 2 positions = 1 node
"3.8521...e37 x 10.9456 = 4.2163...e38."
++ 3.8521E37 is an upper bound, the estimate is 3E37, see page 9
I stand corrected (I haven't actually checked your working.)
It still doesn't justify using it in the way you do.
"What factor of 1/2 for diagrams to nodes?"
Here are 2 diagrams, 4 positions, 2 nodes.
Your parents should normally teach you how to count when you're about two, but I'll do my best.
The answer depends on what is meant by "position" and "node", but let us use your definitions.
Let us list the "nodes" you've shown for your "positions".
( rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq c6 , e4 c5 , ? )
( rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - , e3 c5 e4 , ? )
( rnbqkbnr/pppp1ppp/8/4p3/2P5/8/PP1PPPPP/RNBQKBNR w KQkq e6 , c4 e5 , ? )
( rnbqkbnr/pppp1ppp/8/4p3/2P5/8/PP1PPPPP/RNBQKBNR b KQkq - , c3 e5 c4 , ? )
The "?" indicates a "provisional heuristic evaluation" whatever that might be. I've assumed it's supposed to be a single figure in each case - if not you need separate lines for each value.
Notice that none of the lines are the same. That means there you've shown one, two, three, four of your nodes.
Unfortunately you've missed a few out. Here, for example, is a node you've missed for your first position.
That is
( rnbqkbnr/pp1ppppp/8/2p5/4P3/8/PPPP1PPP/RNBQKBNR w KQkq c6 , e3 Na6 Nh3 Nb4 Bd3 Nc6 Ng1 Nf6 Be2 Nb8 Bf1 Ng8 e4 c5 , ? )
Which is obviously different from the node you showed for your position. If you think hard you may be able to find a few more.
Tell us how many you can find.
"[You appear to be] planning to use SF [either alone (in some posts) or by proxy through ICCF players (in others)]"
++ No. ICCF (grand)master + 2 servers each 90 million positions/s during 5 days/move.
Refer to original unmutilated quote I've reconstructed in red.
"I don't think SF exploits that symmetry in any way" ++ No, but the up/down symmetrical position does not happen. If it were to occur, the human would recognise it.
How do they do that while SF is searching at 2 billion nodes/sec and what are they meant to do about it if they could? And where is it mentioned in your detailed flowchart?
ICCF (grand)master + 2 servers of 90*10^6 servers, average 5 days/ply
I don't see anything about it.
"SF is designed to play competition rules chess." ++ ICCF (grand)masters use it for analysis.
That's probably because they're interested in playing competition rules chess.
If they're using it for ICCF chess, it probably plays pretty crap when it's down to 8 men because it thinks it's aiming only for 7 man wins within the 50 move rule, when could actually go for wins that aren't. But then I suppose they all have the same handicap so it doesn't matter.
"That is a diagram and a limited amount of history"
++ And a provisional heuristic evaluation, together a node.
Not with any sort of evaluation. The nodes in the game tree are there in the game tree whether they've been visited and evaluated by SF or not. That's SF's search space.
What's the definition of "a provisional heuristic evaluation" anyway?
The engine recognises the 3-fold repetition of a FEN or the 50-moves rule from the PGN.
Yes, but it needs only the PGN from the last setup position with ply count 0. That is sufficient to define the game state. But different PGNs from possibly different ply count 0 positions define the same game state if the same 9.2.3 positions that can be reached within the 75 move rule occur each the same number of times (and in other cases as well).
"you seem to have omitted the case of two queens of the same colour"
++ Yes, 3 queens vs. 1 queen makes no sense.
But you just said two promoted queens; didn't say anything about that. I've seen 3 queens v 2 queens. Must have been inferior players.
In the absence of a more detailed description of your process than ICCF (grand)master + 2 servers of 90*10^6 servers, average 5 days/ply and the absence of any definition of "makes sense" it's impossible to say whether all or any of the positions visited during your process or occurring in your lack of solution will make sense or not.
That is why the /2 is there in addition to the /4 to select Q only and omit R, B, N.
Then you only propose to not solve chess with underpromotion disallowed? How do you let SF know that? It underpromotes to all of them quite regularly when I play it at KNNKP.
"Where's the output?" ++ The core output are the 114 ICCF WC Finals draws.
The more extensive output are the records both ICCF (grand)masters kept.
'I maintain both manual and electronic records. When the move is received, I note the exact time, my candidate moves, records of all actions taken, and their results.' - Edwards
So if it's gone 1.e4 e5 2.Ba6 which of that lot should I be looking at?
"If someone wants to know what moves to play"
++ Follow an ICCF WC Finals draw for as long as possible,
then switch to ICCF (grand)master + 2 servers of 90*10^6 positions/s, average 5 days/ply
What if they're trying to win? What if he gives them a blunder? What if they can't afford his fees? What if he's busy with somebody else?
"if as Black I play 1...e5 against 1.e4 and my opponent plays 2.Ba6 and I want to know what move to play, your solution tells me, Play ICCF (grand)master + 2 servers of 90*10^6 positions/s, 5 days/ply"
++ Yes, though for 1 e4 e5 2 Ba6?, lesser hardware and less time/move will suffice.
The blunder rate may be less with lesser hardware and less time/move , but that doesn't mean 0.
"different rules" ++ ICCF is more decisive than FIDE,
so a weak solution of chess per ICCF is a fortiori a weak solution per FIDE.
Non sequiteur. You're assuming chess is a draw without any evidence.