@13213
"why @tygxc bothers with the 10^17 number" ++ 10^17 is the number of positions relevant to weakly solving chess and by coincidence is also the number the 17 ICCF WC Finalists considered to arrive at the now 112 draws out of 112 games.
"The branching factor for the latest engines is 1.5 to 2."
++ Chess is easier to prune. As 10^38 = 3^80, and as perfect ICCF WC finals draws last average 39 moves, the branching factor without transposition is 3.



I don't know why @tygxc bothers with the (inadequate) 10^17 number anymore when the c. 5000 positions in a selection of unco-ordinated games amounts to a proof to him.
Interesting fact. The branching factor for the latest engines is 1.5 to 2. This is how they achieve such impressive depth (if you think about it, it's the only way without massive increases in nodes per second). This is rather effective for playing chess as it achieves the best balance between thoroughness and practical results (I.e. a 100% weighting on the latter). Anyone who thinks you can solve a game while ignoring 95% of the legal moves for the opponent is more deluded than one who thinks that you can get by with ignoring 90% of them.
Another interesting fact. A 300,000,000 nodes per second engine with a given branching factor gets only 58% deeper at the same branching factor in 4 days as it does in 4 seconds! It's because it's the log of the number of nodes that determines search depth.