#1960
"Can you make up your mind what game you're proposing to solve, please?"
++ Laws of Chess, but without the 50-moves rule.
The 3-fold repetition rule stays and could even be simplified to a 2-fold repetition rule.
Well that's progress. All you need to do now is decide whether you're going to have a 2 or 3 fold repetition rule, because it makes an enormous difference in the size of your state space.
SF14 evaluates and plays assuming the 50 move and triple repetition rules, so you shouldn't expect too much accuracy.
Also you might not get much interest, because then you have a game that isn't chess.
"If you read the post you will see that SF14's blunder rate doesn't improve with increased think time, rather the opposite."
++ OK, but your longest thinking time is still short and your hardware inferior.
Works OK for me. But the point of the post is that SF14 appears to blunder more with longer think times, so short is beautiful.
"If you give SF14 60 hours/move on a 10^9 nodes/s cloud engine it could well turn out to be little more than a random legal move generator."
++ I disagree. At 60 h / move and 10^9 nodes / s it goes right through to checkmate.
Er, no. The search will still take exponential time with the depth even if you're alpha beta pruning, if the pruning factor stays constant.
I ran the SF14 kibbitzer on the starting position of the games in the post mentioned above and measured the time in seconds the ply depths 30, 35, 40, 45 and 50 first appeared. Then I ran it through an exponential fit in the Wolfram regression widget.

Its a mate in 85 moves (170 ply) without the 50 move rule, so I plugged 170 into Wolfram's formula and divided by 3,600,000 to convert from seconds on my machine to hours on something 1000 times as fast.
To get it to go right through to the correct checkmate from that 5 man position, you'd need to give it about 640,399,741 hours (73,105 years) on your supercomputer. But if the minimax pathology is real it's vanishingly unlikely that it would actually get there.
Since you've banished the fifty move rule there's no longer an upper bound of 5898.5+50 moves on forced mates. Deeper mates than that could need a bit longer, of course.
"I didn't look at SF14's alternative evaluations. What's the relevance? It plays the top move."
++ So the top move was an error. Was the top 2 move correct or an error too? Was the top 3 move correct or an error too? Was the top 4 move correct or an error too? I do not depend on the top move only. I run through 3 verification passes where I retract all white moves one by one and replace them with the top 2 move. If it is still a draw, then I retract all white moves again and replace them with the top 3 move. If it is still a draw, then I retract all white moves again and replace them with the top 4 moves. If it is still a draw, then I conclude it solved.
I got the result in this post at the first try (though the position wasn't entirely random). I think you'll find it happens rather a lot during the course of your computation.
@MARattigan -
I don't think I'm 'going astray' -
but - I don't get it - what you're trying to say here.
If there's a mate available - in whatever number of moves - then its mate available. Mate is mate.
And mate available - is 'solved'.
You can argue that it isn't if you want.
Because of 'moves of 50' but if you're going to do that -
then you may as well argue "well if one player's flag is down - or he only has a millisecond left - and its mate in ten - then he's going down and mate is not available'
But I don't think you're saying that.
You're claiming something else it seems.
Suggestions: don't say 'competition rules'.
If you're talking about the 50 move rule - say 50 move rule.
If you're talking about some other rule - say what the rule is.
Lol.