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I agree. Yes, if one player is in a "guaranteed winning position" [with perfect play from that point, regardless of the other player], then as long as the player keeps its guarantee of winning as such it isn't necessary at all there has to be a single best move from each game state.zinq said:And although chess players often speak of the "best move" in any given position, it's not clear that this concept is really well-defined. If one player is in a position to win, then as long as they maintain the possibility of winning, who's to say one move is better than another?
Which move wins most quickly, you say? What if many different moves can all result in the same quickest win (regardless of the other player's moves)?
An analogy would be having different ways to obtain the same high-score in a (single-player) score based game [game with ending, not endless].
P.S.
I haven't thought about this topic in detail for quite some time. Though I have wrote about it in length before. But naturally, most of it I expect it to be well-understood (and somewhat obvious) ... though there might be a few novel points. I do like the "hate to lost" point that I made since it isn't immediately obvious unless one thinks about it a little bit.
I am hesitant to link to my own post, but there seems to be fair amount of interest in this topic (more so than I expected). Here is the link. Maybe it would be useful or interesting for some, though there isn't anything specific to chess in my post.
I didn't mention in the post directly (due to length considerations), but for chess [or other multi-player games] a reasonable idealized view would be to see it from the perspective of a single player such as white/black (as a non-deterministic single-player game). But there can be some issues in such over-simplification [for example, consider a game where the actions of other player(s) could lead to endless play], which would need to be looked/described in more detail. The possibilities do seem to increase quite a bit with addition of "other" players. That's why I didn't add it in the post.
In the post, I assumed [for simplicity and focus on illustrating the basic-point] that there is a path to win/lose states from each game-state, but clearly that needs to be changed if there are draw possibilities [also increasing the "classifications" of game-states]. Actually, I tried to make the assumptions specific enough that there would be no (somewhat-natural) ##L## state either.
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