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H. G. Muller wrote on Fri, May 10 10:54 AM EDT in reply to Fergus Duniho from 09:16 AM:

OK, I see. The betza.txt code actually does say 'check'. Problem was that by searching for 'say check' I did not find that, because there are quotes around the word 'check'.

It appears that it would only ever say 'check!' when the preset is using the accelerated method for testing legality of highlighted moves. This is the default method, because it is faster. But it is not entirely reliable. The reliable method would try out all pseudo-legal moves, and then generate opponent moves in each of the resulting positions, to see if any of those captures the King. All opponent moves will have to be tried to conclude the move is legal (which usually is the case), and on a large variant this can take very long (to the point where GC aborts the GAME-code execution). And in that branch of teh code it would never say 'check!'.

In the accelerated test it would generate the opponent moves not after the move that has to be tested for legality, but before it. (Meaning that it has to do it only once.) If any of those hit the King, the move that was just made apparently delivers check. After a move considered for highlighting it then only retries such an existing checking move, to see if the check was resolved, and all moves that hit squares mutated by the move-to-be-highlighted (which could have been discovered, and now hit the King). That is a huge time saver.

Where it goes wrong is that during this accelerated check test it actually removes the King, and tests whether it was in check by testing whether a move that hits the square it was on is capture capable. This to avoid a slider check is blocked by the King, making the square behind it to be safe to move to. King moves can then be tested for legality simply by testing whether their destination was marked as attacked. But this procedure does not mark squares that are attacked by locust capture. Such as an Advancer does.


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