Some well known games with a very limited set of simple well-defined rules and moves have nevertheless never had their God's algorithm for a winning strategy determined. Examples are the board games
chess and
Go. Both these games have a rapidly increasing number of positions with each move. The total number of all possible positions, approximately 5×1044 for chess and 10180 (on a 19×19 board) for Go, is much too large to allow a brute force solution with current computing technology (compare the now solved, with great difficulty, Rubik's Cube at only about positions). Consequently, a brute force determination of God's algorithm for these games is not possible. While chess computers have been built that are capable of beating even the best human players, they do not calculate the game all the way to the end.
Deep Blue, for instance, searched only 11 moves ahead (counting a move by each player as two moves), reducing the search space to only 1017. After this, it assessed each position for advantage according to rules derived from human play and experience. Even this strategy is not possible with Go. Besides having hugely more positions to evaluate, no one so far has successfully constructed a set of simple rules for evaluating the strength of a Go position as has been done for chess, though neural networks trained through reinforcement learning can provide evaluations of a position that exceed human ability. Evaluation algorithms are prone to make elementary mistakes so even for a limited look ahead with the goal limited to finding the strongest interim position, a God's algorithm has not been possible for Go. On the other hand,
draughts (checkers) has long been suspected of being "played out" by its expert practitioners. In 2007 Schaeffer
et al. proved this to be so by calculating a database of all positions with ten or fewer pieces, providing a God's algorithm for all end games of draughts which was used to prove that all perfectly played games of draughts end in a draw. However, draughts with only positions and even fewer, , in the database, is a much easier problem to solve –of the same order as Rubik's cube. The magnitude of the set of positions of a puzzle does not entirely determine whether a God's algorithm is possible. The already solved Tower of Hanoi puzzle can have an arbitrary number of pieces, and the number of positions increases exponentially as 3^n. Nevertheless, the solution algorithm is applicable to any size problem, with a running time scaling as 2^n. ==See also==