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H. G. Muller wrote on Wed, Nov 5, 2008 05:45 PM UTC:
I would not say that the Falcon is difficult to handle for a computer. Just
that 

(1) It is a piece with comparatively many (potential) moves, so naturaly
it requires more effort to generate its move than of pieces with fewer
moves. But it is not worse than, say, a Queen.
(2) It behaves differently than other pieces w.r.t. pins, due to its
multi-path nature. This means it need separate code from the other pieces
to handle it. But this could just as easily be blamed on the other pieces
as on the Falcon. In a game with only Facons it would not be more
difficult than in a game with only other pieces.

It is true that for divergent sliders and lame leapers you have to examine
several board squares to know if you can do a single move to one. This is
also true for distant moves of normal sliders, but there every square you
pass gives you a valid non-capture, to which you could assign the effort,
so you examine only one board square per generated move. But,
unfortunately, almost all search effort of a computer goes into its
capture search, and generating non-captures is a waste of time there.