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Subject: Re: Never Say "Impossible"

Author: Robert Hyatt

Date: 19:11:15 05/15/01

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On May 15, 2001 at 12:18:43, J. Wesley Cleveland wrote:

>On May 14, 2001 at 15:47:47, Robert Hyatt wrote:
>
>>On May 14, 2001 at 14:51:16, J. Wesley Cleveland wrote:
>>
>>>On May 13, 2001 at 22:42:00, Robert Hyatt wrote:
>>>
>>>>On May 13, 2001 at 19:48:59, J. Wesley Cleveland wrote:
>>>>
>>>>>On May 12, 2001 at 20:41:23, Robert Hyatt wrote:
>>>>>
>>>>>>On May 11, 2001 at 16:50:28, J. Wesley Cleveland wrote:
>>>>>>
>>>>>>>Okay. With exact results, you only need the number of plies to the next capture
>>>>>>>or pawn move stored with each position to solve the 50 move rule problem.
>>>>>>>Repititions are a non-problem, i.e. if from position A, you know that position B
>>>>>>>is a forced win, *but* the win leads back through A, you would never choose to
>>>>>>>move to B, because you would already know there is a shorter win from A.
>>>>>>
>>>>>>
>>>>>>How would you _know_ that either of those positions were forced wins if you
>>>>>>don't save _everything_ as you search?
>>>>>>
>>>>>You know because you have a string of positions in the hash table, each of which
>>>>>is one ply closer to mate. There *can't* be a repitition, or it would be a
>>>>>different string. It is just like endgame tablebases, which do not need any
>>>>>history of positions.
>>>>
>>>>
>>>>I'm not sure I follow.  Endgame tables have _all_ positions available during
>>>>their creation.  That is how the algorithm works.. find a position that is
>>>>marked as "unknown" by backtracking from a position marked as "known".  Then
>>>>you can mark the unknown entry as mate in one more move than the known entry.
>>>>But you must have _all_ positions stored during the creation... _every_ one.
>>>
>>>I thought that is what we were discussing. If you have a hash table large enough
>>>to store every position found in the search, then you do not need total path
>>>information with each position, which means you could solve chess by considering
>>>"only" about 10^25 positions. So, if Moore's law holds up, we could solve chess
>>>by the end of the century, rather than by the end of the universe.
>>
>>
>>First, how do you conclude 10^25?  assuming alpha/beta and sqrt(N)?
>
>It is a classic alpha-beta search with a transposition table large enough to
>hold *all* positions found in the search. I'm guessing at the number of
>positions, but I feel that the same logic should hold, as only positions with
>one side playing perfectly would be seen.

I don't follow.  We know that within the 50 move rule, the longest game that
can be played is something over 10,000 plies.  IE 50 moves, then a pawn push
or capture, then 50 more, etc.  Eventually you run out of pieces and it is a
draw.  But 38^10000 and 10^25 seem to have little in common.  The alpha/beta
algorithm is going to search about 38^50000 nodes to search that tree to max
depth of 10,000.

Another way of estimating is that somewhere along the way, someone found a
way to represent a chess position (pieces only) in 168 bits.  if you take that
as an estimate of the total possible positions then you get 2^168 or roughly
10^165 which is a _huge_ number.   If you consider that 1 trillion years is
only 10^23 nanoseconds, you begin to grasp the size of that problem.  The
universe is not 1 trillion years old nor will it last that long either.  So
we have a finite amount of time to solve chess or admit it is exponential
and unsolvable.




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