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Subject: Re: Distance-to-mate vs Best-move tables

Author: Ratko V Tomic

Date: 15:09:50 10/23/01

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>1 bit per position value, your savings are not that good.  The
>current tablebase method takes around 1.3 bits per position
>after compression.

Is the 1.3 bit/position valid only for archiving database
on disk, or is it a working size (used directly during
search)? I.e. to lookup the data in the search tree, does
one have to expand the blocks of tables? If it does need
block level expansion, then that refutes the Bob's 1-lookup
per leaf node assertion, since if you need to decompress
entire block with thousands of distance-to-mate values
for one lookup, that's no different than having to follow
up a sequence of say 100 best moves.

>Totally wrong.  DTM tables actually have a quite high level
>of predictable patterns, the most common ones being that positions
>whose indexes differ by 1, 8, or 64  tend to have the same value.
>This is because these positions differ only by one piece being
>located one square away.  These predictable patters provide a
>significant boost to the compression rate as compared to
>huffman by itself.

These are relatively crude patterns in the same category of
pattern as the simple board symmetries (all of these I assumed
already factored in, i..e they're available equally to any
encoding method).

The patterns I was talking about (that the best-move tables can
use for compression, but not the distance tables) are the
nontrivial endgame rules/knowledge built into its move
generator. If you imagine a program posessing the patterns
you're mentioning (in addition to the bare legal move generator),
it would, for all practical purposes play random chess, weaker
than a human novice ten minutes after learning how the pieces
move and what is the objective. This is in a different legaue
compared to even a simple move generator which knows only the
plain captures in the next move, to say nothing about a generator
which knows various quick-to-compute endgame rules. All such
patterns are far outside the reach of distance-to-mate table
methods for reasons mentioned earlier.

Note also that the strength (rating/points) are not strictly
correlated to the shortest mate but to the ratio of points won
to the points lost. In other words, you pay in large overhead
with distance-to-mate tables for knowledge which doesn't
contribute to the strength of the program (however
interesting it may otherwise be in some endgame reasearch).




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