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Subject: Re: Question about Bit storage

Author: Andrew Dados

Date: 13:31:06 01/29/02

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On January 29, 2002 at 14:35:56, Dann Corbit wrote:

>On January 29, 2002 at 14:11:47, Uri Blass wrote:
>[snip]
>>>No.  His notion is that if you mirror using every symmetry, the total number of
>>>those positions (including ALL reflections) would be less than 2^81 in that
>>>category.
>>
>>If this is his point then he is wrong.
>>
>>The number of reflection of the same position is only 4 so the total number of
>>classes of 4 positions is only 1/4 of the number of positions and it cannot be
>>less than 2^81.
>
>I was unclear.  You should read his document.  It also included all motions of
>the sliding piece to the winning position.  Be aware that this system does not
>produce a sure best move.  It could be thought of as producing a winning bound.
>
>If you look at the list of positions Les posted, all 44 of them were generated
>by a single position.  I suppose if you read the document:
>ftp://cap.connx.com/pub/les/cp.doc
>it will be immediately clear to you.
>
>It could also be used to produce alpha/beta bounds for moves that are analyzed.
>Again, it might not produce the best possible move.  But it could produce a
>bound that you know it cannot be worse than that.  So, in a sense, it could also
>be used to create an inexact information database for move choices.
>
>You would get similar compressions for arbitrary positions at the beginning of a
>game.

For pawnless endgames with Rooks, Queens or Bisops it is an attractive idea. For
pawn only endgames I don't see much gain if any.

How would you store/retrieve from such a database efficiently? Some sparse
arrays? String collection? Any SQL would kill you performancewise.

-Andrew-



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