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Subject: Re: Programmers and lab Rats

Author: Robert Hyatt

Date: 07:52:16 06/09/02

Go up one level in this thread


On June 09, 2002 at 02:35:09, J. Wesley Cleveland wrote:

>On June 08, 2002 at 01:02:23, Robert Hyatt wrote:
>
>>On June 07, 2002 at 19:44:41, J. Wesley Cleveland wrote:
>>
>>>On June 06, 2002 at 20:16:33, Robert Hyatt wrote:
>>>
>>>>On June 06, 2002 at 19:24:54, Roy Eassa wrote:
>>>>
>>>>>On June 06, 2002 at 19:18:16, Roy Eassa wrote:
>>>>>
>>>>>>On June 06, 2002 at 18:02:43, J. Wesley Cleveland wrote:
>>>>>>
>>>>>>>On June 06, 2002 at 16:30:19, Roy Eassa wrote:
>>>>>>>
>>>>>>>>On June 06, 2002 at 16:25:01, Michael Vox wrote:
>>>>>>>>
>>>>>>>>>On June 06, 2002 at 10:10:12, Robert Hyatt wrote:
>>>>>>>>>
>>>>>>>>>When Nalimov 32 piece tbs come out someday, it will be over.  This will
>>>>>>>>>eventually happen with stronger hardware.  At least every worthy line will be
>>>>>>>>>saved to dbases.  It will no longer be Crafty vs Junior, it will be Crafty dbase
>>>>>>>>>vs Junior dbase.
>>>>>>>>>
>>>>>>>>>No point in discussing computer chess anymore once this level of technology and
>>>>>>>>>dbases is hit.
>>>>>>>>
>>>>>>>>
>>>>>>>>I hope you're kidding.  Even if every atom in the galaxy were used to store 1
>>>>>>>>bit of data, that still wouldn't be enough storage for 32-man TBs.  (And 100
>>>>>>>>billion years wouldn't be enough time to compute them, even on a multi-terahertz
>>>>>>>>computer.)
>>>>>>>
>>>>>>>You are off by a bit. All positions can be stored in ~160 bits, which means that
>>>>>>>2^160 or 10^48 bits are enough for all TBs. There are more atoms than that in
>>>>>>>the earth. As to calculation time, we should have fast enough computers in about
>>>>>>>300 years, if Moore's law holds up. ;)
>>>>>>
>>>>>>
>>>>>>First off, to store tablebases requires more data than just each position
>>>>>>itself.  Second, why did you raise 2 to the power of the number of bits?
>>>>>>
>>>>>>How many positions are possible in chess?  It's a number with scores of digits,
>>>>>>and *each* of these entries would require your 160 bits plus more for the other
>>>>>>required fields (next move, etc.).
>>>>>>
>>>>>>And finally, I doubt Moore's Law will hold up for another 300 years!  (If
>>>>>>nothing else, it won't take nearly that long before the laws of physics prevent
>>>>>>further speedups, at the rate of increase we've been experiencing.)
>>>>>
>>>>>
>>>>>Upon further thought, I understand why you raised 2 to the power of the number
>>>>>of bits.  But does the 160 bits take into account the additional data required
>>>>>in a tablebase?  If not, you need several more bits, which should increase the
>>>>>final number by orders of magnitude.  Plus, I don't think anybody will ever turn
>>>>>even every tenth atom in the Earth into storage for tablebases...
>>>>
>>>>
>>>>2^160 represents something just below the total number of unique chess
>>>>positions.
>>>>
>>>>Of course, that has _nothing_ to do with solving the game, because path
>>>>information will be critical with the 50 move rule.
>>>>
>>>>In that context, 2^160 words will barely be a start.  It might well bu
>>>>2^160^160 for all I know at that kind of problem...
>>>
>>>If you could construct all tablebases up to 32 piece ( a VERY big if), chess
>>>would be solved and it would fit in the 2^160 or so bits the tables would take.
>>>It is *quicker* to create tablebases that obey the 50 move rule than tablebases
>>>that do not.
>>
>>
>>I don't know about the "quicker" part.  But the 50-move rule is a serious
>>problem.  It would seem that we need to soon convert to a combination of
>>DTM/DTC so that we can work around the 50 move rule with some sort of reasonable
>>algorithm that will work in a running chess engine.
>>
>>But in any case, current DTM or DTC by themselves have difficulties that are
>>serious problems..
>
>If I understand correctly, TBs are generated iteratively one ply at a time
>starting from mate or conversion until no positions are marked, and all other
>positions are draws. If you stopped after 100 iterations, you would also have
>all the positions that could not be won or converted after 50 moves as draws.
>TBs with pawns would have to be calculated separately for all possible pawn
>positions, but could be combined later.


Right.  But if you don't stop after 100 iterations, you will have DTM scores
> 50 _and_ DTC scores > 50.  You could propagate this info thru the TBs as larger ones are built, so that you would see "DTM=430" but "longest DTC=55"
which would mean the 50 move rule would be violated if you choose to follow
that path, while a 60 move rule would not.

I haven't given a lot of thought to this, so I suspect there will be "issues"
that are not obvious to me right now.  But at first glance, this ought to be
able to work.



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