Author: Tord Romstad
Date: 00:05:16 11/21/05
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On November 21, 2005 at 01:48:25, enrico carrisco wrote: >I understand that -- but my mainpoint was that EGTBs help in the same position >and *do* announce mate. Unless Fruit can "auto-disable" its permanent NullMove >Pruning in such a situation than it benefits from EGTBs. This is true, of course. Nobody would disagree that for any given program, it is possible to find a position where it would find a win with EGTBs, and where it would not be able to find a win within reasonable time without EGTBs. It does not automatically follow that adding EGTBs is the best thing to do, however. Instead of adding EGTBs, you can try to understand why the program is not able to find the win on its own, and to solve the problem by improving the search and/or evaluation (a trivial example is disabling null move search in the position you gave us in the beginning of this thread). I think trying to play basic endgames perfectly by using search and evaluation only is a better approach, for several reasons. The most obvious one is speed: Probing EGTBs is a very time-consuming operation. It also strikes me as an extremely inelegant solution. I really don't want to use multi-gigabyte lookup tables just in order to play the most basic endgames correctly. The most important reason of all is that the techniques we discover when trying to master basic endgames with search and evaluation are likely to be useful even in more complicated endgames. In my opinion, a better way to use EGTBs would be to use them as an oracle when implementing endgame evaluation rules. We could analyse all the positions in an EGTB and try to find general rules and patterns which enable us to classify the majority of positions as won, drawn or lost without consulting the EGTB. With some luck, the principles we discover can be applied to a wider range of endgames. It could even turn out that they can be formulated in a way understandable to human players, and help us all to improve our understanding of the endgame. Tord
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