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Subject: Re: Why squish epd anyway?

Author: Dave Gomboc

Date: 11:17:58 05/19/99

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On May 19, 1999 at 11:28:51, KarinsDad wrote:

>On May 19, 1999 at 02:40:34, Dave Gomboc wrote:
>
>>On May 19, 1999 at 01:54:47, KarinsDad wrote:
>>
>>>Dann,
>>>
>>>Here is the Shirov Kasparov game I mentioned. I just picked a random game. As
>>>can be seen, this game maxed out at 142 bits (if Shirov would have castled, say
>>>at move 13, it could have been 150 bits or slightly higher). The two numbers on
>>>the left are the number of bits required after each move. The entire advantage
>>>of this schema is that most black pieces do not require a color bit until a
>>>white piece or pawn is taken. Once this happens, (in this game at move 3 since
>>>it was a Sicilian), that condition no longer holds. However, only 2 pawns or one
>>>piece have to be taken in the entire game to basically ensure that 160 bits is
>>>the maximum, so by move 4 in this game, the chances of it going above 160 bits
>>>are negligible.
>>>
>>>It would be interesting if someone could find a position from a real game that
>>>could get to 161 bits or more, but I doubt that will happen.
>>>
>>>KarinsDad :)
>>>
>>>125 125  1.e4 c5
>>>126 126  2.Nf3 d6
>>>126 137  3.d4 cxd4
>>>135 136  4.Nxd4 Nf6
>>>137 137  5.Nc3 a6
>>>139 139  6.Be3 Ng4
>>>139 139  7.Bg5 h6
>>>139 139  8.Bh4 g5
>>>139 140  9.Bg3 Bg7
>>>141 141 10.Be2 h5
>>>137 133 11.Bxg4 hxg4
>>>141 142 12.0-0 Nc6
>>>142 138 13.Nf5 Bxc3
>>>134 135 14.bxc3 Qa5
>>>134 134 15.Qxg4 f6
>>>134 132 16.Rab1 Qxc3
>>>132 132 17.Rfd1 Ne5
>>>128 124 18.Bxe5 Qxe5
>>>124 124 19.g3 b5
>>>124 122 20.c4 bxc4
>>>122 122 21.Qf3 c3
>>>122 123 22.Rbc1 Bb7
>>>121 119 23.Qxc3 Bxe4
>>>117 113 24.Nxd6+ exd6
>>>113 109 25.Re1 Qxc3
>>>106 106 26.Rxc3 d5
>>>106 114 27.f3 Kf7
>>>110 110 28.fxe4 Rhe8
>>>110 110 29.Rc7+ Kg6
>>>110 108 30.Rf1 dxe4
>>>110 108 31.Rc6 Rf8
>>>108 108 32.Re6 Rae8
>>>108 108 33.Rfxf6+ Rxf6
>>> 98  98 34.Rxe8 Kf5
>>> 98  98 35.Kf2 Rh6
>>> 98  98 36.Rf8+ Ke5
>>> 98  98 37.Re8+ Kf5
>>> 98  98 38.Rf8+ Ke5
>>> 1/2-1/2
>>
>>What a waste of bits! :)  The entire game should have been storable in far
>>fewer.  To know exactly how many, take the number of legal moves from each
>>position, multiple them all together to get a big number, P.  Find n such that P
>>/ 2^n < 0.  n = the number of bits you need to store the raw positions (no
>>1/2-1/2, player names, etc.)
>>
>>I didn't do it for this game, but n will likely be in the low hundreds.  You are
>>using several thousand bits to represent the game.
>>
>>Dave
>
>The point of the data structure is to store any position when you DO NOT have an
>entire game, but just a position. The illustration above was only being used to
>show how difficult it will be in real games to go over the 160 bit limit in the
>structure. As can be seen (and, of course, this is only one game), most of the
>positions in this game could be represented in 140 bits or less (considerably
>less than the 160 bits).

Yeah, I know.  I guess I was thinking that if you were planning on storing a few
of those positions, it would be cheaper to store all of them. :-)

>For example, you could use this structure to store a bunch of interesting
>positions in a database. The suggested moves after the position would be stored
>in a different format.
>
>Of course you can store a game in much fewer bits! That was not the point of it.
>The point of it was whether you could store a position in fewer bits.
>
>KarinsDad :)

Dave



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