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Subject: Re: Why not a partial TB?

Author: jonas cohonas

Date: 02:59:45 01/28/01

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On January 27, 2001 at 15:26:30, Mark Longridge wrote:

>We do something very similar to a tb in Rubik's Cube searches, we search for
>optimal solutions to a specific position. We can't search the whole tree
>(4.3x10^19 positions), but it's still interesting to find the optimal moves.
>
>Why not make a partial tb for some interesting positions, where the starting
>position is fixed, like we do for rubik's cube, and calculate that to the end.
>Eventually you can go back and add more positions later.
>
>I'm thinking this could work well with pawn only positions, like kppkppp or
>something similar. I don't think calculating this to the end would be too hard,
>or at least calculating to a winning position.
>
>Eugene, what do you think? Could tbgen be easily modified to do this, or is it
>not practical? Surely starting from one node with a pawns only position
>shouldn't be too bad. Instead of searching back from mate, you could search back
>from a canidate winning position.

>
>My second idea was to hike up the position learning from 64K to something a lot
>bigger for crafty. It doesn't seem to take too long to search through
>position.bin, ditto for book learning... make it so it can learn new lines.
>There doesn't seem to be any real limit on how big book.bin can get, but it
>seems to me that my book.bin isn't getting any bigger, so I don't see where it
>puts information on completely new opening moves.
>
>A mate.bin might be an idea too. All the really deep mates which occur in real
>games could be put in mate.bin, 24 hours of computer analysis could figure out a
>lot deep mates from fixed positions.
>
>Mark

Really interesting especially the mate.bin
And maby a winning sacrifice.bin etc. ?
.bin's for for various parts of the game
where certain line will lead to winning
positions, tb's for opening's and middle game
so to speak.

Regards
Jonas





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