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Subject: Re: EGTB' cell?

Author: Robert Hyatt

Date: 06:35:52 03/04/01

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On March 04, 2001 at 02:36:01, Ricardo Gibert wrote:

>On March 03, 2001 at 23:08:39, Robert Hyatt wrote:
>
>>On March 03, 2001 at 19:54:03, Pham Minh Tri wrote:
>>
>>>On March 03, 2001 at 10:29:40, Robert Hyatt wrote:
>>>
>>>>On March 03, 2001 at 02:44:01, Pham Minh Tri wrote:
>>>>
>>>>>Hi,
>>>>>Could anyone explaint to me what content of a cell of EGTB is?
>>>>>Thanks in advance,
>>>>>Pham
>>>>
>>>>
>>>>It is a single byte that either has a 0 (draw) or +/1 N, where N is the number
>
>I don't understand "+/1 N" even though I think I know what you mean.
>
>>>>of moves to the forced mate...
>>>
>>>Thank you very much for your answer. Could you tell me more:
>>>- How to index a cell in EGTB?
>>>- How large of EGTB of Crafty (how many entries)?
>>>- How to orgnize raw data (the data would be converted into EGTB)?
>>>
>>>Thanks in advance,
>>
>>1.  the basic idea is that for a 4 piece ending, you take the square numbers
>>for the 4 pieces, which are 6 bit numbers, and simply concatenate them into
>>a "Godel number" that is 24 bits long.  This indexes to a single byte in
>>the egtb.
>
>You may need to add a few bits for en passant and castling rights.
>

Actually you don't need to.  Because there are 16 squares a pawn can never stand
on, you can use those to handle EP.  Castling can be handled similarly although
I don't think current egtb's handle castling at all.




>>
>>It is more complex than this because you don't need a 24 bit number, you can
>>do it with a few less bits...
>
>8-fold symmetry for pawnless endings. 4-fold symmetry for endings including
>pawn(s).
>
>>
>>all the 3-4-5 piece files for crafty take about 7.5 gigabytes of disk space.
>>
>>2.  You don't organize raw data... you do a search looking for all positions
>>that are mate in 1, then mate in 2, etc...



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