Author: Uri Blass
Date: 07:33:26 04/08/01
Go up one level in this thread
On April 08, 2001 at 10:26:33, Uri Blass wrote: >On April 08, 2001 at 09:57:35, Tony Werten wrote: > >>On April 08, 2001 at 08:41:19, Uri Blass wrote: >> >>>On April 08, 2001 at 06:47:56, Aaron Tay wrote: >>> >>>>On April 08, 2001 at 06:14:44, José Carlos wrote: >>>> >>>>>On April 07, 2001 at 11:18:34, Urban Koistinen wrote: >>>>> >>>>>>I have written down a algorithm for computing endgame tablebases that should be >>>>>>about 10 times quicker than the Nalimov algorithm and requires much less ram. >>>>>>It is similar to the Arlazarov&Futer algorithm of 1979 but is more general as it >>>>>>does not require a pawn. >>>>>>It might be too technical for most here, >>>>> >>>>> Thank you. Too technical algorithms are not for a crowded-of-programmers forum like this. We wouldn't understand anything. >>>>> >>>>> José C. >>>> >>>>Hey , be nice. He's new here. >>>> >>>>He is just feeling a little fustrated after posting at r.g.c.c and getting only >>>>one response. Knowing the high level of general technicial expertise here, I >>>>suggested to him that he should post here. >>>> >>>>So what do the experts think? Is the algorithim as good as he claims? Layman >>>>like me want to know! >>> >>>1)I tried to explain the paper in more words in order to understand it and the >>>first part that I did not understand was the sentence: >>>"t4 depends on t3 and d" >>>It seems to me that t4 is dependent also on t1. >>> >>>Here is an example of position in t4 >> >>Why is this an example of t4 ? Might be t100, white has just captured a queen. >>Or t99, black has taken the other white queen. >> >>Counting the number of moves for the 50 move rule has nothing to do with >>distance to mate. ( Or I really don't get it ) > >1)I understood that it is the distance to conversion or mate(in the case of my >diagram it is the distance to mate). > >Every position must be in exactly one set that is not dependent in the history >of the game. > >If you include the history of the game then generating 6 piece tablebases seems >to be impossible task. > >I admit the explanation is not clear but I tried to understand some logical >explanation and I guess that the author meant: >g50=0 when there are no half pawn left to the conversion and g50=100 when there >are 100 quiet moves until the conversion. Correction: it should be 99 quiet moves because g50=1 means tat the first move is conversion or checkmate and g50=0 means that conversion is not needed > > >2)When I think about it again I understand that my explanation is not right. > >t1 can include also positions when black is to move and here is an example: >[D]8/8/8/kQ6/8/8/7R/7K b - - 0 1 > >It means that t2 can include also positions when white is to move. > >Uri It does not change the fact that in my example of KQK finding that a position is in t4 is dependent also on the table t1 and not only on the tables t3 and d. Uri
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