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Subject: Re: Dangerously stupid tablebase idea...

Author: Robert Hyatt

Date: 21:24:08 10/21/01

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On October 21, 2001 at 20:59:30, Ratko V Tomic wrote:

>Dan:
>>>I don't know why you need to know the distance to mate (which is given
>>> as the reason not to store the move).  If you make the best
>>> possible move, then it does not matter what the distance is.
>
>>If you only use N piece tablebases once you are down to N pieces on
>>the board, then your idea would work.  However you also need to be
>>able to probe them when you reach an N piece position in the search,
>>and want to find out if this position is won or lost.  For this purpose
>>all you need is win/draw/loss, and some people do use tablebases that
>>only store this information since they take less space.  But to find
>>the shortest win when searching a position with more than N pieces,
>>you need to have distance to mate stored in the table.
>
>Dan was talking about keeping the best move (instead of distance to
>mate), not the win/draw/loss only. Knowing the best move implies
>the knowledge of the distance to mate since the child nodes
>of a table position are also table positions i.e. one can follow
>the best moves and obtain quickly the distance to mate. So, here
>one would trade off potentially large quantities of table space
>for some additional time cost in extracting the distance-to-mate
>value from the best-move value.
>
>Since the best-move encoding can take advantage of any endgame
>knowledge one can put into the move generator (used to list the
>available moves and specify the best one), this approach allows
>potentially large space savings which is further improvable as
>the more knowledge gets added to the encoder (using arithmetic
>encoding and a good quality generator, one may encode the best
>move in a fraction of a single bit, at least for those clasess
>of endgame positions where the generator can offer the best
>move with a probability greater than 50%). The direct distance
>to mate encoding doesn't offer any obvious way to save space
>by adding endgame knowledge into the encoder.


Here is the problem you have to solve:

When searching and you hit the tablebase deep in the tree, all you get
is the "best move" for that position.  How do you differentiate between
the _thousands_ of tablebase hits you get to choose the shortest mate?
The engine has to choose between multiple paths that lead to tablebase
positions.  How does it choose _which_ path to follow???




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