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Subject: Re: Practical Tablebases (much smaller) ?

Author: Robert Hyatt

Date: 10:29:46 11/13/01

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On November 13, 2001 at 11:22:47, Uri Blass wrote:

>On November 13, 2001 at 10:13:25, Robert Hyatt wrote:
>
>>On November 13, 2001 at 09:16:09, Uri Blass wrote:
>>
>>>On November 13, 2001 at 08:31:09, William Penn wrote:
>>>
>>>>I suspect this has been discussed before but I didn't pay attention, so please
>>>>pardon my redundancy. If you could just point me in the right direction, much
>>>>appreciated...
>>>>
>>>>Can't we make some assumptions without compromising very much practical playing
>>>>strength and significantly reduce the size of the endgame tablebases? For
>>>>example it seems a waste to generate separate positions for "white to move" and
>>>>"black to move".
>>>
>>>It is also a waste of space to remember the exact number of moves to mate and
>>>knowing the number of moves divided by 2 is enough and if you know it you can
>>>calculate the exact number of moves to mate.
>>
>>I don't see how that will work.  If I probe deeply in the search and get two
>>mate scores of "mate in X" how will I be sure I take the path toward a mate
>>that is one move closer than I am at now?  Because it is possible that the
>>next search I do will (at best) be able to find a mate in X-1 if we have real
>>mate scores, but with this /2 stuff we only find mate in X again and never
>>move closer.
>
>If you do not see a forced mate there is no problem because changing scores of
>mate in X to mate in different number of moves will change nothing in the move
>that you choose.

There is a huge problem if you are forced to choose between a mate you can
see and a mate you can't.  you will _always_ choose the mate from the EGTB,
and since you don't know how deep it is, how do you _guarantee_ that you always
move closer to the mate, rather than just making moves that stick with a
mate that is not getting any closer?  Perhaps until the 50 move rule will make
it impossible to reach?

>
>The only problem is when you see a forced mate and you do not know the exact
>distance to mate.
>
>Even in this case if I ignore the 50 move rule there is no problem in the first
>move that forced the mate and the 50 move rule is also a problem with the
>original tablebases.


But you have made the problem _much_ worse.  If I find what _should_ be a
mate in 30 or a mate in 31, it will look like a mate in 15.  And I may well
keep going for a mate in 31, never getting closer, until I see the 50 move
rule counter force me the other way.  But now it is too late and it is a
draw.



>
>In the second move I can continue the search in every tablebase hit to see if I
>can get closer to mate in the next ply and to calculate the exact distance to
>mate(if I can get closer to mate in the next ply then it is mate in 2x moves and
>if I cannot do it then it is mate in 2x+1 moves).

That simply won't work _inside_ a search.  Probes are already expensive
enough.  Doing an additional 2 ply search to find a mate in N-1 score is
too expensive.





>
>It means that I need after finiding mate to use special search on every
>tablebase hit in order to see the exact distance to mate.


It also means your basic search depth is going to take such a hit that you
are probably going to lose many games _before_ you actually get into a tablebase
position _at the root_.




>
>Using special search is slower but the program also got closer to mate so I
>believe that it can practically find the mate.
>
>Uri
>
>


The point _must_ be to win more games.  Not fewer.  Doing tree searches thru
tablebase scores is a sure way to lose games due to very shallow searches
before you actually reach TB positions on the real board.




>>
>>To save 1 bit, that seems like a tough problem to handle, not to mention that
>>it will also cost more in the indexing code since the scores won't be on one-
>>byte boundaries any longer.
>>
>>
>>
>>
>>>
>>>
>>> Surely there is a reasonable simplification in that regard
>>>>based on symmetry.
>>>
>>>Symmetry is used in building the tablebases
>>>
>>>
>>> Promotion of a pawn to less than a Queen is rare and could be
>>>>disregarded.
>>>
>>>This is going to save time in generating the tablebases with pawns but it is not
>>>going to chnage much the space that is needed for the 3-4-5 piece tablebases.
>>
>>It will also produce wrong answers...
>>
>>
>>
>>
>>>
>>> Perhaps castling can be disregarded because it seldom happens in
>>>>the endgame.
>>>
>>>It is already disregarded.
>>>
>>> I suppose we must keep en passant(?). I'm guessing that the size
>>>>could be reduced to perhaps only 1GB for all of the 3-4-5 piece positions vs the
>>>>current 7GB.
>>>
>>>Part of the 7GB is for generating unimportant tablebases of a king and three
>>>pieces against a king when there is no position with king and 3 pieces against
>>>king when programs cannot win.
>>>
>>>Uri



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