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Subject: Re: Practical Tablebases (much smaller) ?

Author: Miguel A. Ballicora

Date: 10:48:30 11/13/01

Go up one level in this thread


On November 13, 2001 at 13:29:46, Robert Hyatt wrote:

>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.

No because at this point you do the search on the root.

I do not see that Mate in 31 or mate in 30 is more or less useful when
it is probe on the tree. Even W/L/D will be useful too.
On the root, i think that Uri's idea is wonderful.

Regards,
Miguel



>
>
>
>
>
>>
>>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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