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Subject: Re: Is there a limit on our ability to compute endgame tablebases?

Author: Vine Smith

Date: 03:23:55 05/29/02

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On May 28, 2002 at 20:53:16, bob o wrote:

>>>It has been proven a few times that 6-man TBs don't make an engine "smarter", >>it just makes them play a prettier endgame.  The 3/4/5's are really the only >>TBs you NEED to have.
>>
>>I don't see how such a thing could ever be "proven". First, there's the obvious
>>fact that as the number of men in the tablebases increases, the engine's game
>>must improve, since if it had access to 32-man tablebases, I think it might >play very well indeed.
>
>The problem, as I understand it, is that the access to the hard drive slows down
>the search. So if you had a position where you would get ~500 kn/s without
>tablebases, you would only get, say, ~200 kn/s with tablebases. They give more
>accurate evaluations for fewer positions, in other words.
>
>>Second, I fail to see why 5 should be some magic number for the maximum number >of men in the tablebases that are "needed" -- why not 4 or 7 or any other
>>number? Just because the 6-man tablebases are not yet complete does not render >them any less necessary than 3-4-5.
>
>The 6-man files already generated are generally things like krnknn, which almost
>never comes up. The ones that would matter more are the ones with pawns, such as
>krpkrp, since these occur in real games more frequently. The problem with
>generating tablebases with pawns is that you first need all the related ones
>without pawns, such as kqrkqr, kqrkrp, krrkrp, etc.
>
>5 is not seen as a magic number, it's just the largest ones that current
>technology allows for.
>
>As an aside, current checkers programs can use 8-man checkers tablebases (the
>files are much smaller than chess tablebases). A fast computer can sometimes
>analyze a position that is just out of the opening book, and hit the tablebases
>on the first move that it searches. It can then know only a few moves into the
>game what the result will be, assuming the other program doesn't blunder. This
>helps delete losing book lines and improves the opening book immensely, as I
>understand.
>
>Bob

The point regarding hard drive access times slowing the search is quite valid,
although I would imagine that this could be substantially decreased by using a
larger EGTB cache -- maybe I will do some testing with Crafty to see the effect
of, for instance, 4 Mb vs 8 Mb. Also worth testing is performance with no TBs
vs. 3 only, 3+4, and 3+4+5, although I suppose this would require very many
games, since most are decided much earlier. Presumably, some have already
conducted tests of this sort, which is the "proof" Slater was referring to, but
I wonder under what conditions these were conducted, and am not sure if it's
worth digging through the archives to find them.
Even with the slower search, I think more accurate evaluations of fewer
positions should be better, since many endgames cannot be solved even by
searches 20-30 ply deep. It would seem that unless there are diminishing returns
from each increase in the number of men in the tablebases, and 5-man is the last
set with a sufficiently positive return versus the slower search, it cannot hurt
to add the available 6-man tablebases, except in the well known case of improper
interpretation of these by the program, where it refuses to queen a pawn or
something like that due to refusal to leave the safety of the tablebase
evaluation (but this is just a bug to be fixed, and not a valid argument against
using these tablebases).
I had run across the checkers tablebases around a month ago during a discussion
of this game in another post -- it appears that this last set of recently
released 8-man tablebases threatens to practically "solve" the entire game of
8x8 checkers, and there was a site that posted results from some sort of poll
predicting in which year 8x8 would be completely analyzed (in terms of best
play). As I recall, the year 2005 was the favorite.

Regards,
Vine



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