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Subject: EGTB optimization idea

Author: Jesper Antonsson

Date: 02:01:42 07/27/02


I thought of a simple idea of EGTB optimization and I wonder whether it's been
tried already. Imagine we have a position that is legal on the surface, but
unreachable in a real game, like this one:

[D]8/8/8/8/8/4k3/4p3/4K3 b - - 0 1

I believe standard EGTB calculation algorithms will store this as a mate in n
for black, as Kf3 or Kd3 result in wins. Wouldn't it be beneficial to mark such
positions as broken, so as to get better compression? It can obviously be done,
even for "deeper" unreachable positions, essentially by iterating over the EGTB,
but perhaps it requires information about illegal positions that aren't in
current EGTB, and then a regeneration would be necessary.

Note that for five men tables, just the example position above will come up in
many variants with two more black pieces on the board. I have no idea of the
ratio of such broken positions to legal positions, though, but it would be
interesting to know.



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