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Subject: Re: EGTB generation with 1 bit per position?

Author: Pham Hong Nguyen

Date: 21:39:35 03/25/03

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On March 25, 2003 at 20:24:44, Russell Reagan wrote:

>On March 25, 2003 at 17:30:52, martin fierz wrote:
>
>>i once heard that it was possible to compute a win/loss/draw endgame database
>>using only 1 bit per position as opposed to 2 bits as i was using up to now (and
>>like in the chinook paper).
>
>I know nothing, but here goes :) I suppose you could use 1-bit per position
>using assumptions. For instance, you could assume that a 1-bit is a win, a 0-bit
>is a loss, and everything else is a draw.

What is "everything else"? 1 bit gives your only two statuses, so 1 is a win, 0
- is no win (draw or loss). No more for anything else ;)

> I'm not sure how you would implement
>this in practice though. Seems like indexing would be awkward, difficult, or
>impossible.

You can implement this by using a special search function, for both generator
and for chess program. However, the main problem here is speed. The search
function will slow down your generator terribly. Thus, you can spend few months
or event few years instead of few days for generating a large table.

BTW, 3 GB table size is still much luckier than our problems on Chinese chess,
some tables require few TB of sizes :(





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