Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Why not tablebases.

Author: Robert Hyatt

Date: 08:07:20 10/11/98

Go up one level in this thread


On October 11, 1998 at 09:23:27, blass uri wrote:

>
>On October 11, 1998 at 07:52:57, Roberto Waldteufel wrote:
>
>>
>>On October 11, 1998 at 03:07:04, blass uri wrote:
>>
>>>
>>>On October 11, 1998 at 00:42:55, Robert Hyatt wrote:
>>>
>>>>On October 10, 1998 at 00:56:05, blass uri wrote:
>>>>
>>>>>
>>>>>On October 09, 1998 at 22:54:49, Roberto Waldteufel wrote:
>>>>>
>>>>>>
>>>>>>On October 09, 1998 at 18:46:36, David Eppstein wrote:
>>>>>>
>>>>>>>On October 09, 1998 at 15:24:26, Robert Hyatt wrote:
>>>>>>>>This doesn't matter however, because *every* possible position must be accounted
>>>>>>>>for, with an exact distance to mate for the side on move with that specific
>>>>>>>>piece configuration.  So they *all* have to be computed to build the next one
>>>>>>>>after them...
>>>>>>>
>>>>>>>You don't need distance to mate if you are searching from a non-tablebase
>>>>>>>position trying to reach a tablebase position (and aren't worried about the 50
>>>>>>>move rule, but you must not be since you're using distance to mate).
>>>>>>>
>>>>>>>If the actual game reaches a won tablebase position, you need some way to force
>>>>>>>progress, but it doesn't have to be distance to mate.  If you can always search
>>>>>>>deeply enough to find a conversion (capture or pawn move), you can use distance
>>>>>>>to conversion, and only store win/loss/draw in the tablebase. In any KXP-KP or
>>>>>>>KX-KPP endgame, searching deeply enough to find a conversion should be easy
>>>>>>>(there are fewer than a million distinct positions in which at most one pawn has
>>>>>>>moved, so you can load just that part of the tablebase into memory and use the
>>>>>>>hashtable to do the search quickly no matter how deep it is).
>>>>>>>
>>>>>>>But I agree with your main point, that the heuristics suggested by the poster
>>>>>>>you were responding to aren't good enough -- the information needs to be exact,
>>>>>>>and you need to compute lots of other tablebases before you can think about
>>>>>>>KPP-KP.
>>>>>>
>>>>>>Even if the search were too deep to be feasible, eg an ending like KBBKN, it is
>>>>>>still possible to reduce memory access requirements during the search by storing
>>>>>>only win/loss/draw information, if we maintain a separate tablebase (not used in
>>>>>>the search) which simply contains the best move
>>>>>
>>>>>You need memory to store the best move for example in KBBKN for the stronger
>>>>>side the maximal number of legal moves is 8+13+13=34 legal moves
>>>>>and you need 6 bits for a move so I think you do not save memory by this.
>>>>>If you have a good order of moves and always 1 of the first 32 moves is best you
>>>>>can need only 5 bits
>>>>>
>>>>
>>>>
>>>>I don't want to sound "harsh" but let's not get rediculous.  Exactly *how*
>>>>can we generate moves and *guarantee* that the best move is in the first
>>>>32?  That is completely *impossible* to do, and discussing it makes no sense
>>>>at all.
>>>>
>>>>Also, in databases, we *do* *not* store "moves".  That is a misconception of
>>>>some sort.  Moves are not stored, only the status of each possible position.
>>>
>>>I know that we store a number for every position and the numbers represent moves
>>>but I understand that the idea of roberto is to to store numbers that represent
>>>moves and to store the result(only in win,draw,loss) instead of storing numbers
>>>that represent exact results
>>>
>>>In KBBvs KN we can do for every position a list of legal moves such that the
>>>moves that lose a bishop without giving the oppoent to mate in 1 or causing the
>>>distance of the kings to be longer are in the end of the list.
>>>
>>>If in all the positions there is a best move from the 32 first moves in the list
>>>we can store the right move by 5 bits.
>>>>
>>>>
>>>>
>>>>
>>>>>If you store distance to conversion with my idea you need only 5 bits
>>>>>for 1-2,3-4,...49-50,draw,loss
>>>>>You need to do a search but I do not think there is a problem with small search.
>>>>>
>>>>>Uri
>>>>
>>>>
>>>>this kind of statement isn't helping, either.  "I do not think..." is not
>>>>a convincing argument.
>>>
>>>you need to search only to improve the score.
>>>and if 2 plies are not enough you search for 4 plies
>>>
>>>  "I implemented this and can prove that it will work"
>>>is
>>>>going to convince me a lot quicker.
>>>
>>>I did not try to implement it but I see no problems with the idea.
>>>
>>>  "thinking" doesn't cut it here.  It *has*
>>>>to be right or it will certainly be wrong...  And wrong we can't stand, because
>>>>we trust these results *perfectly*...
>>>
>>>I agree it has to be right but I do not see a reason why it is wrong
>>>The algoritam is simple and the only problem I can see is a problem of time but
>>>I understand that 1000 hits on the tablebases per position is not a problem and
>>>you do not need more to search 4 plies(for most of the lines you need only 2
>>>plies and 4 plies are only for best defences of the loser).
>>>
>>>Uri
>>
>>Hi Uri,
>>
>>Let me explain exactly what I had in mind. For something like KPK my method
>>requires *two* files, a small one and a large one. Whenever a KPK position with
>>stronger side to move occurs in the regular search, I look it up in the small
>>file, where a single bit per position is stored to indicate win/draw and I
>>return the result as appropriate. Many endings would require the possibility of
>>loss (therefore needing 2 bits per position instead of 1), but in KPvK there is
>>no possibility of a loss for the stronger side, so 1 bit per position is
>>rquired. This cuts down on the size of the table for he purpose of table
>>look-ups during the search, which must be very fast, so I thought a smaller
>>table would cut down on memory bandwidth and improve speed.
>>
>>When the program finds itself with a KPK position at the root, no score is
>>necessary, but a move is needed. This is where the large file comes in. This
>>would contain a move for every position. You could try to compress the way the
>>move is stored - I use 1 byte to store the move, consisting of 6 bits for
>>destination square and two bits to identify the moving piece and if the move
>>involves an underpromotion (there exist 6 KPK positions in which the only way to
>>win is to underpromote to a rook). But it is not so important for this file to
>>be compressed, because you only access it once to make the move, with no
>>searching at all.
>
>I thought that there is a need for this files to be compressed because you have
>not infinite memory in the harddisk and if you want to use many files like this
>for 4 pieces and for 5 pieces you may have a problem to save the files.
>
>I understand that you thought about compressing only to do the program faster
>
>Problem of memory in the harddisk is not important for you now because you did
>not implemented even 4 pieces files but it may be important for the future
>
>In KPK v K the program may play perfect by search so you do not have to save
>files
>saving files for moves start to be important only for endings like KQKR
>positions.
>saving files for distance to mate is the same as saving files for moves because
>you can compute the move by the distance to mate and the question is only for
>what option you need less memory
>
>Best wishes
>Uri


two things here...

1.  I'm not aware of any program that can "search" KP vs K to a win.  In
Crafty, I added special evaluation for KP vs K so that I can play it correctly
without a tablebase...

2.  however the real point is deep in the search, say KRRP vs KRR, and you find
a way to trade all 4 rooks leaving you in a KP vs K ending.  Do you do it?  Only
if you are sure it is not drawn...  so you need this *way* out in the search...



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.