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Subject: Re: Why not tablebases.

Author: blass uri

Date: 08:20:50 10/11/98

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On October 11, 1998 at 11:07:20, Robert Hyatt wrote:

>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...

I meant only to do the right moves after search and it is not a problem with the
evaluation function of all the top programs

>
>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...
I agree you need files but only for result in KP vs K ending and not for moves.

Uri



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