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Subject: Re: Endgame Books

Author: Matthew White

Date: 11:03:29 05/30/03

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On May 29, 2003 at 22:54:01, Russell Reagan wrote:

>On May 29, 2003 at 20:23:03, Matthew White wrote:
>
>>K+P vs. K is already in tablebases. I am not really interested in finding a
>>replacement for tablebases, rather finding a way to improve endgame performance.
>>At this point, I am merely brainstorming.
>
>I know, I was only saying that there is more to it than loading a single
>position into the transposition table. Don't get me wrong either. I like your
>idea. I'm just playing devil's advocate a little.
>
>>You mention that it is unrealistic to store all of the positions necessary for
>>key positions. However, many of us have hundreds of megabytes (maybe even a few
>>gigabytes) worth of opening book sitting on our hard drives. Wouldn't it be an
>>effective use of space to build an endgame tree just like the opening tree?
>
>But my point (and something you already mentioned in your original post) is that
>you will have to store a LOT of positions (WAY more than gigabytes, WAY more
>than terabytes even) to make sure we get every "Phildor position" stored (or
>whatever the endgame position in question is). Maybe a pawn is one square
>different from the position you have stored. That doesn't really matter because
>the key points are the placements of the rooks (or whatever, just an example).
>This is one area that partition search might be of use, because you can have
>kind of "wild cards". Something like this:
>
>white to move
>
>8  k - - - - - - -
>7  - - - - - - - -
>6  - K - - - - - -
>5  - - - - - - - -
>4  - - - - - - - -
>3  - - - - - - - -
>2  - - - - - - R -
>1  ? - ? ? ? ? - ?
>
>   a b c d e f g h
>
>The question marks (?) represent squares where it doesn't matter what piece is
>there (there are more in this position, but it's just an example). I believe
>this is the kind of stuff you can do with partition search. You store this kind
>of "wild card position" in the transposition table instead of "real" positions,
>and so if there is a black rook on a1, or if a1 is emtpy, you will still find
>this position in the transposition table, and get its score.
>
>>In
>>certain openings, one player is playing for an endgame advantage. If a computer
>>doesn't realize that they are playing for an endgame advantage, they will avoid
>>trades and try to find a middlegame win. This can lead to big problems. However,
>>if the hash table contains a position from the endgame which is a known win, and
>>a quiescence search hits that position, the computer will know it is safe to
>>seek an endgame. I believe that the endgame book would also prove smaller than
>>an opening book in most cases, since there are often forced moves. This is a
>>luxury that opening books don't usually have.
>
>Makes sense, but not for a "normal" transposition table, because you'd have to
>store a LOT of these endgame positions, probably a lot more than you could store
>in memory or on your hard drive. Partition search still sounds good.
>
>>I agree that many endgames are a pattern, and cannot be captured in book form.
>>However, there are probably as many endgames that just need brute calculation.
>>Certain openings inevitably lead to certain endings. I am not proposing a total
>>endgame substitute, where the book will just take over whenever and endgame is
>>reached... it is more like a crutch.
>
>Not a bad idea. Put little "hints" in some kind of table, so that the program
>will play certain correct moves in positions it doesn't really understand. If
>this method could be generalized and made to be efficient, I think you'd have a
>computer program with a GM level understanding of chess, that could look at
>millions of positions per second. Scary.
Thanks for playing devil's advocate :). I think that wildcards might definitely
reduce the size in cases where the actual position of some of the pieces doesn't
matter, and I think hints are definitely a possibility. Now I just have to
figure out a way to get it implemented :).

Matt



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