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Subject: Re: Is this solvable by brute force?

Author: Omid David Tabibi

Date: 07:36:38 09/18/03

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On September 18, 2003 at 10:32:44, Omid David Tabibi wrote:

>On September 18, 2003 at 10:02:33, Edward Seid wrote:
>
>>I'm learning how to program by reading Deitel's Visual Basic.NET How to Program.
>> I'm eager to try out my new skills on a chess-related project.
>>
>>The Pawn Game - as presented by GM Lev Alburt in Comprehensive Chess Course, Vol
>>1
>>
>>[D]8/pppppppp/8/8/8/8/PPPPPPPP/8 w - - 0 0
>>
>>The game is won by:
>>1- capturing all of the opponent's pawns
>>2- reaching the last rank first
>>3- 'stalemating' the opponent, while still having at least one move for yourself
>>
>>The game is drawn if:
>>1- both sides' pawns are blocked so that neither side can make any moves
>>
>>The programming exercise I've assigned to myself it to try to solve this game
>>using brute-force minimax.  My question to you... can this game be solved on
>>today's typical desktop computer using brute-force?
>>
>>I've been thinking about this and have made the following observations:
>>1- while classical chess has a branching factor of around 30, the Pawn Game
>>branching factor is 16 in the initial position, and around 8 in the
>>'middlegame', and goes down with each capture.
>>2- the longest 'game' is certainly less than 81 ply, and is probably around
>>60-65 (81 ply is calculated by the impossible scenario of each side taking 40
>>ply each to march all pawns to the 7th rank + 1 ply to promote)
>>
>>I'm not planning to use anything fancy like hashtables or board rotation.  I'd
>>be happy if I'm successful in coding a 10x12 board representation (practice for
>>writing a classical chess engine in the future), a valid pawn move generator,
>>and a correct implementation of the minimax algorithm.
>>
>>I'm very curious what the solution to this game is.  Is it a win/loss/draw for
>>White?  Of the 16 possible White moves, which ones win/lose/draw?  How long is
>>the longest game?  How long is the shortest game?  What is the distribution of
>>wins amongst the 3 methods of winning?
>>
>>Any thoughts or suggestions are appreciated.
>
>The branching factor is at most 8 (initial position) and in the 'middlegame'
>about 4. It seems to me that the average game would be no more than 32 moves,
>and I think 50 would be a realistic upper bound.
>
>So, assuming a branching factor of 4, and game length of 50 plies, there are
>about 4 ^ 50 = 1267650600228229401496703205376 positions to search. Assuming you
>can search 100 million positions per second, it will take you about
>401969368413314 _years_ to finish the computation!
>
>However, there will be a huge hash table hit rate (about 99% I guess), and you
>can also benefit from many symmetrical positions (which arise by mirroring
>another position). So, I think this position is solvable by brute force. Good
>luck!

Of course alpha-beta will reduce the complexity from b^d to b^(d/2), so this
position is very easily solvable in brute force.



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