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Subject: Re: not using nullmove?

Author: Uri Blass

Date: 03:38:33 02/18/04

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On February 18, 2004 at 05:37:41, Tord Romstad wrote:

>On February 17, 2004 at 20:55:13, Dann Corbit wrote:
>
>>Here's a dumb idea:
>>
>>Write a program to scan a Nalimov database, but throw away everything except
>>won/lost/drawn/broken (needs 2 bits per reflected board position to store the
>>outcome state).
>>
>>Then write a table.
>
>There are two problems with following this approach:
>
>1. If you just use a table, you risk to miss the opportunity to discover
>   principles which can be useful even in more complicated endgames.
>
>2. The memory requirements are big.  A few MBs of RAM may not seem like a
>   lot on modern computers, but it is not very aesthetically pleasing to
>   use so much memory in order to do something as simple as evaluating
>   KRKP endgames.  Besides, some of us (or at least one of us) want to
>   port our engines to Palm OS and similar platforms, where memory is
>   limited.
>
>Tord

I think that the first problem is KPK
I still have 1843 positions white to move (pawns in a-d file) that the
evaluation that I have now returns do not know.

I wonder if your evaluation knows to detect win or draw in the following
positions(I think the second position may be more easy to generalize a rule
based on it):

[D]8/k7/8/8/8/2P5/K7/8 w - - 0 1
[D]8/8/1k6/8/8/3P4/K7/8 w - - 0 1
[D]8/k7/8/8/8/3P4/K7/8 w - - 0 1

Uri



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