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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