Author: Uri Blass
Date: 04:15:24 02/18/04
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On February 18, 2004 at 06:38:33, Uri Blass wrote: >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 Note that I solved all 3 positions by adding 2 rules but I may be interested in rules that people find because they may include more cases and help to make the code smaller. Uri
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