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Subject: Re: Lies.. Damn Lies & Statistics!

Author: chandler yergin

Date: 18:33:06 01/12/05

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On January 12, 2005 at 21:17:58, Uri Blass wrote:

>On January 12, 2005 at 20:58:47, chandler yergin wrote:
>
>>On January 12, 2005 at 20:55:42, Uri Blass wrote:
>>
>>>On January 12, 2005 at 20:33:25, Dann Corbit wrote:
>>>
>>>>On January 12, 2005 at 20:25:24, Uri Blass wrote:
>>>>
>>>>>On January 12, 2005 at 19:56:25, Dann Corbit wrote:
>>>>>
>>>>>>On January 12, 2005 at 19:37:29, Steve Maughan wrote:
>>>>>>
>>>>>>>Dann,
>>>>>>>
>>>>>>>>Things that seem impossible quickly become possible.
>>>>>>>
>>>>>>>I recon about 300 years before a computer will solve chess.  This assumes
>>>>>>>
>>>>>>>1) 10^120 possible positions
>>>>>>
>>>>>>This is far, far too large.  Chess positions have been encoded in 162 bits,
>>>>>>which puts an absolute upper limit at 10^58 (and it is probably much less than
>>>>>>that).
>>>>>>
>>>>>>>2) Alpha-beta cutting this down to 10^60 sensible positions
>>>>>>
>>>>>>The incorrect first assumption renders this and all following assumtions as
>>>>>>moot.
>>>>>
>>>>>The second assumption is also not correct.
>>>>>
>>>>>By the same logic alphabeta can cut less than 2^30 positions in KRB vs KR to
>>>>>2^15 positions but it does not happen and solving some KRB vs KR position with
>>>>>no KRB vs KR tablebases is not something that you need 2^15 nodes for it.
>>>>
>>>>No.  The second assumption would be true if the first was true.  This was
>>>>formally PROVEN by Donald Knuth.  In a perfectly ordered alpha-beta solution
>>>>tree, the number of nodes is proportional to the square root of the nodes in the
>>>>full tree.
>>>
>>>The problem is that the number of nodes in the full tree is bigger than the
>>>number of positions because the same position can happen in many branches of the
>>>tree.
>>>
>>>Even with perfect order of moves you cannot solve KRB vs KR by alpha beta with
>>>sqrt(2^30) nodes.
>>>
>>>Uri
>>>Uri
>>
>>
>>I think you are on my side...
>>;)
>
>I disagree both with you and Dann.
>
>If you want to generate tablebases you cannot use sqrt like Dan suggest.
>If you want to analyze possibility in games then sqrt is enough.
>
>In case that there are 10^120 games and 10^40 positions then chess can be solved
>by sqrt(10^120) nodes or by 10^40 nodes


A NODE, IS a Position! Correct?

If there are 10^120 Games.. then 'every move' in those 10^120 games ARE
Positions.  NOW, how many Nodes are there?
I have given the Statistics.. YOU, Uri & Dan Have NOT refuted it.
You can't...
So STOP the Opinions..... Post Facts, not Bias, NOT prejudice,
admit, you don't know; "What the Hell you are talking about!"


(you may need to multiply it by a small
>constant like 1000 so it may be 10^43 nodes) but not by sqrt(10^40) nodes.
>
>I disagree both with you and Dann about solving the game.
>
>Dann claim possible in the life of part of the readers
>You claim impossible in the life of part of the readers.
>
>I claim unknown if possible or impossible in the life of part of the readers.
>
>I do not know if it will be possible to build the 32 piece tablebases in the
>next 100 years(you need something in the order of 10^40 both in memory and in
>speed).
>
>I do not know if it will be possible to solve chess by other means like finding
>that only 10^30 of the possible positions are relevant to build tablebases for
>them.
>
>Uri



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