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Subject: Re: 2 points Chandler

Author: Duncan Roberts

Date: 09:47:16 01/16/05

Go up one level in this thread


On January 15, 2005 at 01:23:39, Robert Hyatt wrote:

>On January 13, 2005 at 15:52:19, Duncan Roberts wrote:
>
>>On January 13, 2005 at 12:50:52, Robert Hyatt wrote:
>>
>>>On January 12, 2005 at 21:47:05, Les Fernandez wrote:
>>>
>>>>On January 12, 2005 at 21:21:34, Dann Corbit wrote:
>>>>
>>>>>On January 12, 2005 at 21:18:22, chandler yergin wrote:
>>>>>
>>>>>>On January 12, 2005 at 21:13:08, Dann Corbit wrote:
>>>>>>
>>>>>>>On January 12, 2005 at 21:09:16, chandler yergin wrote:
>>>>>>>
>>>>>>>>On January 12, 2005 at 21:02:01, Dann Corbit wrote:
>>>>>>>>
>>>>>>>>>On January 12, 2005 at 20:57:40, chandler yergin 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.
>>>>>>>>>>>
>>>>>>>>>>>If there were 10^120 in the full tree, then about 10^60 would be in the solution
>>>>>>>>>>>tree.
>>>>>>>>>>>
>>>>>>>>>>>It can be less than that.
>>>>>>>>>>
>>>>>>>>>>It "Can't be LESS than that!
>>>>>>>>>>
>>>>>>>>>> But it cannot be more.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>It Certainly CAN!
>>>>>>>>>>
>>>>>>>>>>In any TREE.. the TREE ONLY represents "What HAS Been PLayed."
>>>>>>>>>>REFUTE THAT!
>>>>>>>>>
>>>>>>>>>You do not have to solve every game.  Only every position.  Look at the two
>>>>>>>>>chess games that I posted.  The end position for both was identical.  In fact,
>>>>>>>>>despite the many moves, there are only a very few positions that are distinct.
>>>>>>>>>For each of those positions, if you know the best move, you do not care how you
>>>>>>>>>got there.
>>>>>>>>>
>>>>>>>>
>>>>>>>>How do you now the "Best Move" until you have calculated them ALL?
>>>>>>>
>>>>>>>The miracle of alpha beta is that it allows you to prune away huge chunks of the
>>>>>>>tree and get EXACTLY the SAME answer you would get if you examined every single
>>>>>>>leaf.
>>>>>>>
>>>>>>>>Hmmm?
>>>>>>>
>>>>>>>Read a paper on alpha-beta and you will find the answer.
>>>>>>
>>>>>>Still doesn't come CLOSE to 10^ 120th Power for Solving ANYTHING!
>>>>>>Also.. there are positions for "Underpromotion" which you don't take into
>>>>>>account.
>>>>>
>>>>>Underpromotion is also completely irrelevant.  Each of the possible outcomes of
>>>>>promotion is simply a new position.  Those positions have already been counted
>>>>>in the set of 10^43 distinct positions.  So you see, underpromotion does not
>>>>>even complicate things at all.
>>>>>
>>>>>>That's WHY 7 man EGTB'S will NOT jump the ELO Rating...
>>>>
>>>>#1 Chandler just because we do not see a measurable advantage that 6 piece
>>>>egtb's offer a computer doesnt mean that a larger,ie 10 piece egtb, wouldnt be
>>>>measurable.  Think about it.  With only 6 pieces on the board most GM's I
>>>>suspect would know how to handle that even though some of the 6 piece egtb's can
>>>>be very tough even for them.  Now if that GM was to try and develope a workable
>>>>approach to survivng an endgame for which we have perfect information for 10
>>>>pieces I doubt in most cases he could survive (IMHO).  I suspect the benefits of
>>>>egtb's will become more obvious as we develope large sets.
>>>>
>>>>#2 In one of the other threads of yours you mentioned the incredible magnitude
>>>>of chess positions and that there was 0% chance of solving chess.  Well in
>>>>support of Dann's statement where he corrected your figure of 10*120 let me just
>>>>say that although perfectly ordered alpha-beta solution will reduce this number
>>>>I can probably also reduce that number quite a bit further when we talk about
>>>>unique positions vs positions.  Although the task "seems" unattainable you just
>>>>probably have not looked at all kinds of methods that may offer ways of trimming
>>>>down that one number that you are baseing all your thoughts on.  Keep an open
>>>>mind, we see this stuff happen every day in technology.
>>>>
>>>>Les
>>>>
>>>
>>>
>>>This is irrefutable: Each successive generation of tables provides a _higher_
>>>strength improvement than the previous generation, until we get the 32 piece
>>>tables done at which point perfect chess will be played.  We won't reach there
>>>for a long time, if ever (never is such a long way away I try to not use it) but
>>>from personal experience, having started off with just 3-4 piece files, then
>>>adding all the 5's, I can assure you that the 5 piece files added much more to
>>>my program than the 3-4 piece files did.  And the 6's have added even more even
>>>though all are not done.  I can't say it is an exponential growth with so few
>>>data points, but I can say without fear of being proven wrong later that it is
>>>just as clearly more than a linear growth in playing strength.
>>
>>
>>could you comment about the table base searches slow the software down a lot.
>>
>>duncan
>>
>
>
>1.  I really don't see the search slow down a lot.  Unless you are in a 7-8
>piece ending and you have 6 piece files.  But even if you reach that point,
>which would you rather have, a deep stupid search, or a shallower search where
>each endpoint is evaluated perfectly?
>
>2.  I assume everyone knows the "probe only after a capture" trick, if not, it
>is well worth the simple test.  This avoids slowing things down if you have
>missing tables as if you probe and miss, you won't probe again in the path since
>there will be no point...
>
>Just ask someone that has actually tested for years with these tables, as to the
>effect they have.  We are not seeing _great_ effect yet, but with 16 pieces on
>the board, I get lots of table hits.  I have seen table hits with 20+ pieces on
>the board at times.  More tables will mean that we hit the tables sooner in the
>game, and the sooner we hit them, the sooner we start to play those positions
>perfectly.
>
>I've seen a _lot_ of disinformation about the effect of tablebases on program
>playing performance.  Here's some tips that anyone can use to make the
>tablebases either offer no benefit or actually hurt program performance:
>
>1.  Use crumby disks.  IDE disks.  CDRoms.  Don't use good SCSI drives,
>preferably 10K or 15K to minimize latency.  Use something dog slow.
>
>2.  Use small drives so you can't get all the tables.  Use a subset.  But don't
>give any thought to which ones to actually use, just grab a few and see what
>happens.  Never use _all_ the tables.  This way, clearly tables on my ftp
>machine can't possibly make a program play better since the program can't access
>them.
>
>3.  Don't have much memory on your computer.  Or if you do, use almost all of it
>for hashing, so that there is little memory for the egtb cache, or the operating
>system filesystem cache that greatly reduces the I/O activity level for
>positions where many probes are needed.
>
>4.  Be sure to get the endings with pawns, but not the ones that have the pawn
>promotions to a Q.  No reason to make it easy for the program to play the right
>moves for the right reason...
>
>I'm sure there are others...
>
>But done right, getting _all_ the tables on good disk drives, with enough memory
>for a reasonable cache, and they will certainly make the program stronger.
>Right now there is no good way to estimate how much the 6 piece tables will
>help, since we don't have 'em all done yet.

have any tests been done for crafty, about how much a 5 piece tablebase gives an
increase in elo ?

duncan


  But eventually they will all be
>available, and for those that get the right kind of hardware, their programs are
>going to be significantly stronger.  For the rest, the tables will be a waste.
>
>
>
>
>
>>>
>>>
>>>
>>>
>>>>>>>>>>>tree
>>>>>
>>>>>That has more to do with disk access time.  But I expect that judicious use of
>>>>>the data will increase Elo ratings.
>>>>>
>>>>>>They, can't even be solved yet.. and NOT in your lifetime either.. will they..
>>>>>>or for future generations to come.
>>>>>>STOP! The NONSENSE!



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