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Subject: Re: Compact encoding of chess positions

Author: Chris Welty

Date: 08:02:58 03/05/05

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On March 05, 2005 at 10:07:53, Reinhard Scharnagl wrote:

>On March 05, 2005 at 08:10:27, Chris Welty wrote:
>
>>Is a 7-officer maximum realistic in actual games?

>Well, you start with seven officers. Promoting once and mating then will do.

It's clearly legal to play a game that way. I just don't think it happens in
real games. You have restricted your encoding scheme to a subset of all legal
positions, surely I can do the same?

>Think of a constellation with one very bad and one very good player.

The very good player would mate before promoting.

>I have been talking on a table with 2*(10^43)*172 Bits what means to encode
>about 4*(10^45) Bits. I do not know where you will find such a large memory.
>Think of a magnitude like to store a Bit in every atom of the moon.
>
>Reinhard.

My encoding scheme is similar to the code that calculates the Nalimov index. The
code that calculates the Nalimov index is substantially smaller than the size of
the moon. It's part of egtb.c which is only 6200 lines of code. Mine is a bit
simpler than Nalimov's, I guess it would be 500-1000 lines of code to implement.



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