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Subject: Re: 7-man endgames (long)

Author: Joachim Rang

Date: 06:33:19 08/31/05

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On August 30, 2005 at 19:34:09, Marc Bourzutschky wrote:

>On August 30, 2005 at 18:44:05, Dieter Buerssner wrote:
>
>>On August 29, 2005 at 14:01:31, Vincent Diepeveen wrote:
>>
>>>On August 29, 2005 at 10:45:38, Duncan Roberts wrote:
>>>
>>>>On August 29, 2005 at 03:29:12, Marc Bourzutschky wrote:
>>>>
>>>>>During the past 6 months Yakov Konoval and I have collaborated on efficient
>>>>>algorithms to exactly solve 7-man endgames.  Yakov has come up with a program
>>>>>that contains every trick in the book, and then some.  Many of the ideas are
>>>>>refinements of those used by Johan de Koning in his path breaking FEG program.
>>>>>
>>>>>Our hardware is extremely basic, about US $3,000 worth of equipment: a single
>>>>>3.6 GHZ PIV, with 4 GB RAM, two 250 GB IDE hard disks, running Windows XP.
>>>>>
>>>>>To put Yakov's programming skills in perspective, his program solves the
>>>>>infamous 6-man krnknn endgame in just over one hour on that hardware.
>>>>
>>>>Great achievement. well done.
>>>>
>>>>
>>>>how long would a dtm program have taken to solve the  6-man krnknn endgame on
>>>>your machine. ?
>>>
>>>DTM requires much more than just a little bit overhead.
>>>
>>>Additional i feel there is no need for DTM.
>>>
>>>From the huge size that Marc shows for their DTZ egtb's, compressed still
>>>a formidable 160GB for just a single EGTB, it is obvious IMHO that
>>>win/draw/loss is just so so superior.
>>>
>>>of course in case of marc's egtbs there is only a 'win/no win' distinction
>>>possible. They don't have a 'loss' component.
>>>
>>>That would reduce their EGTBs in win/no win format dramatical further!
>>>
>>>Yet at generation time, creating WDL is nearly the same effort like DTZ.
>>>DTM is really a lot effort more, and if you ask me, just a bit overdone for
>>>the big EGTBs.
>>
>>With a slight variation of the DTZ algorithm, you will be able to construct TBs
>>that respect the 50 moves rule. This is obviously not possible, when you only
>>use WDL. Marc did not tell details about the algorithm they used, yet. I guess
>>RAM requirements at creation time would be the same. But perhaps RAM
>>requirements is a non issue with the method used by them.
>>
>>Regards,
>>Dieter
>
>Yes, 50-move rule is easy with a program that DTZ.  However, at the moment I'm
>hoping we might break that pesky 243 move krnknn record, so I don't want to
>restrict the depth.  So far we have come close with 226 moves.  At the moment we
>are actually limited to 254 moves because we use 1 byte per position, but I'm
>sure we'll find a way around that when we need to!
>
>RAM for a general pawnless 7-man ending is a little under 3 GB.  So far we have
>only needed 1.5 GB, because we split krbnkrb into even and odd components on the
>bishop's color.  But it seems that we a special boot option we can use 3 GB even
>on a 32 bit operating system, so it should not be a big issue.
>
>-Marc

I don't see why you have to try tricks for a 32 bit OS. There are plenty of
working 64 bit OS's so I think you can switch easily if needed.

regards Joachim



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