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Subject: Re: KQ vs kr position

Author: Robert Hyatt

Date: 18:47:04 08/03/99

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On August 03, 1999 at 15:33:10, Ricardo Gibert wrote:

>On August 03, 1999 at 14:25:21, Robert Hyatt wrote:
>
>>On August 03, 1999 at 10:39:37, Ricardo Gibert wrote:
>>
>>>On August 03, 1999 at 08:58:35, Robert Hyatt wrote:
>>>
>>>>On August 02, 1999 at 22:47:14, Ricardo Gibert wrote:
>>>>
>>>>>On August 02, 1999 at 20:49:56, Dann Corbit wrote:
>>>>>
>>>>>>On August 02, 1999 at 20:06:07, Ricardo Gibert wrote:
>>>>>>
>>>>>>>On August 02, 1999 at 18:15:27, Jeff Anderson wrote:
>>>>>>>
>>>>>>>>Could someone with access to the KQ v kr endgame tablebase tell me how many
>>>>>>>>moves before Black mates in this position?
>>>>>>>
>>>>>>>I believe the tablebases are not optimized for finding the shortest mate. For
>>>>>>>instance, in this case, it finds the shortest route to mate OR win the rook.
>>>>>>>After winning the rook, it then finds the shortest mate from there. So it is
>>>>>>>possible the "best" play generated by the table base is not the shortest mate.
>>>>>>>It is also possible for a tablebase, organized differently, can give a solution
>>>>>>>of a different length than another tablebase, though I would not expect that
>>>>>>>here.
>>>>>>>
>>>>>>>So "perfection" is not guaranteed, but it does have the virtue of being optimal
>>>>>>>in the light of the 50 move rule. In other words, it is possible that a position
>>>>>>>is winnable without exceeding the 50 move rule, but the "shortest mate" would
>>>>>>>exceed the 50 move rule. Of course, in that case it would not really be the
>>>>>>>"shortest mate." I would be interested in seeing an example position of this if
>>>>>>>someone has it.
>>>>>>The Nalimov tablebase files have distance to mate.  But as a confirmation, here
>>>>>>is the output of Chest:
>>>>>
>>>>>With Nalimov, it is possible that is always the case for KQKR as memory
>>>>>requirements are not a factor to generate a shortest mate EGTB for this ending,
>>>>>but I've already given a reason why this is undesirable.
>>>>>
>>>>>The reason can manifest itself in the case where you have adjourned in an KQKR
>>>>>ending (human vs human) and have only x numbers of moves to avoid the 50 move
>>>>>rule. Using a tablebase for your adjournment analysis that gives "shortest mate"
>>>>>instead of "shortest win of rook or mate" could be a problem.
>>>>
>>>>
>>>>this can't possibly happen unless someone has a bug.  KQ vs KR is _never_
>>>>won in more than 50 moves.  So at the point where the program reached this
>>>>ending, it plays it optimally.  Your case could not possibly happen.  In
>>>>other endings, this is a possible problem, but only if it is mate in > 50
>>>>from the starting position where the ending is reached.
>>>>
>>>It appears you overlooked the phrase "human vs human". We both overlooked it can
>>>also happen in Human vs computer where the human is the superior side.
>>
>>
>>sure... but I then "don't get it".  IE if the human can use the tablebases, he
>>will mate optimally.  If he can't, he has to either do it by himself or not at
>>all.  I don't quite see how the human could play for a while, then turn it over
>>to a tablebase (which could certainly screw up there as optimal might be a
>>mate in 20, while 40 moves have already been played and 20 more would take the
>>game past move 50.
>
>You "don't get it", because you have overlooked the word "adjourned".
>
>I will give a more specific example: HUMAN plays an ending where he ADJOURNS. He
>must mate OR make pawn move that preserves win OR capture that preserves win
>within say 6 moves to avoid the 50 move rule. In his ADJOURNMENT ANALYSIS, if he
>uses a SHORTEST MATE database, he may wrongly conclude he can't do it.
>
>1. Instead of
>      distance to: mate
>
>2. Better is single number representing
>      distance to: mate OR win preseving capture OR win preserving pawn move
>                         (whichever comes soonest)
>
>The 2nd way you ALWAYS win a winnable position. I find it hard to believe
>Nalimov did his EGTB the way you assert (The 1st way). There is nothing I can
>think of that would make the 2nd way listed above significant more difficult to
>do. There is no good reason, I can think of, for using the 1st way in preference
>to the 2nd one.
>
>I hope this is more clear, otherwise, I give up.
>



Now I understand the context.  But remember, DTM databases are built based
on _perfect_ play.  And they only store _positions_ and distance to mate,
not path information.  So I see no way possible to accomplish what you
are asking for, because that information is _not_ present.

>>
>>And this problem already exists. I believe the deepest mate in the 5 man
>>files is 127, although Eugene can correct me here.  And perhaps the deepest
>>mates still have a capture or pawn push in them to defeat the 50 move rule.
>>
>>six piece files will be something else altogether, of course...
>>
>>
>>>>
>>>>>
>>>>>Objectively speaking, it is never wrong to win the rook instead. Subjectively
>>>>>speaking, your opponent is bound to resign after losing the rook anyway.
>>>>>Shortest win can be faster than the shortest mate in that case.
>>>>>
>>>>>Your post is a little ambiguous. Are you saying Nalimov EGTB is a shortest mate
>>>>>EGTB for all the 5 man endings? How would the tables be generated?
>>>>
>>>>this is correct.  You start by enumerating all possible 5 man positions, and
>>>>marking the ones that are "mate" and then working backward.  Takes a lot of
>>>>time to build, not time to probe.
>>>>
>>>>
>>>>
>>>>
>>>>>
>>>>>I would be surprised if all the endings covered by the Nalimov EGTB are of the
>>>>>shortest mate variety. I would also be disappointed for the reason indicated.
>>>>>Some endings (other than KQKR which a computer program can win in about 34
>>>>>moves) would be "impossible" to win using such a TB due to the 50 move rule.
>>>>>
>>>>
>>>>Eugene does use distance-to-mate in all files...
>>>>
>>>>
>>>>>By the way, back in the days when a 20mhz 386 was a high end machine, I helped a
>>>>>friend of mine learn how to play KQKR perfectly using the Thompson EGTB. I
>>>>>myself learned how to do it within the 50 move rule. Not so easy against a
>>>>>computer even though I am a master. Miles & Browne are 2 well known players that
>>>>>have been embarassed. I don't think I can do it today.
>>>>>
>>>>>My friend showed up for a big tournament in Canada (St. Johns?) where a guy was
>>>>>showing off his program that could play KQKR. I guess he got a kick out of
>>>>>embarassing all the titled players there. My friend consistently won the ending
>>>>>in the "optimal" number of moves. The guy couldn't believe it.
>>>>>
>>>>
>>>>
>>>>this ending is remarkably easy to win, even without databases.  I ran several
>>>>tests last year and was surprised that even at a couple of seconds per move,
>>>>Crafty could win using no tablebases, against a version of itself that did.
>>>>
>>>>
>>>>
>>>>>>Reading job:
>>>>>>W:  Kg2 Rf2 (2)
>>>>>>B:  Kg4 Qa2 (2)
>>>>>>FEN: 8/8/8/8/6k1/8/q4RK1/8 b - -
>>>>>>analysing (mate in 14 moves):
>>>>>>No solution in 14 moves.
>>>>>>refu  1: Qa8+   Kf1    [ 13-]
>>>>>>solu         1: Rf3    [  4+]
>>>>>>solu         2: Kh2    [ 12+]
>>>>>>solu         3: Kg1    [ 10+]
>>>>>>refu  2: Qd5+   Kf1    [ 13-]
>>>>>>solu         4: Rf3    [  4+]
>>>>>>solu         5: Kg1    [  4+]
>>>>>>solu         6: Kh2    [ 13+]
>>>>>>refu  3: Qa3    Kg1    [ 13-]
>>>>>>solu         7: Rd2    [  5+]
>>>>>>solu         8: Rc2    [ 11+]
>>>>>>solu         9: Rf6    [ 12+]
>>>>>>solu        10: Rf4+   [  4+]
>>>>>>solu        11: Rf7    [ 13+]
>>>>>>solu        12: Rf1    [  8+]
>>>>>>solu        13: Kh2    [  5+]
>>>>>>solu        14: Rf5    [  6+]
>>>>>>solu        15: Rf3    [  4+]
>>>>>>solu        16: Rf8    [  4+]
>>>>>>solu        17: Re2    [  4+]
>>>>>>refu  4: Qa4    Rd2    [ 13-]
>>>>>>solu        18: Rf6    [ 11+]
>>>>>>solu        19: Rf7    [ 12+]
>>>>>>solu        20: Rf8    [ 13+]
>>>>>>refu  5: Qa5    Re2    [ 13-]
>>>>>>solu        21: Rf4+   [  4+]
>>>>>>solu        22: Rc2    [ 12+]
>>>>>>solu        23: Rf6    [ 11+]
>>>>>>solu        24: Rf7    [  7+]
>>>>>>solu        25: Rf1    [  6+]
>>>>>>solu        26: Rf8    [ 13+]
>>>>>>solu        27: Rb2    [ 11+]
>>>>>>solu        28: Rf3    [  4+]
>>>>>>solu        29: Kh2    [ 12+]
>>>>>>solu        30: Rf5    [  4+]
>>>>>>refu  6: Qa6    Rd2    [ 13-]
>>>>>>solu        31: Rf4+   [  4+]
>>>>>>solu        32: Re2    [  3+]
>>>>>>refu  7: Qa7    Rc2    [ 13-]
>>>>>>solu        33: Rf4+   [  4+]
>>>>>>solu        34: Kg1    [  3+]
>>>>>>refu  8: Qa1    Rf8    [ 13-]
>>>>>>solu        35: Rf4+   [  4+]
>>>>>>solu        36: Rf6    [  4+]
>>>>>>solu        37: Rb2    [  3+]
>>>>>>refu  9: Qb3    Kg1    [ 13-]
>>>>>>solu        38: Rf4+   [  4+]
>>>>>>solu        39: Rd2    [  5+]
>>>>>>solu        40: Rf6    [ 11+]
>>>>>>solu        41: Rf5    [  5+]
>>>>>>solu        42: Ra2    [  3+]
>>>>>>solu        43: Rf8    [ 13+]
>>>>>>solu        44: Rf1    [  6+]
>>>>>>solu        45: Kh2    [  5+]
>>>>>>solu        46: Rf3    [  4+]
>>>>>>solu        47: Rf7    [  4+]
>>>>>>solu        48: Re2    [  4+]
>>>>>>refu 10: Qc4    Rd2    [ 13-]
>>>>>>solu        49: Rf6    [ 11+]
>>>>>>solu        50: Rf4+   [  3+]
>>>>>>solu        51: Rf5    [  6+]
>>>>>>solu        52: Rf3    [  4+]
>>>>>>solu        53: Rf7    [  4+]
>>>>>>solu        54: Rf1    [  6+]
>>>>>>solu        55: Re2    [  3+]
>>>>>>solu        56: Rc2    [  3+]
>>>>>>solu        57: Ra2    [  3+]
>>>>>>solu        58: Rf8    [ 13+]
>>>>>>refu 11: Qe6    Rd2    [ 13-]
>>>>>>solu        59: Rf4+   [  4+]
>>>>>>refu 12: Qg8    Rd2    [ 13-]
>>>>>>solu        60: Rf4+   [  4+]
>>>>>>solu        61: Rf3    [  4+]
>>>>>>refu 13: Qb1    Rf8    [ 13-]
>>>>>>solu        62: Rf4+   [  4+]
>>>>>>solu        63: Rf7    [ 12+]
>>>>>>solu        64: Rf6    [ 11+]
>>>>>>solu        65: Rf5    [  4+]
>>>>>>solu        66: Rc2    [  3+]
>>>>>>solu        67: Ra2    [  3+]
>>>>>>Time (user) = 856.00 sec (ca. 14.3 min)



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