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Subject: Re: KQ vs kr position

Author: Robert Hyatt

Date: 18:54:23 08/03/99

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On August 03, 1999 at 15:34:54, Ricardo Gibert wrote:

>On August 03, 1999 at 14:28:04, Robert Hyatt wrote:
>
>>On August 03, 1999 at 10:28:25, Ricardo Gibert wrote:
>>
>>>On August 03, 1999 at 09:00:33, Robert Hyatt wrote:
>>>
>>>>On August 03, 1999 at 04:45:07, Ricardo Gibert wrote:
>>>>
>>>>>On August 03, 1999 at 04:32:27, Bruce Moreland wrote:
>>>>>
>>>>>>
>>>>>>On August 02, 1999 at 22:47:14, Ricardo Gibert wrote:
>>>>>>
>>>>>>
>>>>>>>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?
>>>>>>>
>>>>>>>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.
>>>>>>
>>>>>>I would be suprised if the Nalimov tables are *not* distance to mate.  The only
>>>>>>publicly available distance to conversion tables that I know of are the Thompson
>>>>>>tables.
>>>>>
>>>>>Shortest mate EGTB also has the defect of possibly concluding that an ending is
>>>>>drawn due to the 50 move when it is actually winning. By the way, I think this
>>>>>issue can be cleared up by noting that "distance to mate" is not necessarily the
>>>>>same as "shortest mate".
>>>>
>>>>
>>>>
>>>>first, 50 move draw is _not_ included.  How could it be?  Because you have
>>>>_no_ idea what position you will enter the database at...
>>>>
>>>>and distance to mate _is_ "shortest distance to mate" absolutely...
>>>>
>>>Then this means the EGTB will prefer a mate in 51 without pawns moves or
>>>captures to a mate in 52 with a pawn move or capture before the 50 move rule
>>>kicks in. It will draw winning positions. Undesirable and unnecessary.
>>>Fortunately rare.
>>>>
>>
>>
>>yes... but this is a problem no matter what.  Because the tablebase is just
>>a file that is indexed by piece location, and it provides mated-in-N, draw, or
>>mate-in-N.  It has _no_ idea about prior positions and what might have
>>transpired before reaching this position.  It can't even tell if this position
>>is a successor of another position in this file, or if it was reached via a
>>capture with a zero 50-move counter.
>
>prior positions are irrelevant.
>

you are wrong here.  I play move A, then move B (which unmakes move A),
then move A again, then move B again, and now I probe the table, and it
says if you play move X you win the rook in 4 moves.  Unfortunately,
a couple of moves before you win the rook, you play move A again and
the position is repeated and the game ends as a draw.

If you don't have state information in the database, there is _no_ way
to probe it and ask about such things.. because it says you can capture
a piece in 29 moves, but how many _prior_ positions of yours do you repeat
before doing so?

This is an old discussion.  There are _many_ problems here...



>>
>>deep mates are going to be a problem in 6 piece files, no doubt about it.  It
>>would be interesting to see if there are already violations of this in the 5
>>piece files...
>>
>>
>>
>>>>
>>>>
>>>>>>
>>>>>>And yes, the tables do suffer from the possible problem that you mentioned,
>>>>>>although this should be extremely rare in practice.
>>>>>>
>>>>>>bruce



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