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Subject: Re: KQ vs kr position

Author: Robert Hyatt

Date: 20:02:00 08/05/99

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On August 05, 1999 at 15:37:49, KarinsDad wrote:

>On August 05, 1999 at 14:36:00, Robert Hyatt wrote:
>
>[snip]
>>>
>>>I believe you either misinterpreted what I wrote or I wrote it really lousy.
>>>
>>>If you have mate in 220, you could search side positions (which contain a pawn
>>>push or a capture within the tablebase) as you continue making moves.
>>>
>>>Move 1: Don't bother to search for side position.
>>>Move 2: Search for side position that have mate in 219 (you do not really need
>>>to do this here, but read on), if successful, you have defered your mate in 220
>>>to mate in 219, but you have reset the 50 move counter.
>>>.
>>
>>
>>the problem here might be that if you move a pawn at move X, the next
>>possible pawn move might well be more than 50 moves beyond X.  But at
>>X you "committed" and now you draw.  You have to search all the way to
>>the end and find a PV that doesn't have a 50-move draw or three-fold
>>repetition in it, before you enter into that line.  And that is just too
>>far to search, not to mention the fact that all this stuff is on disk and
>>is very slow to access..
>
>Yes, this could happen. But who cares? If you are in a mate in 220 half moves,
>you are looking at a draw anyway due to the 50 move rule. If you then move 60
>half moves and then find a mate in 180 half moves nearby and that mate does not
>have any other way out to do this again, you will draw.
>


that isn't the case I am looking at.  I have a position that is a mate in 220
plies, or 110 moves.  If I play it 'perfectly' I will make only one pawn move
at move 90, but I will draw because at move 50 no pawn pushes have been played.
In this position, I can push a pawn at ply=20, but if I do so, I won't be able
to push it again until ply=130.  And that is 10 plies too deep and again I draw
if I push it at 20.  But if I wait to ply 40 to push it, I can still push it
again at ply=130, and now I am 'home free' with no chance of a draw, although
the total mate is probably going to be much longer than 220 plies, since I had
to avoid the optimal path to avoid the 50-move draws...

That is the problem I don't see a way to solve, ever...



>You are a perfectionist Robert. You do not want the program to commit to move
>that could lead to a draw. I am not. I know the program is already in a draw, so
>I will commit to an action that may win or may draw.


the same thing happens if you just play the optimal move.  If your opponent
is carbon-based, he will definitely make mistakes that shorten the mate.  If
it is silicon, it will play perfectly and force you into a draw anyway...



>
>>>.
>>>.
>>>Move 87: Have to mate, push, or capture within 12 moves or you draw. Say you
>>>find a side position with mate in 150. You are currently at mate in 133. From
>>>where you were 86 moves ago, you can reset your 50 move counter and drop the
>>>mate in 220 with 99 moves to make until a draw, to mate in 150 with 99 moves to
>>>make until a draw. If you can get one more major drop like this (due to a
>>>capture or a push), you can mate your opponent.
>>>
>>
>>that will work in some cases, and break in others.  Because when you make
>>an 'irreversible' move, you can't take it back, and it might commit you to
>>a path that has an unforseen 50-move draw that now you can't avoid.  Because
>>you didn't follow the complete path...
>
>That's the entire point. You do not CARE if it breaks. If it succeeds, then you
>mate. If it fails, then you draw. But you were going to draw ANYWAY (assuming
>you are playing against another program with tablebases).
>
>>
>>>I think it would be EXTREMELY easy to find a capture or a push nearby which
>>>maintains a win in a LOT of positions. This does not mean that it will be easy
>>>to do this at any given ply. But sooner or later, it should be easy to do after
>>>doing an 8 ply search 50 times over (for some positions).
>>
>>the question is "lot" = "most" or just "some"?  This has to be tested, and
>>at present, we don't have many endings where this is an issue (IE Eugene's
>>KBNKN was one example that just barely has the problem).  We need a position
>>with a pawn to really see how this works out...
>
>If the answer is 1% of the time on 1% of games (due to it being rare in the
>first place that you will get in a mate in 100+ situation), then it would seem
>that it would be worth doing (after doing a lot of other things in a program
>first which give you more bang for the buck).
>
>Yes, I agree. Research has to be done to see how much this will buy you. But, it
>will always buy you something IF there are any positions out there where this
>will work (which I have to believe is the case).
>
>
>>>
>>>Of course you cannot do a 220 ply search. But the point is that you do not have
>>>to. You only have to find a push or capture that leads to a position that
>>>maintains the win.
>>
>>But you can't verify this without the 220 ply search.  Because what happens
>>after you make that push/capture must allow a path without a 50-move draw in
>>it, but you won't know if you don't search far enough to see it before you
>>make the push now.
>
>If I am in a mate in 150 position (I was previously in a mate in 200) and I find
>a mate in 170 that resets the counter, then I do not care if the mate in 170
>does not have another pawn push or capture in it. I am destined to draw in the
>mate in 150, so I take the chance. The worse that can happen to me in the mate
>in 170 position is that I draw due to the 50 move rule.
>
>>
>>>
>>>Granted, there could be weird fortress positions or somesuch where this would
>>>not work (as per your information on Lewis Stiller's work below). But as a
>>>general rule, it will probably work at least occasionally. And, it is more
>>>likely to work in a position where the side to win has one or more pawns. And,
>>>it does not matter if it doesn't work for a given position. That position is
>>>drawn anyway. The fact is that it probably will work for SOME positions and that
>>>is the reason to do it (i.e. if it preserves 10% of wins in these rare cases
>>>where the win is beyond 99 ply, then that is a good enough reason to do it).
>>>Note: you do have to make sure the program has no timing bugs so that it never
>>>loses on time attempting this and this includes the time it takes to read other
>>>tablebases in from the hard drive.
>>>
>>
>>
>>Against humans this doesn't matter.  I've never seen anyone play any sort
>>of tablebase position against crafty in anywhere near an optimal manner.
>>
>>IE the KNN vs KP ending I saw was a mate in 103, but it went from 103 to maybe
>>80, to 55, to 30 over 5 moves, because the human didn't play it very well.  If
>>you are playing a computer with tablebases, it will be different, of course,
>>as since it always goes for the deepest mate (if losing) that will tend to make
>>it follow lines with potential 50 move draws in them...
>
>Agreed.
>
>>
>>>>
>>>>>Anyway, my basic point is that you would not HAVE to search far. Sooner or
>>>>>later, you would most likely find a win preserving move within 6 or 8 ply
>>>>>(depending on how much time you have and how far you can search the tablebase)
>>>>
>>>>Lewis Stiller disproved this.  He found lots of positions where a playable pawn
>>>>move (or capture) happened more than 70 full moves from the original position.
>>>>
>>>>It would be absolutely impossible to search 140 plies in a 6 piece ending.  It
>>>>would be impossible to search even 60 plies in most of them unless they are all
>>>>pawns and they are locked up totally...
>>>>
>>>
>>>I am not familiar with Lewis Stiller's work. I have not yet read his Berkeley
>>>talk or his thesis (but I plan to now).
>>>
>>>However, the question comes down to whether or not positions in the graph close
>>>to the PV of the tablebase (within 8 ply for example) can reset the counter.
>>>From what you have stated here, I am not convinced that this cannot happen.
>>
>>
>>Sure it can.  But it also may commit you to a course of action that is bad,
>>because if you push _here_ you don't have that pawn push to save you later.
>>The only way to resolve this is to search to the mate position making sure
>>you don't cross over the 50 move rule problem anywhere along the way...
>
>But it is ONLY bad in that it draws instead of drawing. What is bad in that? It
>was already drawn due to the 50 move rule. If the opponent makes a mistake, it
>probably doesn't matter which mate in x variation you are in, the mate in x will
>drop to mate in y where y < x. If the oppoent does not make a mistake, you at
>least have a CHANCE to find another push or capture that will eventually get you
>below the 99 moves. There is nothing to lose and only something to gain.
>
>Since you only do this when you know you are originally in a mate in 99+ -
>number of moves since last capture or push, you only have to worry about it when
>your game if effectively drawn with perfect play anyway.
>
>KarinsDad :)
>
>
>>Your
>>>example of 70 full moves does force one to conclude that there are 6 piece
>>>positions where this cannot be done and a draw is forced. However, if this is
>>>truly the case, then it does not matter. There is NO win preserving move within
>>>50 full moves that can be used for that position, so it does not matter there.
>>>
>>>Nothing you have said convinces me that this technique cannot maintain a win in
>>>at least some percentage of those rare cases where one side has mate in 100+.
>>>How often this will do this is debatable without more data.
>>>
>>>KarinsDad :)



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