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Subject: Re: KQ vs kr position

Author: Robert Hyatt

Date: 10:59:10 08/06/99

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On August 06, 1999 at 10:58:54, KarinsDad wrote:

>On August 06, 1999 at 09:24:40, Robert Hyatt wrote:
>
>>On August 06, 1999 at 00:55:40, KarinsDad wrote:
>>
>>>On August 05, 1999 at 23:02:00, Robert Hyatt wrote:
>>>
>>>[snip]
>>>>
>>>>
>>>>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...
>>>>
>>>
>>>Well, this problem cannot be solved with the current tablebases.
>>>
>>>And, since it cannot be solved with them, the best you can do is attempt to
>>>accidentally find a solution. In the case you specify, the program would find a
>>>potential solution at ply 20, but as it got further down the search, it would
>>>find that this does not solve the problem and a draw will result.
>>>
>>
>>
>>maybe or maybe not.  Remember that I do a search while probing egtb files.
>>And this search is aware of repetitions and 50-move draws.  So I won't blindly
>>play a mate in N that actually is an instant draw...
>
>Of course you won't. Didn't mean to imply that you would. The tablebases are
>only tools and anyone who blindly follows them without being aware of the
>positions that have occured in the game or how many moves since the last capture
>or push are begging for a draw.
>
>>
>>
>>>The problem you specify could be solved with a tablebase that had win preserving
>>>moves (for 50 move rule only) in it. The reason is that a win preserving move by
>>>definition is one that resets the counter and leads to mate. It does not matter
>>>how many moves down below it the mate occurs since you know by definition that
>>>somewhere down the 100 ply you will either mate or you will find another win
>>>preserving move. Note: a win preserving move would have the distance to reseting
>>>the counter, not the distance to mate.
>>
>>
>>the problem is not "this move preserves a win because there is a useful capture
>>in 35 plies from this point"... the problem is that between here and 35 plies
>>into the future there are a _lot_ of positions.  And any of them could repeat
>>a previous position that we have already passed twice...
>
>Yes, but it is EASY to search down any given path and check this. I bet that you
>have Crafty doing that already for mate in n (obviously not for win preserving
>moves).
>

It is a _long_ way from easy.  The path has to go at least 100 plies beyond the
first capture/pawn push to make sure you won't run afoul of the 50 move rule
down that path.  And to search that path is just a perfectly normal search,
which translates into _impossible_ to do...  The databases don't contain trees,
they just contain a score for each possible position that can be reached...

and I don't see any way to fold in the 50-move rule because of this... hence the
other thread and DTC scores...  And even that won't work if the computer has to
'take over' a position played by a human, because then you can't assume optimal
play since reaching a database win, and at that point, the 50 move rule is
death to any sort of probe...



>>
>>I think the 'path' problem is simply impossible unless the program is able to
>>search the game from the beginning, all by itself.  If we expect the computer
>>to take over a human-played game at some point, it is _always_ going to make
>>such mistakes...
>
>The path problem is virtually identical to the storing the position in 20 bytes
>problem in this regard. You need a history to truly avoid the draws. We had a
>lot of discussion on draw by rep and 50 move rule here on this forum on the
>storing the position issue and someone finally realized that this type of state
>information is unrealistic when storing. Suddenly, everyone's algorithms could
>store in smaller sizes.
>
>Well, I guess we beat this horse to death.
>
>KarinsDad :)



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