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Subject: Difficulty of EG-db generation

Author: guy haworth

Date: 07:06:58 09/14/99

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Robert, tfy reply.

I am not (I think) underestimating the difficulty of generating a 6-man etc db,
let alone a 7-man database.  Ken Thompson was good enough to report his
difficulties some years ago in ICCA Journal.

Each 'man', all things being equal, multiplies the number of positions by 60.
The problem size is not I think even 'linear' in the number of positions.  I
think its memory and disc performance that control the speed of solution.

The six-man databases that might be relevant in this game are:

    KQQKQQ - symmetric (halves size) and 2Qs each side (quarters size),
        no Ps, factor of 8 less positions, many 'trivial wins' = good news
    KQP(g5-7)KQPb(7-2) - Ps but maybe we assume P=Q for any conversion
    KQP(g5-7)KQPd(6-2) - ditto

It might also be assumed, though I don't see that this is easy to build in as a
heuristic, that the bK is not going to wander far from its initial position,
assumed to be b1, in about 10 moves time.

Reasons for thinking that a non-zero effort might be possible:

    Nalimov's code is available I think on your CRAFTY server

    knowledge of even shallow wins in the above 6-man scenarios would be good

    KQQKQQ is 'relatively' easy to generate compared to (eg) KRBKBN
        according to Stiller, there are wins of depth 44

    Wirth/Nievergelt's code (ICCA J v22.2) runs on parallel architectures
        there are some big, paralel UNIX/NT machines out there now

    the WWW and its community have a habit of surprising us with its responses

    the game is proceeding at 1 ply per 24 hours and the next 10m are forced!

Hope this gives you some useful background and reasons why I thought it worth
passing on Peter Marko's request.

Best regards, Guy





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