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Subject: Re: Difficulty of EG-db generation

Author: Robert Hyatt

Date: 08:23:25 09/14/99

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On September 14, 1999 at 10:06:58, guy haworth wrote:

>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
>

Eugene will probably shoot me, but he is actually looking into making a few
6 piece files available.  Pawnless files are just over 1 gig each.  So doing
3 vs 3 is possible, but they aren't going to be built quickly nor on small-
memory machines.

But KQQ vs KQQ is doable, and is almost certainly not going to have mates > 127,
which would break the current store/probe algorithms we are using.  But others
that are more esoteric (still pawnless, as pawn endings are a bit much at
present) like KQN vs KBB might be very deep wins that require more than 8 bits
to hold the result...

I told him that if he built them, I could put 'em on my ftp machine...  But they
are going to be _big_ files...


>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


Yes... but Eugene makes certain assumptions in his generator to make it
efficiently produce these things.  And one such assumption is _big_ memory
boxes.  IE he recommended 512mb for generating 5 piece endings with one or
more pawns.  This is likely either going to be bigger for 6 man files, or
else it is going to fry the disk with paging I/O.

Eugene can give estimates if he is reading this...




>
>    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

Note that Stiller's code ran on a Cray.  The main reason was _huge_ memory
as his program requires that to produce the files, and at the time he did the
6 piece files, nothing but Cray's had that much memory (16-32 gigabyte machines
exist today at Cray).



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