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Re: 7-piece syzygy

How about this answer: When computers have 64 times as much ram, i.e. 64*16 GB = 1 TB of ram. So, perhaps in 12 years assuming doubling every 2 years?
by koistinen
Tue Jun 09, 2015 9:26 am
 
Forum: Endgame Tablebases
Topic: 7-piece syzygy
Replies: 5
Views: 2654

Re: New 6-piece tablebase generator

Nice, C and GNU Licence!

Have downloaded and will study it.
by koistinen
Tue Apr 23, 2013 12:27 pm
 
Forum: Endgame Tablebases
Topic: New 6-piece tablebase generator
Replies: 14
Views: 10840

Re: Number of positions in chess endgames

Unless I'm missing something, it should be 16 (4x4), because with this piece placement both white and black can have 4 different possibilities of castling rights. Ok, that is very reasonable, because it could get complicated if you had to consider if those rights might ever be used when counting. 4...
by koistinen
Mon Jun 25, 2012 6:49 pm
 
Forum: Endgame Tablebases
Topic: Number of positions in chess endgames
Replies: 20
Views: 5138

Re: Number of positions in chess endgames

I like it! Metrics have many benefits. To clarify could you look at the position and explain?

rnb1kbnr/pppp1ppp/8/4p3/5PPq/8/PPPPP2P/RNBQKBNR w
rnb1kbnr/pppp1ppp/8/4p3/5PPq/8/PPPPP2P/RNBQKBNR w

How many ULPs have the pieces on the squares as above and why?
by koistinen
Mon Jun 25, 2012 1:17 am
 
Forum: Endgame Tablebases
Topic: Number of positions in chess endgames
Replies: 20
Views: 5138

Re: fairygen 1.2 released

After changing line 802 to: for(tb=p;4095&(long)tb;) ++tb; /* align with cash line */ and including string.h it appears to compile without complaints from GCC on my Debian system. Running with argument "KQ.K" results in output: 2602010 2603000 # N: 18,3 14,3 -14,3 -18,3 33,3 31,3 -31,3...
by koistinen
Fri Nov 18, 2011 5:21 am
 
Forum: Endgame Tablebases
Topic: fairygen 1.2 released
Replies: 13
Views: 4096

Re: Generator of 3-4-5-6-7-chessman tablebases. Version 4.

petter wrote:How long do you think it may take to calculate one of the 7 chessmen tablebases in a i-950 home computer with
6 gigabyte of ram?

My estimation is: at least 4000 times the time it takes to calculate a 5-man or 60 times the time it takes to calculate a 6-man.
by koistinen
Sun Jun 12, 2011 2:21 pm
 
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases. Version 4.
Replies: 22
Views: 7908

Re: Generator of 3-4-5-6-7-chessman tablebases. Version 4.

Has anyone got performance data for this generator?
Say, how long does it take to generate all 5-man tablebases? On what computer? What metric?
by koistinen
Fri Jun 03, 2011 9:11 pm
 
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases. Version 4.
Replies: 22
Views: 7908

Re: 7-man EGTB Bounty Reborn - General Discussion

I'd be willing to put this speed into bounty specs (relaxed a bit for safety). Assuming there is no other choice. If there is other choice, then I'd try to aim for a faster-performing generator. What is the performance of the currently available 6-man generators on current hardware when the table f...
by koistinen
Wed Apr 27, 2011 1:31 pm
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - General Discussion
Replies: 11
Views: 4267

Re: 7-man EGTB Bounty Reborn - General Discussion

I think it would be nice if the demand for speed is lax as it is much easier to implement something when you are allowed to be half as fast as optimum, and more laxity gives more ease. In my scheme, there is one 46.4 GiBy table that needs to be read twice and written once every iteration. With dupli...
by koistinen
Thu Apr 21, 2011 12:02 pm
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - General Discussion
Replies: 11
Views: 4267

Re: 7-man EGTB Bounty Reborn - Infrastructure Discussion

Distributed probing should be fun. One way for a server to prove to a client that an honest answer with hash function F constructed using cryptographic hash function H is this: F(T)-> if small_enough(T)->H(T); else H([H(first_half(T)),H(second_half(T))]). Client must know F(Table). Server has a tabl...
by koistinen
Thu Apr 21, 2011 5:49 am
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - Infrastructure Discussion
Replies: 1
Views: 1230

Re: 7-men EGTB Bounty Reborn - General Discussion

A comment on 7-men EGTB Bounty Reborn - Summary . While requiring that probing code be available in C is sensible, having programming language requirements for the generator might be harmful. Allow any language as long as there are no dependencies on nonfree code. Readability requirements are fine, ...
by koistinen
Tue Apr 19, 2011 9:11 pm
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - General Discussion
Replies: 11
Views: 4267

Re: 7-men EGTB Bounty Reborn - Metric Discussion

With an the clean code and OSI approved license requirements it seems likely that those who want a different metric would be able to adapt the code to their needs. I'd like to see any of the metrics WDL50-DTM be allowed. (That is: any one of the metrics mentioned in this thread if computed should co...
by koistinen
Tue Apr 19, 2011 8:10 pm
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - Metric Discussion
Replies: 20
Views: 5577

Re: 7-men EGTB Bounty Reborn - General Discussion

Maybe specify a benchmark computer exactly would be good, what processor, motherboard, memory and disks are connected. Because 4 GB(gigabytes) memory modules now are reasonably priced, allowing a requirement of 24 GB at 10-20 GB/s for generating computer should be ok. (I would not need more than 8GB...
by koistinen
Tue Apr 19, 2011 7:42 pm
 
Forum: Endgame Tablebases
Topic: 7-man EGTB Bounty Reborn - General Discussion
Replies: 11
Views: 4267

Re: 4x4 chess

I was thinking more of an extension of your computation order: b) pawnless endings -> all with 1 pawn -> all with 2 pawns -> ... -> all with 14 pawns I realize I made some mistakes, but the idea should still hold. (To compute positions without few piece types, then add piece types as you can afford ...
by koistinen
Thu Dec 30, 2010 7:59 am
 
Forum: Endgame Tablebases
Topic: 4x4 chess
Replies: 60
Views: 20871

Re: 4x4 chess

Instead of limiting the number of pieces, you could limit the number of piece types. Doing up to 4 piece types should be doable now but the full set is about 2^16 times bigger. (actually less as this does not consider that pawns can't be on final rank). Compression seems very unlikely to buy you ver...
by koistinen
Wed Dec 29, 2010 8:32 am
 
Forum: Endgame Tablebases
Topic: 4x4 chess
Replies: 60
Views: 20871

Re: Irreversible Moves

Yes, there are certainly other moves that are irreversible (other than P-push, capture, e.p.-capture rejection and castling-rights-changing moves). Your example is indeed one such - nice - however, I think it's not possible to identify all of these (or maybe any) with a simple, computer-implementab...
by koistinen
Sun Nov 14, 2010 7:21 am
 
Forum: Endgame Tablebases
Topic: 50 moves rule
Replies: 16
Views: 4308

Re: Generic Massive Parallelization Algorithms

1. Sharing information across cores Don't! It will only complicate things without improving performance much. 2. Auto-sensory of prioritization, keeping parallelism in mind Just use one core. That helps keep complexity of writing the generator down. 3. Bidirectional Asymmetric Processing That is an...
by koistinen
Tue Nov 02, 2010 8:16 pm
 
Forum: Endgame Tablebases
Topic: Generic Massive Parallelization Algorithms
Replies: 10
Views: 2016

Re: Generator of 3-4-5-6-7-chessman tablebases.

Ok, 4 years then. That is reasonably quick. I recommend testing the program on commodity hardware first too see how much the cpu gets used when computing a 7-man. The computation does not even need to finish to do this. If the system you think of building has 12 processors, I'd recommend using mothe...
by koistinen
Sat Oct 30, 2010 4:28 pm
 
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 9260

Re: Solving the complete 7-piece chess tablebases

Thinking about hardware can be fun. Have you considered waiting 4 years before starting? Then you should be able to buy twice as fast hardware at half price and still finish 3.5 months earlier than if you buy now ;)
by koistinen
Sat Oct 30, 2010 7:54 am
 
Forum: Endgame Tablebases
Topic: Solving the complete 7-piece chess tablebases
Replies: 4
Views: 1868

Re: Generator of 3-4-5-6-7-chessman tablebases.

Ah, so speed is about 8 min/ending. That means 7-man should take about 1 month/ending.
Managed to download after figuring out there was a captcha. No source code for generator as far as I can see.
by koistinen
Sat Oct 30, 2010 7:46 am
 
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 9260

Re: Generator of 3-4-5-6-7-chessman tablebases.

I could not get download to work, but from the posted documentation it seems to be a program for windows that is limited mainly by ram size and disk speed. If anyone has a link to the source I would like to have a look at it. I don't understand you about the speed. Do you mean a five man ending take...
by koistinen
Fri Oct 29, 2010 11:03 pm
 
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 9260

Re: EGTB Crowd

I am talking about improving/writing programs for computing and using 6 annd 7-man endgame tablebases. I think I have seen mention of some improvements in last 6 months and as for what I have been doing is changing my planned algorithm to make it easier to implement. (caring less about theoretical p...
by koistinen
Thu Sep 23, 2010 11:13 pm
 
Forum: Endgame Tablebases
Topic: EGTB Crowd
Replies: 4
Views: 1289

Re: EGTB Crowd

Yes, work is still going on, but only very little.
by koistinen
Thu Sep 23, 2010 1:05 pm
 
Forum: Endgame Tablebases
Topic: EGTB Crowd
Replies: 4
Views: 1289

Re: Gaviota 3-4-5 Soon available

Got it :)

$ time wget --recursive http://olympuschess.com/egtb/gaviota/
...
FÄRDIG --2010-06-15 11:59:22--
Hämtade: 482 filer, 14G i 38m 44s (6,13 MB/s)

real 40m34.440s
user 0m9.205s
sys 1m37.062s
by koistinen
Tue Jun 15, 2010 1:28 pm
 
Forum: Endgame Tablebases
Topic: Gaviota 3-4-5 Soon available
Replies: 2
Views: 1418

Re: KK partitioning+very cheap compression fit in 8 GB (7-ma

The idea of hgm is to examine part of the attacking sides moves at the same time as all the defending sides moves. That leads to different partitioning possibilities and also avoids the need to store partial results for both sides. If you only compute one side at a time, the defending side is able t...
by koistinen
Sun May 30, 2010 8:27 pm
 
Forum: Endgame Tablebases
Topic: KK partitioning+very cheap compression fit in 8 GB (7-man)
Replies: 2
Views: 1121
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