Search found 43 matches

by notnale
Wed Aug 27, 2008 3:48 am
Forum: Endgame Tablebases
Topic: 7-men EGTB Bounty
Replies: 187
Views: 196215

Re: 7-men EGTB Bounty

I agree it will never blunder, but it will make moves that no human would play. E.g. queen sacs just to convert to another won position as fast as possible. I'm sure that if you gave a human a choice between say KQRRKQR or KRK, they would pick the latter every time. Most humans would trade or sacri...
by notnale
Tue Aug 26, 2008 9:01 pm
Forum: Endgame Tablebases
Topic: 7-men EGTB Bounty
Replies: 187
Views: 196215

Re: 7-men EGTB Bounty

I don't understand what you mean by a DTZ50 sometimes leading to 'unwise' moves It will never throw away a win or a draw. If you set it to minimize DTZ50, it will also avoid making silly moves, in other words moves that are obviously inefficient. It is true that DTZ50 isn't sufficient to construct t...
by notnale
Sat Aug 23, 2008 7:22 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

Unfortunately, there are no hard and fast rules on how to attempt to swindle against a fallible opponent. There are various hereustics you could use, for example, make the move that gives the most opportunities for the opponent to blunder, make the move that maximizes DTC/DTZ, try to convert into en...
by notnale
Sat Aug 23, 2008 12:07 am
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

So what would it be used for? Evaluating possible future positions in the computers search tree?
by notnale
Fri Aug 22, 2008 8:35 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

As I understand the rules, checkmate ends the game immediately and hence, a draw cannot be claimed.

By the way, what exactly, does a WDL50 table store?
by notnale
Thu Aug 21, 2008 8:58 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

syzygy wrote:Perform 1 ply and probe the table again. By definition, the position after 1 ply is d-1 plies from a zeroing move. The value returned by the table for that position is either k or k-1.
This isn't true if the ply was a zeroing move
by notnale
Wed Aug 20, 2008 9:12 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

So how would your system handle the positions posted by kronsteen?
by notnale
Wed Aug 20, 2008 7:20 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

I was talking about the whole only store every other ply thing
If you only store every second ply, the computer will have to search an extra ply deep at runtime.

Bside, if you were going to do that, it would be more efficient to just store all of the WTM and omit the BTM tables
by notnale
Wed Aug 20, 2008 3:13 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

So basically, you are sayign to only store half the table and make up for it by having the GUI search two plies in depth at run time?

Why not go farther and only store every fourth or every eigth ply?
by notnale
Tue Aug 19, 2008 8:31 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

Ok, I'm convinced now that full moves aren't sufficient
by notnale
Tue Aug 19, 2008 11:24 am
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

While either side can make a zeroing move, only one side can mate.
by notnale
Tue Aug 19, 2008 3:04 am
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

I thought we decided that DTM50 was pretty much useless? Is it really not possible to map plies to moves after generation without messing up the 50-move rule in border cases? You could be right, but until I've verified this for myself I hope you're wrong. I think koistinen is wrong as well. Since in...
by notnale
Mon Aug 18, 2008 6:04 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

Which still comes to a max of only 7.66 bits per position (for practical purposes, you'd use a byte) Thats why DTZ50 is so useful: you only need a byte per position no matter how complicated a position it is, and it is still sufficient to win a won position or draw a drawn position. The only reason ...
by notnale
Mon Aug 18, 2008 2:10 am
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

The main reason that I said 100 instead of 50 numbers was because in most complicated endgames, there are at least a few positions where either side could mate. Now that I think about it however, you could actually do with just 50 numbers as you said, all you would need is an extra bit to show who w...
by notnale
Sun Aug 17, 2008 8:58 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

I guess ultimately, it comes down to storing what you can and then searching the rest
by notnale
Sun Aug 17, 2008 7:18 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

I guess it all comes down to what you want to use the tablebase for. In an engine game, a mate is a mate no matter how long; all you are about is whether you can force mate or not. In this case, all you need is a single bit per position and movecounter, which is equivalent to the DTZ50 mentioned abo...
by notnale
Sun Aug 17, 2008 1:21 pm
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

Re: dtx

Are you saying that you only need to store the value of each position when the move counter is at 50? That would be sufficient to tell you whether a position was won, but it would not be sufficient to actually tell you what the winning moves are. Consider three positions, A, B, and C Position A is a...
by notnale
Sun Aug 17, 2008 6:48 am
Forum: Endgame Tablebases
Topic: dtx
Replies: 33
Views: 29550

dtx

I am really confused by all this talk of DTR, DTZ, DTZ50, DTS- + etc It seems to me like there is only one relevant metric under the fifty move rule: the minimum number of moves required to mate from a given position with a given move counter state. Any one position is actually 100 positions. For ex...