Search found 92 matches

by koistinen
Thu Dec 30, 2010 7:59 am
Forum: Endgame Tablebases
Topic: 4x4 chess
Replies: 60
Views: 74471

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
Wed Dec 29, 2010 8:32 am
Forum: Endgame Tablebases
Topic: 4x4 chess
Replies: 60
Views: 74471

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
Sun Nov 14, 2010 7:21 am
Forum: Endgame Tablebases
Topic: 50 moves rule
Replies: 16
Views: 15459

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
Tue Nov 02, 2010 8:16 pm
Forum: Endgame Tablebases
Topic: Generic Massive Parallelization Algorithms
Replies: 10
Views: 10399

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
Sat Oct 30, 2010 4:28 pm
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 36823

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 7:54 am
Forum: Endgame Tablebases
Topic: Solving the complete 7-piece chess tablebases
Replies: 4
Views: 7334

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 7:46 am
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 36823

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
Fri Oct 29, 2010 11:03 pm
Forum: Endgame Tablebases
Topic: Generator of 3-4-5-6-7-chessman tablebases.
Replies: 26
Views: 36823

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
Thu Sep 23, 2010 11:13 pm
Forum: Endgame Tablebases
Topic: EGTB Crowd
Replies: 4
Views: 7403

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 1:05 pm
Forum: Endgame Tablebases
Topic: EGTB Crowd
Replies: 4
Views: 7403

Re: EGTB Crowd

Yes, work is still going on, but only very little.
by koistinen
Tue Jun 15, 2010 1:28 pm
Forum: Endgame Tablebases
Topic: Gaviota 3-4-5 Soon available
Replies: 2
Views: 7431

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
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: 5334

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 7:13 pm
Forum: Endgame Tablebases
Topic: KK partitioning+very cheap compression fit in 8 GB (7-man)
Replies: 2
Views: 5334

KK partitioning+very cheap compression fit in 8 GB (7-man)

Rather than doing something practical I have done some more theorethical optimizing. When computing black to move (BTM) positions from white to move (WTM) positions you need the following info: White wins with distance to zeroing (DTZ) = N-1, white wins with DTZ = N-2, white wins with DTZ < N. Given...
by koistinen
Fri Apr 16, 2010 5:50 am
Forum: Endgame Tablebases
Topic: EGTB Compression Goals
Replies: 34
Views: 31748

Re: EGTB Compression Goals

... if i may ask a (semi-) naive question: how much time cpu-wise were you planning on devoting to the codec? i ask because currently most of the computation is (or should be) done in the 512k L1 cache of the cpu, while loading to and from RAM and disc as necessary. given that L1 RAM is considerabl...
by koistinen
Sun Apr 11, 2010 9:10 pm
Forum: Endgame Tablebases
Topic: EGTB Compression Goals
Replies: 34
Views: 31748

Re: EGTB Compression Goals

A 64-bit computer running a 32-bit operating system is a software problem that has already been solved. Just replace with a 64-bit OS. I hear there is some free software for that. :)
by koistinen
Mon Apr 05, 2010 9:58 am
Forum: Endgame Tablebases
Topic: 7-Men and fast Hard drives
Replies: 3
Views: 6339

Re: 7-Men and fast Hard drives

I wrote an overview at: viewtopic.php?f=6&t=3652&p=47585#p47585
Then this thread has most explained: viewtopic.php?f=6&t=3458&p=34282#p34282
by koistinen
Tue Mar 23, 2010 9:51 am
Forum: Endgame Tablebases
Topic: 7-Men and fast Hard drives
Replies: 3
Views: 6339

Re: 7-Men and fast Hard drives

The problem with SSD drives is that the bytes on it are more expensive. The advantage of mine and h.g.mullers algorithm is that they work well with normal hard disks because they don't need all that many seeks. With mine, reading and writing disk in blocks of 16 MB is reasonable on a machine with 6-...
by koistinen
Sat Dec 12, 2009 7:11 pm
Forum: Endgame Tablebases
Topic: 3-4-5
Replies: 4
Views: 5847

Re: 3-4-5

Ok, I have removed the tablebase.sesse.net folder to avoid confusion.

Code: Select all

$ du -h tablebase.sesse.net/
48G	tablebase.sesse.net/3+3
48G	tablebase.sesse.net/
by koistinen
Mon Dec 07, 2009 8:05 am
Forum: Endgame Tablebases
Topic: 3-4-5
Replies: 4
Views: 5847

Re: 3-4-5

I put 3-4-5 from http://www.olympuschess.com/tb/ at http://www.teo.se/345/ as I download it.
I think my connection has more available bandwidth.
by koistinen
Sat Nov 07, 2009 5:23 pm
Forum: Endgame Tablebases
Topic: Les Fernandez has compute resources
Replies: 3
Views: 5398

Re: Les Fernandez has compute resources

GPU cards might later on be useful for compressing the database. I imagine that might be limited by CPU rather than by memory bandwidth.
Generating endgame tables is still much more a software problem than a hardware problem.
by koistinen
Tue Oct 06, 2009 8:26 pm
Forum: Endgame Tablebases
Topic: Yearly Where are the 7-men Thread
Replies: 13
Views: 13574

Re: Yearly Where are the 7-men Thread

It's now 2008 and even I can afford a 1-2tb every couple months. So disk space doesnt seem to be the issue anymore. So where are the 7-men tables and has anyone have any updates? Here is one interesting post from Rybka forum: After reading this thread I’ve made a conclusion that most people can’t i...
by koistinen
Thu Aug 20, 2009 3:49 pm
Forum: Endgame Tablebases
Topic: Further compression
Replies: 13
Views: 11460

Re: Further compression

I have written some C++ code for computing illegality/invalidity status of positions. Using one core it does this in approximately 15min for a 7-man endgame. (simulated by 640*KRRRvK) There are many opportunities for optimization left so it should be possible to do it quickly enough that it can be u...
by koistinen
Mon Aug 03, 2009 12:38 pm
Forum: Endgame Tablebases
Topic: Further compression
Replies: 13
Views: 11460

Re: Further compression

Avoiding storing illegal positions looks rather promising, the more pieces, the more useful is my guess. I'm Experimenting with Erlang (still learning) and for KRRvK I get: [8325184,16777216,0.4962196350097656] legal for [white_rook,white_rook] and for KRRvKR: [508975152,1073741824,0.474020048975944...
by koistinen
Tue Mar 31, 2009 6:55 am
Forum: Endgame Tablebases
Topic: DTC Tablebases (or generator) and probing code - Available?
Replies: 15
Views: 13692

Re: DTC Tablebases (or generator) and probing code - Available?

Adding: #include <malloc.h> #include <stdlib.h> and casting pointers to int for printing "%x" makes the warnings go away when compiling with gcc -O2 -m32. Still crashes though, and when I compile without -O2 it crashes quickly: time ./a.out e7dbf008 e7dc0000 KBB_KN Segmentation fault real ...
by koistinen
Mon Mar 30, 2009 8:57 pm
Forum: Endgame Tablebases
Topic: DTC Tablebases (or generator) and probing code - Available?
Replies: 15
Views: 13692

Re: DTC Tablebases (or generator) and probing code - Available?

Yes, changing SIZE the way I did was a bad idea. I did it cause the subtraction looked strange to me and the program crashed before the change but not after. The alignment code change is more sensible. What I would like is having the code work correctly on my 64-bit system. Maybe I'll go look for so...