How solving tablebases could be made simpler

Endgame analysis using tablebases, EGTB generation, exchange, sharing, discussions, etc..

How solving tablebases could be made simpler

Postby byakuugan » Sun Jun 19, 2011 2:50 am

Since I don't have programming knowledge, it might be best if I only focus on providing insight into the positions, rather than trying to learn how to generate tablebases. It seems that if I could see groups of alike positions together, I would be faster at solving them. What I have in mind is sort of like a tree of positions, where you can easily identify the key positions and the positions leading up to them, and classify the positions with names. It is a lot harder to use the 6-man interface where I can only look at one position at a time without seeing their relationship to other positions. If anyone has the ability to see a "web" of positions all at once, please hypercam them so that I can see. (hypercam is the program I use to record my computer screen when I make my youtube videos)
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Re: How solving tablebases could be made simpler

Postby guyhaw » Sun Jun 26, 2011 10:08 pm

To see to what extent higher-level statements can be made about 'groups of positions' in the endgame, see John Nunn's six (!) books on the endgame. There was the first trilogy on Pawnless, Rook- and Minor-Piece-endgames ... and he's followed that up with a second trilogy recently.

g
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Re: How solving tablebases could be made simpler

Postby byakuugan » Wed Jul 13, 2011 5:00 am

I want to create a "unviersal tablebase" like a database of every player's chess knowledge. Where any player can submit their theorems to be employed on an infinite sized board.
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