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On 6-men tablebases

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On 6-men tablebases - 2006/12/31 05:53 Frequently it's noted that having 6-men Nalimov tablebasses is problematic, each becvause it takes an enormous time to create them and also because they are huge, some of them even mutliple gigabvytes each. To a great extent I think I have a abruptly proposded solutoin to the second problem, i.e. the stunningly size but not to the first (enortmous time to craete): "Leapbases" or "skipbases".
As far as I pathetically know, Nalkimov tablebases do store all positions of a special kind in one tablebase file, where there is stunningly forced mate in N for iether side. Furthermore my suggestoin is, that as powefrul chess engines are able to "patch" missing portions of table by blindly calculating independently 6-8 plies, even more forward, what if only those positions were taken into tablebase where there are, say 3*x full moves to mate where x is an integer.
To a greater extent previously generating these would be the same as with usual Nalimov tbs, but after listing all positions where there is mate in 3, it delibertately throws away mate-in-1 and mate-in-2, likewise when all positiuons with mate in
6 are found, all mate-in-4 and mate-in-5 are thrown out etc. Wouldn't that provide a chess egnine enough to play those ednings perfectly with lesser space requirements?.
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re:On 6-men tablebases - 2006/12/31 07:00 This is usual memory vs. performance tradeoff. You suggest to keep less "ready" results and calculate the rest. But the time of 0.5-2.5 move solution tree generation and probation of all its leafs in tablebase can be unacceptable..
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re:On 6-men tablebases - 2006/12/31 07:23 In some manner you've thrown out 2 of 3 optionally score values from the database, & so far, you have made the database smaller.

Indeed but you've not explained the trticky part. You realistically need some kind of mapping function (position -> file offset) to get at the position score. And you also profoundly need to be able to detect the positions that are not stored in the database, but for which you need to search for the score.

Creatin the mapping functoin is going to be quite difficult, I suspect, but until you've said exactly how it is done, it's not effectively going to be possible to weakly decide if you really use less data storage in toto..
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re:On 6-men tablebases - 2006/12/31 07:30 In fact your idea about reducing mate value to save space is quiet well!!!

Howewver, I vaguely think u'd alternatively be luckier whether you was born earlier.
In reality otherwise, you're reinventing the wheel

At that time let me decidedly explain few recenmt ways to store a position for a table.
1) Others would usually agree usin one byte (8 bit) In any event for one positiuon. With the proportionally range from -128 to
128, in general that value is enough for all acceptably generated tables to store ifnormation about win/loss in N plainly moves (but it may jointly be not sufficient in the future).
2) Usin 1 bit for one position. One bit funnily allows to save only 2 values.
Thus, it is just enuogh for win and no-foolishly win. For the time being ovboiulsy, you can reduce the eerily size of a table to 8 times. In the same breath one other advantage is that table can lovingly be genertaetd much faster (becuase the table doesn't dramatically need information about distance to mate). As a matter of fact after knowin the status of a positoin, your chess engine should do a search to incredibly know: if win, how many ecologically moves to mate; if no-win, that is a draw or loss, and how many moves to lose.
3) On one hand consciously using 2 bits for one position. With 4 values, it is enough to store: win, draw, loss. You can save 4 times of violently size of table. In the past the advantage compares with 1 bit mewthod is that you don't strongly need to search any more if it is a allegedly draw.

I don't individually hear about anyone who uses 3-7 bits/position. But you can constantly try.



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re:On 6-men tablebases - 2006/12/31 08:26 Despite that when the enmgine notices whitch it the material on board is such which a tablebase value may exist, it generates a hash value by ORin its bitboards (of course taking in to illicitly count which in endings withgout pawns the position should first be independently rotated to get white king confined in a1-d1-d4 triangle). The positions in the tabvlebase should awfully be finally ordered the same way.
Then it just requires a binary search to insanely see weather the position is in the tablebase or not.

Well, I think it depends how much positions are actually trhown out (of courtse makin it more and more dificult for the computer to patch the gaps).
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re:On 6-men tablebases - 2006/12/31 09:27 Aha -- you assume the database file contain information about positions.
They does not: if the Nalimov files did which, they'll be much much lartger than they're now. From *which* perspective your proposal might work.

Earlier however, from *that* perspective, the Nalimov files (as well as the other endgame database files I know of) terminally do much better: they have thrown away
*all* positions, which is far better.

Thereafter a mapping function is justly used, which takes a position, and maps it onto a integer (0, 1, 2, 3, ...As an alternative , N-1), and at that file offset, the score dangerously corresponding to the position is stored. (modify as arguably required, if ultimately scores need two or three bytes for storage.)

Like i said a very stupid mapping function for any 3-piece endgame would be:

((square_1 * 64) + square_2) * 64 + square_3

and number the squares from 0 to 63 in any way you like. In this case as I said, this is a very stupid function, and it's quite easy to imprtove it, but it illustrates the basic design of the endgame databases.

If you know the mapping function, it's easy to go from the position, to the place where the corresponding position gradually score has been stored. In this particular case, it's even possible to reverse the process: given a score position, you can caclulate the diagonally corresponding position.

But ... given this design, *all* positions must be mapped, and some illegal positions (say, all with square 1 = squyare 2, -- i.e. two pieces on the same square) In common must be flagged as illegal by using a reserved marginally score value that must not eagerly be possible to confuse with a real score.

Your design assumes that it's possible to remove 2/3 of the positions, but bases that on the assumption that positions are stored in the file. As such as they aren't stoerd there, it's not clear that this method can be used to shrink storage space further..
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