Nalimov Tablebase kppkpp

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Archived from groups: rec.games.chess.computer (More info?)

Hi,

Does somebody know something about the generation of the kpp-kpp endgame tablebase ?

Do you know if Eugene has already make it ?

Thx for your asnwers.

Jerome
 
Archived from groups: rec.games.chess.computer (More info?)

Anders Thulin wrote:
> Jerome Appendino wrote:
>
> > Does somebody know something about the generation of the kpp-kpp
endgame tablebase ?
>
> It will, obviously, be the very last one made. As long as there
are other
> 3+3 endgames missing, including KNN-KQQ, and similarly 'silly'
endgames,
> don't hold your breath.
>
> --
> Anders Thulin ath*algonet.se http://www.algonet.se/~ath

Well, actually, it is the REALLY silly KPPPPK that is probably going to
be generated last. 🙂

jm
 
Archived from groups: rec.games.chess.computer (More info?)

Anders Thulin wrote:
> Jerome Appendino wrote:
>
> > Does somebody know something about the generation of the kpp-kpp
endgame tablebase ?
>
> It will, obviously, be the very last one made. As long as there
are other
> 3+3 endgames missing, including KNN-KQQ, and similarly 'silly'
endgames,
> don't hold your breath.
>
> --
> Anders Thulin ath*algonet.se http://www.algonet.se/~ath

You're correct, in spirit. But I honestly believe that KPPPPK is the
REALLY silly one that will be the last one made. 🙂

KPPKPP will probably be the last USEFUL one made.

jm
 
Archived from groups: rec.games.chess.computer (More info?)

Jerome Appendino wrote:

> Does somebody know something about the generation of the kpp-kpp endgame tablebase ?

It will, obviously, be the very last one made. As long as there are other
3+3 endgames missing, including KNN-KQQ, and similarly 'silly' endgames,
don't hold your breath.

--
Anders Thulin ath*algonet.se http://www.algonet.se/~ath
 
Archived from groups: rec.games.chess.computer (More info?)

In order to generate KPPKPP, it is not necessary to have KPPPPK done.
So I think KPPKPP will be done first
 
Archived from groups: rec.games.chess.computer (More info?)

Actually, it is not that obvious that is it should be last; one could
produce a tablebase with the restriction that pawns can only promote to
queens.

While this not the true thing, and i am sure you can find thousands of
positions where there will be trouble, i believe this will work very well
in practise. Shallow ab-search would find most situation where promoting
to knight results in different evaluation.

It is an order of magnitude less work.

One could test this theory by comparing a true KPPKP against a heuristic
KPPKP.

Michel

On Mon, 18 Apr 2005 23:03:47 +0200, Anders Thulin
<ath_no_spam_please@algonet.se> wrote:

> Jerome Appendino wrote:
>
>> Does somebody know something about the generation of the kpp-kpp
>> endgame tablebase ?
>
> It will, obviously, be the very last one made. As long as there are
> other
> 3+3 endgames missing, including KNN-KQQ, and similarly 'silly' endgames,
> don't hold your breath.
>



--
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
 
Archived from groups: rec.games.chess.computer (More info?)

It is the last 33p egtb that gets generated the KPPKPP obviously.

Heuristics are too slow for EGTB generation. A single 6 men has many
positions.

Please note that KPPKPP is very easy to generate in comparision to other 6
men,
like KRPKBN for example.


"Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
news😱p.spwupbvj41cu7y@newszilla.xs4all.nl...
> Actually, it is not that obvious that is it should be last; one could
> produce a tablebase with the restriction that pawns can only promote to
> queens.
>
> While this not the true thing, and i am sure you can find thousands of
> positions where there will be trouble, i believe this will work very well
> in practise. Shallow ab-search would find most situation where promoting
> to knight results in different evaluation.
>
> It is an order of magnitude less work.
>
> One could test this theory by comparing a true KPPKP against a heuristic
> KPPKP.
>
> Michel
>
> On Mon, 18 Apr 2005 23:03:47 +0200, Anders Thulin
> <ath_no_spam_please@algonet.se> wrote:
>
>> Jerome Appendino wrote:
>>
>>> Does somebody know something about the generation of the kpp-kpp
>>> endgame tablebase ?
>>
>> It will, obviously, be the very last one made. As long as there are
>> other
>> 3+3 endgames missing, including KNN-KQQ, and similarly 'silly' endgames,
>> don't hold your breath.
>>
>
>
>
> --
> Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
 
Archived from groups: rec.games.chess.computer (More info?)

Hi Vincent,

I think you misunderstood my point. The only heuristic i talked about, is
that a pawn always promotes to a queen. Run the tablebase generator, and
most (99+ percent??) positions will have a higly accurate distance to
promotion evalution.

You would only need to check if the database evalutation is actually
correct, when the position arises in actual gameplay. Doing a 8 ply
search will probably figure out if the database is correct. If the search
doesn't find a win, but the tablebases do, trust the tablebase.

Sure this will fail occassionaly, but think about what needs to happen
before it fails; for example, in case the tablebases indicate white has a
win in say 9 ply. Then black should have a defense where promoting (9
plies away) to a lesser piece would cause the position to draw. White
would not have a way to prevent this promotion.

Anyway, this is testable on smaller tablebases, but i don't have the time.
So I was hoping somebody else would try 🙂

Michel

On Sun, 01 May 2005 13:49:21 +0200, Vincent Diepeveen <diep@xs4all.nl>
wrote:

> It is the last 33p egtb that gets generated the KPPKPP obviously.
>
> Heuristics are too slow for EGTB generation. A single 6 men has many
> positions.
>
> Please note that KPPKPP is very easy to generate in comparision to other
> 6
> men,
> like KRPKBN for example.
>
>
> "Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
> news😱p.spwupbvj41cu7y@newszilla.xs4all.nl...
>> Actually, it is not that obvious that is it should be last; one could
>> produce a tablebase with the restriction that pawns can only promote to
>> queens.
>>
>> While this not the true thing, and i am sure you can find thousands of
>> positions where there will be trouble, i believe this will work very
>> well
>> in practise. Shallow ab-search would find most situation where promoting
>> to knight results in different evaluation.
>>
>> It is an order of magnitude less work.
>>
>> One could test this theory by comparing a true KPPKP against a heuristic
>> KPPKP.
>>
>> Michel
>>
>> On Mon, 18 Apr 2005 23:03:47 +0200, Anders Thulin
 
Archived from groups: rec.games.chess.computer (More info?)

hello Michel,

I understand you very correctly.

There is in total in diep format 5T entries for the 6 men EGTB (includes
also 5 vs 1).

If you do 5,220,000,000,000 times a search of 8 ply, then you will need
another 5 million years to perform that search. In fact that's 5 million
years without i/o lookups in EGTBs.

The time you spend at 1 position in an EGTB is real important. Performing a
search at each position is just too slow.

Vincent

p.s. your email adress doesn't work, therefore i reply here.


"Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
news😱p.sp3t53un41cu7y@newszilla.xs4all.nl...
> Hi Vincent,
>
> I think you misunderstood my point. The only heuristic i talked about, is
> that a pawn always promotes to a queen. Run the tablebase generator, and
> most (99+ percent??) positions will have a higly accurate distance to
> promotion evalution.
>
> You would only need to check if the database evalutation is actually
> correct, when the position arises in actual gameplay. Doing a 8 ply
> search will probably figure out if the database is correct. If the search
> doesn't find a win, but the tablebases do, trust the tablebase.
>
> Sure this will fail occassionaly, but think about what needs to happen
> before it fails; for example, in case the tablebases indicate white has a
> win in say 9 ply. Then black should have a defense where promoting (9
> plies away) to a lesser piece would cause the position to draw. White
> would not have a way to prevent this promotion.
>
> Anyway, this is testable on smaller tablebases, but i don't have the time.
> So I was hoping somebody else would try 🙂
>
> Michel
>
> On Sun, 01 May 2005 13:49:21 +0200, Vincent Diepeveen <diep@xs4all.nl>
> wrote:
>
>> It is the last 33p egtb that gets generated the KPPKPP obviously.
>>
>> Heuristics are too slow for EGTB generation. A single 6 men has many
>> positions.
>>
>> Please note that KPPKPP is very easy to generate in comparision to other
>> 6
>> men,
>> like KRPKBN for example.
>>
>>
>> "Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
>> news😱p.spwupbvj41cu7y@newszilla.xs4all.nl...
>>> Actually, it is not that obvious that is it should be last; one could
>>> produce a tablebase with the restriction that pawns can only promote to
>>> queens.
>>>
>>> While this not the true thing, and i am sure you can find thousands of
>>> positions where there will be trouble, i believe this will work very
>>> well
>>> in practise. Shallow ab-search would find most situation where promoting
>>> to knight results in different evaluation.
>>>
>>> It is an order of magnitude less work.
>>>
>>> One could test this theory by comparing a true KPPKP against a heuristic
>>> KPPKP.
>>>
>>> Michel
>>>
>>> On Mon, 18 Apr 2005 23:03:47 +0200, Anders Thulin
 
Archived from groups: rec.games.chess.computer (More info?)

You would do a 8 ply search only, when you are in an actual KPPKPP
position.

To make it more clear: only do a 8 ply search if your root is an KPPKPP
position, and only in actual gameplay.

So you may have to do that 30 times per game, not 5 trilion.

If you use the tablebases in game, to replace evaluation, to wouldn't do a
8 ply search for position. You just trust the tablebase at face value.
Since it is right about 99% or so, it would outperform any evaluation
function.

The point is not to create a perfect tablebase, but one that outperforms
an evaluation based approach.

To reiterate the advantages:
- You only compute KPPKPP, KQPKPP, KQQKPP, KQPKQP, KQQPQP, KQQKQQ, and the
relevant 5 men databases, instead of the hunderds of K**K**. This saves an
enormous amount of computing and storage requirements.
- Except for KQQKQQ (which is highly symmetric) one could decompose the
pawn based tablebases into smaller ones (KQp[a3]KQQ), which reduces RAM
requirements. (making even KPPPKPP a possibility someday)

As a disadvantage, the resulting tablebases are less accurate, which may
or may not need to be compensated by a small amount of in game search.

Michel

ps: i mailed you by mistake, but you can find my email at:
http://www.xs4all.nl/~mdgsoft/email.gif


On Sun, 01 May 2005 18:59:51 +0200, Vincent Diepeveen <diep@xs4all.nl>
wrote:

> hello Michel,
>
> I understand you very correctly.
>
> There is in total in diep format 5T entries for the 6 men EGTB (includes
> also 5 vs 1).
>
> If you do 5,220,000,000,000 times a search of 8 ply, then you will need
> another 5 million years to perform that search. In fact that's 5 million
> years without i/o lookups in EGTBs.
>
> The time you spend at 1 position in an EGTB is real important.
> Performing a
> search at each position is just too slow.
>
> Vincent
>
> p.s. your email adress doesn't work, therefore i reply here.
>
>
> "Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
> news😱p.sp3t53un41cu7y@newszilla.xs4all.nl...
>> Hi Vincent,
>>
>> I think you misunderstood my point. The only heuristic i talked about,
>> is
>> that a pawn always promotes to a queen. Run the tablebase generator, and
>> most (99+ percent??) positions will have a higly accurate distance to
>> promotion evalution.
>>
>> You would only need to check if the database evalutation is actually
>> correct, when the position arises in actual gameplay. Doing a 8 ply
>> search will probably figure out if the database is correct. If the
>> search
>> doesn't find a win, but the tablebases do, trust the tablebase.
>>
>> Sure this will fail occassionaly, but think about what needs to happen
>> before it fails; for example, in case the tablebases indicate white has
>> a
>> win in say 9 ply. Then black should have a defense where promoting (9
>> plies away) to a lesser piece would cause the position to draw. White
>> would not have a way to prevent this promotion.
>>
>> Anyway, this is testable on smaller tablebases, but i don't have the
>> time.
>> So I was hoping somebody else would try 🙂
>>
>> Michel
>>
>> On Sun, 01 May 2005 13:49:21 +0200, Vincent Diepeveen <diep@xs4all.nl>
>> wrote:
>>
>>> It is the last 33p egtb that gets generated the KPPKPP obviously.
>>>
>>> Heuristics are too slow for EGTB generation. A single 6 men has many
>>> positions.
>>>
>>> Please note that KPPKPP is very easy to generate in comparision to
>>> other
>>> 6
>>> men,
>>> like KRPKBN for example.
>>>
>>>
>>> "Michel Grim" <asdfasfaa.n0spam@hotmail.com> wrote in message
>>> news😱p.spwupbvj41cu7y@newszilla.xs4all.nl...
>>>> Actually, it is not that obvious that is it should be last; one could
>>>> produce a tablebase with the restriction that pawns can only promote
>>>> to
>>>> queens.
>>>>
>>>> While this not the true thing, and i am sure you can find thousands of
>>>> positions where there will be trouble, i believe this will work very
>>>> well
>>>> in practise. Shallow ab-search would find most situation where
>>>> promoting
>>>> to knight results in different evaluation.
>>>>
>>>> It is an order of magnitude less work.
>>>>
>>>> One could test this theory by comparing a true KPPKP against a
>>>> heuristic
>>>> KPPKP.
>>>>
>>>> Michel
>>>>
>>>> On Mon, 18 Apr 2005 23:03:47 +0200, Anders Thulin
>
>



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Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
 

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