Difference between revisions of "Endgame Bitbases"

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'''[[Main Page|Home]] * [[Knowledge]] * [[Endgame Tablebases]] * Bitbases'''
 
'''[[Main Page|Home]] * [[Knowledge]] * [[Endgame Tablebases]] * Bitbases'''
  
'''Endgame Bitbases''',
+
'''Endgame Bitbases''',<br/>
 
are compact endgame tablebases with game theoretical values of one or two bits per position stored. They are sufficient for various material configurations to reside inside [[Memory#RAM|RAM]] for short probing access time, intended to use deep inside the [[Search|search]]. The boolean or four valued ranges are either {''won'', ''not_won''} or {''won'', ''draw'', ''loss'', ''invalid''}. While WDL information is sufficient to guide the search into won positions, it lacks any sense of progress in won positions. Therefor, programs either probe full tablebases at the [[Root|root]] to reveal the number of moves until conversion or mate, or combine WDL-scores with heuristic evaluation [[Score|scores]], considering [[Material|material]], ply-distance to the root, pawn closeness to promotion, [[Distance|distance]] of pieces to opponent king, etc.. Endgame Bitbases were described in 1999 by [[Ernst A. Heinz]] in ''Knowledgeable Encoding and Querying of Endgame Databases'', as applied with 4-men in [[DarkThought]] <ref>[[Ernst A. Heinz]] ('''1999'''). ''Knowledgeable Encoding and Querying of Endgame Databases.'' [[ICGA Journal#22_2|ICCA Journal, Vol. 22, No. 2]], [http://people.csail.mit.edu/heinz/ps/know_edb.ps.gz ps]</ref>.  
 
are compact endgame tablebases with game theoretical values of one or two bits per position stored. They are sufficient for various material configurations to reside inside [[Memory#RAM|RAM]] for short probing access time, intended to use deep inside the [[Search|search]]. The boolean or four valued ranges are either {''won'', ''not_won''} or {''won'', ''draw'', ''loss'', ''invalid''}. While WDL information is sufficient to guide the search into won positions, it lacks any sense of progress in won positions. Therefor, programs either probe full tablebases at the [[Root|root]] to reveal the number of moves until conversion or mate, or combine WDL-scores with heuristic evaluation [[Score|scores]], considering [[Material|material]], ply-distance to the root, pawn closeness to promotion, [[Distance|distance]] of pieces to opponent king, etc.. Endgame Bitbases were described in 1999 by [[Ernst A. Heinz]] in ''Knowledgeable Encoding and Querying of Endgame Databases'', as applied with 4-men in [[DarkThought]] <ref>[[Ernst A. Heinz]] ('''1999'''). ''Knowledgeable Encoding and Querying of Endgame Databases.'' [[ICGA Journal#22_2|ICCA Journal, Vol. 22, No. 2]], [http://people.csail.mit.edu/heinz/ps/know_edb.ps.gz ps]</ref>.  
  

Revision as of 17:15, 11 May 2018

Home * Knowledge * Endgame Tablebases * Bitbases

Endgame Bitbases,
are compact endgame tablebases with game theoretical values of one or two bits per position stored. They are sufficient for various material configurations to reside inside RAM for short probing access time, intended to use deep inside the search. The boolean or four valued ranges are either {won, not_won} or {won, draw, loss, invalid}. While WDL information is sufficient to guide the search into won positions, it lacks any sense of progress in won positions. Therefor, programs either probe full tablebases at the root to reveal the number of moves until conversion or mate, or combine WDL-scores with heuristic evaluation scores, considering material, ply-distance to the root, pawn closeness to promotion, distance of pieces to opponent king, etc.. Endgame Bitbases were described in 1999 by Ernst A. Heinz in Knowledgeable Encoding and Querying of Endgame Databases, as applied with 4-men in DarkThought [1].

Bitbase Implementations

See also

Publications

Forum Posts

2000

Wu/Beal predates Koistinen by Guy Haworth, CCC, December 04, 2001

2005

2010

2015 ...

External Links

References

  1. Ernst A. Heinz (1999). Knowledgeable Encoding and Querying of Endgame Databases. ICCA Journal, Vol. 22, No. 2, ps
  2. Gaviota TBs [0.1.6.1, bitbase-like interface] by Miguel A. Ballicora, CCC, February 22, 2010
  3. Shredderbases
  4. Generating egtbs ICGAJ by Tony Werten, CCC, December 04, 2001, with reference to Computing endgames with few men by Urban Koistinen
  5. Computing endgames with few men by Urban Koistinen
  6. Ren Wu, Don Beal (2001). Fast, Memory-efficient Retrograde Algorithms. ICGA Journal, Vol. 24, No. 3
  7. kervinck/pfkpk · GitHub
  8. Scorpio 6men EGBB Now available by Joshua Shriver, CCC, January 14, 2014
  9. Yet another KPK endgame table generator: pfkpk by Marcel van Kervinck, CCC, September 05, 2015

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