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Endgame Tablebases

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'''Endgame Tablebases''', (EGTBs or EGTs)<br/>
precalculated [[Endgame|endgame]] [https://en.wikipedia.org/wiki/Table_%28database%29 tables] generated by an exhaustive [[Retrograde Analysis|retrograde analysis]]. During its [[Chess Game|game play]] and/or [[Search|search]], [[Interior Node Recognizer|recognizing]] a specific [[Material|material composition]], a chess program can probe, or in principle compute these tables to determine the outcome of positions definitively and act as an [[Oracle|oracle]] providing the optimal moves. The tables are usually divided into separate [https://en.wikipedia.org/wiki/Computer_file files] for each material configuration and [[Side to move|side to move]]. What all different [[Endgame Tablebases#Formats|formats]] of tablebases have in common is that every possible piece placement has its own, unique index number which represents the position where the information about the position is located in the file. Positions with non-null castling rights could be represented in an EGT EGTB but typically are not.
The term '''Tablebase''' opposed to endgame database was coined by [[Steven Edwards]] by means of a data vector and a single file access for both sides to move, when he introduced his [[Edwards' Tablebases]], addressing several shortcomings of [[Ken Thompson|Ken Thompson's]] earlier [[Thompson's Databases|database]] of positions with the weaker and hence potentially losing side to move only <ref>[[Ernst A. Heinz]] ('''1999'''). ''Endgame Databases and Efficient Index Schemes for Chess.'' [[ICGA Journal#22_1|ICCA Journal, Vol. 22, No. 1]], [http://people.csail.mit.edu/heinz/ps/edb_index.ps.gz ps]</ref> .
 
=Purposes=
When a [[Chess Game|chess game]] goes to the [[Endgame|endgame]] phase, it may complete soon with the result as a draw or a win/loss. Both human/chess engines can finish the endgame by continuing searching, applying some endgame rules. The game can finish in this way but it is not in a perfect way: it takes much time to make move, use more moves than necessary. Sometimes the winning side may lose the change since the rule 50 moves. Both human and chess engines may miss badly the chances if they don’t know or not good enough about the endgame they are playing.
 
An EGTB can help to solve this period. It is a kind of a dictionary of all endgame positions which can answer immediately for a given position:
* If it is a draw or a win/loss
* How far/how many move from matting/being mated
* What is the best move
 
The main advantages of using EGTBs:
* Engines don’t have search but retrieves data thus they can move instantly
* The move is the perfect one, leading the shortest line to win
* Engines don’t need to have the code about those endgames or just some simple implementations
 
The main disadvantages of using EGTBs:
* Their data typically are too large for downloading and storing
* They may slow down the search
* Require complicated codes for probing
=Data=
An EGTB is a set of endgames. Each endgame is a set of records about positions’ information. All involving positions of that in an endgame that must have similar the same material. Each position has record associates with an integer number which informs how far that position is from mating/being mated or converting (depends on the type of its metrics). All  Based on values those integer numbers can answer directly two questions of the EGTB: for a given position it is a draw or a win/loss position and how far it is from mating/being mated or converting. From those numbers , the best move of an endgame are simply organized a position can be indirectly calculated as an array below part mentions. Theoretically, we can add more information to each position’s record. However, due to large numbers of integersinvolving positions, any additional information may make the whole EGTB becomes significantly larger. In other words, Thus so far none of popular EGTBs store any extra information for each item in and each record actually contains that array is an integer and mapped to a unique positiononly.
The array All records of an endgame can be stored are simply organized as two arrays (one array for one side/color). In other words, each item in one or those arrays is an integer and its index on an array is mapped to a unique position. For a few filesgiven chess position, in none or compressed formatswe will calculate its index then access its data record/integer via that index without searching.
==Endgame files==
Those arrays of an endgame can be stored in files. Typically each array is stored in one file. However, sometimes they can be combined into one larger file or splitted into more files to easier copy or manage. Those files may be in the form of none or compressed. If they are compressed, they are typically divided and compressed by small blocks thus they don't need to load and decompress all data to extract just a position.
 
==In memory==
Some chess engines create themselves EGTBs on-flight and keep all data in memory without saving/loading to files. Due to limit by initial time they can generate and use very small EGTBs only.
 
==Sizes==
The size of an endgame depends on:
* The number of involving pieces: more pieces , the bigger size
* Type of pieces: for standard chess, more Pawns is the smaller size
* Type of metric
* The largest value: the integer number: should be large enough to cover the largest value. Different endgames will have different largest values. Thus some endgames need only one byte to store a number of a position per item but some need 2 bytes
* Indexing: The algorithms to map between an array item and a position
* Compress ratio
=Retrieving=
==Probe==
When a chess program (e.g., a chess engine or a chess GUI) works with an EGTB, it needs to retrieve data (integer numbers) for some given chess positions. The process named probe. It is not a search but retrieve data which and has below steps:
* convert a given chess position into an index via indexing algorithms
* access data (typically organized organised as an integer arrayarrays of integers) using the index to retrieve the integer of that chess position
If data of that endgame is not ready in memory, usually the probe process has to do some extra work:
* From data index calculate to the block index
* Read data of that block from storage into memory
* Uncompress the block data (if it is compressed)* Convert the endgame index into block index and retrieve the right needed data
==Search==
==Speed==
Typically the probe process requires some computing and it may access storage and decompress which is usually so slow, compared with one stored in memory. All may make it be a slow one. An engine that probes EGTB when searching may make the whole search be slower. Sometimes the benefit from probing EGTBs maybe not enough to cover the loss of slower search. That’s why the probing should be planned and implemented carefully. EGTB files may have to store in fast storage and/or using some huge systems’ caches. The good point is that the engine can stop searching on the branch probed the EGTB. 
=Brief Info=
* [[Christoph Wirth]], [[Jürg Nievergelt]] ('''1999'''). ''Exhaustive and Heuristic Retrograde Analysis of the KPPKP Endgame.'' [[ICGA Journal#22_2|ICCA Journal, Vol. 22, No. 2]]
* [[Eugene Nalimov]], [[Christoph Wirth]], [[Guy Haworth]] ('''1999'''). ''[http://centaur.reading.ac.uk/4564/ KQQKQQ and the Kasparov-World Game]''. [[ICGA Journal#22_4|ICCA Journal, Vol. 22, No. 4]]
* [[Ulrich Thiemonds]] ('''1999'''). ''Ein regelbasiertes Spielprogramm für Schachendspiele''. [https://en.wikipedia.org/wiki/University_of_Bonn University of Bonn], Diploma Diplom thesis, [httphttps://www.iaiidb.uni-bonn.de/~idbpublications/diplomarbeitenda/thiemonds99.psda_thiemonds_1999.gz zipped pspdf pdf] (German)
* [[Chrilly Donninger]] ('''1999'''). ''Der Fortschritt ist nicht aufzuhalten - Chrilly Donninger über Endspieldatenbanken''. [[Computerschach und Spiele|CSS]] 6/99, [http://www.mustrum.de/chrilly/tbs.pdf pdf] (German)
==2000 ...==
* [[Karsten Müller]], [[Guy Haworth]] ('''2019'''). ''FinalGen revisited: new discoveries''. [[ICGA Journal#41_1|ICGA Journal, Vol. 41, No. 1]] » [[FinalGen]]
* [[Karsten Müller]], [[Guy Haworth]] ('''2019'''). ''Stalemate and ‘DTS’ depth to stalemate endgame tables''. [[ICGA Journal#41_4|ICGA Journal, Vol. 41, No. 4]] » [[Stalemate]]
==2020 ...==
* [[Guy Haworth]] ('''2020'''). ''CEN: Thomas Ströhlein’s Endgame Tables, a 50th Anniversary''. [[ICGA Journal#42_23|ICGA Journal, Vol. 42, Nos. 2-3]]
=Forum Posts=
* [http://www.talkchess.com/forum3/viewtopic.php?f=7&t=73481 Using Freeware AI and Dynamically Generated Endgame Tablebases] by Steve Schooler, [[CCC]], March 27, 2020
* [http://www.talkchess.com/forum3/viewtopic.php?f=7&t=73598 Almost perfect DTM tablebase] by [[Dann Corbit]], [[CCC]], April 08, 2020
* [http://www.talkchess.com/forum3/viewtopic.php?f=7&t=76089 Asynchronous tablebase lookups] by [[Steinar H. Gunderson|Sesse]], [[CCC]], December 17, 2020 <ref>[https://kernel.dk/io_uring.pdf?source=techstories.org io_uring.pdf]</ref>
'''2021'''
* [http://www.talkchess.com/forum3/viewtopic.php?f=7&t=76659 Stalemate Tablebases] by Dries De Clercq, [[CCC]], February 21, 2021 » [[Stalemate]]
=External Links=
==Online Lookup==
* [https://www.chessdb.cn/queryc_en/ Chess Cloud Database Query Interface] by [[Bojun Guo|noobpwnftw]] [[Syzygy Bases|Syzygy]] DTZ50 probing
* [http://tb7.chessok.com/ Lomonosov - online 7-man tablebases]
* [http://chessok.com/?page_id=361 Endgame Nalimov Tablebases Online] by [[ChessOK]]

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