Moderator: Andres Valverde
Tord Romstad wrote:Hi all,
I would like to give a big thanks to Alessandro, Anastasios, Dann, Fabien, Geoff, Jim, Jon and Tim...
timfoden wrote:Tord Romstad wrote:I would like to give a big thanks to Alessandro, Anastasios, Dann, Fabien, Geoff, Jim, Jon and Tim...
Thanks for the mention, but I don't think I was really any help at all!
I was too busy debugging my new DTM table base generator. GLC has had a KPK distance-to-promotion generator for quite some time, and I've been meaning to get around to writing a full DTM and W/L/D generators (for in-memory bitbases) for quite some time.
Norm Pollock wrote:Since Glaurung is an UCI engine, and UCI engines run in guis like Arena/Fritz, what is wrong with having the book being supplied by the gui? Why was it so important for Glaurung to access directly its "own" book?
Robert Allgeuer wrote:A good solution btw to this problem has Lokasoft and Deep Sjeng: They use the same format for the native and GUI book.
Robert Allgeuer wrote:Tord, you plan to write a GUI?
I was too busy debugging my new DTM table base generator. GLC has had a KPK distance-to-promotion generator for quite some time, and I've been meaning to get around to writing a full DTM and W/L/D generators (for in-memory bitbases) for quite some time.
This is interesting. The endgame is one of the things I will focus on in Glaurung in the near future (in addition to cleaning up the increasingly messy source code, tuning eval and search parameters, and trying to figure out why my program is so damn slow). I am not sure I will want to use bitbases, but at least they are worth a look.
Do you have any recommendations about places to start learning about bitbase generation? I don't want to use Nalimov EGTBs (except possibly for verification), because I didn't write the code.
Tord
Tord Romstad wrote:Do you have any recommendations about places to start learning about bitbase generation? I don't want to use Nalimov EGTBs (except possibly for verification), because I didn't write the code.
Tord Romstad wrote:I don't want to use Nalimov EGTBs (except possibly for verification), because I didn't write the code.
Fabien Letouzey wrote:I think many programmers, including me, are interested in bitbases. We should coordinate our efforts unless you want to solve the problem entirely on your own.
Fabien Letouzey wrote:Last year I started writing a generator, but a more efficient indexing scheme is needed. Another possibility is of course to convert DTM bases.
Fabien Letouzey wrote:Compression is also an important topic, I don't expect all users to download gigabytes of specific data.
Fabien.
Alessandro Scotti wrote:There's also a "cheap" approach to bitbase generation, which maybe could be considered "cheating" but to be honest I wouldn't mind using, i.e. use EGTB to get the result and then re-encode it with your favorite method...
Fabien Letouzey wrote:Last year I started writing a generator, but a more efficient indexing scheme is needed.
timfoden wrote:I was thinking about indexing last night, and something in the Wu/Beal paper made me think of using 3 pieces (KK*) for the initial indexing rather than just the 2 kings. With strictly legal positions of all of these 3 pieces, tables like KQK BTM would be vastly reduced. Nalimov just uses the 8 squares around the Q? If we used all the square it would be even better.
Cheers, Tim.
Tony van Roon-Werten wrote:The problem is that an illegal position position in KQK might be legal in KQNK because the knight is blocking the check.
So you have to find a way to notice this, and somehow add these again to the index.
Fabien Letouzey wrote:Tord Romstad wrote:Do you have any recommendations about places to start learning about bitbase generation? I don't want to use Nalimov EGTBs (except possibly for verification), because I didn't write the code.
Yes, read papers about games other than chess.
Checkers (Chinook), Nine Men's Morris, Awari, ...
I think many programmers, including me, are interested in bitbases. We should coordinate our efforts unless you want to solve the problem entirely on your own.
timfoden wrote:Yes, I kind of feel the same way, which is why I'm doing this stuff myself. :) If I didn't have to ask permission then it may be a different matter, although I did implement the Edwards indexing scheme rather than use the code from Crafty. :?
timfoden wrote:I would agree about coordinating efforts. I've thought about writing a public domain tbgenerator and access code. However, I write in C++ really, not C, so maybe it wouldn't be so useful. :)
timfoden wrote:I was thinking about indexing last night, and something in the Wu/Beal paper made me think of using 3 pieces (KK*) for the initial indexing rather than just the 2 kings. With strictly legal positions of all of these 3 pieces, tables like KQK BTM would be vastly reduced. Nalimov just uses the 8 squares around the Q? If we used all the square it would be even better.
timfoden wrote:True. I have been writing a compressor too, but maybe zip would be OK, although better compression than zip may be possible of course. Are there any freely usable compressors that are likely to be better, or would we need to write our own one? :)
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