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| Tags: 150th, compressed, nalimov, shredder, size, tablebases |
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#1
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Martin Brown wrote: help bot wrote: But the program advertised at the Chessbase Web site called "Shredder" claims to come with the endgame TBs on DVD, highly compressed so they won't gobble up your hard drive or require a massive (free) download. That is what I was referring to. Specifically they are so highly compressed that the entire ALL345 TB in Shredders format is only 140MB ... It will fit entirely in system ram with corresponding performance advantages over disk based full size Nalimov tablebases which are roughly 7GB Fifty times smaller than compressed Nalimov tablebases? That's a big reduction in size. Any chance that this is some sort of marketing hype and some information is missing? Is the compression algorithm known? It has to be fast to be suitable for decompressing on the fly from a compressed image in memory. -- G o o g l e F o o d : http://www.guymacon.com http://www.guymacon.com/ Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon Guy Macon |
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#2
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On Jun 22, 12:47 pm, Guy Macon http://www.guymacon.com/ wrote:
Martin Brown wrote: help bot wrote: But the program advertised at the Chessbase Web site called "Shredder" claims to come with the endgame TBs on DVD, highly compressed so they won't gobble up your hard drive or require a massive (free) download. That is what I was referring to. Specifically they are so highly compressed that the entire ALL345 TB in Shredders format is only 140MB ... It will fit entirely in system ram with corresponding performance advantages over disk based full size Nalimov tablebases which are roughly 7GB Fifty times smaller than compressed Nalimov tablebases? Yes. The sizes are 3-4-5 160MB and 3-4 1.4MB after rechecking. I would really like them to do a 3-4-5-6 version (not memory resident) but I reckon it would be worth splitting the difference with them on the amount of disk needed to store full 6men Nalimovs. That's a big reduction in size. Any chance that this is some sort of marketing hype and some information is missing? I haven't seen it fail yet. I would love to know how they have done it. The best I can think of is a simple fast move generator and a list of exceptions. The Nalimov TBs are as compressed as lossless compression can manage given their original starting representation, so I am guessing that Shredderbases use a novel representation of the TBs. Their files entropy is slightly less compressed in the formal sense than the Nalimovs. (ie in princimple you could compress them with eg PKZIP and shave a few more percent off the file size). Is the compression algorithm known? It has to be fast to be suitable for decompressing on the fly from a compressed image in memory. Indeed. AFAIK almost nothing has been written about it. Trade secret. Seems to work OK though. Does anyone know how it has been acheived? Regards, Martin Brown |
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#3
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On Fri, 22 Jun 2007 08:40:14 -0700, Martin Brown
wrote: On Jun 22, 12:47 pm, Guy Macon http://www.guymacon.com/ wrote: Martin Brown wrote: help bot wrote: But the program advertised at the Chessbase Web site called "Shredder" claims to come with the endgame TBs on DVD, highly compressed so they won't gobble up your hard drive or require a massive (free) download. That is what I was referring to. Specifically they are so highly compressed that the entire ALL345 TB in Shredders format is only 140MB ... It will fit entirely in system ram with corresponding performance advantages over disk based full size Nalimov tablebases which are roughly 7GB Fifty times smaller than compressed Nalimov tablebases? Yes. The sizes are 3-4-5 160MB and 3-4 1.4MB after rechecking. I would really like them to do a 3-4-5-6 version (not memory resident) but I reckon it would be worth splitting the difference with them on the amount of disk needed to store full 6men Nalimovs. That's a big reduction in size. Any chance that this is some sort of marketing hype and some information is missing? I haven't seen it fail yet. I would love to know how they have done it. The best I can think of is a simple fast move generator and a list of exceptions. The Nalimov TBs are as compressed as lossless compression can manage given their original starting representation, so I am guessing that Shredderbases use a novel representation of the TBs. Their files entropy is slightly less compressed in the formal sense than the Nalimovs. (ie in princimple you could compress them with eg PKZIP and shave a few more percent off the file size). Is the compression algorithm known? It has to be fast to be suitable for decompressing on the fly from a compressed image in memory. Indeed. AFAIK almost nothing has been written about it. Trade secret. Seems to work OK though. Does anyone know how it has been acheived? Regards, Martin Brown Shredderbases don't store the distance to mate as Nalimov databases do, they only tell you whether a position is won, lost or drawn. Therefore, there is less information to be stored. They are more akin to something like Daniel Shawul's bitbases (http://wbec-ridderkerk.nl/html/details/Scorpio.html) than to Nalimov or Chessmaster tablebases. Tony |
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#4
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On Jun 22, 8:09 pm, Tony M wrote:
Is the compression algorithm known? It has to be fast to be suitable for decompressing on the fly from a compressed image in memory. Indeed. AFAIK almost nothing has been written about it. Trade secret. Seems to work OK though. Does anyone know how it has been acheived? Regards, Martin Brown Shredderbases don't store the distance to mate as Nalimov databases do, they only tell you whether a position is won, lost or drawn. Therefore, there is less information to be stored. They are more akin to something like Daniel Shawul's bitbases (http://wbec-ridderkerk.nl/html/details/Scorpio.html) than to Nalimov or Chessmaster tablebases. Hey, just knowing the distance to mate is no good if a chess engine cannot solve the mate. They need to also include (at least) one "best move", don't they? That way the fetching engine can play the move, and then be one move closer to the goal. Repeat as necessary. -- help bot |
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#5
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On Fri, 22 Jun 2007 17:36:06 -0700, help bot
wrote: On Jun 22, 8:09 pm, Tony M wrote: Is the compression algorithm known? It has to be fast to be suitable for decompressing on the fly from a compressed image in memory. Indeed. AFAIK almost nothing has been written about it. Trade secret. Seems to work OK though. Does anyone know how it has been acheived? Regards, Martin Brown Shredderbases don't store the distance to mate as Nalimov databases do, they only tell you whether a position is won, lost or drawn. Therefore, there is less information to be stored. They are more akin to something like Daniel Shawul's bitbases (http://wbec-ridderkerk.nl/html/details/Scorpio.html) than to Nalimov or Chessmaster tablebases. Hey, just knowing the distance to mate is no good if a chess engine cannot solve the mate. They need to also include (at least) one "best move", don't they? That way the fetching engine can play the move, and then be one move closer to the goal. Repeat as necessary. -- help bot Knowing the distance to mate, or avoid mate, or whether a position is a draw, is plenty good. A chess program that uses a distance to mate tablebase generates all possible legal moves from a given position, uses the tablebase to figure out the distance to mate for the resulting positions from each of those moves, and then chooses the move with the resultant position that has the shortest distance to mate. A tablebase doesn't store moves, only positions and a value for the position. It is up to a program that uses tablebases to generate the moves and figure out what to do with them. Clear as mud? Tony |
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#6
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On Sat, 23 Jun 2007 01:59:30 GMT, Tony M wrote:
A tablebase doesn't store moves, only positions and a value for the position. It is up to a program that uses tablebases to generate the moves and figure out what to do with them. It seems to me that just having whether the position is a win, loss, or draw would help, in the leaf evaluations. Then it could worry about playing it when it gets there. -- Replace you know what by j to email |
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#7
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On Fri, 22 Jun 2007 22:39:49 -0400, Jud McCranie
wrote: On Sat, 23 Jun 2007 01:59:30 GMT, Tony M wrote: A tablebase doesn't store moves, only positions and a value for the position. It is up to a program that uses tablebases to generate the moves and figure out what to do with them. It seems to me that just having whether the position is a win, loss, or draw would help, in the leaf evaluations. Then it could worry about playing it when it gets there. That is how bitbases operate, and win/loss/draw information can certainly prove useful in leaf evaluations. A tablebase that stores distance to mate can provide more useful information in certain situations. Take, for example, a position in a KBB vs. KN endgame. Generally, these endgames are a win for the stronger side, but a mate can take as long as 60 or 70 moves (I'm aware of the FIDE 50 move rule, bear with me here). That would be too deep for a search to ferret out. There can be a couple of dozen moves that lead to mate, some to shorter mates, some to longer mates. If a program only knows about wins, losses and draws, how is it to know which of the moves is best, since they all lead to winning positions? If it chooses a move at random, it can get caught in a cycle of moving from one winning position to another, without actually getting closer to mate. This is the type of situation where distance to mate comes in handy. Tony |
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#8
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On Sat, 23 Jun 2007 03:14:42 GMT, Tony M wrote:
getting closer to mate. This is the type of situation where distance to mate comes in handy. I see your point. In some cases just an evaluation would be helpful. In others (hard endgames) it isn't sufficient. -- Replace you know what by j to email |
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#9
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Jud McCranie wrote:
It seems to me that just having whether the position is a win, loss, or draw would help, in the leaf evaluations. Then it could worry about playing it when it gets there. There is a 'but' the the database and the engine has to be in synch. If there are positions rated as win or draw in the database that the engine doesn't agree about, and can't maintain, the database may end up acting like a black hole, dragging the engine into a position it can't handle. (A similar problem exists in Nalimov endgame tables, of course, particularly in drawn situations.) In general, it would be interesting to try to research alternative storage methods. I remember, a long time ago, there was some discussion if it would be practicable to use some kind of classification engine (such as an ANN), but I think it went off on some subtangent. -- Anders Thulin anders*thulin.name http://www.anders.thulin.name/ |
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#10
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On Jun 22, 9:59 pm, Tony M wrote:
Shredderbases don't store the distance to mate as Nalimov databases do, they only tell you whether a position is won, lost or drawn. Therefore, there is less information to be stored. They are more akin to something like Daniel Shawul's bitbases (http://wbec-ridderkerk.nl/html/details/Scorpio.html) than to Nalimov or Chessmaster tablebases. Hey, just knowing the distance to mate is no good if a chess engine cannot solve the mate. They need to also include (at least) one "best move", don't they? That way the fetching engine can play the move, and then be one move closer to the goal. Repeat as necessary. -- help bot Knowing the distance to mate, or avoid mate, or whether a position is a draw, is plenty good. A chess program that uses a distance to mate tablebase generates all possible legal moves from a given position, uses the tablebase to figure out the distance to mate for the resulting positions from each of those moves, and then chooses the move with the resultant position that has the shortest distance to mate. A tablebase doesn't store moves, only positions and a value for the position. It is up to a program that uses tablebases to generate the moves and figure out what to do with them. Clear as mud? As mud, yes! Okay, this knowledge will speed up the search and allow for accurate evaluations, but you still have to be able to figure out the (or one of the) winning move. For instance, I "know" that KQ vs. KR is generally a win, and I know that the position score is therefore "a "win, but is Fritz going to just resign, or do I need to play a move before notching up the point? Of course I need to play a move -- duh! No, I think this in-memory trick is just for speeding up the search. Somewhere on disk the full tablebases need to be stored so the program can fetch the move. Otherwise there will be many cases where the correct evaluation is plugged in, but the engine cannot win the game in practice. -- help bot |
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