Nom d'utilisateur: Mot de passe:
Enregistrement d'un nouveau membre
Modérateur:  Walter Montego 
 Chess variants (10x8)

Sam has closed his piano and gone to bed ... now we can talk about the real stuff of life ... love, liberty and games such as
Janus, Capablanca Random, Embassy Chess & the odd mention of other 10x8 variants is welcome too


For posting:
- invitations to games (you can also use the New Game menu or for particular games: Janus; Capablanca Random; or Embassy)
- information about upcoming tournaments
- disussion of games (please limit this to completed games or discussion on how a game has arrived at a certain position
... speculation on who has an advantage or the benefits of potential moves is not permitted while that particular game is in progress)
- links to interesting related sites (non-promotional)


Liste des forums de discussions
Mode: Tout le monde peut poster
Recherche dans les messages:  

10. Avril 2005, 19:28:38
Grim Reaper 
Sujet: Re: Re:
rabbitoid:

The total number of positions we resolve will always be less than the entire state space. For example, in a pawnless database, you only have to place one king on 20 of the 80 squares. This is because any position can be "rotated" to get the king onto one of those squares, either by a horizontal flip, vertical flip, or diagonal flip. You rotate the other pieces along with it, and where they end up is the position you look up in the database. Then you likewise translate that move to the unrotated move on the board.

Once you have one pawn on the board, you lose this 75% reduction symmetry. You can still cut the db in half, by constraining the pawn to the files a through e. If it is on files f through j, you can just flip the position horizontally, and look up that result.

Our tables are truly "distance to mate" and not "distance to conversion". That means the first thing we do in any new database is first generate ALL cpatures into smaller databases, and ADD those "distance to mate" to our positions prior to the capture.

This way, every move in the database is the quickest way to get to the final mate, and not just the quickest way to get to the next subdatabase.

I have seen such "distance to conversion" database play extremely strange moves at times, especially when each side has a pawn.

There could be a mate in N moves, but the pawn can promote in N - k, so the program would make the pawn promoting move (faster conversion than a mate in N), which could allow the game to drag on for many, many more moves.

Date et heure
Amis en ligne
Forums favoris
Associations
Astuce du jour
Copyright © 2002 - 2024 Filip Rachunek, tous droits réservés
Retour en haut