Search found 91 matches

by Angrim
Fri Dec 11, 2020 5:06 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Can EGTB storage requirements be reduced using this scheme?
Replies: 29
Views: 2685

Re: Can EGTB storage requirements be reduced using this scheme?

Interesting idea, not one that I'd use but it's at least fun to think about. So the basic idea is you search each position in the tables a fixed number of nodes, and then use a simple heuristic to classify the position as w/l/d, then compare that to the real value, and if the search result is right ...
by Angrim
Fri Nov 13, 2020 4:54 am
Forum: Computer Chess Club: General Topics
Topic: How close can we come to proving that white draws?
Replies: 61
Views: 4983

Re: How close can we come to proving that white draws?

Proving a draw is MUCH harder than proving a win. You have to refute every move by both sides. If there is a win, and if it is simpler than most people expect, it might be possible with a few more years of tech advances to prove it. But if it is a draw, there is no way with currently foreseeable tec...
by Angrim
Sun Oct 11, 2020 3:11 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: First success with neural nets
Replies: 32
Views: 10262

Re: First success with neural nets

The basic idea of NNUE is to use an absurdly huge first layer, almost all of the inputs of which are 0, and incremental updates to make that fast. So if you are using a fairly small first layer(and you are) then you are not using the NNUE idea.
by Angrim
Fri Sep 18, 2020 4:41 am
Forum: Computer Chess Club: General Topics
Topic: Basic Search Question
Replies: 7
Views: 1318

Re: Basic Search Question

alpha-beta can get your average branching factor down to around 6-8 with great move ordering, since it alternates trying all moves at one depth with trying just the one move needed to refute that move at the next depth. And since it only discards moves that are proven to not affect the final score i...
by Angrim
Wed Sep 02, 2020 1:56 am
Forum: Computer Chess Club: General Topics
Topic: Short Article With Complete NN Chess Training Procedure
Replies: 1
Views: 780

Re: Short Article With Complete NN Chess Training Procedure

That is some seriously horrific code. And the basic idea(trying to have the network predict a move directly in algebraic notation using three outputs, x, y, and piece type) is pretty terrible also. One part that really sticks out as do-not-copy is where he tried to one-hot encode the column with a=n...
by Angrim
Tue Sep 01, 2020 5:21 am
Forum: Computer Chess Club: General Topics
Topic: Chess solved?
Replies: 265
Views: 36567

Re: Chess solved?

So the TCS way is to look at the complexity of NxN chess. The problem is to solve an arbitrary position in NxN chess by a method that is not exponential in N. But it was shown decades ago that this cannot be done. If we could solve NxN chess with a method that IS exponential in N, that would be an ...
by Angrim
Tue Sep 01, 2020 12:07 am
Forum: Computer Chess Club: General Topics
Topic: Chess solved?
Replies: 265
Views: 36567

Re: Chess solved?

But even 4k3/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 is not trivial to prove, although looking at a few lines, it looks like it could be done in a day or so. Just a followup on this, I left 1 core of my computer running on this while I did other stuff, and(not too surprisingly) this is proven...
by Angrim
Sun Aug 30, 2020 6:03 am
Forum: Computer Chess Club: General Topics
Topic: Chess solved?
Replies: 265
Views: 36567

Re: Chess solved?

I have wasted a fair amount of cpu time trying to prove that giving queen odds is a forced loss. So what can you prove is a forced loss, Queen + rook, Queen + 2 rooks ? I haven't bothered to search much on more extreme odds. But even 4k3/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQ - 0 1 is not trivial ...
by Angrim
Wed Aug 26, 2020 5:25 am
Forum: Computer Chess Club: General Topics
Topic: Chess solved?
Replies: 265
Views: 36567

Re: Chess solved?

Imagine if you had a million GPUs cooperating in an AND/OR proof search. You could generate 1 million openings from the starting position for which evals of SF, LC0, and Komodo are between -1 and 1 at the leaf nodes. Choose a few at random and try to solve them using this method. If you can solve t...
by Angrim
Thu Jun 25, 2020 5:45 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Chess varinat engine questions
Replies: 6
Views: 2297

Re: Chess varinat engine questions

2) And the risk of hash collisions should only be affected by speed and number of hash table entries, not number of piece types. At least if you do it right. Just have an array of random 64 bit numbers indexed by piece type and location on the board, so as you get more piece types your array gets bi...