Endgame Bitbases,
are compact endgame tablebases with game theoretical values of one or two bits per position stored. They are sufficient for various material configurations to reside inside RAM for short probing access time, intended to use deep inside the search. The boolean or four valued ranges are either {won, not_won} or {won, draw, loss, invalid}. While WDL information is sufficient to guide the search into won positions, it lacks any sense of progress in won positions. Therefor, programs either probe full tablebases at the root to reveal the number of moves until conversion or mate, or combine WDL-scores with heuristic evaluation scores, considering material, ply-distance to the root, pawn closeness to promotion, distance of pieces to opponent king, etc.. Endgame Bitbases were described in 1999 by Ernst A. Heinz in Knowledgeable Encoding and Querying of Endgame Databases, as applied with 4-men in DarkThought[1].
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Endgame Bitbases,
are compact endgame tablebases with game theoretical values of one or two bits per position stored. They are sufficient for various material configurations to reside inside RAM for short probing access time, intended to use deep inside the search. The boolean or four valued ranges are either {won, not_won} or {won, draw, loss, invalid}. While WDL information is sufficient to guide the search into won positions, it lacks any sense of progress in won positions. Therefor, programs either probe full tablebases at the root to reveal the number of moves until conversion or mate, or combine WDL-scores with heuristic evaluation scores, considering material, ply-distance to the root, pawn closeness to promotion, distance of pieces to opponent king, etc.. Endgame Bitbases were described in 1999 by Ernst A. Heinz in Knowledgeable Encoding and Querying of Endgame Databases, as applied with 4-men in DarkThought [1].
Bitbase Implementations
See also
Publications
Forum Posts
2000
Wu/Beal predates Koistinen by Guy Haworth, CCC, December 04, 2001
2005
2010
2015 ...
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