Hi Weston,

I is only necessary to store a table with 1 bit per position,
either it's a win or a loss (I'm assuming Chinese rules with
some fixed komi.)

If you want to be more complete, you can store just the score
of each position in the table - just 9 bits per position.  
If you only care if it's "close" but still want some 
scoring resolution, you store 3 or 4 bits per position.

To choose a move, you do a 1 ply search and look up the
resulting score in the table - in this way you get a
more flexible table - you can locate all the best moves
of equal value for instance - or even locate the worst
move(s) on the board.

- Don



On Wed, 2007-01-24 at 20:14 -0500, Weston Markham wrote:
> On a slightly (but not much) more serious note:
> 
> The proposal that elicited (for better or for worse) Alain's
> size-of-the-universe comment was not for a complete table of all
> possible board states, but rather a table of winning moves.  I expect
> that most positions will have multiple winning moves, but only a
> single one would need to be stored.  The table does not need to store
> anything for a position that cannot be reached by playing those
> selected moves.
> 
> I believe that this greatly reduces the size needed.  I certainly
> don't know how much smaller, although someone may be able to come up
> with actual numbers for 5x5 and 7x7 games, and use an educated guess
> on how these will scale up to 19x19.  My offhand guess is that this
> size is still _far_ greater than the meagre memory resources that were
> suggested in the original post.  For what it is worth, I expect that
> it is also larger than the number of quantum states of one of Alain's
> eyelashes.  I would guess that it is smaller, however, than 10^100
> bits, which I believe is a common back-of-the-envelope number for the
> total information in the visible universe.
> 
> One also has the freedom to pick and choose which winning moves to
> store.  This can be used to maximize the overlap between the different
> stored variations.  If you also take advantage of patterns within the
> table, you will certainly be able to compress it.  (As has been
> mentioned already.)  At the far extreme, of course, you only need one
> entry in the table for each of 282 possible moves, and a hash function
> that simply ... er, figures out which move to play.  Or, one can
> strike a balance between these two extremes that gives an appropriate
> tradeoff between computation time and memory.
> 
> I would guess that kami no itte would still be impossible on 32GB,
> 300Mhz.  However, beating a professional dan player seems reasonable
> to me.  Of course, Alain will still have a large enough lookup table
> that he will be able to beat it ... in the blink of an eye.
> 
> Weston
> 
> On 1/24/07, Don Dailey <[EMAIL PROTECTED]> wrote:
> > On Wed, 2007-01-24 at 21:11 +0100, alain Baeckeroot wrote:
> > > With 10^170 legal position for 19x19 what would be the size of this
> > > table ?
> > > I m afraid we cannot build it with all the matter in visible
> > > universe.
> >
> > I think the computer science greats should have consulted you before
> > writing their textbooks - I just looked at this crazy thing called a
> > "turing machine" in one of my textbooks.
> >
> > A universal turing machine supposedly has an infinite tape attached to
> > it.   Maybe they are smart about  computers, but they don't know
> > anything
> > about physics.   I think all these textbooks need to be thrown out
> > because they are obviously of no practical value.
> >
> > - Don
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