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Typically the database records each possible position with certain pieces remaining on the board, and the best moves with White to move and with Black to move. Tablebases are generated by retrograde analysis, working backwards from a checkmated position. Ccna Discovery 1 Pdf Free Download. By 2. 00. 5, all chess positions with up to six pieces including the two kings had been solved. By August 2. 01. 2, tablebases had solved chess for every position with up to seven pieces the positions with a lone king versus a king and five pieces were omitted because they were considered to be rather obvious. The solutions have profoundly advanced the chess communitys understanding of endgame theory. Some positions which humans had analyzed as draws were proven to be winnable the tablebase analysis could find a mate in more than five hundred moves, far beyond the horizon of humans, and beyond the capability of a computer during play. For this reason, they have also called into question the 5. Tablebases have enhanced competitive play and facilitated the composition of endgame studies. They provide a powerful analytical tool. While endgame tablebases for other board games like checkers,3chess variants4 or Nine Mens Morris5 exist, when a game is not specified, it is assumed to be chess. BackgroundeditPhysical limitations of computer hardware aside, in principle it is possible to solve any game under the condition that the complete state is known and there is no random chance. Strong solutions, i. Tic Tac ToeNoughts and crosses draw with perfect play and Connect Four first player wins. Weak solutions exist for somewhat more complex games, such as checkers with perfect play on both sides the game is known to be a draw, but it is not known for every position created by less than perfect play what the perfect next move would be. Other games, such as chess from the starting position and Go, have not been solved because their game complexity is too vast for computers to evaluate all possible positions. To reduce the game complexity, researchers have modified these complex games by reducing the size of the board, or the number of pieces, or both. Computer chess is one of the oldest domains of artificial intelligence, having begun in the early 1. Claude Shannon proposed formal criteria for evaluating chess moves in 1. In 1. 95. 1, Alan Turing designed a primitive chess playing program, which assigned values for material and mobility the program played chess based on Turings manual calculations. However, even as competent chess programs began to develop, they exhibited a glaring weakness in playing the endgame. Programmers added specific heuristics for the endgame for example, the king should move to the center of the board. However, a more comprehensive solution was needed. In 1. 96. 5, Richard Bellman proposed the creation of a database to solve chess and checkers endgames using retrograde analysis. Instead of analyzing forward from the position currently on the board, the database would analyze backward from positions where one player was checkmated or stalemated. Thus, a chess computer would no longer need to analyze endgame positions during the game because they were solved beforehand. It would no longer make mistakes because the tablebase always played the best possible move. In 1. 97. 0, Thomas Strhlein published a doctoral thesis1. KQK, KRK, KPK, KQKR, KRKB, and KRKN. In 1. 97. 7 Thompsons KQKR database was used in a match versus Grandmaster. Walter Browne. Ken Thompson and others helped extend tablebases to cover all four and five piece endgames, including in particular KBBKN, KQPKQ, and KRPKR. Lewis Stiller published a thesis with research on some six piece tablebase endgames in 1. More recent contributors have included the following people Eugene Nalimov, after whom the popular Nalimov tablebases are named Eiko Bleicher, who has adapted the tablebase concept to a program called Freezer see below Guy Haworth, an academic at the University of Reading, who has published extensively in the ICGA Journal and elsewhere Marc Bourzutschky and Yakov Konoval, who have collaborated to analyze endgames with seven pieces on the board Peter Karrer, who constructed a specialized seven piece tablebase KQPPKQP for the endgame of the Kasparov versus The World online match Vladimir Makhnychev and Victor Zakharov from Moscow State University, who completed 43 DTM tablebases 5. KPPPKPP in July 2. The tablebases are named Lomonosov tablebases. The next set of 52 DTM tablebases 3. KPPPPKP was completed during August 2. The high speed of generating the tablebases was because of using a supercomputer named Lomonosov top. The size of all tablebases up to seven man is about 1. TB. 1. 8The tablebases of all endgames with up to six pieces are available for free download, and may also be queried using web interfaces see the external links below. Nalimov tablebase requires more than one terabyte of storage space. Generating tablebaseseditMetrics Depth to conversion and depth to mateeditBefore creating a tablebase, a programmer must choose a metric of optimality in other words, he must define at what point a player has won the game. Every position can be defined by its distance i. Two metrics are generally used Depth to mate DTM. A checkmate is the only way to win a game. Depth to conversion DTC. The stronger side can also win by capturing material, thus converting to a simpler endgame. For example, in KQKR, conversion occurs when White captures the Black rook. Haworth has discussed two other metrics, namely depth to zeroing move DTZ and depth by the rule DTR. A zeroing move is a move which resets the move count to zero under the fifty move rule, i. These metrics support the fifty move rule, but DTR tablebases have not yet been computed. As of April 1, 2. DTZ tablebases have been generated by Ronald de Man both tablebases and generation code are available for download. The difference between DTC and DTM can be understood by analyzing the diagram at right. How White should proceed depends on which metric is used. Metric. Play. DTCDTMDTC1. Qxd. 1 Kc. 8 2. Qd. Kb. 8 3. Qd. 81. DTM1. Qc. 7 Ka. 8 2. Qa. According to the DTC metric, White should capture the rook because that leads immediately to a position which will certainly win DTC 1, but it will take two more moves actually to checkmate DTM 3. In contrast according to the DTM metric, White mates in two moves, so DTM DTC 2. This difference is typical of many endgames. Usually DTC is smaller than DTM, but the DTM metric leads to the quickest checkmate. Exceptions occur where the weaker side has only a king, and in the unusual endgame of two knights versus one pawn then DTC DTM because either there is no defending material to capture or capturing the material does no good.