Is Chess Something We Can Solve?

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Avatar of Elroch
tygxc wrote:

@360

"On a powerful cloud server, Stockfish can manage 300,000,000 nodes per second."
++ The 17 ICCF finalists each use two servers of each 90,000,000 nodes per second.

"maybe 10^30 positions" ++ No way. I stand by 10^17 positions to weakly solve Chess.

This is based on ignoring the definition of weak solution, despite better informed people telling you what it is on many occasions. You are describing what is needed for a worthless bodge job.Even if the alpha-beta pruning of chess were as primitive as the one Schaeffer used

Such hubris! By "primitive", you mean "rigorous". Or at least you would if you knew what the word meant.

You don't even understand what he did and you say you can save time by doing a bodge job that would be arbitrary and worthless and couldn't pass peer review.

Schaeffer et Al understand what a weak solution is, unlike you, so they know that you need to find a move to play against EVERY legal opponent move. You think you can get to a position with 40 opponent moves, get some sort of zero ply evaluation of them and ignore most of them. Schaeffer knows you need to find an explicit move to play against each. And then that leads to a new position where there is again a set of opponent moves to deal with. This applies to every new position except those that are in the tablebase (because these have a known evaluation. 

Note that when you return to a position that is already in the tree, this adds no more work - you already know all legal opponent moves have to be dealt with. For a drawing strategy there is no concern about infinite loops (for a winning strategy, you need to avoid all loops in the strategy graph).

to weakly solve Checkers and even without discounting obviously irrelevant positions,
then still it would lead to (10^38)^0.67 = 2*10^25 positions.

If promotion was illegal. And 10^25 requires 100,000,000 times more computing than 10^17. That's 3 years for each second.

Avatar of DiogenesDue
Ethan_Brollier wrote:
DiogenesDue wrote:
Optimissed wrote:

And they take themselves SO seriously. Dio correct as usual? Dio has never been correct about anything except when he projects his own ego on playerafar.

We covered this earlier. You're no longer capable of reliable testimony on what is correct or not, so why even comment?

Counterpoint... you're not capable of reliable testimony on what is correct or not, so why even comment?

Make a reasonable case...with examples. Or don't float false equivalencies, your choice.

Avatar of tygxc

@383

"understand what he did" ++ He wrote his own Checkers program, Chinook and he compiled his own endgame table base, then he calculated with Chinook to his endgame table base. He wrote himself that perfect alpha-beta pruning leads to exponent 0.5. He only reached 0.67. Chess engines have evolved much more than Chinook. Moreover Chess is easier to prune than Checkers. So for Chess the exponent will be closer to 0.5 than to 0.67.

"you need to find a move to play against EVERY legal opponent move"
++ NO. Some moves can and should be dismissed right away because of logic.
Examples: 1 e4 e5 2 Ba6?, 1 e4 e5 2 Nf3 Qh4? 1 e4 e5 2 Nf3 Nc6 3 Nd4?
Also 1 a4 cannot be better than 1 e4, 1 Nh3 cannot be better than 1 Nf3, 1 e4 e5 2 Nf3 Nc6 3 Ng1 cannot be better than 3 Bb5 or 3 Bc4. Also 3 Bd3 or 3 Be2 cannot be better.

"If promotion was illegal."
++ No: if underpromotion to a piece not previously captured were illegal.
All master games in a database and all ICCF draws would be exactly the same if the rules were changed that way.
10^38 is the number of positions possible from 1 luxury box of 34 chess men: 32 chess men + 1 spare queen of each color.

Avatar of DiogenesDue

A couple of comments...

- Tygxc's romanticised obsession with boxed pieces is tiresome and dovetails with his overvaluation of Sveshnikov. He doesn't just want to solve chess, he wants to show that the "wisdom" of his own era was the driver of it. Thus the shortcuts and the contortions. He's on a deadline to do this before he shuffles off this mortal coil and his imagined chance to "save" Sveshnikov is gone.

- Nobody should be changing definitions or adding terminology to coddle the crackpots. Weakly solved has been explained dozens of times. Nodes have been explained dozens of times.

Avatar of playerafar
DiogenesDue wrote:

A couple of comments...

- Tygxc's romanticised obsession with boxed pieces is tiresome and dovetails with his overvaluation of Sveshnikov. He doesn't just want to solve chess, he wants to show that the "wisdom" of his own era was the driver of it. Thus the shortcuts and the contortions. He's on a deadline to do this before he shuffles off this mortal coil and his imagined chance to "save" Sveshnikov is gone.

- Nobody should be changing definitions or adding terminology to coddle the crackpots. Weakly solved has been explained dozens of times. Nodes have been explained dozens of times.

If that means that 'weakly solved' and 'nodes' has been explained to tygxc and he is defying the actual definitions and misuse the terms and continuing to do so well that looks right.
I don't read through most of tygxc's posts because of mispremising.
Persons such as Elroch - Dio - Martin - MEGA - mpaetz - llama don't mispremise. So therefore I tend to read through their posts because of accurate premises they're basing their posts on.
I don't believe that 'nodes per second' can ever transcend 'operations per second'. Nor that 'taking the square root' of the number of possible positions could be valid in 'solving'. Nor that engines of the same strength drawing each other 'proves chess is a draw with optimal play'. It doesn't. Because its not 'optimal play'.
The endgame tablebases have some claim to 'optimal play' but they're incomplete.
The 'doesn't factor in castling' could be partially let go because castling wouldn't be legal anyway in many of the positions and those where it might be possible could be set aside. Like setting aside the 50 move rule and the 3-fold repetition rule.

Avatar of playerafar
MEGACHE3SE wrote:
playerafar wrote:
MARattigan wrote:
MEGACHE3SE wrote:
...

the context of this is that opt misread a basic question, then we corrected his misunderstanding, and hes calling us stupid for not agreeing with him and claiming that elroch is conducting a mass manipulation.

...

@Optimissed didn't misread the question, he failed to understand it.

I knew he wouldn't solve it but I was a bit surprised to find he couldn't even understand it.

Don't rule out him misunderstanding it Intentionally.

this is what im also thinking. optimissed is much more concerned with having anyone who doesnt always agree with him be "wrong" than actually making sure that he is correct himself. he cant be "smarter" if he comes to a conclusion of what we've already said. so hes just looking for ways to say something different.

I think its worse than that.
His pretense of 'smarter' is only part of it.
Plus him 'making sure he is correct' is almost nonexistent.
He is often pursuing the opposite of that.
Deliberate falsehoods are part of trolling.
Especially the most common form of trolling.
Which I call type 3 trolling. There's at least 8 distinct forms.
---------------------------
Regarding the forum subject (which O isn't really interested in)
the idea of 'getting' from 31 pieces to 32 pieces on the board with a hypothetical that 31 is already 'tablebased' (a huge leap that might never be actually accomplished) sets up some points regarding 32 pieces and 'tablebasing' them.
For example - at that point it might actually be 'useful' to actually consider the number of possible 'games' from the initial position?- to reach all possible positions with 32 pieces up to all points where no capture has occurred.
But Martin keeps reminding us about the 50 move rule and other rules.
The number of such games even with no captures yet would be infinite without a repetition of position rule.
And if the 3 fold repetition of position rule is in effect - then the number of 'games' with no captures having happened yet would still be much larger without a 50 move rule too.
----------------------------------
Point: even if you only consider games with no captures yet - those rules still 'needed'.
But even there - there's still 'big 'number' problems.
Even there - 'game analysis' would still seem to be daunting - even with all positions with 31 pieces or less 'tablebased'.
Because for one thing - 'adding a piece' doesn't 'map' into 'reverse capturing'.
They don't have to correspond.
There's more positions than that with 32 pieces. Far more.

Avatar of Elroch
playerafar wrote:

@Elroch
" Actually I think you have it the wrong way round. "
the fact that ratios of total pieces decline as more pieces are added - doesn't mean the difficulty doesn't increase more.

"Increase in difficulty" requires a definition in order to compare two examples.

I am quantifying it as the multiple of the amount of computation (or size). c.f the way computational power rises exponentially over time (so a similar multiple in a given number of years).

In terms of absolute computing time, I think the 32 piece tablebase would take more time than all of the others put together, but not a large multiple. But it is an absurd amount of time (over a heptillion years with the sort of hardware used for Syzergy, if I recall),

Where 'average' could mean the total time taken (T) to form the tablebase concerned divided by the number of possible positions (p) in the two consecutive cases respectively.
T1/p1 and T2/p2.

The increase in that should be small if it were possible. As an analogy, if you do arithmetic with very big integers, the difficulty only goes up with the log of the size of the numbers, basically because that is how many bits (likewise larger units of information) you need to represent them. You might find the second term is higher even though p2 is about 500 times as big as p1. I just say 'might' not 'will'. Or if the multiplier was about 90 as you mentioned.
Regarding 'nodes' ... okay ... points on a graph.
But how are you going to tie that to 'nodes per second' verbally?

Each position in the analysis tree is a node for a chess engine. Selective analysis connects it to future nodes (always zero of them for all the leaf nodes, all the legal next positions for others)

Every position in a tablebase is a node for its generating software. Each is connected by retrograde analysis to the nodes of positions where a legal move could get to the position.

Every position in a proof tree is a node for a weak solution. These are connected forwards to as few as one position if the move is where the proponent of a strategy has the move, otherwise to all positions reachable in one legal move.

So the graphs are very different, as I mentioned.

If you already have done so I missed it.
On your graph - what do you have on your y-axis and what on your x-axis?here's some wiki about nodes btw ... doubt if it helps though.

Not that sort of graph. There are no axes, Read about graph theory.

It's actually directed graphs that are relevant for the three examples above.

A node = a position

An edge = a move

"In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another."

Yes. Note chess trees are all directed graphs - the direction of play is relevant for an edge. Tablebase generators traverse the edges in the opposite direction.---------------------------------
@Elroch you also stated:
"It's not 500. It's down to 90 for 7 pieces to 8 pieces."
But you've got any of ten types of piece to add.
You've got well over 50 squares to add any of the ten piece types to.
How do you Not get a multiplier over 500?

The tablebases have filtered out most illegal positions. Increasing fractions of random positions (up to 99.99% of those with a lot of pieces) have the king of the side who doesn't have the move in check! Such "positions" are nonsense of no value.

Also, larger numbers of the same type of piece give lower multiples.

48 ways to put a black pawn on the board. Now how many ways to add another black pawn to each position of the first pawn? Its less than 47 because you'd get repetitions? Yes that's intuitive. I think you'd get a sum of a series of declining terms.
But I also vaguely recall studying the math of that decades ago.

Yes. 

There are 48 configurations of 1 pawn on the board. 48 * 47 / 2 ways to put 2 pawns, 48 * 47 * 46 / 6 ways to put 3 pawns, 48 * 47 * 46 * 45 / 24 ways to put 4 pawns. The ratios are:

47 / 2, 46 / 3, 45 / 4

which are 23.5, 15.3 and 11.25.
So as you add more pieces of an existing class, the numbers go up less when there are more of them. Which is the case more in bigger tablebases.

Avatar of Seb_KatzChess178
Hard to say.
Avatar of playerafar
Elroch wrote:
playerafar wrote:

@Elroch
" Actually I think you have it the wrong way round. "
the fact that ratios of total pieces decline as more pieces are added - doesn't mean the difficulty doesn't increase more.

"Increase in difficulty" requires a definition in order to compare two examples.

I am quantifying it as the multiple of the amount of computation (or size). c.f the way computational power rises exponentially over time (so a similar multiple in a given number of years).

In terms of absolute computing time, I think the 32 piece tablebase would take more time than all of the others put together, but not a large multiple. But it is an absurd amount of time (over a heptillion years with the sort of hardware used for Syzergy, if I recall),

Where 'average' could mean the total time taken (T) to form the tablebase concerned divided by the number of possible positions (p) in the two consecutive cases respectively.
T1/p1 and T2/p2.

The increase in that should be small if it were possible. As an analogy, if you do arithmetic with very big integers, the difficulty only goes up with the log of the size of the numbers, basically because that is how many bits (likewise larger units of information) you need to represent them. You might find the second term is higher even though p2 is about 500 times as big as p1. I just say 'might' not 'will'. Or if the multiplier was about 90 as you mentioned.
Regarding 'nodes' ... okay ... points on a graph.
But how are you going to tie that to 'nodes per second' verbally?

Each position in the analysis tree is a node for a chess engine. Selective analysis connects it to future nodes (always zero of them for all the leaf nodes, all the legal next positions for others)

Every position in a tablebase is a node for its generating software. Each is connected by retrograde analysis to the nodes of positions where a legal move could get to the position.

Every position in a proof tree is a node for a weak solution. These are connected forwards to as few as one position if the move is where the proponent of a strategy has the move, otherwise to all positions reachable in one legal move.

So the graphs are very different, as I mentioned.

If you already have done so I missed it.
On your graph - what do you have on your y-axis and what on your x-axis?here's some wiki about nodes btw ... doubt if it helps though.

Not that sort of graph. There are no axes, Read about graph theory.

It's actually directed graphs that are relevant for the three examples above.

A node = a position

An edge = a move

"In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph consists of a set of vertices and a set of arcs (ordered pairs of vertices). In a diagram of a graph, a vertex is usually represented by a circle with a label, and an edge is represented by a line or arrow extending from one vertex to another."

Yes. Note chess trees are all directed graphs - the direction of play is relevant for an edge. Tablebase generators traverse the edges in the opposite direction.---------------------------------
@Elroch you also stated:
"It's not 500. It's down to 90 for 7 pieces to 8 pieces."
But you've got any of ten types of piece to add.
You've got well over 50 squares to add any of the ten piece types to.
How do you Not get a multiplier over 500?

The tablebases have filtered out most illegal positions. Increasing fractions of random positions (up to 99.99% of those with a lot of pieces) have the king of the side who doesn't have the move in check! Such "positions" are nonsense of no value.

Also, larger numbers of the same type of piece give lower multiples.

48 ways to put a black pawn on the board. Now how many ways to add another black pawn to each position of the first pawn? Its less than 47 because you'd get repetitions? Yes that's intuitive. I think you'd get a sum of a series of declining terms.
But I also vaguely recall studying the math of that decades ago.

Yes. 

There are 48 configurations of 1 pawn on the board. 48 * 47 / 2 ways to put 2 pawns, 48 * 47 * 46 / 6 ways to put 3 pawns, 48 * 47 * 46 * 45 / 24 ways to put 4 pawns. The ratios are:

47 / 2, 46 / 3, 45 / 4

which are 23.5, 15.3 and 11.25.
So as you add more pieces of an existing class, the numbers go up less when there are more of them. Which is the case more in bigger tablebases.

@Elroch your post there might deserve many replies. And much rereading.
Seems I have it right about combinations of two or more black pawns or any repeated piece type.
The available squares get multiplied together and then divided by the factorial of the number of identical pieces involved.
You still get a big number though.
-----------------------
Regarding illegal positions there's an issue of the ratio of illegals. Would the illegals be more than half of positions? I would think it would be far under half.
---------------------------------
Regarding 'graph' yes I could read up on graph theory forever.
But is there no simple answer to the two variables you're addressing on the 'graph with nodes'?
---------------------------
"In terms of absolute computing time, I think the 32 piece tablebase would take more time than all of the others put together, but not a large multiple"
that has occured to me too. Years ago.
But then it also occurred to me that the hardest situations could actually be in the middle of the progression.Something analagous to when you see a sum expressed as a sum of a finite series of polynomials (with or without factorials on the bottom) but with the biggest terms actually in the middle not at the ends.
Sometimes with one biggest term in the middle - sometimes with two.
Analagous. Not 'similiar'.
You're probably familiar with the kinds of series I'm talking about.
And probably more familiar. Much moreso.

Avatar of Elroch
tygxc wrote:

"If promotion was illegal."
++ No: if underpromotion to a piece not previously captured were illegal.

It isn't, so your number is wrong. That simple.

All master games in a database and all ICCF draws would be exactly the same if the rules were changed that way.

This is nonsense. Over 1% of master games falsify your claim by having 2 queens for one of the players.

10^38 is the number of positions possible from 1 luxury box of 34 chess men: 32 chess men + 1 spare queen of each color.

You are assuming a sample of 1e9 positions is adequate. Even with you

You are relying on a sample of less than 10 million games, say 1e9 positions. That's only 1 in 10^29 even of your invalid number of legal positions.

You are using this not to estimate what happens on average (statistically plausible), but to deduce what happens EVER (completely invalid). 

You might as well take a sample of 100 games and say "Promotion to a knight does not happen". You are being that foolish.

I understand that you don't have intuition that works for this and I would assume you will behave in a very geriatric way regarding developing it.

Avatar of playerafar

"I understand that you don't have intuition that works for this "
@Elroch I also tend to think that is the case for tygxc.
But I'm not 100% certain. Far from it.
If his position is a kind of lawyer position (or even 'debate team' position) that such intuition doesn't help his case then he will set that aside as opposed to 'not having it'.
Lol!

Avatar of playerafar

MEGA
I don't know if it was coincidence or not 
but it was 'eery' just now that Elroch kind of also suggested what I was suggesting about 32 pieces. Kind of because I suggested that the '32' would be so large.
Elroch just now suggested that 32 could actually take longer than all the tablebases before it combined.
But I also pointed out that it could be instead more like a finite series with one or two terms in the middle being the biggest terms.
Some things might 'narrow down' towards 32 pieces.
For example - all positions with promotions would be impossible.
Illegal. Or rather Are. You can't have promotions with 32 pieces on board.
That's a lot of positions the computer can just eliminate fast.
You just couldn't have five knights or more on the board anyway.
Nor two or more white lightsquare bishops.
Because 32 pieces means no captures yet.
Which means promotion is impossible because every pawn would be blocked from the promotion square by its opposite in front of it.

Avatar of Elroch

Well spotted about the biggest tablebases having limited numbers of promotions. The 32 piece one may not be the biggest. The reason is that it is rather "inefficient" to have so many pawns and no more than 2 of other pieces. For the biggest number of positions you really want to share the pieces out as evenly as possible over the piece types. You would have more positions with 3 of each of 5 pieces than 8 pawns, 2 rooks, 2 bishops, 2 knights and 1 queen.

But on the other hand, having more pieces also increases the number of positions, so there is a tradeoff.

I think Tromp has worked this stuff out (or could have as part of his analysis). His work is very impressive - see https://www.chess.com/forum/view/general/on-the-number-of-chess-positions

Note that before the legality check the calculations are really quite simple - just a big combinatorial counting exercise.

It's essentially a set of nested for loops specifying the number of each piece (with consistency constraints - you can't have more promoted pieces than the number of missing pawns, and there also have to be enough captures to make the number of promotions possible), with the final count for a class of piece counts being high school combinatorics - a calculation with a lot of factorial functions in it!

Avatar of playerafar

"The 32 piece one may not be the biggest."
Looks like we're in some agreement there Elroch.
I was also thinking about - could you have 31 piece arrangements in the original opening position - with just one pawn or piece 'missing'.
The short answer is yes.
Both sides bounce their knights - with one side first advancing its knight and 'filching' a piece or pawn on its 7th or 8th ranks and then sneaking back to home.
Such positions would be Ridiculous of course.
-------------------------------------
And maybe there would be some efficient 'approximation' way for the engines to exclude them?
Would be tough.
Even with the repetition rule and 50 move rule ... the numbers of ways the knights could do that stuff would be daunting. Point is it would be tough for the computer to find them all.
It has to find them to exclude them.
tygxc - to his credit - is apparently arguing (in a favorable interpretation of what he's doing) that there should be a way to filter out ridiculous game sequences.
But apparently he's not putting it right.
Not putting the case for that forward - properly.
Enter O?
O would clutz it up. He always does.
Certainly the software engineers are pruning out that ridiculous stuff for game-playing but that's not 'solving' though.

Avatar of MEGACHE3SE

"Some moves can and should be dismissed right away because of logic."

then by definition you arent solving the game. how hard is that to get through your skull

also your "logic" is just imperfect evaluations.

if its not a formal proof it literally doesnt count whatsoever.

Avatar of MEGACHE3SE

""If promotion was illegal."
++ No: if underpromotion to a piece not previously captured were illegal."

how about you actually read the paper of the calculation. nowhere do they mention the distinction to a piece previously captured. man up and admit being wrong.

Avatar of MEGACHE3SE

"examples: 1 e4 e5 2 Ba6?, 1 e4 e5 2 Nf3 Qh4? 1 e4 e5 2 Nf3 Nc6 3 Nd4?
Also 1 a4 cannot be better than 1 e4, 1 Nh3 cannot be better than 1 Nf3, 1 e4 e5 2 Nf3 Nc6 3 Ng1 cannot be better than 3 Bb5 or 3 Bc4. Also 3 Bd3 or 3 Be2 cannot be better."

you have no proof that the moves are better beyond engine evaluations and general knowledge. that isnt logical deduction, that's just you making unfounded assumptions.

"10^38 is the number of positions possible from 1 luxury box of 34 chess men: 32 chess men + 1 spare queen of each color."

Read the paper, which directly contradicts your delusion.

its sad that tygxc's calculations are not only wrong, but that tygxc doesnt even know what they mean even if they were correct. taking the square root of the relevant positions means that you are estimating the size of the weak solution game tree itself, NOT the number of positions needed to find the game tree.

Avatar of playerafar

"taking the square root of the relevant positions means that you are estimating the size of the weak solution game tree itself, NOT the number of positions needed to find the game tree."
that looks well qualified.

Avatar of playerafar

MEGA there's something that might happen now.
Can we do 'tygxc' better than tygxc does tygxc?
If we're talking about dismissing 1) e4 e5 2) Ba6 ....
is there a way to improve on the way tygxc is going at that?
I think we know what his idea is.
But it also seems clear he is not presenting his idea correctly in the context of 'solving'.
Chess engines would know to 'prune out' 2) Ba6 from their calculations because the evaluation of that move is just too relatively dismal.
I tried it just now in a separate chess.com browser window.
I hit the fourth button down on the left side of the screen and then chose Analysis from the drop-down menu.
I played the moves and it gave Black an advantage of 2.50 with a reply of Nxa6 - which I had forgotten about previously. I was mistakenly thinking bxa6 which is still dismal for white but not quite as bad.
------------------------------------------
And an advantage of 2.5 is Crushing.
But that's Gameplaying. Not Solving.
And it seems if you let the engines Prune for solving based on their own numerical evalutaions of the positions then that's a kind of circular reasoning.
It would produce a kind of computer diarrhoea.
Similiar with having the same level engines play themselves and trying to argue from there that chess is 'a draw with optimal play'.
I believe tygxc has far more than enough intelligence to know that he's wrong.
And probably does know.
But there's this idea of 'the client'. And 'the debate case'.

Avatar of MARattigan
MEGACHE3SE wrote:

""If promotion was illegal."
++ No: if underpromotion to a piece not previously captured were illegal."

how about you actually read the paper of the calculation. nowhere do they mention the distinction to a piece previously captured. man up and admit being wrong.

Nowhere do they mention it, but they should. I think @tygxc is right on that one.