If you want to remove a significant fraction of ~10^40 positions, you are not going to be doing it by hand!
The guys who made the Syzygy tablebase of all 7-piece positions managed to compress the information by a remarkable factor compared to the Lomonosov tablebase serving the same purpose. It takes only 18 Tb compared to 140 Tb. But they still weren't concerned that it contained positions like the one I referred to which can never be reached in a game (due to the files the pawns are on. As this is the most efficient implementation in existence and certainly does not omit relevant positions, I look to them for guidance.
Interestingly, they calculated the 8-piece tablebase would require the best part of $1 million worth of hardware. That work is currently in progress, in a piecemeal fashion.
If you don't believe my algorithm, here is the algorithm used to generate the state of the art tablebase, Syzygy, described at chessprogramming.org
You will see it is basically the same as the one I found from first principles and described above.
So many many points to disagree with there !
Maybe a week's worth in that post #1587.
Of course its an efficiency issue !
There's often more than one 'optimal move' (yes I know - you didn't claim there wasn't)
We could also have a big argument about things we agree on !
Arguing in a civil manner though - whether misplaced or on target -
is part of good discussion.
We can 'take care' of many of the already illegal positions instantly - with a simple expression like 13∧64.
You don't need a computer to eliminate a gigantic fraction of those.
A number bigger than total atoms in our observable local big bang clusters of galaxies -
No need - to invest any computer time in most of those !
None whatsoever.
To really go at the task though - slicing pieces of computer cheese off it isn't going to work.
To get this - you've got to break its back.
And then - you bring on the computers!
Is there a way - in theory - to do that?
There are various 'candidate ways'.
Some of them mentioned in the forum already.
How many positions could be arbitrated as:
'well there's lots of ways somebody could make a mistake here - but we'll count these as draws and therefore solved because play would have to be too weak for somebody to have a win'
Prime example: King and two knights versus King.
Its considered a book draw even though you can set up a checkmate move with that.
Its considered Solved.
But what about King and two knights versus King and two knights?
So many possibilities.
So many ways for a knight or two to take away a flight square or more from its King.
So many ways for both of its knights to provide a move that deprives that King of stalemate.
If a good way could be devised to pre-arbitrate such positions - that could be the beginning of 'breaking the back' of the task.
Too inane: "Well all positions of 2 knights versus two knights are draws except when they're not"
If that could be improved on lots - could be the light at the back end of the tunnel-maze that nobody can venture very far into at the front end from where it becomes progessively darker. 'Stygian' blackness ...
Just not enough seconds in a lifetime ...