Re: Bandwidth vs. Computer Power
Posted: Wed Nov 24, 2010 7:35 pm
I think The King was using FEG bases, which are distance-to-mate.
Fruit (or actually Toga I think) uses Scorpio bitbases by Daniel Shawul. They essentially flatten the Nalimov format down to win-loss-draw info, and have some "good SEE" capture logic to make the data more redundant (for compression purposes). My recollection is that the one-sided lot is about 200-300MB (you only need 1/2 the data, as search can perform 1 ply and get the other). I think the Shredderbases (441MB or 157MB in the 1/2 data format) are superior. One difference is that Scorpio bases unpack 8K blocks into a memory cache (just like Nalimov), while Shredderbases (I presume) use something more like run-length encoding. This means the Shredderbases can sit in memory, while the Scorpio bases can't do this so easily (it would be many gigabytes). The RobboTripleBases are like the Shredderbases I think. It seems that Gaviota can also flatten the format to win-loss-draw (not sure if this requires code modification), or it can also do "on-the-fly" bitbase construction according to the info. There are occasionally webpages that list various schemes and formats, but these seem to go out-of-date as time passes. Maybe I can try to prepare a list of what systems there are, and the technical aspects of them (if I can determine this). Nalimov has been "the standard" for a decade, though it is not w/o its faults.
Fruit (or actually Toga I think) uses Scorpio bitbases by Daniel Shawul. They essentially flatten the Nalimov format down to win-loss-draw info, and have some "good SEE" capture logic to make the data more redundant (for compression purposes). My recollection is that the one-sided lot is about 200-300MB (you only need 1/2 the data, as search can perform 1 ply and get the other). I think the Shredderbases (441MB or 157MB in the 1/2 data format) are superior. One difference is that Scorpio bases unpack 8K blocks into a memory cache (just like Nalimov), while Shredderbases (I presume) use something more like run-length encoding. This means the Shredderbases can sit in memory, while the Scorpio bases can't do this so easily (it would be many gigabytes). The RobboTripleBases are like the Shredderbases I think. It seems that Gaviota can also flatten the format to win-loss-draw (not sure if this requires code modification), or it can also do "on-the-fly" bitbase construction according to the info. There are occasionally webpages that list various schemes and formats, but these seem to go out-of-date as time passes. Maybe I can try to prepare a list of what systems there are, and the technical aspects of them (if I can determine this). Nalimov has been "the standard" for a decade, though it is not w/o its faults.