After a discussion with Bert, i decided to do a bit of work on the endgame databases again. I increased the generation speed manyfold, and also generated a partial 5 man vs 5 man endgame database. (win/draw/lose only, international draughts)
First i generated the full 1-8 piece endings (120 hours) and then did 5 man vs 4 man partial (about half a day) and then 5 vs 5 partial (about 1 day). On on a 64 GB, 24 core, intel 13900.
5v4 is resolved 48.6% for non-capture positions, and 5v5 solves only 18.9%.
Details and some sample positions at:
https://www.mdgsoftware.nl/draughts/sta ... -5040.html and
https://www.mdgsoftware.nl/draughts/sta ... -5050.html
I am still working on increasing the percentage of solved positions; that involves computing some of the sub-databases like 4+1 vs 3+1 first, but i suspect the effect will be limited.
Unfortunately the files are too huge to distribute (171 GB for 5v5) and they definitely will not improve program strength. I just generated them for fun.

10 piece endgame databases
Re: 10 piece endgame databases
Michel, nice work!
My next question would be, could a neural network encode this information (example 5x5), with 99% accuracy?
Or sufficient accuracy to win complicated endgames, or to draw endgames where you have an enormous problem.
Bert
My next question would be, could a neural network encode this information (example 5x5), with 99% accuracy?
Or sufficient accuracy to win complicated endgames, or to draw endgames where you have an enormous problem.
Bert
