Correspondence chess {{Chess diagram In
correspondence chess, a player may consult a chess computer for assistance, provided that the etiquette of the competition allows this. Some correspondence organizations draw a distinction in their rules between utilizing
chess engines which calculate a position in real time and the use of a precomputed
database stored on a computer. Use of an endgame tablebase might be permitted in a live game even if engine use is forbidden. Players have also used tablebases to analyze endgames from over-the-board play after the game is over. A six-piece tablebase (KQQKQQ) was used to analyze the endgame that occurred in the correspondence game
Kasparov versus The World. Competitive players must know that some tablebases ignore the
fifty-move rule. According to that rule, if fifty moves have passed without a capture or a pawn move, either player may claim a draw.
FIDE changed the rules several times, starting in 1974, to allow one hundred moves for endgames where fifty moves were insufficient to win. In 1988, FIDE allowed seventy-five moves for KBBKN, KNNKP, KQKBB, KQKNN, KRBKR, and KQPKQ with the pawn on the seventh rank, because tablebases had uncovered positions in these endgames requiring more than fifty moves to win. In 1992, FIDE canceled these exceptions and restored the fifty-move rule to its original standing. In 2013,
ICCF changed the rules for correspondence chess tournaments starting from 2014; a player may claim a win or draw based on six-man tablebases. In this case the fifty-move rule is not applied, and the number of moves to mate is not taken into consideration. In 2020, this was increased to seven-man tablebases.
Computer chess The knowledge contained in tablebases allows the computer a tremendous advantage in the endgame. Not only can computers play perfectly within an endgame, but they can simplify to a winning tablebase position from a more complicated endgame. For the latter purpose, some programs use "bitbases" which give the game-theoretical value of positions without the number of moves until conversion or mate – that is, they only reveal whether the position is won, lost or draw. Sometimes even this data is compressed and the bitbase reveals only whether a position is won or not, making no difference between a lost and a drawn game. which fits all 3-, 4- and 5-piece bitbases in 157
MB. This is a mere fraction of the 7.05 GB that the Nalimov tablebases require. Some
computer chess experts have observed practical drawbacks to the use of tablebases. In addition to ignoring the fifty-move rule, a computer in a difficult position might avoid the losing side of a tablebase ending even if the opponent cannot practically win without themselves knowing the tablebase. The adverse effect could be a premature resignation, or an inferior line of play that loses with less resistance than a play without tablebase might offer. Another drawback is that tablebases require a lot of
memory to store trillions of positions. The Nalimov tablebases, which use advanced
compression techniques, require 7.05
GB of hard disk space for all 5-piece endings and 1.2 TB for 6-piece endings. The 7-piece Lomonosov tablebase requires 140
TB of storage space. Some computers play better overall if their memory is devoted instead to the ordinary search and evaluation function. Modern engines play endgames significantly better, and using tablebases only results in a very minor improvement to their performance. Syzygy tablebases were developed by Ronald de Man and released in April 2013 in a form optimized for use by a chess program during search. This variety consists of two tables per endgame: a smaller WDL (win/draw/loss) table which contains knowledge of the 50-move rule, and a larger DTZ table (distance to zero ply, i.e., pawn move or capture). The WDL tables were designed to be small enough to fit on a
solid-state drive for quick access during search, whereas the DTZ form is for use at the root position to choose the game-theoretically quickest distance to resetting the 50-move rule while retaining a winning position, instead of performing a search. Syzygy tablebases are available for all 6-piece endings, and are now supported by many top engines, including
Stockfish,
Leela,
Dragon, and
Torch. Since August 2018, all 7-piece Syzygy tables are also available.
Endgame theory In contexts where the fifty-move rule may be ignored, tablebases have answered longstanding questions about whether certain combinations of material are wins or draws. The following interesting results have emerged: • KBBKN —
Bernhard Horwitz and
Josef Kling (1851) proposed that Black can draw by entering a defensive
fortress, but tablebases demonstrated a general win, with maximum DTC = 66 and maximum DTM = 78. (Also see
pawnless chess endgame.) • KNNKP – Maximum DTC = DTM = 115 moves. • KNNNNKQ – The knights win in 62.5 percent of positions, with maximum DTM = 85 moves. • KQRKQR – Despite the equality of material, the player to move wins in 67.74% of positions. The maximum DTC is 92, and the maximum DTM is 117. In both this endgame and KQQKQQ, the first player to
check usually wins. • KRNKNN and KRBKNN —
Friedrich Amelung had analyzed these two endgames in the 1900s. KRNKNN and KRBKNN are won for the stronger side in 78% and 95% of the cases, respectively. Stiller's DTC tablebase revealed several lengthy wins in these endgames. The longest win in KRBKNN has a DTC of 223 and a DTM of 238 moves (not shown). Even more interesting is the position at right, where White wins starting with 1. Ke6! Stiller reported the DTC as 243 moves, and the DTM was later found to be 262 moves. For some years, a "mate-in-200" position (first diagram below) held the record for the longest computer-generated forced mate. (
Otto Blathy had composed a "mate in 292 moves" problem in 1889, albeit from an illegal starting position.) In May 2006, Bourzutschky and Konoval discovered a KQNKRBN position with a DTC of 517 moves, whose DTM was later found to be 545 moves. It was initially assumed that a 1000-move mate in one of the 8-man endgames would be found.
Endgame studies Since many composed
endgame studies deal with positions that exist in tablebases, their soundness can be checked using the tablebases. Some studies have been proved unsound by the tablebases. That can be either because the composer's solution does not work, or else because there is an equally effective alternative that the composer did not consider. Another way tablebases
cook studies is a change in the evaluation of an endgame. For instance, the endgame with a queen and bishop versus two rooks was thought to be a draw, but tablebases proved it to be a win for the queen and bishop, so almost all studies based on this endgame are unsound. For example, Erik Pogosyants composed the study at right, with White to play and win. The intended main line was 1. Ne3! Rxh2 2. 0-0-0# A tablebase discovered that 1. h4 also wins for White in 33 moves, even though Black can capture the pawn (which is not the best move – in case of capturing the pawn black loses in 21 moves, while Kh1-g2 loses in 32 moves). Incidentally, the tablebase does not recognize the composer's solution because it includes castling. While tablebases have shown some studies to be invalid, they have assisted in the creation of other studies. Composers can search tablebases for interesting positions, such as
zugzwang. For all three- to five-piece endgames and pawnless six-piece endgames, a complete list of
mutual zugzwangs has been tabulated and published. There has been some controversy whether to allow endgame studies composed with tablebase assistance into composing tournaments. In 2003, the endgame composer and expert
John Roycroft summarized the debate: [N]ot only do opinions diverge widely, but they are frequently adhered to strongly, even vehemently: at one extreme is the view that since we can never be certain that a computer has been used it is pointless to attempt a distinction, so we should simply evaluate a "study" on its content, without reference to its origins; at the other extreme is the view that using a "mouse" to lift an interesting position from a ready-made computer-generated list is in no sense composing, so we should outlaw every such position. Roycroft himself agrees with the latter approach. He continues, "One thing alone is clear to us: the distinction between classical composing and computer composing should be preserved for as long as possible: if there is a name associated with a study diagram that name is a claim of authorship." == "Play chess with God" ==