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Endgame tablebase

An endgame tablebase is a precomputed database in chess that exhaustively analyzes all possible positions in s with a limited number of pieces (typically up to seven), determining the optimal outcome—win, loss, or draw—and the best moves for perfect play through . These databases eliminate the need for human knowledge by providing instant, error-free evaluations, revolutionizing engines and player analysis. The concept originated in the late 20th century, with early developments by , who in 1991 created five-piece databases using depth-to-conversion (DTC) metrics, totaling about 2.5 GiB of data. The term "tablebase" was coined by Steven Edwards in 1994 to describe more efficient structures using depth-to-mate (DTM) information, estimating 56 GiB for five-piece positions. Progress accelerated in the , with Eugene Nalimov's tablebases (1998–2005) covering three- to six-piece endgames and requiring around 7.1 GiB for five pieces, setting standards for accessibility in chess software. Key milestones include the 2005 discovery of a 290-move forced win in the KRRNkrr position and longer sequences like 517 moves in KQNkrbn by 2006, highlighting the complexity of endgames. In 2012, the Lomonosov team completed the first full seven-piece tablebases using a , spanning 140 and enabling analysis of positions with up to seven pieces. Ronald de Man's bases, introduced in 2013 for six pieces and expanded to seven in 2018, offered a more compact 17 TB format using win-draw-loss (WDL) and depth-to-zeroing (DTZ) files, improving probe efficiency for modern engines. As of 2025, work is underway to solve all eight-piece positions, though complete tablebases remain in progress. Today, tablebases like these are integrated into platforms such as and , supporting online access and influencing studies on endgame theory, including the 50-move rule and longest wins.

Overview

Definition and Purpose

An endgame tablebase is a computerized database containing precalculated evaluations for all possible positions involving a limited number of pieces on the board. These databases provide exhaustive analysis for configurations with up to seven pieces, encompassing trillions of legal positions. The core purpose of endgame tablebases is to facilitate perfect play in chess endgames by determining the precise outcome—win, loss, or draw—under optimal play from both sides, along with the corresponding best moves. This is accomplished through key metrics such as (DTM), which quantifies the minimum number of moves required to achieve for winning positions, or zero for draws. Tablebases are constructed via , which propagates known terminal outcomes backward through all reachable positions. Endgame tablebases exclusively cover legal chess positions, omitting invalid configurations such as two opposing kings both in or other physically impossible arrangements on the board. This ensures that only feasible game states are stored and queried. For efficient implementation, tablebases employ indexed structures with advanced techniques to minimize storage while preserving full detail. During or play, chess engines probe these databases using hash-based indexing to retrieve evaluations and optimal lines in near-constant time, enabling seamless integration into .

Historical Development

The concept of endgame tablebases originated in the 1960s with applied mathematician Richard Bellman, who introduced the idea of using dynamic programming for to computationally solve chess endgames by building databases of optimal outcomes. In a 1965 paper, Bellman outlined how this method could evaluate positions starting from terminal states, laying the theoretical foundation for precomputing endgame evaluations despite the era's limited computing power. Practical implementation began in the 1970s with computer scientist , who developed the first tablebase for the , vs. and () in 1977, using it successfully in a match against . Thompson extended this work on mainframe computers like the PDP-11, completing all 4-piece tablebases by the early 1980s and all 5-piece tablebases by the mid-1980s, releasing the latter on in 1991 for broader access. These milestones marked the shift from theoretical proposals to feasible databases, though storage and computation remained challenging without modern compression. The 1990s saw advances in , with Lewis Stiller pioneering the first 6-piece tablebase in 1991 for rook and bishop versus two knights, computed on a with 65,536 processors to handle over 100 billion positions. Building on this, Eugene Nalimov optimized tablebase generation in the late 1990s, releasing compressed 5-piece sets by 1998 and completing the full 6-piece tablebases in 2005, totaling 1.2 terabytes through efficient encoding on high-end PCs. Progress accelerated with : the Lomonosov team at generated the first 7-piece tablebases in 2012 using their namesake supercomputer, covering 140 terabytes of positions. In 2018, Ronald de Man released the 7-piece tablebases, a more compact alternative (18.5 terabytes) generated by Bojun Guo, emphasizing distance-to-zeroing moves for faster engine integration via resources. These developments reflect the profound impact of hardware evolution—from 1970s mainframes to 21st-century supercomputers and cloud-based parallelism—enabling exponential growth in tablebase complexity. Efforts toward 8-piece tablebases began in 2021, led by Marc Bourzutschky, who has resolved significant subsets using advanced GPU clusters, though full completion remains ongoing due to petabyte-scale demands.

Generation Process

Computational Requirements and Metrics

Endgame tablebases employ several key metrics to evaluate positions and guide optimal play, primarily focusing on distances to critical outcomes under perfect play by both sides. The depth-to-mate (DTM) metric measures the number of moves required for the winning side to deliver checkmate, assuming the opponent plays to prolong the game as much as possible; this is the most straightforward evaluation for determining win/loss/draw outcomes without considering draw rules. Depth-to-conversion (DTC) extends this by counting moves until a material change, such as a capture or pawn promotion, which is useful for positions where immediate mating is not feasible but conversion leads to a decisive advantage. Depth-to-zeroing (DTZ) tracks the moves to a pawn move or capture, which resets the 50-move draw rule counter, ensuring evaluations account for legal draw claims under FIDE rules. The scale of computation for tablebases grows exponentially with the number of pieces, reflecting the of possible positions on an board. For 5-piece endgames, the total number of unique legal positions is approximately 2.6 × 10^{10}, while 7-piece configurations encompass approximately 4.24 × 10^14 positions, demanding vast storage solutions. Storage requirements vary by format and compression: the Nalimov 6-piece tablebases occupy about 1.2 TB, whereas the 7-piece tablebases require roughly 18 TB due to their inclusion of DTZ data and efficient indexing. The Lomonosov 7-piece tablebases, computed on a , span 140 TB, highlighting the immense data volume for comprehensive coverage. Generating these tablebases imposes severe computational demands, often requiring billions of CPU hours and specialized hardware. For instance, producing the 6-piece tablebases takes about 5 days on a 6-core with 64 GB , but scaling to 7 pieces necessitates supercomputing resources, as demonstrated by the Lomonosov project, which utilized the Lomonosov supercomputer for months of intensive processing. These efforts underscore the need for high-performance clusters to handle across trillions of positions. Tablebase designs involve trade-offs between storage efficiency, probe speed, and rule completeness to balance practicality with accuracy. techniques, such as those in bases, reduce file sizes compared to earlier formats like Nalimov, enabling faster access from or SSDs at the cost of slightly more complex decompression during queries, which can add microseconds per lookup. Including the 50-move rule via DTZ metrics increases storage by tracking zeroing moves but ensures realistic evaluations for tournament play, while possibilities are incorporated during generation to avoid invalid positions, though this adds minor overhead to the indexing process.

Retrograde Analysis Steps

The generation of endgame tablebases relies on retrograde analysis, a backward induction method that evaluates all possible positions in a given endgame configuration by starting from terminal states and propagating results iteratively to earlier positions. This process ensures optimal evaluations for wins, losses, and draws under perfect play. The first step involves enumerating all legal positions reachable with the specified pieces on the board, excluding the two which are always present. This enumeration systematically generates configurations by placing pieces on squares while enforcing chess rules such as no two pieces occupying the same square and excluding illegal positions like those behind the starting . To manage computational scale, reductions are applied, particularly in pawnless endgames, where rotational (90°, 180°, 270°) and symmetries across the board's axes reduce duplicate evaluations by up to a factor of 8, treating equivalent positions as identical. The second step identifies terminal positions—checkmates (wins for the opponent), stalemates (draws), and other immediate outcomes like insufficient material—and assigns base evaluations. then proceeds backward: for each non-terminal position, the evaluation is determined by considering all legal moves, selecting the best outcome for the side to move based on the already-evaluated successor positions, and adding one ply (half-move) to the distance metric. This creates layers of increasing depth-to-mate () or depth-to-conversion values. The third step iterates this propagation until every position is evaluated, typically in a breadth-first manner across increasing distances from terminals. Cycles or positions without progress (e.g., due to the 50-move rule prohibiting wins without captures or moves) are assigned draws, preventing infinite loops in or scenarios. The process converges because the game tree is acyclic under rule constraints. This retrograde analysis is fundamentally a dynamic programming approach, solving subproblems (individual positions) once and storing results for reuse. The evaluation function for a position p to move is defined as: E(p) = \begin{cases} \text{win/loss/draw} & \text{if } p \text{ is terminal} \\ \arg\min/\max_{m \in \text{moves}(p)} \left[ E(\text{successor}(p, m)) + 1 \right] & \text{otherwise} \end{cases} where the min/max alternates by side, reflecting adversarial play, and the +1 accounts for the ply depth. Base cases assign win (e.g., +∞ or mate score), loss (-∞), or draw (0) to terminals. For large-scale computation, parallelization techniques distribute the workload across processors or nodes. Early implementations used architectures to evaluate independent position subsets simultaneously, such as assigning different symmetry classes or layers to separate processors, achieving speedups proportional to the number of available nodes while synchronizing propagations to maintain order. Distributed systems further scale this by partitioning the position space across a network, with communication limited to boundary propagations.

Handling Special Cases and Verification

Endgame tablebases must account for chess's special moves to ensure accurate evaluations, particularly in positions involving promotions, captures, and . promotions are handled by tracking material conversions through metrics like depth to conversion (DTC), which evaluates the distance to a position where a reaches the eighth and transforms into a , , , or ; this treats promoted pieces as distinct configurations within the tablebase structure to avoid undercounting winning lines. captures, which occur when a advances two squares and is immediately captured by an enemy as if it had moved one, are incorporated during generation by validating legal successor states, though such opportunities are infrequent in sparse endgames. , a king-rook , is generally excluded from tablebase calculations because endgame positions with up to seven pieces rarely permit it—rooks and kings are typically activated or captured earlier—and assuming its impossibility simplifies indexing without significant loss of accuracy. The , which allows a claim after fifty consecutive moves without a capture or advance, introduces a practical that some tablebases address explicitly while others omit for theoretical completeness. In implementations like the tablebases, the to zeroing (DTZ) metric identifies positions where the counter resets via a capture, move, or , marking sequences exceeding fifty moves as draws to align with rules; this DTZ50 variant prioritizes progress toward zeroing over the shortest path to mate, potentially recommending counterintuitive sacrifices to avoid draws. Conversely, earlier tablebases such as Nalimov's ignore the rule, using depth to mate (DTM) for evaluations that assume infinite play, which suits theoretical studies but may overestimate wins in practical scenarios. Inclusion of the rule remains optional, balancing computational purity against real-game applicability. Verification ensures the integrity of tablebase data through systematic checks for internal consistency and external validation. A primary method involves recomputing the database multiple times and cross-referencing results to detect discrepancies, such as positions evaluated differently across runs; for instance, no valid position should yield two winning moves both leading to losses for the opponent. Symmetry proofs exploit board mirroring or color reversals to confirm evaluations in equivalent positions, reducing redundant computation while verifying uniformity. Probing against known solved endgames, like king-rook versus king (KRK), further validates outputs by matching against formally proven strategies. Error detection relies on consistency audits of successor positions—if a position's value does not align with the optimal outcomes of its legal moves, it flags potential bugs. Formal approaches, such as using theorem provers like Coq for subsets of endgames, provide rigorous proofs of correctness, though they are computationally intensive and applied selectively. To optimize generation, tablebases employ a priori of impossible positions, excluding configurations that violate chess rules and thus reducing the search space dramatically. Examples include positions with two pieces occupying the same square, adjacent in , or pawns on the first or eighth ranks; more subtly, certain material setups like opposite-color accompanied by pawns in incompatible structures (e.g., pawns blocking paths that would have altered bishop colors) are discarded as unreachable without prior illegal moves. This occurs during indexing, ensuring only legal, attainable states are analyzed and enhancing efficiency without altering outcomes.

Applications

In Computer Chess and Engines

Modern chess engines such as and Komodo integrate endgame tablebases by probing them during the search process to obtain exact evaluations and optimal moves for positions with up to seven pieces. , for instance, supports the format, which provides distance-to-zero (DTZ) metrics to guide move selection while respecting the , allowing the engine to filter suboptimal moves that could forfeit a win or draw. Komodo similarly employs tablebases, using both win/draw/loss (WDL) and DTZ data to enhance precision in endgames, with configurable probe depths to balance search efficiency and tablebase reliance. This probing occurs seamlessly via UCI options like SyzygyPath, enabling engines to access precomputed results without interrupting the alpha-beta search. The primary benefits of tablebase integration lie in achieving perfect play in s, which extends the engine's evaluation horizon and prevents blunders in complex configurations. For example, in seven-piece positions, engines can avoid errors like failing to convert a winning by consulting DTZ values, ensuring moves that make tangible progress toward victory or . A 2018 study found that tablebases boost engine strength by 10 to 57 points, with greater gains for weaker engines in short time controls (e.g., +22 at 10 seconds per move) and situational improvements in drawn or winning scenarios that engines might otherwise misjudge. This perfect knowledge also aids in pruning irrelevant branches, accelerating searches in -heavy games. The use of tablebases in chess engines has evolved from offline Nalimov databases, which focused on depth-to-mate (DTM) and required significant decompression overhead, to the more efficient Syzygy format introduced in 2013, offering compact DTZ storage and faster probing. Early Nalimov tables, completed for six pieces by 2005, were loaded into RAM for access but demanded up to 1.2 TB of storage; Syzygy reduced this to about 150 GB for six pieces and enabled seven-piece coverage at around 18.4 TB, often stored on SSDs for quick retrieval. Recent advancements include online probing, such as Lichess's server-based Syzygy integration, which allows engines and analysis tools to query seven-piece positions via API without local storage, supporting features like mainline sequences and variant endgames. Local setups, however, require substantial hardware—typically 64 GB RAM and multi-TB SSDs for full seven-piece access—to minimize latency. In computer chess tournaments like the Top Chess Engine Championship (TCEC), tablebase usage reveals engine strengths in prolonged endgames, where precise conversions can decide matches in scenarios with reduced material. Engines equipped with seven-piece probing excel in endgame-heavy games, avoiding unnecessary repetitions or concessions that lead to draws, thereby highlighting differences in search efficiency and tablebase optimization among competitors. This integration has standardized perfect endgame play in such events, shifting focus to middlegame prowess while ensuring no artificial weaknesses in terminal phases.

In Human Play and Correspondence Chess

In correspondence chess, governed by organizations such as the (ICCF), players are permitted to consult tablebases as part of broader allowances for computer assistance, including engines and databases, to inform move decisions. Starting in 2014, ICCF rules enabled claims of wins or draws based on six-piece tablebases, with seven-piece tablebases similarly incorporated for such claims by around 2020, allowing players to supersede the in certified winning positions. This has led to instances where tablebases have transformed seemingly drawn endgames into wins, such as certain two-bishops-against-knight positions that require more than fifty moves to win but are adjudicated as victories under ICCF guidelines. Over-the-board (OTB) play presents different constraints, where direct consultation of tablebases during games is prohibited by rules to maintain fair competition under time pressure. However, professional players frequently employ tablebases as a tool outside of tournaments, analyzing critical endgames to deepen understanding—for instance, verifying complex rook endgames or pawn promotions in preparation for matches. Accessibility to tablebases has democratized their use among human players, with free online probing available through interfaces like the tablebases integrated into , which support up to seven pieces and provide distance-to-zeroing metrics. In contrast, comprehensive local installations such as Nalimov or Lomonosov tablebases often require paid downloads due to their large file sizes, though cloud-based options mitigate this for correspondence players. Ethical discussions persist regarding "perfect play" enabled by tablebases in human contexts, with critics arguing it diminishes creative decision-making; notably, platforms like reversed allowances for tablebases in correspondence games in 2018 to preserve the human element. Case studies from ICCF events illustrate tablebases' impact, such as wins achieved through lines exceeding fifty moves, like a documented seven-piece requiring 74 moves to , where the claiming player used tablebase verification to press for victory despite the opponent's accurate defense, ultimately securing the point via . Another example involves a correspondence tournament where a six-piece tablebase revealed a winning maneuver in a , converting a position human analysis deemed drawn after 60 moves into a decisive result.

Impact on Endgame Theory and Studies

Endgame tablebases have revolutionized theory by uncovering wins in positions long considered drawn by human analysis. For instance, the KBBKN endgame (king and two bishops versus king and knight) was historically regarded as generally drawn, but tablebase computations revealed that certain configurations are winnable for the side with the bishops, often requiring up to 78 moves to mate (). These discoveries extend to more complex setups, where tablebases have identified the longest known forced mates, such as a 549-move win in a seven-piece position from the Lomonosov tablebase, far exceeding prior theoretical estimates. In chess studies and composition, tablebases serve as a rigorous validation tool, exposing flaws or "cooks" in published works while enabling the creation of more intricate problems. Composers like those featured in analyses by have seen studies disproven; for example, a 1965 endgame study by B. Badai was busted when tablebase analysis revealed a shorter dual solution overlooked by human solvers. Conversely, tablebases have inspired new compositions that exploit their exhaustive data, such as studies requiring maneuvers only verifiable through computational perfection, including heraldic or thematic endgames unsolvable without them. Theoretically, tablebases challenge longstanding assumptions, including the practicality of the 50-move rule, by demonstrating numerous s where optimal play demands over 50 moves without captures or advances—positions winnable in theory but drawable under rules. This has prompted revisions in ; encyclopedias like Fundamental Chess Endings by Karsten Müller and Frank Lamprecht incorporate tablebase-derived evaluations to update classifications of theoretical draws and wins, ensuring modern theoretical accuracy.

Notable Tablebases and Achievements

Major Tablebase Projects

One of the most influential endgame tablebase projects is the Nalimov tablebases, developed by Eugene Nalimov. The 6-piece tablebases were completed in 2005, encompassing all positions with up to six pieces including the two kings, and totaling approximately 1.2 TiB in compressed format using and an efficient indexing scheme that supports captures. These tablebases provided depth-to-mate () information and were widely integrated into chess engines and graphical user interfaces for fast probing during searches, remaining a standard reference until the advent of 7-piece tablebases. The Lomonosov tablebases represent a major advancement in scale, covering all 7-piece endgames and completed in 2012 using the Lomonosov supercomputer at . This project generated over 500 trillion unique positions, requiring about 140 TB of compressed storage after complex data techniques. Access to the tablebases is currently limited to VIP members via paid subscriptions or integrated software like Chess Assistant, following a attack in 2021 that rendered the public server offline. In 2018, Ronald de Man released the Syzygy tablebases, which also cover 7-piece endgames but prioritize efficiency for real-time use in chess programs. Generated by Bojun Guo, the 7-piece set includes 423,836,835,667,331 unique legal positions across approximately 18 TB, with optimizations such as separate WDL (win/draw/loss) tables for search probing and DTZ (distance to zeroing) tables that account for the 50-move rule to ensure optimal play under regulations. These tablebases are freely available for download from public mirrors and include open-source probing code, making them highly accessible and eight times smaller than the uncompressed Lomonosov equivalents. Efforts toward 8-piece tablebases are ongoing but face substantial hurdles, with individual researchers like Marc Bourzutschky resolving subsets of positions, such as pawnless endgames, revealing exceptionally long solutions up to 584 moves to mate. As of August 2025, partial computations have resolved about 15% of pawnless 8-piece endgames, with ongoing efforts by researchers including Marc Bourzutschky. Storage demands are projected to exceed several petabytes—over 100 times that of 7-piece sets—while computation requires immense resources akin to clusters, potentially on the order of exaflops for full generation. Projects like partial probes on sites such as tablebase.sesse.net explore these challenges, but a complete 8-piece tablebase remains unrealized as of 2025.

"Play Chess with God" and Cultural Impact

The phrase "Play Chess with God" emerged in the late 1990s from communities and was popularized by computer scientist , who hosted a publicly accessible 6-piece endgame tablebase on his webpage under that provocative title, enabling users to challenge infallible computational play in those positions. This moniker captured the awe-inspiring notion of confronting perfect, error-free endgame decisions derived from exhaustive computation, evoking a sense of playing against an omniscient opponent. Endgame tablebases have permeated through portrayals that highlight their role in "solving" vast swaths of , such as articles describing the of 7-piece as a milestone in unraveling chess's mysteries. These depictions often frame tablebases as transformative tools that bridge human intuition and machine precision, sparking philosophical debates about whether computational perfection diminishes in chess and —some argue it enforces rigid optimality at the expense of artistic flair, while others see it as liberating players to focus on innovative middlegame strategies. Notable events underscore this cultural resonance, including a 1978 challenge issued by to to compete against the 6-piece tablebase, demonstrating the databases' unyielding accuracy in public exhibition and amplifying perceptions of computers as unbeatable endgame adversaries. Such demonstrations influenced broader views of in gaming, portraying tablebases as harbingers of deterministic play that challenge traditional notions of mastery in strategic games. The legacy of tablebases extends beyond chess, inspiring analogous databases in other games; for instance, the program, which solved in 2007 as a with perfect play, relied on endgame databases built using techniques pioneered in chess tablebases. This cross-pollination has encouraged similar "solving" efforts in games like , reinforcing tablebases' role in advancing computational .

Nomenclature and Resources

Terminology

The nomenclature for precomputed databases has evolved significantly since their . In the 1970s and 1980s, they were commonly termed "endgame databases," reflecting their initial development as exhaustive collections of positions, such as Ken Thompson's pioneering KQKR database completed in 1977. The shift to "tablebase" occurred in the , a term coined by Steven Edwards to describe his innovative format using data vectors and single-file access for efficient querying of positions from both sides to move. Specific formats have further refined this terminology. "Nalimov tables," named after developer Eugene Nalimov, refer to compressed endgame tablebases from the late 1990s providing depth-to-mate (DTM) information for all 3- to 6-piece positions, widely adopted for their balance of size and utility. More recently, "Syzygy bases" denote a modern, highly compressed format created by Ronald de Man in 2013, supporting up to 7 pieces with both standard and 50-move rule variants, emphasizing efficiency for integration into chess engines. Core operational terms include "," the standard process by which chess engines or tools query a tablebase to retrieve the optimal outcome and moves for a given . Metrics like "DTM50" specify depth to mate calculations that incorporate the 50-move rule, ensuring evaluations account for draw claims after 50 reversible moves without capture or pawn advance. Standardization efforts by bodies such as the (ICCF) endorse specific tablebases for adjudication, notably permitting claims based on 6-piece Nalimov tables to verify wins or draws in play. ICCF rules distinguish full tablebases—which exhaustively cover all legal positions for a piece count—from partial ones that address only subsets due to computational limits. Common abbreviations encompass EGTB (EndGame TableBase), a general shorthand for these databases, and WDL (Win/Draw/Loss), referring to file types that encode basic position outcomes, often paired with distance metrics in formats like for layered probing.

Books and Available Tables

Several books have been published that incorporate or discuss insights from endgame tablebases, providing practical guidance for chess players on leveraging these databases. Nunn's Secrets of Minor-Piece Endings, first released in 1995, was among the earliest works to utilize computer-generated endgame tablebases for analyzing minor-piece configurations, offering strategies derived from exhaustive computations that were previously unattainable by . Nunn's Endgame Challenge, published in 2002, builds on this foundation by presenting a series of endgame puzzles and solutions informed by tablebase results, emphasizing the precision and depth these tools bring to practical study. Endgame tablebases are accessible through various free and commercial resources, enabling both download and online querying for positions up to seven pieces. The tablebases, developed by Ronald de Man and available since 2013 for up to six pieces with seven-piece extensions completed in 2018, can be downloaded for free from syzygy-tables.info, supporting perfect play evaluation including the . Online probes are integrated into platforms like .org, which hosts a public for Syzygy seven-piece queries, and , where users can access tablebase analysis during game reviews. Commercial options include ChessBase's Endgame Turbo DVDs, such as the Endgame Turbo 3 set released in 2007, which provides Nalimov tablebases on nine discs covering all five-piece endgames and select six-piece ones for integration with chess engines. These resources have seen shifts in availability post-2018, particularly following the completion of free seven-piece tables, which reduced reliance on proprietary servers like the Lomonosov tablebases that experienced outages due to technical issues including a 2022 attack. As of 2025, work continues on generating eight-piece tablebases, with progress updates indicating computational efforts to extend coverage beyond seven pieces. Tablebases reveal striking examples of complexity, such as the bishop and versus lone mating pattern, which requires up to 33 moves to force under optimal play, highlighting the need for systematic coordination. For two bishops versus endgames, tablebases confirm wins in most positions but with distances extending to 66 moves in some cases, underscoring the value of these databases for verifying theoretical outcomes. Seven-piece access, now widely available via downloads or probes, allows exploration of pawn-inclusive positions that were previously computationally prohibitive.

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