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Subject: Re: Hash Table Collisions

Author: Tony Werten

Date: 00:45:27 04/14/00

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On April 13, 2000 at 12:27:08, Tom Kerrigan wrote:

>On April 13, 2000 at 02:46:33, Tony Werten wrote:
>
>>On April 12, 2000 at 16:05:33, Tom Kerrigan wrote:
>>
>>>On April 12, 2000 at 14:03:21, KarinsDad wrote:
>>>
>>>>On April 12, 2000 at 12:08:37, Tom Kerrigan wrote:
>>>>
>>>>[snip]
>>Some small questions. How do you manage this pv score of you find a new pv ? Do
>>you go through your old pv and remove the pv bit ?
>
>There are three types of scores that you would save in a hash table. Lower bound
>(alpha), upper bound (beta), and a perfect score, which I call a PV score. The
>perfect scores basically happen when you find PV moves. (Also mates.)

Yes, and never overwrite a perfect score. Didn't think too much about that,
thought my table would get filled with shallow mates, but then, the table was
much smaller, should work now.

>KarinsDad already answered this. BTW, if you have a counter like this, you can
>effectively clear the hash table by ignoring entries with different counter
>values. This means you don't have to do a monster memset at the beginning of
>your search, so playing blitz games with huge hash tables is possible, even if
>you want to clear them between moves.

Just checking if the counter is different iso higher came to my mind a couple of
hours later. Am I the only one having most of his bright moments in the bathroom
?

>
>-Tom

thanks,

Tony



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