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Subject: Re: Crafty's 32-bit pawn hash collision figures?

Author: Robert Hyatt

Date: 14:38:40 12/06/01

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On December 06, 2001 at 17:29:43, Severi Salminen wrote:

>Hi
>
>How many collisions crafty gets on average using 32-bit keys? So how many nodes
>Crafty searchs on average to get 1 collision? I'm now using plain Visual C++ 6.0
>rand() with no hamming distance tests and I get about 80 collisions out of
>10'000'000 evaluations from initial position. I'd like to know if that is more
>or less than Robert and David were seeing. Funny thing was that first I searched
>about 5'000'000 nodes with no collisions, then I saw 40 collisions in a short
>time, then again no collisions and finally 40 more in a short time.
>
>Severi


I didn't compute that number.  I simply ran the test with two simple
mods to the Evaluate() code so that if a pawn position is hashed, the score
is saved and the EvaluatePawns() code is still executed.  If the scores
and other info don't match after this duplicated work, I produced an error
and looked at the positions to make sure I didn't have a hashing bug I
didn't know about.

I was seeing an error 400K-500K nodes, on my PIII/750 laptop, which is about
one error every 2 to 4 seconds.  On my quad (I didn't run the test there as it
was playing on ICC) this would turn into an error every second or less, which
is not acceptable.  Some positions produced _many_ errors per second, when there
were fewer pieces so that more pawn moves were being searched...




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