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

Author: pavel

Date: 19:28:20 12/06/01

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On December 06, 2001 at 17:38:40, Robert Hyatt wrote:

>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...


more interesting, atleast for me, to know is that how much does it effect the
game play of the program?

pavs



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