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

Author: J. Wesley Cleveland

Date: 15:29:45 12/07/01

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On December 07, 2001 at 14:57:52, Frank Phillips wrote:

>On December 06, 2001 at 21:13:35, Dan Newman 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 did this test on my program, Shrike, and got 62 collisions out of
>>66 million pawn hash probes with a 32-bit hash code, so I get about
>>1 collision per million probes.  This was on the WAC test suite and
>>so may vary in actual games...
>>
>>-Dan.
>
>I store the lower 32bits as the hash key and use (some of) the top bits as the
>index.  This is effectively more than 32bits, but I feel I now feel the need to
>check it is enought.
>
>How did you test for clashes: did you store the board along with the hash entry
>and check that the position on the board and stored board were the same - or is
>there a smarter way?

Simplest way is to store all 64 bits of hash. If the lower 32 bits match, and
the upper 32 don't, you have a clash.



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