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Subject: Re: Repetition Checks

Author: Uri Blass

Date: 20:38:50 07/30/03

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On July 30, 2003 at 17:34:55, Gerd Isenberg wrote:

>On July 30, 2003 at 16:39:57, Bas Hamstra wrote:
>
>>On July 30, 2003 at 12:17:36, Gerd Isenberg wrote:
>>
>>>On July 29, 2003 at 14:34:41, Bas Hamstra wrote:
>>>
>>>>On July 29, 2003 at 00:16:53, macaroni wrote:
>>>>
>>>>>I have been having great trouble finding an efficient routine for Repetition
>>>>>checks, I can get the zobrist keys of the current line being searched, but what
>>>>>is the best (if there is a best) method of comparing them to check for 3 the
>>>>>same? it seems crazy to loop through all of them for each one, looking for like
>>>>>positions. Is there something really simple and nice i'm completely missing? or
>>>>>is that the only way,
>>>>>Thanks all :)
>>>>
>>>>How about this: char RepCheck[64000]. Now you in each position you take the last
>>>>16 bits of the hashkey. If RepCheck[Last16] is nonzero, it *might* be a
>>>>repetition and you do the extensive check of comparing hashkeys all to the root.
>>>>For this to work, you increment RepCheck[Last16]++ in your Make(Move) code.
>>>>Decrement it at Unmake(). So now you have 1/64000 th of the cost...
>>>>
>>>>Bas.
>>>
>>>Hi Bas,
>>>
>>>The "Ronald de Man" trick works well,
>>>except Last16 becomes a bit larger than 64000 in your sample ;-)
>>>May be last13 or last14 with smaller tables is even enough.
>>
>>Maybe. But as the game proceeds the probability of a "hit" becomes higher and
>>higher, even if there was no real repetition at all. Suppose you are at move 30
>>in a game and there is no real repetition. What's the probability of NOT getting
>>a hit in this case? Probably smaller than you would think, says my gut feeling.
>>Like throwing a 16bit dice 60 times in a row, not getting ONCE that number ;-)
>>Therefore I prefer to have a not too small table.
>>
>>Bas.
>
>I see, i checked my code and only use 2^^12 entries, 4 KByte.
>May be the reason IsiChess lost to Tao ;-)
>
>First of all i use gameMoveCount50 + 4 <= gameMoveCount of course.
>I guess the collision rate is so low, that the table pays clearly off. There are
>N entries set in 4K, where N is the number of all reversable (half) moves played
>in the game and in current search backward from the current search position, <=
>100.

How much speed can you get from faster repetition detection?
Do you use more than 1% of your time for repetition detection?

>
>There are still a lot of blanks inside the table. Ok 64K is not so huge today,
>but 16 4K pages instead of one, hopefully at least in second level chache - if
>you have more of these tables it becomes narrow in cache. Remember the thread
>about TLB misses ;-)

I do not understand all the cache considerations.
I only know that if you use arrays often then it is better to do it with small
arrays and not with big tables.

I do not understand the comparison between 16 4K and 64K.

Where do you have 16 4K in this thread?

Uri



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