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Subject: Re: Hashkey collisions (typical numbers)

Author: Vincent Diepeveen

Date: 11:22:38 04/07/04

Go up one level in this thread


On April 07, 2004 at 14:16:31, Robert Hyatt wrote:

>On April 07, 2004 at 11:27:47, Vincent Diepeveen wrote:
>
>>On April 07, 2004 at 11:04:23, Robert Hyatt wrote:
>>
>>>On April 07, 2004 at 10:54:40, Tony Werten wrote:
>>>
>>>>On April 07, 2004 at 10:48:23, Renze Steenhuisen wrote:
>>>>
>>>>>
>>>>>>>>>>I'm sure it was some implementation bug with Renze.
>>>>>
>>>>>Anyone,
>>>>>
>>>>>I only store result from the main search, so no NULL-move and no Qsearch
>>>>>results.
>>>>>I get a TT-hit ratio of 11.73%, of which a part will generate cut-offs.
>>>>>    (I call something a tt-hit when an entry is found with the same hashkey,
>>>>>     draft does not need to be sufficient)
>>>>
>>>>Hmm, I'm sorry but that's way too low. You probably have a problem with your
>>>>hashkey.
>>>>
>>>>In XiniX I get a hitrate of at least 60% in normal search, >20% in qsearch.
>>>
>>>That can't be right unless you are talking positions like Fine 70...
>>>
>>>Too many have run that experiment over the years and 30% is the _highest_ number
>>>I have ever seen reported in opening/middlegame positions.
>>
>>Xinix is a very efficient searching program with a good qsearch.
>>
>>Better qsearch means more efficient main search.
>
>Has absolutely _nothing_ to do with number of "transpositions" however...

It actually does, because in crafty your fliprate is like 5% or so i remember
and probably hasn't changed much sincethen. It is a result of not storing in
qsearch and doing little in qsearch.

In software doing checks in qsearch and storing them the fliprate is < 1%
usually.

Xinix belongs to that group.

>That is simply a characteristic of the tree being searched and its size and
>number of branches...
>
>If you get over 30% hash hits, something odd is going on in the middle game.  IE
>horrible move ordering or something...

In contradiction a very good move ordering happens. He just researches the same
tree time and again.

In crafty you do not. You just keep searching new trees because of the instable
qsearch+eval scores you get back.

Each new iteration something <= alfa flips to >= beta, causing you a ply down to
research for a <= alfa node possibly suddenly entire new trees you didn't search
before.

So a higher % there is a direct result from a more efficient search + storing in
qsearch.

>
>>
>>
>>>
>>>>
>>>>Tony
>>>>
>>>>>
>>>>>the tt_retrieve code retrieves a move, which I call the TT_MOVE_SUGGESTION.
>>>>>
>>>>>could someone provide me with a % of TT_MOVE_SUGGESTIONs in a search?
>>>>>
>>>>>Cheers...



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