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Subject: Re: hash collisions

Author: martin fierz

Date: 07:43:41 01/31/01

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On January 31, 2001 at 10:29:51, Carmelo Calzerano wrote:

>On January 31, 2001 at 09:39:10, Vincent Diepeveen wrote:
>
>>On January 31, 2001 at 08:13:52, martin fierz wrote:
>>
>>>hi,
>>>
>>>i recently corrected some code in my connect 4 program and now it is able to
>>>solve connect 4 in less than a day on a fast PC with a large hashtable (of
>>>course, connect 4 has been solved long ago). i tried again with a smaller
>>>hashtable and
>>>got some strange results, for very long searches (billions of nodes) i don't get
>>>the same value for
>>>the root position. for not-so-deep searches i get the same values for both
>>>versions. i am wondering, [if this is not just a bug :-)] could this be some
>>>hashcollision-problem?
>
>>You're using 32 bits to hash?
>>
>>I think there are like 7x6 rows or so = 2^42 possibilities which you
>>hash in 32 bits.
>>
>>Easier is to store the entire position. This fits easily in 64 bits
>>as with are 7 rows (?) at most 7 open spots are there.
>>you can do next: white = 0, black = 1.
>>open spots also 0.
>>Now also describe how far each row is open. That's 3 bits for 7 rows = 21
>>bits.
>>So in 42 + 21 bits you can store the entire position. That's not hashing
>>but a true hash.
>>For solving a game you definitely need to store the entire position!
>>With just 32 bits you ask for trouble!
>
>Vincent,
>which kind of indexing scheme would be suitable for such a table?!
>Whichever you use, you are mapping similar positions in the same entry:
>you'll get killed by conflicts, unless you plan to use a 2^64 entries table
>of course...
>
>Bye,
>Carmelo

nobody dies here... you can use any normal indexing scheme, as long as you save
a unique hashlock-code in the table you are safe. you can still get two
positions indexed the same way, but you will detect it.

cheers
  martin



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