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Subject: Re: repetition detection & hashing now with text

Author: Tony Werten

Date: 00:31:21 01/16/02

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On January 16, 2002 at 00:08:19, martin fierz wrote:

>On January 15, 2002 at 23:38:54, Robert Hyatt wrote:
>
>>On January 15, 2002 at 21:50:52, martin fierz wrote:
>>
>>>aloha,
>>>
>>>i have a question about repetitions, and it's only about the search itself, not
>>>about the game history: in my checkers program, to find repetition draws i keep
>>>track of the hash keys of the current variation, and if i find that the key for
>>>the current position has already ocurred before in the search, i return zero
>>>without searching further. i think this is the standard implementation?!
>>>anyway, i am wondering about the following problem: imagine you are searching a
>>>variation, and in the end you make a repetition. the program will stop searching
>>>there in the tree and assign the position a value of 0. now imagine that you
>>>have a different path of moves without a repetition which ends up at that node,
>>>probes the hashtable and returns 0. is this just my imagination, or can this
>>>happen and can it be bad?
>>>
>>>cheers
>>>  martin
>>
>>
>>It can happen.  As can the inverse, where you retrieve a real score from the
>>hash table but you can never reach the position because there is a three-fold
>>repetition between where you are and where you are going...
>
>so... is there a solution to this problem?

Sort of. Make 2 changes.

1) In your eval, if the score is 0 make it 1 for side to move.
2) Never store nodes with score=0 in your hashtable. (Now you're sure it's a
repetition.)

Tony

>or is it just tacitly assumed that it
>"never happens"?
>
>cheers
>  martin



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