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Subject: Re: Fixed

Author: Angrim

Date: 20:11:08 02/20/02

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On February 20, 2002 at 19:28:42, Vincent Diepeveen wrote:

>On February 20, 2002 at 16:10:01, Frank Phillips wrote:
>
>>On February 20, 2002 at 12:48:06, Steve Maughan wrote:
>>
>>>Thanks for the help everyone!
>>>
>>>I've implemented the idea I outlined and this has fixed the problem.  However
>>>effectively I ignore possition where I cannot add a hash entry without
>>>overwriting another.  This means that there is currently the possibility of a
>>>draw not being detected.  I'll probably test a rehashing mechanism.
>>>
>>>Regards,
>>>
>>>Steve
>>
>>Just stick the entry in the next available slot (that has a hash signature of
>>zero).  The debug tests I did never showed more than a few re-hashes - once it
>>was working properly.
>>
>>I changed to this method from a simple array list following Bruce's description,
>>because it seemed so elegant with the possibility of speeding up detection in
>>the endgame - when the list approach might have many entries to check.
>>
>>After falling for the obvious trap of not always removing an entry when exiting
>>ABsearch() early, it seems to work fine.
>>
>>I noticed no significant speed loss (or speed up) in the short middle game test
>>I use.
>>
>>Frank
>
>You measured pretty bad then depending upon hashtable size. An array
>that gets read within 1 cache line and is already within L1 or L2
>is kicking the hell out of this hashtable approach.

Depends on the exact design. If the hash table is small enough then
it will tend to be in L2 most of the time.  A 400 entry hash table
is quite large enough to handle triple rep detection.
Also, how are you fitting your array into a single cache line
when you are searching 10+ ply deep?  It seems to me that
you have to be storing at least 10, 8 byte hash entries in
that array by the time you reach a leaf node.

Angrim



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