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Subject: Re: draw by repetition and hash tables

Author: Roberto Waldteufel

Date: 12:29:01 07/27/98

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On July 26, 1998 at 16:08:19, Robert Hyatt wrote:

>On July 26, 1998 at 03:54:36, Pat King wrote:
>
>>
>>On July 24, 1998 at 06:14:04, Robert Hyatt wrote:
>>
>>
>>>
>>>
>>>There are two issues:
>>>
>>>(1) *all* hash table scores are technically wrong almost all the time.  Because
>>>*none* include path information in the key, yet most include path information
>>>in the score.  Examples include repetition and 50-move draws.
>>
>>I have a solution to this problem, which may only work for my implementation,
>>but here goes... I implement undo by storing a stack of positions for the entire
>>game. It wouldn't be hard for me to modify this to include the current variation
>>being considered. Then, when the terminal position is reached, you...
>>  a) Examine the game history for draws by repetition or 50 moves. If found,
>> return 0, else...
>>  b) Consult hash. If found, return result, else...
>>  c) Call static evaluator (or qsearch) store result in hash, and return result.
>>
>
>
>this doesn't address the problem.  The problem is "what happens between the
>position where you get the hash *hit* and the endpoint position that produced
>that hash *value*.  The hash entry has none of this information.  So it is
>possible that you get a score of +5 from the hash table entry, but, in reality,
>in trying to play down the game and reach that position, you draw by repetition
>or 50 move rule.  It's not what happens *before* the hash hit position, it is
>what you don't know about what happens *below* the position.  Note that you
>are trusting that you can produce this score in the game, but you don't know
>because of potential draws..
>
>
>
>
>>Thus stalemates and mates would get stored in the hash, but other draws
>>wouldn't. You only need to examine the history back to the last capture or pawn
>>move, so adding the history search isn't terribly expensive, although whether
>>it's worth the effort in terms of rating points is another matter.
>
>
>the problem above happens even if you don't store draws in the hash table.  The
>score in question isn't a draw, it's a real score...  try this:
>
>
>.....................X............Y..............Z
>
>at position X you continue searching, past position Y, to reach endpoint Z.
>You back up, and when you back up to X you store the score (say +5).
>
>now you search this path:
>
>
>..............Y............X
>
>when you reach X, you get a hash match, and say +5.  But that is wrong, because
>note in your path before X you searched position Y, which means halfway between
>X and the endpoint Z you will encounter a repetition.  And get 0 rather than
>+5.  But you have no way of knowing this, and no way of preventing it from
>happening, unless you store all the path information from the 50-move-rule
>counter position to the endpoint... then you could detect the repetition Y
>in the hash entry and realize it is not an accurate score.  But it would make
>the hash table basically useless...
>
>
>
>
>>
>>>
>>>(2) does the error in (1) affect the program?  Hard to say.  But everyone uses
>>>hashing, and everyone therefore ignores the errors that crop up, most of the
>>>time with no ill effects.  I always have, for example.  Note that not storing
>>>draw scores in the hash table only cures one class of error, but not the main
>>>ones in (1) above...
>>
>>I think this scheme addresses (1) nicely, but I haven't tried it yet. I'll have
>>to see how expensive the draw search really is.
>>
>>Pat King
>
>
>Remember, you are focusing on storing draw scores correctly.  But non-draw-score
>positions inherit the same problem...  :(

Hi Bob,

Here is an isea that avoids thje problem without sacrificing all the backed up
scores. I haven't had a chance to test it, but see what you think in principle.

In the sequence you give, it has to be possible to reach Y from X and also to
reach X from Y. That means that all the moves that lead between the two
positions must be reversible moves. When the score of X is put into the hash
table, the move that lead to that score is stored with it, but no further moves
beyond that. Now if the stored move is a non-reversible move, then we are safe
to use the score from the table. Since most of the refutation moves that cause
beta cutoffs are captures, which are non-reversible, this allows safe usage of
*most* but not *all* the hashed scores. If we hit on a hash score with an
attached *reversible* best move, we have a decision: either accept the score and
keep our fingers crossed, which is what normally happens, or search the hashed
move (but no others) to see what happens. There is a good chance that this will
lead to another position that matches in the hash table, and the proces repeats
until we either find a safe hash score or we fail to find a hash match. Do you
think the logic is sound? Do you think the cost in efficiency would be too
great? I hope to test the idea soon and will post my findings here the method
seems any good.

Best wishes,
Roberto



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