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Subject: Re: hash entry replacement schemes

Author: Vincent Diepeveen

Date: 09:35:16 09/15/02

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On September 15, 2002 at 12:19:59, Tony Werten wrote:

>On September 15, 2002 at 12:00:06, Vincent Diepeveen wrote:
>
>>On September 14, 2002 at 13:27:12, Tony Werten wrote:
>>
>>2 tables is pretty outdated, because you suffer twice
>>latency of DRAM then (about factor 1000 slower than processor
>>speed).
>
>Yes, I know. My implementation is a 2 dimensional table wich uses cache after
>the first read.
>
>Tony

2 dimensional table???

For some reason i get impression you're not programming very low level...

>
>>
>>better is 1 table and doing a number
>>of sequential probes in it.
>>
>>>On September 14, 2002 at 13:00:09, scott farrell wrote:
>>>
>>>>I have been reading plenty on hash replacement schemes.
>>>>
>>>>I have read Breuker's thesis, and done some (slow) searching through the CCC
>>>>archives.
>>>>
>>>>I am going over my code and redoing the hashing parts, only to realise I have
>>>>borken IID (internal iterative deepening).
>>>>
>>>>Now I am unsure of what I should be aiming at in relation to hashing code.
>>>>
>>>>I am also unsure of exactly what multi-probing the hash tables is. I am guessing
>>>>there is still only one hashtable, and different equations to go from
>>>>key/checkkey to the hashtable index, so that there can be several alternative
>>>>slots that a hash entry for a position could appear at. Is Multi-probe just
>>>>aiming at reducing collisions - or is the idea to store more than one hash entry
>>>>for popular positions (say 1 for "depth based", and one for "replace always")?
>>>>
>>>>I think I am correct that I need atleast one of the probes as "replace always"
>>>>to get IID to work. What else do I need to guarantee that I get the best moves
>>>>from IID backed up to the main search?
>>>>
>>>>When people say "replace always" do that mean literaly, just store it all the
>>>>time? It seems over simplistic - but I tried it, and it works pretty much the
>>>>same as my code below that tries to keep the deeper entries.
>>>>
>>>>Any help apprecated.
>>>
>>>What most people do is have 2 tables. In the first you only store if the
>>>searchdepth >= table depth (and you move the former entry to the second table).
>>>If not then store in 2nd table.
>>>
>>>Tony
>>>
>>>PS I advise you to create a structure and create an array of that. Your
>>>implementation of serveral arrays kills the cache.
>>>
>>>>
>>>>Here is some of my code
>>>>
>>>>//////////////////////////////////////////////////////////////////////////////////////////////////////
>>>>// SET A TABLE ENTRY
>>>>//////////////////////////////////////////////////////////////////////////////////////////////////////
>>>>public final static void store(
>>>>    int _depth,
>>>>    int _value,
>>>>    Move _best,
>>>>    char _flag,
>>>>    boolean _estOnly,
>>>>    short _reqSE,
>>>>    Board _b,
>>>>    boolean usingSecondTE_notbeingused,
>>>>    boolean _dontNullMove)
>>>>{
>>>>    int key= 0;
>>>>    long checkKeyt= 0;
>>>>
>>>>    if (_b.sideToMove == Board.BLACK)
>>>>        {
>>>>        key= ~_b.key & (size - 1);
>>>>        checkKeyt= ~_b.checkKey;
>>>>    } else
>>>>        {
>>>>        key= _b.key & (size - 1);
>>>>        checkKeyt= _b.checkKey;
>>>>    }
>>>>
>>>>    boolean collision=
>>>>        checkKeyt != checkKey[key] && checkKey[key] != 0 && stale[key] == false;
>>>>
>>>>    if (_best != null)
>>>>        {
>>>>            s1[key]= (byte) _best.s1;
>>>>            s2[key]= (byte) _best.s2;
>>>>        }
>>>>
>>>>    }
>>>>
>>>>    if (stale[key]
>>>>        || (_depth > (int) depth[key])
>>>>        || (_depth == (int) depth[key] && _flag > flag[key]))
>>>>        {
>>>>
>>>>        depth[key]= _depth;
>>>>        value[key]= _value;
>>>>        flag[key]= _flag;
>>>>        SERequired[key]= _reqSE;
>>>>        stale[key]= false;
>>>>        checkKey[key]= checkKeyt;
>>>>        dontNullMove[key]= _dontNullMove;
>>>>
>>>>    } // end if replace
>>>>    else
>>>>        {
>>>>        //       store2nd(_depth, _value, _best, _flag, _reqSE, _b,
>>>>_dontNullMove);
>>>>    }
>>>>}



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