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Subject: Re: question about speed in hash tables

Author: Uri Blass

Date: 11:04:17 10/18/02

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On October 18, 2002 at 13:54:50, Vincent Diepeveen wrote:

>On October 17, 2002 at 14:32:41, Uri Blass wrote:
>
>>On October 17, 2002 at 12:01:37, Vincent Diepeveen wrote:
>>
>>>On October 17, 2002 at 06:20:11, Uri Blass wrote:
>>>
>>>>Today my repetition detection is not done based on hash tables and I plan to do
>>>>it faster by hash tables.
>>>
>>>Why would this be faster, taking x86 cpu architecture into account?
>>>
>>>
>>>>After every makemove I calculate the new hash key for the hash tables
>>>
>>>You don't incrementally calculate the zobrist hashing yet by just
>>>xor-ing the pieces you moved to the hashkey?
>>
>>I incrementally calculates the zobrist key.
>
>excellent.
>
>>>
>>>>but I do not have an array of all the hash keys and I use a global varaible
>>>>__int64 zob to have the hash key.
>>>
>>>i'm using for the x86 architecture  2 x 'unsigned int' for the hashkey.
>>>The reason is that it was faster than a single 'unsigned _int64'.
>>>
>>>Compilers not so efficient yet, though intel c++ might be doing this
>>>more efficient than others :)
>>>
>>>>I plan to add an array zobkey[max_plies_of_game] for hash keys
>>>>My question is what is faster:
>>>
>>>>1)Doing all the calculation on zob and after finishing them to do
>>>>zobkey[hply]=zob;
>>>
>>>this is by far fastest of course.
>>>
>>>>2)Doing all the calculations on zobkey[hply]
>>>
>>>extra array references cause extra instructions such as
>>>indirect accessing the array by [EAX].
>>>
>>>Way faster is all operations onto a single register.
>>>
>>>>I guess that I am going to choose 1 because it is more simple and I guess that
>>>>the difference in speed is less than 0.1% but I am interested to know what is
>>>>faster.
>>>
>>>Well it should take very little system time in total anyway, but
>>>working on 1 global variable is always faster than doing it by using
>>>arrays.
>>
>>I understood from Hyatt that it is better to use a local varaible and only after
>>I finish updating the hash key to give the number to array of global varaibles.
>
>that's a better idea than directly working with the arrays.
>you asked about 2 evils, so i gave the lesser evil :)
>
>see my other posting about diff between local and global. there is no
>real diff except if you already write in other cache lines.
>
>however this cpu architecture is from after Bob's time, so he doesn't know
>much about it.
>
>>>
>>>>Doing all the calculations on zobkey[hply] seems to have one less arithmetic
>>>>calculation but more array calls.
>>>
>>>Arithmetic is very cheap (exception: BSF and BSR vector instructions)
>>>
>>>In general you should assume in the future that processors (take the
>>>mckinley as example) will do more instructions in either a bundle or
>>>within a single clock. Memory will get slower. So instructions that
>>>act upon a single register will be very slow unless it is complex
>>>instructions like BSF. Even multiplying i am using scrupuleous above
>>>adding a single small local array!
>>>
>>>a hashtable is way slower because it eats more memory than a single
>>>array [hply]. That O(1) lookup is of course way slower than doing
>>>a lookup in that array with hashnumbers which is already inside
>>>perhaps even your L1 cache already.
>>>
>>>Also in order to get a hashtable correctly to work you need a linked
>>>list hashtable. At paper that sounds cool perhaps, but it is hell slow.
>>
>>I do not have a linked list in movei.
>
>you need one for a repetition hashtable or you will miss possible
>repetitions.

In the last version I have an array of all the 64 bit hash keys.

I assume that games are not of more than 1000 plies so the array is of 1000
entries.
I also use an array of 1000 entries to remember all the moves of the game.

Movei already had a game that could be more than 600 plies but I never had games
of more than 1000 plies.

The longest game of it is a draw against Ant that was adjudicated by Leo after
297 moves(almost 600 plies) in a drawn KRR vs KRB position.

Uri



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