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Subject: Re: Hash Collision

Author: Robert Hyatt

Date: 06:57:58 12/09/02

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On December 09, 2002 at 00:42:49, Russell Reagan wrote:

>On December 07, 2002 at 23:21:11, Robert Hyatt wrote:
>
>>I don't remember the results any longer, but several of us ran some tests years
>>ago in a discussion on r.g.c, and found that 32 bits is useless, and that 64
>>bits has so few errors they can be ignored.  With recent testing I did that
>>suggests that a bad hash collision every 10K nodes has no effect on the final
>>score, we seem to be "ok".  :)
>
>Do you think any additional verification would be an improvement? For example,
>checking to see if the pseudo-legal moves are the same for the position (maybe
>a pseudo-legal moves hash key, or pseudo-pawn moves hash key). It would seem
>impossible to have a 64-bit hash key be the same for two different positions,
>and their pseudo-legal moves hash key also be the same.

I don't think it is necessary.  I check the hash move for legality because I
will end up
making that move later, prior to generating all moves.  If the move is illegal,
it will
corrupt the board (ie a O-O move will result in an extra king if the king is not
currently
on E1 or E8...)


>
>You could generate it at move generation time, and have it ready to go, and you
>could use whichever piece sets you wanted. You could even have several keys. One
>for (say), rook and bishop moves, another for pawn and queen moves, etc. If the
>regular hash key is the same, check to see if the next key is the same, and if
>you have several keys, it seems like you could be sure that a position was the
>same. I imagine with such a scheme, you might get a single false result in the
>entire life of your program.
>
>Would that be too expensive and slow things down too much?

It would for me since I try the hash move before I do anything, and if it
produces a
cutoff I am done without generating any moves.



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