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Subject: Re: Repitition detection

Author: Robert Hyatt

Date: 13:51:14 12/27/02

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On December 27, 2002 at 02:52:43, Bruce Moreland wrote:

>On December 27, 2002 at 02:06:25, Uri Blass wrote:
>
>>No
>>It is not always correct.
>>
>>Tscp believes that the position is the same if the empty squares are the same
>>In most of the games it cause no errors but there are cases when it can cause
>>stupid blunders.
>
>I suggest that the best way to do this is to make a small hash table and insert
>hash keys of previously seen positions into it when a node is entered, and
>remove them with the node is left.
>
>The table does not need to be large, since depth of search is not infinite.  A
>small table won't blow cache.
>
>It can be large enough that collisions are rare.  Collisions are handled by
>moving to the next element, anyway.
>
>The method works in multiprocessor implementationss with some overhead but
>without causing horrific bugs.

What are you doing to prevent a processor searching one pathway of the
tree from seeing a repetition position from a processor searching a
completely different path in the tree?

IE repetition information is unique to a particular path, regardless of
how many are searching it, but they can't "cross" over a "fork" in the
path...




>
>I use this technique and the overhead is like 1%, which is acceptable.
>
>The reason Tom used the weird algorithm in TSCP is that 1) John Stanback had
>already provided it for him, and b) he didn't have hash keys available, so he
>was screwed if he didn't use it.
>
>Any program that's improving will have hash keys eventually, so there you go.
>
>The other obvious tries are:
>
>1) Moving backwards through a stack, comparing keys.  This will benchmark okay,
>because test suites start from move 1.  I would be that it would be terrible if
>you start getting ten or twenty previously played moves in the stack during an
>endgame.
>
>2) Doing some funny business with the main transposition table, ala Ken
>Thompson.  I don't like this because it is prone to bugs, can go wonkus if you
>have collisions, and because it is not easy to convert to multiprocessor.
>
>bruce



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