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Subject: Re: Repitition detection

Author: Bruce Moreland

Date: 15:20:22 12/27/02

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On December 27, 2002 at 16:51:14, Robert Hyatt wrote:

>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?

I use one table per processor.

bruce



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