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Subject: Re: questions about pawn hashtable

Author: Robert Hyatt

Date: 21:51:25 06/21/03

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On June 21, 2003 at 22:48:01, scott farrell wrote:

>I have had pawn hashtables for sometime, here is what I currently hash:
>
>- pawns
>- castling rights
>
>I store:
>- score
>- pawnattacks (my engine is bitboard based, so this is a bit board for
>sidetomove)
>
>This is fine for pawn only eval, passed, connected passed, doubled, etc etc. And
>if you take these pawn-only scenarios, I get 99% hash hit, and no collisions
>(more or less).
>
>My question goes to when you need to include other factors to score pawns
>effectively, like:
>- the king position and amount of other material for passed pawn races
>- the king position for passed pawns, if the king can protect the passed pawn,
>then it is more valuable.

If you include other pieces, you have to hash them into the signature. This
will kill that 99%.  I don't do it myself.  For anything other than pawns,
I do that pawn scoring _after_ the hashing has been done.




>
>Now if you dont hash the "other info" like King position, I assume you have a
>nice new bug. If you do hash it, it ends up storing more info, and slowing, more
>collisions and less hits in % terms, and the incremental hashkey generation
>becomes more complex each time.
>
>What do other people do?
>
>Do you put king protecting passedpawns in the evalKing routine instead?

You certainly should have it outside the pure pawn code, yes.



>
>What about passed pawn races? Do you try to put that in evalking?

that is essential, yes.



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