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Subject: Re: triangular pv vs. hash move pv

Author: Michael Henderson

Date: 22:21:44 09/10/04

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On September 11, 2004 at 01:03:37, Stuart Cracraft wrote:

>Well, here's the result. Two runs on Win-at-Chess at 1 second per move
>on a P3. The compilation flag UTM is with the triangular array and
>its entry taken as the best move.
>
>Walking the Hash for best move/pv:
>+ 6.78/27.44 81% 243/300 250.06 74259544 247532/1/296973 0/855173/1429928/507556
>/17118632/97735
>
>Triangular Array for best move/pv:
>+ 6.78/23.28 82% 248/300 250.70 73645824 245486/1/293757 0/851605/1423773/506165
>/17084388/98392-DUTM
>
>The bottom line is that 5 more positions got solved with the
>triangular array method than for walking the pv in the hash table.
>
>5 positions is a lot since progress has become slower.
>
>This is proof enough for me though I hope to hear the specifics from
>Bob Hyatt of how a hash table can get trashed if there are no collisions
>and length >= depth for replacement algorithm is used which would seem
>to all guarantee that nothing worse for the same position would ever be
>stored. Obviously it's something in the tree that I can't see.
>
>Good stuff.
>
>Stuart

That's good news!  The extra +5 positions may be due to stuffing PV in hash
table (improved move ordering and longer PVs).  I found Hyatt's explantion here:
http://chessprogramming.org/cccsearch/ccc.php?art_id=343272

I don't understand how it causes blunders, but I do see how extensions can cause
move disagreements.



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