Author: Dann Corbit
Date: 16:01:01 01/18/99
I am curious as to how most computer chess writers constuct their hash tables.
I suspect it may be something like this:
Using a hash function, like zobrist, compute an n-bit hash that maps to a 2^n
hash table. For each hash, store collisions in a linked list.
If that is the case, then I have a suggestion that could improve speed when
there are lots of collisions. Instead of an ordinary singly linked list, use a
skiplist. Then, when you have a list longer than one, you can find the data
object in log[base2](n) operations {where n is the length of the collision
chain}, and it only costs about .25 pointer per element. Or am I totally all
wet?
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