Author: Dann Corbit
Date: 14:46:21 04/07/99
Go up one level in this thread
On April 07, 1999 at 17:26:48, Hristo wrote:
>On April 07, 1999 at 15:13:13, Dann Corbit wrote:
>
>>I have seen some discussion on using linked lists for things.
>>
>>If you want to use linked lists, I would suggest skiplists.
>>They use only about 1.3 pointers per element, give random access which is
>>O(log2(n)), and are very simple. They were invented by Bill Pugh, and a web
>>search will turn up code for one in most any language. Sequential access is
>>still O(1) also. I have a C++ template I use for them. They should have been
>>added to the STL. Shrug.
>
>Thanks Dann.
>http://www2.be.com/~dbg/src/skiplist/
>seems to be a good source, but you were correct, there is many implementations.
>
>I'm not sure if I can use this approach at the moment. I have to think about it!
>The search part is great, but I'm not sure how to preserve the path(child-parent
>relation) and implement key based indexing. The key reorders the elemnts and I'm
>trying to have everything ordered using depth+move+eval(deep-eval), since nodes
>get added after every successful move they(the nodes) are added at the right
>place, and at the right time to begin with. Those nodes should stay
>there(child-parent) relation! However every Node has a prev-next relation that
>identifies all other possible moves in a given position. So the reordering is
>done(at the moment) only in the prev-next relation. For instance:
>let <np> = next-prev relation, and
><cp> = child-parent relation.
> e2e4 <np> d2d4 <np> g1f3 <np> c2c4 <np> ...
> <cp> <cp>
> c7c5 <np> e7e6 <np> ... e7e5 <np> g8f6 <np> ...
>
> ... I hope this explains better what I'm trying to do. :) ("trying" is the main
>word)
>
>It might be easier to use hashing methods to speed-up the detection of already
>evaluated positions.
Just make the compare function use those three columns. Then that will be the
exact ordering of the objects. Very simple. However, if you do not know
exactly what you are looking for, previous can be a problem, though next is
built in.
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