Persistant hash concept

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Hood
Posts: 200
Joined: Thu Jun 10, 2010 2:36 pm
Real Name: Krzych C.

Persistant hash concept

Post by Hood » Thu Mar 10, 2011 8:46 am

Hello,

why that concept was broken ?
Any ideas.

Rgds
Hood
Smolensk 2010. Murder or accident... Cui bono ?

There are not bugs free programms. There are programms with undiscovered bugs.
Alleluia.

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Uly
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Joined: Thu Jun 10, 2010 5:33 am

Re: Persistant hash concept

Post by Uly » Fri Mar 11, 2011 2:02 am

-It had too many bugs and no time for fixing them
-The code no longer worked (it was broken just like time management)
-Low priority

Hood
Posts: 200
Joined: Thu Jun 10, 2010 2:36 pm
Real Name: Krzych C.

Re: Persistant hash concept

Post by Hood » Sun Mar 13, 2011 6:58 pm

It does not explain why other engines are not using it?
Smolensk 2010. Murder or accident... Cui bono ?

There are not bugs free programms. There are programms with undiscovered bugs.
Alleluia.

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Uly
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Joined: Thu Jun 10, 2010 5:33 am

Re: Persistant hash concept

Post by Uly » Mon Mar 14, 2011 4:26 am

Ah. Well, Vas coined the term, but it's confusing because it could also mean "preserve hash". I thought you were referring specifically to Rybka 3 Persistent Hash.

I'd like to call it "position learning", to differentiate it from "result learning" and "book learning".

Well, one thing is that it doesn't really help on games, unless you play the same openings over and over.

Also, the rating lists always have any kind of learning off, so implementing it will not make the engine look better anywhere.

The engines that have position learning are:

Shredder (gold standard)
Rybka 3 (super-buggy)
Spike (not really helpful)
Hiarcs (have never gotten it to work)

So I think it's something really hard to implement. People at the Friendly Stockfish thread said a dirty implementation would be easy, but nobody has suggested code yet.

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