Take a look at
http://en.wikipedia.org/wiki/Cuckoo_hashing
also.

Lukasz

On 1/19/07, Eduardo Sabbatella <[EMAIL PROTECTED]> wrote:
Right now my two main concerns are about:

1) feasability, perhaps even prunning with UCT for
storing usefull games, no more than 5 ply can be
stored on nowadays memory constraints.

2) techniques for prunning gametree on big "databases"
of game configurations. This thing by itself its a
quite big topic.

About the hash method in your email, I have just print
out the paper and I will read it on my commuting back
home. I can't say much about hashing techniques
specially needed in this situation.

I was planning to use Berkeley DB or something. Is it
too bad? o_O

Many thanks,
Eduardo

--- £ukasz Lew <[EMAIL PROTECTED]> escribió:

> I believe that clustering algorithm is algorithm is
> both more
> practical and elegant, than
> two big, and other multilevel schemes.
> - It uses memory in more efficient manner effecting
> in reduction of
> collision rate.
> - It allows for more than 2 entries on the same hash
> before loosing
> the information
>
> I would also would like to point that there is a new
> (2001) clever
> method of hashing
> i.e. Cuckoo Hashing that has the potential of
> replacing all other methods.
>
> If one is really serious about hash performance then
> there is this
> 2006-hot article:
>
http://www.cwi.nl/themes/ins1/publications/docs/ZuHeBo:DAMON:06.pdf
>
> Hope this helps :)
> £ukasz
>
>
> On 1/19/07, Erik van der Werf
> <[EMAIL PROTECTED]> wrote:
> > On 1/19/07, A van Kessel
> <[EMAIL PROTECTED]> wrote:
> > > Erik van der Werf's thesis was mainly about
> > > transposition table replacement algorihtms,
> IIRC.
> >
> > No it wasn't. I think you're confusing me with
> Dennis Breuker.
> >
> > see:
> http://www.xs4all.nl/~breukerd/thesis/index.html
> >
> > I have some knowledge on transposition tables, and
> have even done some
> > experiments along the lines as suggested by the
> original poster, but
> > it was definitely not the main topic of my thesis
> (which btw can be
> > found at
>
http://erikvanderwerf.tengen.nl/pubdown/thesis_erikvanderwerf.ps.gz).
> >
> >
> > > My personal summary: it is very hard to be more
> clever
> > > (at replacement) than "always replace when
> hitting an occupied slot".
> >
> > Yes, "new" does quite well under most
> circumstances. However,
> > something like "TwoBig" should be easy to
> implement with UCT. An
> > interesting question may be how to efficiently
> free memory from
> > entries that become irrelevant in the continuation
> of a game (after
> > the actual moves made have ruled out portions of
> the full game-graph),
> > but this is probably not an issue in the context
> of the original
> > poster's question.
> >
> > Erik
> > _______________________________________________
> > computer-go mailing list
> > [email protected]
> >
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> >
> > _______________________________________________
> computer-go mailing list
> [email protected]
>
http://www.computer-go.org/mailman/listinfo/computer-go/







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