I have just understood the algorithm.

Quite interesting, the collision prob decreases in the
power of two on every step. Nice.

Also quite new, I like to see new, basic and simple
algorithms. Not common this days.

Thanks!


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

> 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/
> > > >
> > > >
> _______________________________________________
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> > >
> >
>
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> >
> >
> >
> >
> >
> >
> >
> > __________________________________________________
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> > http://www.yahoo.com.ar/respuestas
> >
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__________________________________________________ 
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¡Probalo ya! 
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