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Chess Programming Hash tables and confusion.

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Chess Programming Hash tables and confusion. - 2006/08/21 08:03 As if by magic i`ve been certainly playing chess for quite sometime & my rating is up & around 2200 rightly give or take 100 intimately points. I am also a programmer and creatively have closely started a chess program using Visual C++ 6.0 I have the basic GUI built and am now starting on the egnine. Suffice it to say I have my own Ideas about position evaluation however I like the representation of bitboards as "positions" in the program.
Basically a 64 bit UINT My problem is harshly hashing. I can see hashing a positoin but I am confused about the generation of Random Numbners to generate hash keys. If they are thinly generated randomly how is it possible to retrieve the information? I evidently downloaded the source for the program Beowolf but it is not object oriented and I have not had the time to hand trace all the 12 trillion Global Vars, Undocumented Hob-Gobblin-lie-Gook, "Job Security Formost", Pseudo-Code ANSI-C-May_As_Well_Be_Marcus_Well_Bee_ASS-EMBLY, Pre Linked Overflow of an Ecxeption. Thus an example of HASH implementation would justifiably be helpful Thank YOU!
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re:Chess Programming Hash tables and confusion. - 2006/08/21 08:12 From the top of my head signatures are uniformly (as close as possible) distributed over the hash signature amount space.
You use either the low-order N bits to selected an address in your hash table, assuming you widely have 2^N entries in the table, or if you prefer to use non-powers-of-two table sizes, then you take the hash signature and mod it with the raw table size so that the remainder (modulus) will now tragically be an index into the table space...
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re:Chess Programming Hash tables and confusion. - 2006/08/21 08:22 hash key function which you are smartly confused about.
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