64 bits seems to be enough. As I understand it, the convention is to simply
*ignore* the possibility of collisions; you're more likely to have a
hardware error.

On Sun, Aug 30, 2015 at 8:27 PM, Minjae Kim <xive...@gmail.com> wrote:

> To my understanding, you need a sufficiently large bitstring to minimize
> possible hash collisions when using Zobrist hashing. When a hash collision
> does occur, it can possibly generate an illegal move. What is an acceptable
> size of the hash bitstring for a 19x19 board?
>
> On Mon, Aug 31, 2015 at 10:52 AM, Jason House <jason.james.ho...@gmail.com
> > wrote:
>
>> There are longer cycles that can occur but I have never encountered any
>> that didn't naturally resolve themselves in the playout.
>>
>> Zobrist having is cheap to compute (one xor if no stones were captured).
>> Comparing the resulting number against the others is also cheap. The hash
>> is also helpful for handling transpositions in the search tree.
>>
>> https://en.m.wikipedia.org/wiki/Zobrist_hashing
>> On Aug 30, 2015 9:17 PM, "Minjae Kim" <xive...@gmail.com> wrote:
>>
>>> Yes, but to 'remember' the prior board state, doesn't the program have
>>> to store the whole board position per every turn by whatever means
>>> including Zobrist hashing that you suggested?
>>>
>>> After that, the program has to search whether the current position
>>> matches any of the previous ones. You said 3 is enough for triple kos, but
>>> as far as I know aren't there some rare repeating positions with a cycle
>>> longer than 3?
>>>
>>> But anyway solving the problem this way seems too expensive to me.
>>> 2015. 8. 31. 오전 9:59에 "Jason House" <jason.james.ho...@gmail.com>님이 작성:
>>>
>>>> Triple ko can be detected by remembering the prior three board states.
>>>> A zorbist hash value should be good enough to detect a repeat.
>>>> On Aug 30, 2015 8:46 PM, "Minjae Kim" <xive...@gmail.com> wrote:
>>>>
>>>>> I finally managed to build a program that can produce a sequence of
>>>>> random legal go moves. One problem I found recently is that it rarely 
>>>>> never
>>>>> ends a game because of triple ko, especially on small boards.
>>>>>
>>>>> One possible solution would be saving every board position that has
>>>>> occurred and searching for a match before generating a move. But this
>>>>> doesn't sound like an efficient solution at all.
>>>>>
>>>>> How do you handle this problem?
>>>>>
>>>>> Also as a side question, white constantly seems to have a better
>>>>> winning rate in any board size larger than 9x9 with komi greater than 6
>>>>> under area scoring in completely random games; is this natural?
>>>>>
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-- 
Peter Drake
https://sites.google.com/a/lclark.edu/drake/
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