If you're only getting 1000 table generations a second, you should look into your algorithm. You should get at least 100,000 table generations a second!

On 2015-10-16 7:21, Álvaro Begué wrote:
That sounds kind of obsessive. I think the probability of having a 0 or repeated numbers in the table is about 3.18*10^-15 (someone else please check my math). To generate some intuition for how small this number is, if you did this a thousand times per second, the expected time to finding a problematic table is about 10,000 years.

Álvaro.



On Fri, Oct 16, 2015 at 9:59 AM, Gonçalo Mendes Ferreira <go...@sapo.pt <mailto:go...@sapo.pt>> wrote:

    I'm currently using random numbers ensuring they are not 0 or
    repeated in the table, for obvious reasons. I suspect the next
    step for those interested would be ensuring each bit has a similar
    ratio of occurrences, or bruteforcing it.

    On 16/10/2015 14:51, Álvaro Begué wrote:

            Btw does anyone have a good initialization vector for the
            Zobrist table?

        The obvious thing to try is random numbers. Another idea is
        turning your
        Zobrist key into CRC64, which I think is what you get if you
        generate your
        numbers like this:

        #include <cstdio>

        int main() {
           unsigned long long const P = 0x42F0E1EBA9EA3693ull;
           unsigned long long h = P;
           for (int i = 0; i < 1000; ++i) { // Or as many as you need
             std::printf("%016llx\n", h);
             h = (h & 0x8000000000000000ull) ? (h << 1) ^ P : (h << 1);
           }
        }


        Álvaro.


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