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Subject: Re: beating TSCP too! interesting game.

Author: Dann Corbit

Date: 17:31:02 01/08/01

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On January 08, 2001 at 20:05:50, Landon Rabern wrote:

>On January 08, 2001 at 14:23:48, Uri Blass wrote:
>
>>On January 08, 2001 at 13:41:43, Severi Salminen wrote:
>>
>>>>>
>>>>>Well, generating moves is slow
>>>>
>>>>I guess that it is your mistake.
>>>>
>>>>I do not think that generating moves is slow.
>>>>
>>>>I think that generating moves if you are interested in pseudo legal moves and
>>>>not in legal moves is very fast relative to other things that you want to do in
>>>>your chess program.
>>>
>>>I must disagree on this one. Yes, I am interested in pseudolegal moves and my
>>>engine also generates only them. But it is not _that_ fast.
>>
>>The question is what is your definition of being fast.
>>
>>I think that the right comparison is with the top programs.
>>
>>I know that top programs usually generate between 50 knodes per second and 500
>>knodes per second on pIII450.
>>
>>If generating all the pseudo legal moves takes less than 1/500,000 second then I
>>think that you have no big problem.
>>
>>I also think that counting the moves is faster than generating them that means
>>that you save the information about the moves to use it later.
>>
>>If you have bishop at c4 you need to check if the first piece in the direction
>>d5,e6,f7,g8 and the first piece with it's colour determine the number of moves.
>>
>>You can continue for all the bishop's direction.
>>It seems only few clock cycles for every move.
>>
>> I have reprogrammed
>>>many move generation routines in assembler and they still take their time. I'm
>>>using bitboards not rotated, though. But using pipelining facilities of modern
>>>processors one can generate file moves very fast with only a couple of assembly
>>>instructions or clock cycles.
>>
>>How many clock cycles do you need to generate a move?
>>
>>Uri
>
>Yah, you can just get all the bitboards like normal, but then dont loop though
>and save the moves, just popcount the bitboards.  Or if you only care about how
>many squares you can move to, not how many different pieces can move to those
>squares, you can or all the bitboards together and do 1 popcount.
>
>I have not tried adding mobility to my program yet, maybe I will.

I'm not sure that counting moves will help a lot, or even if knowing you can
punch a hole will help.

[D]2k2q2/8/3p4/2pPp3/1pP1Pp1p/pP3PpP/P5P1/2Q1K3 w - -

This is a bad bishop sort of idea, but with only one piece that can punch a
hole, and (upon breakthrough) the piece dies.  Still lots of places the queen
can move.  But just no really useful ones.

Not that I have a better idea.



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