Author: Dann Corbit
Date: 17:31:02 01/08/01
Go up one level in this thread
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.
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.