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Subject: Re: beating TSCP too! interesting game.

Author: David Rasmussen

Date: 00:24:53 01/09/01

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On January 08, 2001 at 20:31:02, Dann Corbit wrote:

>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.

The position you gave is very extreme. No program will every reach such a
position. And besides, that kind of mobility is meant as a general guide, not as
the all important feature of an evaluation function. A carefully weighted
mobility factor of the kind that is discussed here, will make the program play
more active, all else being equal.



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