Author: Severi Salminen
Date: 05:14:55 01/09/01
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On January 09, 2001 at 06:37:54, David Rasmussen wrote: >On January 09, 2001 at 03:25:49, Severi Salminen wrote: > >>>It is a way to get all the squares to which a piece can move by a pseudolegal >>>move. In a bitboard based program, it would just be a bitboard of all the places >>>a piece on a given square can go to, given the configuration of pieces on the >>>board, if we disregard placing the king in check. Of course this wont account >>>for pinned pieces, overworked pieces, trapped pieces etc. But it will give you a >>>good idea of the mobility of a piece. Similar ideas can be made with >>>non-bitboard implementations. >> >>Ok, thanks! Now I now I'm using attackboards... >> >>Severi > >If you are using it, mobility won't be expensive. For some reason (maybe because I don't use rotated bbs) my program spends a lot time generating moves. From profiler (7 ply search, Leko-Kramik game, endgame pos.) I can see that generating moves (captures for both sides) takes 13% of time. This number _excludes_ the time to perform SEE which increases the number to 30%. Non_captures are generated very fast (maybe 2%). I'm doing some 90KNPS on an old-type Celeron300(without cache). I have not tested it with modern platform. Severi
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