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Subject: Re: beating TSCP too! interesting game. (What's an attackboard?)

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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