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Subject: Re: Move Generator

Author: Miguel A. Ballicora

Date: 20:18:55 12/19/02

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On December 19, 2002 at 19:21:04, Uri Blass wrote:

>On December 19, 2002 at 18:49:56, Dann Corbit wrote:
>
>>On December 19, 2002 at 18:47:22, Joshua Haglund wrote:
>>
>>>Anyone know of a good site(s) for the programming of a (legal) move generator?
>>
>>You'll find a lot more help looking for a pseudo-legal move generator.  I don't
>>think anyone makes a strictly legal move generator (maybe Uri does...)
>
>I did it and chest also did it and I remember that other programmers also did
>it(Miguel started with legal move generator and I remember that peter makanzi
>also does it(or at least did it in the past)).

When I started, my first idea was to make a pgn cruncher. So, I figured that
a legal move generator could be more useful (as Peter Fendrich points out
in another message). As an engine, first unreleased versions of Gaviota had a
legal generator. It was cool, detected all sort of pins statically using
bitboards, but later I realized that the program was faster when I turned into a
pseudo-legal generator.
A legal move generator gives the advantage of knowing _exactly_ how many moves
you can make, if you use that information (Uri does, I don't) it could be
useful, otherwise, I think a pseudo legal should be simpler, tighter, faster and
less prone to bugs. IMHO.

I use a legal move generator only when I am in check. I think it is useful there
and the slow down is negligible.

Regards,
Miguel


>
>pseudo legal move generator is the easy way but I do not think that it is better
>and the fact that chest is the best mate solver suggest that legal move
>generator may be better.
>
>Uri



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