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Subject: Re: Strength question

Author: scott farrell

Date: 05:51:31 01/06/03

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On January 05, 2003 at 17:46:03, Vincent Diepeveen wrote:

>On January 05, 2003 at 17:07:41, Bruce Moreland wrote:
>
>>How much stronger would your program be if move generation and make/unmake took
>>zero cycles?
>
>also in the evaluation in order to calculate mobility and other things
>with zero cycles?
>
>Move generation in diep ==> 0.6% system time
>makemove/unmakemove     ==> 2.x% system time (doing incremental attacktables
>                                              there).
>
>So i get faster like 3.x%
>
>no check detection needed. I just check it in the attacktable whether
>i am in check. SEE goes a lot easier too if you already got all the
>attacks in the attacktable.
>
>>My program spends 43% of its time on this.  That is move generation,
>>make/unmake, static exchange, and check detection.
>
>>So if on some hypothetical processor it got 100K nps, it would now get 175K nps
>>if it got everything for free.  That seems pretty substantial, but remember that
>>this essentially removes the guts of the program and replaces them with nothing.
>
>single cpu K7 1.6Ghz 70k nps - 80k nps for DIEP.

That seems extremely slow.

Crafty does about 600Knps on about a PIII-1000.

My little chompster under java does about 70-80Knps on a PIII-1000, it is bit
board also (dare I mention that?).

I am guessing that you are using compiled c/c++ and maybe some assembler.

Do you have a heavier eval than crafty, more SEE type evals ?

I ahve seen many other amateur program do arounf the 80-100Knps speed, and many
commericials are more like crafty, in the 500-1000Knps.

Scott

>
>>If I could get 50% speedup in these areas of my program, say that I get rid of
>>22% of the execution time.
>
>>This program would go from 100K nps to 128K nps.  That seems a little less
>>important.  A 60 second solution would now take 47 seconds.
>
>>I think that it would be extremely difficult or impossible to make all of this
>>stuff go twice as fast, so why even try?
>>bruce
>
>all the loops in the expensive chess code in eval matters a lot. If i do it
>with bitboards i get slower 4 times or so.
>
>Best regards,
>Vincent



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