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Subject: Re: Strength question

Author: Robert Hyatt

Date: 06:28:53 01/06/03

Go up one level in this thread


On January 06, 2003 at 02:19:13, Uri Blass wrote:

>On January 06, 2003 at 02:02:34, Bruce Moreland wrote:
>
>>On January 05, 2003 at 23:21:40, Russell Reagan wrote:
>>
>>>It's probably best not to, since it is a linear improvement to an exponential
>>>problem. Where the real improvements in playing strength will come from are
>>>exponential improvements to the exponential problem (like null-move knocking
>>>that branching factor down). Of course, I'm sure you already know this, and this
>>>is your clever way of making others think about it for themselves and discover
>>>the answer on their own, giving us all a greater sense of accomplishment and
>>>self worth (not to mention saving us a great deal of time) ;-)
>>
>>Yes, I agree with this.  The real improvement comes in doing new stuff, not in
>>making the old stuff a few percent faster.
>>
>>Which is why I brought this up.  If I could decrease bf by a few percent I'd get
>>more speedup than I would by performance twiddling for years.
>>
>>bruce
>
>In my case I found that thinking about new stuff gave me idea to improve the
>speed of Movei.
>
>I thought about implementing one of Ed's ideas and I found that changing my move
>generator to find the biggest capture take too much time inspite of the fact
>that movei generate the list of the legal moves
>before making a move because I like to have the ability to use information about
>that number for extension and pruning decisions.
>
>I decided to have special function of generating moves for non captures and
>captures and it made my move generator faster.
>I continued with adding special function for generating white pawn moves and
>black pawn moves and even the function of white pawns I divided to generate pawn
>move one square,generating pawn move two squares...
>
>I believe that it may be possible to improve the speed of all part of the
>program by a factor that is bigger than 2 but new data structure is needed and
>it is not simple to do it.
>
>I believe that all programs do too much the same thing again and again.
>One example is that programs usually do not use the list of the moves 2 plies
>earlier for generating moves and I believe that a big gain can be earned from
>doing it but it is not simple to do it with no bugs so I even did not try to do
>it.
>
>Uri


Some do that.  Including an early version of Crafty.  However, generating
all moves _can_ be faster than incrementally updating the move list from
two plies earlier, which is why hardly anybody does this today.



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