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Subject: Re: speed question

Author: Omid David Tabibi

Date: 12:38:53 02/19/03

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On February 19, 2003 at 14:13:47, Uri Blass wrote:

>On February 19, 2003 at 13:57:41, Dann Corbit wrote:
>
>>When you want to make your code faster, the most important thing is to find out
>>where it is slow.  I don't know how familiar you are with profiling, but a good
>>profiler will show you a lot about your algorithms.  On most programs, and
>>certaintly for chess programs, most of the time will be dominated by a few hot
>>spots.  If you spend the effort on the hot spots, it will be enormously more
>>beneficial than in other places.
>>
>>Nuts and bolts tweaky sorts of things are fun to learn.  But an adjustment to
>>the fundamental algorithm (if it is possible) is often dominatingly better than
>>that.
>>
>>So, my steps to make something faster are like this:
>>1.  Profile to find the slow spots.
>>2.  Examine and understand the algorithms in the slow places
>>3.  Look for a better algorithm
>>4.  If a better algorithm exists, try it
>>5.  If a better algorithm does not exist, try to improve the existing algorithm
>>6.  If still a slow spot, resort to tweaky sorts of things and inline assembly.
>>
>>One idea that is often helpful is to precompute as much as possible, and store
>>the results in a compact lookup table.  Then the complex calculation becomes a
>>simple lookup.
>
>I know it.
>
>The point is that the better algorithm that I have is to write similiar
>functions to the functions that I have and when I write similiar functions I
>also think of optimizing the previous functions.
>
>Today I have not a function to generate only captures and I need to do it but it
>leads me to think again about my move generator and I find ideas that can do it
>faster.
>
>I do not do the things that will help most to the speed of my program
>because they may take time and I prefer first to see what I can improve
>relatively fast.
>
>I also think that evaluation of endgames is more important but I like more doing
>Movei faster because it is easier to test for bugs(if I get the same number of
>nodes then I know that I probably have no bugs).

But generating random numbers for hash key initializations might cause different
hash-table overwrites, and thus the total node count might slightly vary on the
same position and depth.

>
>Uri



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