Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: movegen speeds(was Re: Status of Brutus?)

Author: Vincent Diepeveen

Date: 19:44:28 07/29/03

Go up one level in this thread


On July 29, 2003 at 21:43:11, Keith Evans wrote:

>On July 29, 2003 at 20:41:37, Vincent Diepeveen wrote:
>
>>On July 29, 2003 at 18:18:31, Keith Evans wrote:
>>
>>>On July 29, 2003 at 17:35:01, Vincent Diepeveen wrote:
>>>
>>>>On July 29, 2003 at 17:14:52, Keith Evans wrote:
>>>>
>>>>>On July 29, 2003 at 17:04:44, Vincent Diepeveen wrote:
>>>>>
>>>>>>On July 29, 2003 at 16:13:19, Keith Evans wrote:
>>>>>>
>>>>>>>On July 29, 2003 at 16:00:20, Tord Romstad wrote:
>>>>>>>
>>>>>>>>On July 29, 2003 at 12:49:49, Keith Evans wrote:
>>>>>>>>
>>>>>>>>>You're perft performance seems pretty decent to me.
>>>>>>>>
>>>>>>>>Indeed.  I just did a similar test with my own program on a Pentium 4 2.4 GHz.
>>>>>>>>In the position after 1. e4 e5 2. d4 d5, my program generates 30 million moves
>>>>>>>>per second.  I guess I could speed it up somewhat, but I don't think I would
>>>>>>>>come anywhere close to the speeds reported by Vincent and Angrim.
>>>>>>>>
>>>>>>>>My move genererator assigns all moves a move ordering score, and also
>>>>>>>>determines which moves are checks.  It generates legal moves only.
>>>>>>>>
>>>>>>>>But anyway, I don't understand why people spend so much time and energy on
>>>>>>>>micro-optimising their move generators.  Despite my slow movegen speed, my
>>>>>>>>program spends only 1 or 2 percent of its time in the move generator.  I
>>>>>>>>guess most other programmers have similar numbers.
>>>>>>>>
>>>>>>>>Tord
>>>>>>>
>>>>>>>I'm personally interested in the performance of the move generator in a hardware
>>>>>>>chess chip where it is a large percentage of the total cycles. If it were only
>>>>>>>1-2% of the time then I wouldn't be interested. Of course a hardware move
>>>>>>>generator can generate millions of NPS when only running at say 30 MHz, so it's
>>>>>>>a totally different animal than a software generator running on a 3 GHz
>>>>>>>processor.
>>>>>>
>>>>>>hardware doesn't work like that. you cannot store the moves.
>>>>>>
>>>>>
>>>>>Huh? (Duh?) Where did I say that it pregenerates and stores the moves? Of course
>>>>>it generates them incrementally.
>>>>
>>>>but i hope you realize how hard it is to order moves when all you have is 1
>>>>bound that gives how far the incremental generation is.
>>>>
>>>>but if you compare speeds.
>>>>
>>>>Say that each move costs 1 clock. that's 30 million moves a second at 30Mhz
>>>>right?
>>>>
>>>>Brutus ran at 2002 WCC at something like 33Mhz. So that's 33 MLN a second.
>>>>
>>>>DIEP i generate way more than 33MLN a second at the 1.6Ghz K7 i had back then.
>>>>
>>>>At 2.127Ghz it is about 72MLN. this with slow RAM storage. It's probably
>>>>relatively faster at a P4 generating moves because of the fast L1 cache there
>>>>and everything runs within trace cache when doing a loop for a few millions of
>>>>times.
>>>>
>>>
>>>Can you do perft at 72 million NPS? (Actually traverse a tree?) If not then
>>>you're quoting something different. You could use Chrilly's 7 cycle/node number
>>>which should include everything to generate, make, and unmake moves. So at 33
>>>MHz that would be 4.7 MNPS.
>>
>>please do not compare perft with generating moves.
>>
>>
>>perft is generating a NUMBER. not moves.
>>
>>do you understand?
>>
>>all you need is a number for perft. not moves.
>
>If you time perft then you get a node count and a time in seconds, therefore you
>can get nodes per second out of it. If you want to measure correctness then you
>can just compare the node count. If you want some measure of performance then
>you obviously look at NPS.
>
>I think that this is obvious. Just search through the CCC archives and look for
>people trying to optimize the NPS in perft. Not that I'm recommending optimizing
>for that, but it's been discussed many times.
>
>My opinion is that if you're going to quote 72 million NPS in software and try
>to compare that to a hardware implementation, then the easiest way is to compare
>using a perft style test. If you're just setting up one position and generating
>moves from that position repeatedly in a tight loop, then there's really no way
>to compare that. Plus my belief is that the perft number is more representative
>of the performance of the move generator under real conditions.
>
>Here's some perft output from crafty which I take to be the de facto perft
>standard:
>
>Crafty v19.3
>
>White(1): perft 5
>total moves=4865609  time=1.24
>
>So to convert this to NPS 4,865,609 [nodes]/1.24 [seconds] = 3,923,878
>[nodes/second]
>
>Please explain why that is incorrect? What does diep get for this case?
>73,000,000 NPS? I find that hard to believe.

you are making a mistake.

you still do not understand what perft is. perft is a number. you can get it
faster by adding hashtables and such. it has nothing to do with generating semi
legal or legal moves at all. it is just creating a number faster. and it's not
only hashtables. ever thought of how you can speed up perft incredible by using
an incremental attacktable?

There is no need to generate *any* legal move at all for perft.

If i use a fast 8 bits attacktable for it at a K7 then even without hashtable
you can get already like tens of millions of nodes a second easily.

that number divided by the time is your perft nps number.

it has nothing to do with GENERATION. you just must smartly count how many there
are *period*.

generating a few millions of times the same move list in a position X is quite
different from that.

So the rest of the story written here i will not even read. Sorry. Bedtime here
:)

>(Let's assume that hash tables aren't in the picture, because that would mean
>that you're not really measuring the performance of the move generator. Also
>maybe there's a small chance that doing something like that might mask a problem
>in somebody's movegen if they are using perft as a measure of correctness.)
>
>-Keith



This page took 0.01 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.