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Subject: Re: A faster move generator than previously known

Author: Joost Buijs

Date: 06:28:58 08/08/03

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On August 08, 2003 at 07:38:41, Vincent Diepeveen wrote:

>On August 08, 2003 at 02:35:00, Joost Buijs wrote:
>
>>Vincent,
>>
>>Have you ever tried bitboards?
>
>why don't you try this code and find out it is 2.2 times faster than what crafty

I really think it doesn't matter much because move generation takes only a very
small fraction of the total time involved. Speeding up your move generator by
100% gives you an overall gain of maybe 1.5%. Why on earth do you want to
generate 70 million moves/sec. If you can only evaluate at a rate of lets say 50
thousand moves/sec.??? I've been making this mistake for years, trying to speed
things up more and more. But in the end the most important thing is the
evaluation function. 10 or 20% difference in speed is hardly noticeable in
playing strength.

>has. i measured this against crafty.
>
>please don't complain about L2 cache needs of crafty's move generator
>because when you generate semi legal move list for a few million times then
>crafty's move generator is within L1 cache even.
>
>In fact this is 0.6% system time so you would save out 2.4% directly.
>
>But if you remove the 'if' condition to put the move in the movelist,
>then you will notice that this is completely branchless code for 1 piece with
>exception of the loop.
>
>So where 0.6% system time in move generator already saves me out 0.6% system
>time which is worth the effort of some months of fulltime programming as you
>know, even more important is that all scans in my evaluation that involve semi
>legal moves, is completely branchless.
>
>And there you have a major winner in system time as you already noticed.
>
>I can scan more and i can scan it faster than most other software.
>
>And there is your answer.
>
>Such code like this is a lot cleaner. Bitboards is not easier to evaluate. It is
>much harder. Also my code is trace cache friendly so to speak. If i evaluate a
>pattern i prefer general code which works both for white and black.
>

Evaluation is a lot easier with bitboards. I went really crazy about al these
'if then else' constructs in my old engine. Now things can be done very easely
with just a few shift and mask operations.

>That is not always easy to write and in not all cases it gets done, but which
>single bitboard program is using such general code?
>
>the only use i see in bitboards is a pawn bitboard so that complex pawn patterns
>require just one 'if' instead of a bunch.

Here you already begin seeing the light!

>
>I feel your decision was wrong. With this code you can get 2 times faster in 32
>bits.

I agree on this, but soon everything will be 64 bits, one or two years from now
32 bit machines will be history.

>
>Also the advantage is you might get again interested in improving the evaluation
>function.

Since I've impemented bitboards i'm more interested in the evaluation function
than ever before. So beware!

>
>Best regards,
>Vincent
>
>>I agree that on a 32 bit machine it takes a tiny bit longer to generate all the
>>moves with a bitboard engine. The whole move generation process takes ~3% from
>>the time the engine needs to determine a move, so thats is not important at all.
>>
>>The evaluation fuction is much cleaner and more convenient to handle when using
>>bitboards, probably you can gain a lot here.
>>
>>About two years ago I rewrote my old engine completely, and since that time it
>>is using bitboards. I still think I made a good decision by doing so.
>
>>In fact my program runs even faster after the conversion to bitboards. All other
>>things like the search and evaluation parameters are exactly the same as in the
>>old 1991 engine, so I am really comparing apples to apples here.
>>
>>B.T.W. I think the move generation is not that slow at all, for instance a perft
>>6 from the starting position takes here 6.24 sec. on a fast Athlon-XP, that's
>>about 8.5 million moves/s. Can you tell me what your numbers are with respect to
>>this? I'm really curious about this.
>>
>>Next year I will certainly get a dual or quad Opteron, I think my bitboard
>>engine will really scream on such a machine.
>>
>>The development of my engine has been frozen for 10 year or so, simply because I
>>was very busy doing other things. But recently I decided to start developing it
>>further. This year I won't attend the CSVN tourney, but I certainly want to be
>>there next spring.
>>
>>Groetjes,
>>Joost



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