Author: Peter Fendrich
Date: 01:01:54 11/06/98
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On November 05, 1998 at 18:50:22, Hristo wrote: >On November 05, 1998 at 16:43:21, John Coffey wrote: > >>On October 29, 1998 at 11:41:15, Hristo wrote: >> >>>What is the best speed that one can achieve generating moves using bitboards? >>>Cycles per ply. Not including eval !!! :)) >>>For instance, in very good(middle game...where the pieces are mopved arround) >>>conditions my program can generate 1 ply every 21.7 cycles. This includes all >>>attacks and all squares possible to get to. >>> >>>best regrads. >>>hristo >> >>Why would you use bitboards for generating moves? i.e. at some point you have >>to get a move list from your bitboard patterns? If so that involves some >>sort of looping? If so then I can generate chess moves with a simple loop >>i.e. move the rook right one square I just add one to its position. >> >>I can understand using bitboards for evaluation instead. >> >>John Coffey > > >John I'm not using bitboards for anything at the moment ! :))) >Just wanted to know how fast could it be if I have. > >On other topic. >My program considers e2e4 and d2d4 to be the best first moves for white. >Without any special knowledge of any sort ... just the eval function. >The eval function doesn't have any special extensions of any sort ... >I wounder how many programs would normaly select one of these moves(without the >use of databases)?! My programs always have selected between these two and Nf3. Right now Nf3 is the favorite. >Hope to have something for release soon ... well Beta release :))) Good luck! > >Do you know of a good information on PGN format. I don't seem to be able to get >solid information about it. Take a look at http://www.clark.net/pub/pribut/standard.txt //Peter > >Hristo
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