Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Generating attack tables: Is this code good?

Author: Tord Romstad

Date: 07:04:01 12/03/03

Go up one level in this thread


On December 03, 2003 at 06:25:35, Tim Foden wrote:

>On December 01, 2003 at 06:57:13, Tord Romstad wrote:
>
>>void compute_attacks() {
>>  int i, colour, *p, sq, tosq, piece;
>>  uint16 mask, *attacks;
>>
>>  for(p=(int *)(Attacks+64), i=0; i<8; i++, p+=8)
>>    *p = *(p+1) = *(p+2) = *(p+3) = 0;
>>  for(p=(int *)(XAttacks+64), i=0; i<8; i++, p+=8)
>>    *p = *(p+1) = *(p+2) = *(p+3) = 0;
>>
>>  attacks = Attacks;
>>  for(i=0, colour=Colour; i<2; i++, colour^=1) {
>>    for(sq=Pieces[colour].next; sq!=255; sq=Pieces[sq].next) {
>>      for(p = &(PieceDirs[Board[sq]][0]); *p; p++) {
>>	piece = Board[sq]; mask = PieceMasks[piece];
>>	tosq = sq + *p;
>>	while(1) {
>>	  attacks[tosq] |= mask; attacks[tosq]++;
>>	  if(!(Abilities[piece] & SLIDING) || Board[tosq] == OUTSIDE
>>	     || Board[tosq] == WK || Board[tosq] == BK) break;
>>	  if(Board[tosq]) {
>>	    if(PieceColour(Board[tosq]) == PieceColour(piece) &&
>>	       (DirectionType[*p] & Abilities[Board[tosq]])) {
>>	      /* X-ray attack.  The &0xFF at the next time masks off
>>               * the direct attack bits. */
>>	      mask = PieceMasks[max(piece, Board[tosq])] & 0xFF;
>>	      piece = Board[tosq]; }
>>	    else break; }
>>	  tosq += *p; }}}
>>    attacks = XAttacks; }}
>>
>>From the initial position, I compute the attack tables about a million
>>times per second with this code.  From WAC1, the rate drops to about
>>700,000 times per second.  The high nodes/second count of Rebel (which
>>has similar tables) makes me believe that it is possible to do this
>>many times faster.
>>
>>Tord
>
>Hi Tord,

Hi Tim, and thanks for the comments!

>I had a brief look at this code... here are my comments:  :)
>
>1. It may be slightly faster to put the "attacks[tosq] =" line after the "if"
>that is below it.  Try it and see.

Faster, perhaps, but it would give wrong results.  No bits for non-sliding
pieces would ever be set.

>2. I feel that it will be slightly more common, and will be quicker to test,
>whether the tosq is out of bounds, than to check for sliders.  I would therefore
>try putting the Board[tosq] == OUTSIDE before the test for a slider.

You're probably right about this one -- I'll give it a try.

>3. The explicit tests for the Board[tosq] == WK and Board[tosq] == BK seem
>strange.  This will surely be handled by the slider case anyway, so should never
>be true (unless for some reason you have kings as being sliding pieces).

No, the tests for Board[tosq]==WK and Board[tosq]==BK are really necessary.
It is not handled by the slider case, because Abilities[piece]&SLIDING
tests whether the piece that attacks tosq is sliding, not whether the
king is sliding.

The point of the test is to avoid generating x-ray attacks through a king.
If there is a white bishop on d3 and a white pawn on e4, The bishop should
be counted as one of the white attackers of the square f5.  But if the
pawn on e4 is replaced by a white king, the bishop on d3 is no longer
attacking f5.  This is the point of the tests.

>4. Is PieceColour(piece) the same as colour?  If so you can replace
>PieceColour(piece) with colour.

You're right, of course.  How stupid of me to overlook this obvious
improvement.

>5. DirectionType[*p] is a constant for each direction.  It may be faster to look
>this up once rather than many times.

Perhaps.  I thought the compiler should be smart enough to do this for me,
but perhaps it is worth trying.

>6. Taking constants outside the loops is generally a good idea.  It may be
>better to reformulate the code so that piece and mask don't change, and use
>piece2 and mask2 inside the while loop.  I know it isn't quite clear how to do
>this, but it may be possible.  I.E. don't start the while loop at all for the
>non-sliding cases.

Yes, perhaps I could make something like this work (although I'm afraid
it would make the code more complicated).  I'll have a look at it.

>Well, thats all for now.  I hope some of it actaully helps!  :)

I'm sure it does -- thanks a lot for your help!

Tord



This page took 0 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.