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Subject: Re: Resources about rotated bitboards

Author: martin fierz

Date: 01:07:01 01/16/04

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On January 15, 2004 at 11:01:46, Robert Hyatt wrote:

>On January 15, 2004 at 08:29:44, martin fierz wrote:
>
>>On January 14, 2004 at 23:20:24, Robert Hyatt wrote:
>>
>>>On January 14, 2004 at 21:38:08, Federico Corigliano wrote:
>>>
>>>>Hi to all
>>>>
>>>>In my engine I use some bitboards, but nothing about rotated bitboards for
>>>>bishop, rooks and queen moves.
>>>>
>>>>What chess sources or web pages can you recommend me?
>>>>
>>>>One answer can be Crafty. Seems to be a little difficult to understand but I
>>>>don't tried yet :-)
>>>>
>>>>Greetings,
>>>>Federico
>>>
>>>
>>>go to
>>>
>>>www.cis.uab.edu/info/faculty/hyatt/hyatt.html
>>>
>>>go down about 2/3 and look for "online reports".  Click that, then click
>>>the link for rotated bitmaps and read away.  :)
>>
>>bob, i have i question about this: how much faster are rotated bitboards than
>>"normal" bitboards? my program uses bitboards, but i compute attacks of sliders
>>by looping over the board. can you give any kind of estimate of how much faster
>>you are by using rotated bitboards for attack generation (i don't mean the
>>overall program speed)? i couldn't find that in the paper...
>>
>
>That is really a good question, and unfortunately I don't have an answer.  The
>reason I didn't address that is that I could not do it scientifically and chose
>to simply "pass".

[snip]

thanks for an honest answer!
i was asking because i'm generating all attacks in all positions (also the leaf
nodes), which takes a significant amount of time. i thought my
looping-over-bitboards was terribly slow, then i replaced it by the kogge-stone
stuff that was posted here a while ago, and it got even slower ;-)
so the next thing to try would be rotated bitboards, but it's rather a lot of
work to implement, i'm afraid.

cheers
  martin



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