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Subject: Re: Design choices in Crafty

Author: Uri Blass

Date: 09:53:02 06/25/04

Go up one level in this thread


On June 25, 2004 at 12:38:59, Uri Blass wrote:

>On June 25, 2004 at 11:51:01, Volker Böhm wrote:
>
>>On June 23, 2004 at 23:47:20, Uri Blass wrote:
>>
>>>On June 23, 2004 at 21:03:33, Dann Corbit wrote:
>>>
>>>>On June 23, 2004 at 20:54:24, Russell Reagan wrote:
>>>>
>>>>>On June 23, 2004 at 19:52:45, Ed Trice wrote:
>>>>>
>>>>>>If you profile Crafty, you will find something like only 11% of the computation
>>>>>>is spent on the evaluation routine. Say you were to make this code execute twice
>>>>>>as fast. Then, overall, the entire program would be only 5.5% faster.
>>>>>>
>>>>>>To make a big performance gain, you have to attack the bottlenecks.
>>>>>
>>>>>
>>>>>I agree with that logic. At the same time, I think it should come with a
>>>>>warning. A lot of times people mistakenly interpret this advice as, "ignore
>>>>>optimization until the program is operational." I think that by doing that, you
>>>>>are placing the upper limit on how fast the program can potentially be much
>>>>>lower than it should be.
>>>>>
>>>>>Let's say I write my program, and I ignore optimization issues early on. The
>>>>>program is now operational, and now I start to work on optimizations. I profile
>>>>>it, hunt down hot spots, and get to the point where there are no obvious
>>>>>bottlenecks. The program is still ten times slower than Crafty. Now what? I am
>>>>>saddled with a poor overall design, and nothing short of a complete rewrite is
>>>>>going to improve the situation.
>>>>
>>>>
>>>>I don't think I have ever disagreed with any post more than I disagree with this
>>>>one.
>>>>;-)
>>>>
>>>>Never, never, never, never optimize a program before it is working correctly.
>>>>And when I say never, I mean not ever.
>>>>
>>>>The only exception to this rule is in the choice of algorithms.  There is no
>>>>sense picking a bad algorithm to start with.  And even if you did happen to pick
>>>>the wrong algorithm, then it is not hard to change it.
>>>>
>>>>Your advice is bad advice.  I hope that nobody listens to it.  Permature
>>>>optimization does absurdly more harm than good.  For every ounce of benefit,
>>>>there are a trillion gallons of downside.  When you start programming ANYTHING,
>>>>including a chess program, write clear, simple code that best expresses the
>>>>algorithm in the most straightforward manner.
>>>>
>>>>Now, let's go farther.  Suppose that you have chosen some fundamentally bad data
>>>>structures.  If your program is written in an abstract enough manner, it won't
>>>>matter.  And the more abstract you make it, the less it will matter.
>>>>
>>>>My point:
>>>>1.  Write clear code.
>>>>2.  Choose good algorithms.
>>>
>>>I can say that 2 can be divided to the following steps:
>>>
>>>2.1. Write bad algorithm that does the same task as the good algorithm that you
>>>plan but the implementation of it is relatively simple.
>>>
>>>2.2.Improve the bad algorithm.
>>>
>>>I use these 2 steps in my attack tables.
>>>
>>>First I wrote a very slow algorithm to calculate them from scratch and it was
>>>more important for me to prevent bugs and later I used the previous code in
>>>order to help me to debug the program when I changed it to incremental
>>>update(without incremental update movei could probably search more than 10 times
>>>slower than it searches today because having loops for every square on the board
>>10 Times, are you sure????
>
>More than it.
>
>>In My experience it´s got even 3 times faster (with no eval but material) for
>>the following reasons:
>>1. Incremental attack tables need an "undo". Thus allways changing the
>>attack-tables twice for every move (copying the attack tables is a little
>>slower).
>
>I always had an undo but only the makemove was very slow so this is not
>the reason that it was very slow.
>
>>2. Many moves are made by pieces that may move very much (example queen). When I
>>move a queen I have to remove it´s attack to 8 direction, move it and add it to
>>8 direction.
>
>Yes but when you calculate it for every square you need to look at 16 directions
>for every square in the board.
>
>64 squares*16 directions and for the directions that are not knight directions
>you often has a lot of empty squares.
>
>You have thousands of calculation to do.
>
>>
>>Is your factor "10" tested or just an opinon? If it is tested I would like to
>>get a idea how you update your attack-tables that fast - perhaps you can tell
>>me.
>
>I do not think that the secret is updating the attack tables very fast but doing
>everything very slow at that time.
>
>Remember also that I did not have piece list when I started.
>
>
>>I get about 1,2 million nodes per second on a celeron 1,3 GHZ in a complex
>>situation with a perft search (building attack-tables incrementally and all
>>other "set-move stuff" as zorbrix - keys, piece-tables, material sum, ...).
>
>When I started I was not close to that speed and my perft was very slow.
>I doubt if you can get 1.2 million nodes with the information about the
>directions that every square is attacked without incremental move generator.
>
>The information that I get is:
>1)32 bit number that tell me for every square the directions that it is attacked
>by white and the directions that it is attacked from black
>2)for every direction what is the attacking square from that direction.
>
>It is impossible to do it fast without a piece list when for every square you do
>a loop in all directions to find the directions that pieces attack it.
>When you find a piece it is not the end of the work for the square and direction
>and you need to check based on the type of the piece if there is an attack.
>
>Uri

I can add that the reason that I have fast perft is that I have legal move
generator so I do not need to make the last move because I know that it is
legal.

The job of the attack tables is to allow generating list of legal moves.

If I count only move that I make with no evaluation I will probably get less
than 1.2 M nodes per seconds even if I do no evaluation.

The make move function also update the attack tables and the pin arrays so I can
look later in a table to find if a piece is pinned or if the king go to attacked
square so I can be sure of the legality  of a move before I make it.

Uri



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