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Subject: Re: Bitboards generate moves King, Knight

Author: Gerd Isenberg

Date: 01:53:46 09/20/04

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On September 20, 2004 at 03:16:41, Tony Werten wrote:

>On September 20, 2004 at 03:06:54, Gerd Isenberg wrote:
>
>>On September 20, 2004 at 02:23:59, Tony Werten wrote:
>>
>>>It isn't doing things parallel like the sliders with Kogge Stone, but at least
>>>it doesn't use those big arrays.
>>>
>>>const KNIGHTC3  // all attacks of a knight on square C3
>>>
>>>pieces=BITBOARD[stm][KNIGHT];
>>>attacks=0;
>>>while (pieces)
>>>{
>>>   sq=bitscan_first_and_reset(pieces);
>>>   File(sq)>2 ? mask=NOT_FILE_AB:mask=NOT_FILE_GH;
>>>   if (sq>C3) attacks=(KNIGHTC3>>(sq-C3)) & mask;
>>                                <<
>
>correct (when A1=0 and H8=63)

Sorry for my nitpicking,
but with other mapping sq>C3 doesn't make much sense ;-)

>
>>>   else attacks|=(KNIGHTC3<<(C3-sq)) & mask;
>>                ??         >>
>
>correct. I'm mixing some things here. The |= is for all knight attacks, mostly
>you only want =
>
>>>}
>>>
>>>For king is the same but on square B2. Since most of the time sq>C3 (or B2)
>>>branch prediction should be OK.
>>
>>Even more for sq>=C3 (or b2).
>
>Yeah, that might do some 0.1 % better even :)

I would say it goes under in some random noise.
Probably same for direct lookup with a bitboard[64] array.
What about different routines for white and black knights/kings?
Using f6(g7) for white and c3(b2) for black. During opening and middlegame
branch prediction works even better ;-)

Gerd

>
>Tony
>
>>
>>
>>>
>>>Tony



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