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Subject: Re: Bitboards generate moves King, Knight

Author: Tony Werten

Date: 23:05:08 09/20/04

Go up one level in this thread


On September 20, 2004 at 17:19:43, Bas Hamstra wrote:

>On September 20, 2004 at 05:14:21, Tony Werten wrote:
>
>>On September 20, 2004 at 04:53:46, Gerd Isenberg wrote:
>>
>>>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 ;-)
>>
>>No problem. I wrote it down here, before I tested it. It's one of those easily
>>made errors with bitboards.
>>
>>>
>>>>
>>>>>>   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.
>>
>>Well, it does free 1KB of cache :) My main point was to not use any lookuptables
>>at all, because I didn't like it( now that's a good reason)
>>
>>>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 ;-)
>>
>>Besides lookuptables, I do not want to have black/white code either. ( With the
>>same good reason ) Unfortunately, those nasty pawns keep insisting on walking in
>>different directions.
>>
>>Tony
>
>I have different code for white and black, but I have *never* liked it. It's
>ugly and I will eventually get rid of it.

Pawn are still a problem I think, since the solution is not much nicer:

( assuming the compiler understands the a negative shl is a shr )

BLACK=0
WHITE=1

int LeftSideAttack={-9,7};
int RightSideAttack={-7,9};

pieces=Pieces[stm][pawn];

pawnattacks=(pieces & NOT_FILE_A)<<LeftSideAttack[stm]
           |(pieces & NOT_FILE_H)<<RightSideAttack[stm])

AttackedPieces=pawnattacks & Pieces[stm^1][all]

Hmm, actually writing it down, makes it less messier than it was in my head.
That is, if the first assumption is met.

Tony




>
>Bas.



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