Author: Tord Romstad
Date: 14:25:55 01/15/06
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On January 15, 2006 at 14:18:46, Maurizio Monge wrote: >BTW, doesn't incremental move generator have a high cost >too, as you can't order the generated moves with SEE? >If not, why (as IIRC many engines seem to use it)? I think most programmers who claim to use incremental move generators don't really have *completely* incremental move generators, but rather what I would call semi-incremental move generators. They don't generate one move at a time, nor all moves at once, but use an intermediate approach: Moves are generated in chunks. One possibility would be to first generate and search just the hash table move (if there is any), then generate, order and search all captures and promotions, proceed to generate and search the killer moves, and finally generate, order and search the remaining moves. I think Crafty and Fruit do something similar to this, for instance. In Glaurung, I don't use incremental move generation at all. I always generate all moves. Tord
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