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Subject: Re: to rotate or not?

Author: Tom Kerrigan

Date: 01:02:31 04/25/00

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On April 25, 2000 at 03:23:58, Dann Corbit wrote:

>On April 25, 2000 at 03:18:30, Tom Kerrigan wrote:
>>On April 25, 2000 at 02:18:20, Dann Corbit wrote:
>>
>>>On April 25, 2000 at 01:32:48, Tom Kerrigan wrote:
>>>
>>>>On April 25, 2000 at 01:20:11, Bas Hamstra wrote:
>>>>
>>>>>(Currently I myself have started all over trying to make a really fast rotated
>>>>>BB program. Looks promising so far: make/unmake=2M/sec and movegeneration=12M
>>>>>moves/sec on a Celeron 466)
>>>>
>>>>My program does gen/make/unmake at 2M/sec, and just gen at ~10M/sec.
>>>>
>>>>I'm not using any sort of bitboards.
>>>>
>>>>Maybe something to consider...
>>>
>>>What general algorithm are you using?
>>
>>Pretty straightforward stuff:
>>
>>* 16x8 board so I can do the 0x88 trick
>>
>>* Non-linked piece lists (I've discovered that linked lists are _bad_!)
>
>I have seen another engine that does remarkably well and also uses 16x8 board
>layout (Gullydeckel 2 -- 300KNPS on a lame PII 300 MHz actual search for one
>sparse board in WAC.EPD).

Wow, I haven't heard anything about Gullydeckel in several years.

>When 64 bit CPU's become the rage, I think this approach will be left behind
>(unless it somehow magically scales).

I guess. I like the fact that my program fits in L1 cache and runs great on
16-bit processors (or whatever). It's nice to be able to easily port your
program to the Palm, Windows CE, the TI92, etc. =)

-Tom



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