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Subject: Re: to rotate or not?

Author: Robert Hyatt

Date: 05:03:49 04/26/00

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On April 26, 2000 at 07:14:57, Bas Hamstra wrote:

>
>Already tried this, of course. My point is that this takes *much* longer than
>just generating all captures. In the already mentioned position, for example,
>you would have to do 9 AttacksTo's before you find the *first* capture. I
>measured the time: it took 3x as much time as generating all captures unsorted.
>
>Then I concluded the rotated bb datastructure is not fit for 1-at-a-time capgen.
>Maybe premature, because with 0x88 (where this is supposed to work) would
>probably suffer from the same in this position.
>
>
>
>
>Regards,
>Bas Hamstra.


Don't forget Dark Thought.  (1) rotated bitmaps;  (2) does one move at a
time move generation, just like chess 4.x did.  I don't see why rotated vs
non-rotated affects this in the least.  Rotated bitmaps only make generating
the attacks from a given square (with a sliding piece) faster.  They don't
give up any other bitmap functionality.



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