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Subject: Re: Rough comparison between rotated bitboards and 0x88

Author: James Robertson

Date: 21:06:21 06/20/00

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On June 20, 2000 at 22:49:30, Dave Gomboc wrote:

>On June 20, 2000 at 14:58:54, James Robertson wrote:
>
>>On June 20, 2000 at 12:18:06, Ralf Elvsén wrote:
>>
>>>I'm asking about things I don't have much personal experience from
>>>so forgive me if this is a stupid question. With BB, as I understand
>>>it, one usually have a lot of precomputed BB-arrays, like bishopsMoves[square],
>>>maybe blocks[from][to]  or the rotated BB-stuff. Is this causing problems
>>>for the cache? How much precomputed stuff is needed in 0x88 compared to this?
>>>
>>>Ralf
>>
>>I'll answer your second question first. A tiny amount (guesstimate, maybe 1k) is
>>needed for 0x88. Bitboards require much more... almost 600k for core arrays on
>>my program. Crafty uses some funky thing called compact attacks which I guess
>>compacts the attacks. I don't know how it works. (Dr. Hyatt, could you please
>>explain how it works and what it's advantages are?)
>>
>>The precomputed arrays are usually in the form of attacks for ranks and files.
>>To try to stuff all bishop or rook moves into one array is a bad idea. For
>>instance, in my program, rook moves would require an array of dimensions
>>8*64*256*256 bytes = 33MB!
>>
>>Taking two arrays, one for ranks and one files (each 8*64*256 = 131072 bytes) is
>>a lot better.
>>
>>James
>
>Can you elaborate on what you are doing, how you are doing it, and why you are
>doing it?  256 Kb sounds like quite a lot of storage.

Why? Because I know how, and it is a lot of fun.

What? Basically, I use the square the piece is standing on and the
rank/file/diagonal I am trying to find moves for as indices into my tables. For
instance, say I want to find rank moves for a rook on a1 (the first rank), and
my bitboard of occupied pieces looks like:

10000010  // a1 through h1
00000000  // a2 through h2, etc.
00000000
00100000
00000000
00000100
00000000
00000000

I then extract the first 8 bits (10000010 = 65 in decimal) and the piece's
square ( = a1 = 0) and

rank_attacks[0][65];

returns a bitboard that looks like:
01111110
00000000
00000000
00000000
00000000
00000000
00000000
00000000

Voila, you have all the rank moves for that rook.

James


>
>Dave



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