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

Author: Bas Hamstra

Date: 01:50:55 06/21/00

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On June 21, 2000 at 04:29:07, blass uri wrote:

>On June 21, 2000 at 00:06:21, James Robertson wrote:
>
>>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
>
>You use only 64*256 array for rank_attacks so I do not understand why do you
>need 8*64*256 array.
>
>Uri

I think he just means one array entry is 8 bytes. It is the normal 2-dimensial
array, see above code: rank_attacks[0][65].


Bas.






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