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

Author: Dave Gomboc

Date: 10:03:13 06/21/00

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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

I did something like this in a single-agent search program once.  IIRC I
discovered that doing a few more register operations (but saving the memory
bandwidth) was better.  I suppose that this might be a YMMV thing.

Dave



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