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Subject: Re: Is Bitboard worthy?

Author: Robert Hyatt

Date: 07:26:47 10/18/00

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On October 18, 2000 at 09:31:56, Bas Hamstra wrote:

>On October 17, 2000 at 10:02:54, Robert Hyatt wrote:
>
>>On October 17, 2000 at 05:14:14, Bas Hamstra wrote:
>>
>>>On October 16, 2000 at 10:18:31, Robert Hyatt wrote:
>>>
>>>>On October 16, 2000 at 06:32:53, Pham Minh Tri wrote:
>>>>
>>>>>I know that Bitboard makes move generation the fastest, but this structure is
>>>>>also one of the most complicated. However, an old post said that the generation
>>>>>function is not the key of success to chess program and the author illustrated
>>>>>that after his optimality (which made that function work much faster), the speed
>>>>>of system increased only 1 percent.
>>>>>
>>>>>As a result, my question is: is bitboard really worthy for implementation when
>>>>>it takes a long time to program and more time to fix all bugs (maybe several
>>>>>times bigger than the rest of program)? Or is it better if we use this time to
>>>>>concentrate on hash table, null move threshold and so on? I plan that I will
>>>>>forget the bitboard (at least in the first period) if it help me only few
>>>>>percent.
>>>>>
>>>>>Pham
>>>>
>>>>
>>>>I see nothing that makes them harder to use than an array.  Nor nothing that
>>>>makes them particularly easier to use either.
>>>>
>>>>They have certain advantages on new architectures that move 64 bits of data
>>>>around in one cycle, and they have some advantages in evaluation where you can
>>>>answer lots of questions in one AND or OR operation.  On current machines, I
>>>>would say they are no faster nor slower than any other approach.  On 64 bit
>>>>architectures, they begin to look better.
>>>
>>>Well if you wanted to build attacked-from tables I would not be so sure. Some
>>>programs use that kind of info extensively. If you wanted to make such a
>>>program, BB certainly wouldn't be the first option.
>>>
>>>However I know at least 1 program that builds attacks-to tables with BB and that
>>>seems to work fine.
>>>
>>>
>>>Bas Hamstra.
>>
>>
>>Attacks_from works fine in bitboards.  Just read the chess 4.x article in
>>"Chess Skill in Man and Machine".  I did them until I decided I didn't really
>>need that often enough to tolerate the overhead.  I _still_ get that information
>>very quickly if I want it...  but I could get it even quicker.  Early versions
>>of crafty had attacks_from and attacks_to that were incrementally updated as the
>>board was modified.  I changed to rotated bitmaps to eliminate the overhead of
>>the incremental update and turn attacks into a simple table lookup.  And I got
>>rid of attacks_from almost everywhere except for a couple of places where I
>> compute "in check".
>
>I know you don't use them. So it is logical you leave them out. But not all
>program's work like Crafty. There are a couple of programs that use
>attacked-from info heavily. They want to know not only that a square is
>attacked, but exactly by what. For many squares.
>
>Now I personally think that if you wanted to do this, you better not use the
>rotated BB approach.
>
>
>Regards,
>Bas.


Why?  I used both for a good while.  rotated bitmaps help with the attacks_from
stuff (move generation/mobility).  incremental updates work for the attacks_to
stuff (which pieces attack this square).

But in any case, I use _both_ in crafty.  The attacks_to is required for my
Swap() function which is used to order moves and is called a huge number of
times.



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