Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: R. Hyatt, Crafty style move generation

Author: Landon Rabern

Date: 12:07:41 01/25/01

Go up one level in this thread


On January 25, 2001 at 08:10:37, Uri Blass wrote:

>On January 24, 2001 at 23:08:47, Landon Rabern wrote:
>
>>On January 24, 2001 at 22:49:08, Landon Rabern wrote:
>>
>>>On January 24, 2001 at 03:43:03, Severi Salminen wrote:
>>>
>>>>>How much of a speed increase did you get from using MMX?  I got only about a 35%
>>>>>increase.
>>>>
>>>>"Only"??? Are you mad :) 35% speedup from using different set of instructions is
>>>>_a lot_!! Are you now fast or were you slow back then?
>>>>
>>>>Severi
>>>
>>>I said only because I was under the impression that Larry was getting a lot
>>>faster, but I guess not.
>>>
>>>I was always pretty fast and now faster.  Around 400,000 nps on a PIII-500 with
>>>my whole search and eval and everything on.  My eval is not that complicated
>>>right now and could use some work and my move ordering can be improved some.  I
>>>am at school now and do not have much time except to work on a Neural Network
>>>for my eval which I convinced them to give me credit for.
>>>
>>>The version of my program that is released 5.1 I think does not have the MMX
>>>stuff because I did not want to deal with making it compatible for above and
>>>below PII.
>>>
>>>Regards,
>>>
>>>Landon
>>
>>If anyone cares, here is the MMX code I wrote for it.  I would not doubt it if
>>tehre were some good ways to optimize it.
>>
>>Regards,
>>
>>Landon
>>
>>#define gKnightMoves(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[knightMoves+eax]    \
>>	__asm pand mm0,notAllPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>
>>#define gWhiteKnightCaps(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[knightMoves+eax]    \
>>	__asm pand mm0,blackPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>
>>#define gBlackKnightCaps(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[knightMoves+eax]   \
>>	__asm pand mm0,whitePieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gKingMoves(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[kingMoves+eax]    \
>>        __asm pand mm0,notAllPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gWhiteKingCaps(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[kingMoves+eax]    \
>>        __asm pand mm0,blackPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gBlackKingCaps(fs)      \
>>{																						\
>>	__asm mov eax,fs\
>>	__asm shl eax,3\
>>	__asm movq mm0,[kingMoves+eax]    \
>>        __asm pand mm0,whitePieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gWhitePawnMoves      \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].whitePawns    \
>>	__asm psllq mm0,8\
>>        __asm pand mm0,notAllPieces							 				  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gBlackPawnMoves     \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].blackPawns    \
>>	__asm psrlq mm0,8\
>>        __asm pand mm0,notAllPieces							 				  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gWhitePawnCapsLeft      \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].whitePawns    \
>>	__asm pand mm0,zeroLeft\
>>	__asm psllq mm0,9\
>>        __asm pand mm0,blackPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gBlackPawnCapsRight     \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].blackPawns    \
>>	__asm pand mm0,zeroLeft\
>>	__asm psrlq mm0,7\
>>        __asm pand mm0,whitePieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gWhitePawnCapsRight      \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].whitePawns    \
>>	__asm pand mm0,zeroRight\
>>	__asm psllq mm0,7\
>>        __asm pand mm0,blackPieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gBlackPawnCapsLeft     \
>>{																						\
>>	__asm mov eax,board\
>>	__asm movq mm0,[eax].blackPawns    \
>>	__asm pand mm0,zeroRight\
>>	__asm psrlq mm0,9\
>>        __asm pand mm0,whitePieces											  	\
>>        __asm movq toMap,mm0                                \
>>}
>>#define gRookQueenMoves(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].rot90cClock\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[vertShift+ebx]\
>>	__asm psrlq mm0,mm1\
>>	__asm pand mm0,maskFF\
>>	__asm movd mm2,[horizShift+ebx]\
>>	__asm movq mm3,allPieces\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,maskFF\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[rookMovesVert+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[rookMovesHoriz+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm movq toMap,mm4\
>>}
>>#define gWhiteRookQueenCaps(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].rot90cClock\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[vertShift+ebx]\
>>	__asm psrlq mm0,mm1\
>>	__asm pand mm0,maskFF\
>>	__asm movd mm2,[horizShift+ebx]\
>>	__asm movq mm3,allPieces\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,maskFF\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[rookAttacksVert+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[rookAttacksHoriz+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm pand mm4,blackPieces\
>>	__asm movq toMap,mm4\
>>}
>>#define gBlackRookQueenCaps(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].rot90cClock\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[vertShift+ebx]\
>>	__asm psrlq mm0,mm1\
>>	__asm pand mm0,maskFF\
>>	__asm movd mm2,[horizShift+ebx]\
>>	__asm movq mm3,allPieces\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,maskFF\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[rookAttacksVert+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[rookAttacksHoriz+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm pand mm4,whitePieces\
>>	__asm movq toMap,mm4\
>>}
>>
>>#define gBishopQueenMoves(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].A1H8board\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[A1H8shift+ebx]\
>>	__asm psrlq mm0,mm1\
>>	__asm pand mm0,[A1H8rotMask+ebx]\
>>	__asm movd mm2,[A8H1shift+ebx]\
>>	__asm movq mm3,[eax].A8H1board\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,[A8H1rotMask+ebx]\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[movesA1H8+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[movesA8H1+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm movq toMap,mm4\
>>}
>>#define gWhiteBishopQueenCaps(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].A1H8board\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[A1H8shift+ebx]\
>>	__asm psrlq mm0,mm1\
>>        __asm pand mm0,[A1H8rotMask+ebx]\
>>	__asm movd mm2,[A8H1shift+ebx]\
>>	__asm movq mm3,[eax].A8H1board\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,[A8H1rotMask+ebx]\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[attacksA1H8+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[attacksA8H1+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm pand mm4,blackPieces\
>>	__asm movq toMap,mm4\
>>}
>>#define gBlackBishopQueenCaps(fs)    \
>>{																						\
>>        __asm mov eax,board\
>>	__asm movq mm0,[eax].A1H8board\
>>	__asm mov ebx,fs\
>>	__asm shl ebx,2\
>>	__asm movd mm1,[A1H8shift+ebx]\
>>	__asm psrlq mm0,mm1\
>>        __asm pand mm0,[A1H8rotMask+ebx]\
>>	__asm movd mm2,[A8H1shift+ebx]\
>>	__asm movq mm3,[eax].A8H1board\
>>	__asm psrlq mm3,mm2\
>>	__asm pand mm3,[A8H1rotMask+ebx]\
>>	__asm shl ebx,9\
>>	__asm movd ecx,mm0\
>>	__asm shl ecx,3\
>>	__asm movq mm4,[attacksA1H8+ebx+ecx]\
>>	__asm movd ecx,mm3\
>>	__asm shl ecx,3\
>>	__asm movq mm5,[attacksA8H1+ebx+ecx]\
>>	__asm por mm4,mm5\
>>	__asm pand mm4,whitePieces\
>>	__asm movq toMap,mm4\
>>}
>
>I would like to understand these short procedures.
>Unfortunately I know nothing about assembler.
>
>Can you explain what is the meaning of mov,shl,movq and other commands or give a
>link that explains only the meaning of these commands?
>
>Uri

Let me explain this small one.

#define gKnightMoves(fs)      \
{											__asm mov eax,fs\
	__asm shl eax,3\
	__asm movq mm0,[knightMoves+eax]    \
	__asm pand mm0,notAllPieces
        __asm movq toMap,mm0                                \
}

fs is passed in and is fromSquare, the square where the knight is. this is put
into the eax register and the shifted left be 3 bits which is the same as
multiplying by 8.  This is needed since the knightMoves array holds 8 byte
integers, then I move knightMoves[fs] into the mm0 register and the and that
with a 8 byte int with all bits set where there are not pieces, then I move this
into the 8 byte int toMap.

This is run then I loop though and extract the bits one by one and add the moves
to my moveList.


Regards,

Landon




This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.