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Subject: Re: A question about debugging my move generator

Author: Uri Blass

Date: 12:04:21 06/20/01

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On June 20, 2001 at 14:43:57, Scott Gasch wrote:

>On June 20, 2001 at 10:34:01, Robert Hyatt wrote:
>>
>>I obviously didn't use it.  :)  I added that because Peter Mckenzie posted some
>>screwey position a few years ago and asked for those numbers.  His position had
>>most everything possible very quickly, castling, enpassant, promotions,
>>you-name-it.
>>
>>You are debugging this about the only way you can.  However, you are making one
>>mistake that might well cost you a lot of time.  What happens if _I_ have a bug
>>and produce the wrong number?  :)
>
>If you post the position, Uri, the rest of us with plytesting commands can run
>it also and give results...
>
>Scott

The position that Bob meaqnt was posted in

http://www.icdchess.com/forums/1/message.shtml?176034

I only tested the initial position for debugging and did not test the position
in that mesage.

I am going to try to see if there are bugs for the initial position at 6 plies
and only if there are no bugs I am going to try the relevant position.

My program is very slow and needs more than 4 minutes to calculate perft 5 and
more than an hour to calculate perft 6 for the initial position.

One of the reason is the fact that I did not use optimize for speed in my
project(I work with visual C++6) but the main reason is probably different.

I know that I can improve the speed of my program but I prefer first to make it
work and only later try to improve the speed.

It is clear that I can improve the speed by  using the last move to update my
squaresee,directionsee and pin array(I now use only the squares of the pieces in
the board)

Uri



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