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Subject: Re: legal move generator that is 20 times faster than Crafty

Author: Robert Hyatt

Date: 21:44:30 07/01/01

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On July 01, 2001 at 15:05:44, Carlos del Cacho wrote:

>On July 01, 2001 at 13:21:04, Uri Blass wrote:
>
>>On July 01, 2001 at 12:58:40, Bruce Moreland wrote:
>>
>>>On July 01, 2001 at 06:44:23, Uri Blass wrote:
>>>
>>>>On July 01, 2001 at 05:09:45, stefan wrote:
>>>>
>>>>>
>>>>>see also
>>>>>
>>>>>http://members.tripod.com/~RyanMack/hypertech.htm
>>>>
>>>>If it is truth than it seems that we are going to see a progress of more than
>>>>200 elo in comp-comp games only because of better software for the PIII
>>>>hardware.
>>>>
>>>>I have not enough knowledge to understand if he is right
>>>>
>>>>Uri
>>>
>>>If the move generator in my own program took zero time it would increase in Elo
>>>points by maybe 20 or 30, and that's probably high.
>>>
>>>bruce
>>
>>You are right that only move generation is not enough but the point is that I
>>understand that the data structure helps to do everything faster.
>>
>>He suggests in the last 3 lines when you click on the link that the program can
>>see 10,000,000 nodes per second with the evaluation function
>
>I can't see how you can extract useful attack information from a reversed
>bitboard (without being costly) so the evaluation function is going to be quite
>stupid or it's going to rely on preprocessing.
>
>The method he describes is faster for move generation than rotated bitboards for
>sure, but I don't think it's going to be faster than mailbox or 0x88 (just my
>opinion). I may be wrong but we won't see an Hyperbola engine going to 10 Mnps
>this year, he'll probably have to wait for a long time before release :-)
>
>Carlos
>\\\





I didn't see any evidence that it is faster.  The "compact attacks" way it is
done in crafty is very cache-friendly.  And it produces the attack bitmaps
on a complete rank or file, in one operation.  The approach given takes 4
steps for rooks/bishops, and 8 for queens.

I don't believe it is faster at all.  It avoids updating two bitboards which
means that the table lookup move generation approach won't work.  That does
save time.  But how does this approach gain over the direct simplicity of real
rotated bitmaps when actually generating moves?

I think someone wrote this description without knowing exactly what I am
doing, using Crafty for my example...



>>
>>If you rememeber that nodes is only legal move because he talked about legal
>>move generator then the result is more impressive.
>>
>>We need to wait and see if he is right.
>>
>>Uri



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