Author: Robert Hyatt
Date: 17:32:38 09/15/01
Go up one level in this thread
On September 15, 2001 at 11:14:36, Sune Fischer wrote: >Hi > >When I discovered that Crafty had some neat assembler rutines, I decided to test >if they where faster than my humble rutines. >I have up until now used a "raytracing" or boardtracing rutine to find the legal >moves for the sliding pieces. And for the knights, pawns and king I simply check >if the board has an allied piece on that square. >It's a simple way of generating the legal moves. >I still generate the attack bitboards to get the legal king moves though. > >I then tried to find all the moves directly from the bitboards by using one of >Crafty's assember functions. >This part of my program is only a minor part, but none the less it runs a full 8 >percent slower than my previous raytracing algorithm!! Two points: 1. bitboards are a bit slower on 32 bit hardware. not a lot, but a bit. On 64 bit hardware, this penalty disappears totally. 2. Remember that the majority of positions I generate moves for are capture-only positions (q-search). Compare your raytracer to bitmaps for generating _just_ captures. You will find an advantage to bitboards there. > >This is what I have now: > >void FindMovesQueen(..loads of pointers...) >{ > int to_square; > BITBOARD bb=(~allied.occupied) & allied.attack[board.id[from_square]]; > > while (bb) > { > to_square=63-FirstOne(bb); // get a bit > bb ^= mask[to_square]; // remove the bit > > movelist[++counter].from=from_square; > movelist[counter].to=to_square; > movelist[counter].piece=QUEEN; > movelist[counter].capturedpiece=enemy.piece[board.id[to_square]]; > } > return; >} > >(movelist, counter, from_square etc. are passed in the argument) > >I know why it is slow too. >First I have to form the bb, that's 2 bitboard operations. >Then I need to run an algorithm, FirstOne from crafty, to find the first bit. >Then I need to mask out that found bit. >Both of these run several time pending on the while loop. >Next is 4 lines I always have, no matter how I do it, so we can safely ignore >those. >The while loop is a conditional much like the if's I use when raytracing, so >probably the if's and while almost cancel out. > >All in all I have added a lot of operations to my program, I am not surprized it >is a lot slower. Given that the entire program suffer a slowdown by about 8.1 >percent, I estimate that this technique is more than twice as slow as the >raytracing. >The upside of things is that I reduce my code by about 1000 lines or so, but is >this worth 8 percent in speed? >I know the use of 64 bit processors will give a nice boost to this method and I >probably can't expect anything like that for my tracing function, but frankly >I'm not sure it would be enough to catch up. > >Am I mistaken, are the big boys doing something else? >Is there an even faster way? >I need to know :D :D > >Thanks, >Sune
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