Author: Tony Werten
Date: 02:14:05 09/16/01
Go up one level in this thread
On September 15, 2001 at 20:32:38, Robert Hyatt wrote: >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. What do you think is the reason for this ? Is it because 64bit instruction need more time or is it the thrashing of the cache ? If I had a way getting the bitboard with more computational effort ( say 4-5 times ) but in total taking less than 2 Kb, would it be faster then ? Tony >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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