Author: Uri Blass
Date: 10:22:13 12/06/01
Go up one level in this thread
On December 06, 2001 at 13:07:09, Severi Salminen wrote: >>The problem for me is not updating the board but updating infornmation of >>squares that are attacked. > >But still, from what I've understood, we should be comparing perft 6 figures, >even though you have to do some "extra" work. And this leads to the conclusion: >there is not much point in comparing these figures. The point is that I do not have to do the extra work to calculate perft 6 nad calculating perft is a well defined problem that is different from playing chess. There is a point in comparing the time that my program needs to do a job with the time that other programs need to do the same task. You might go a lot slower >judging these figures but still your engine might be even stronger: you just do >the "hard work" elsewhere then me, for example. I know I'm faster than Crafty >(comparing perft) but my engine does things more similar to Crafty than your >engine for example. > >>If the king is not in check then I check if the piece is pinned by my pin array >>and if the piece is not pinned I generate it's moves. >> >>The only exceptions are king moves or castling and in this case I use my attack >>array to find if the move is legal. >> >>If the king is in check I have a special function to generate moves. > >This is something I have wanted to try. Now I don't have special function for >movegen() if king is in check. > >>I may need to know the number of legal moves to decide how much to extend. > >That is indeed a way to extend (based on mobility) but if you must generate all >the moves in every node, you will eventually be A LOT slower than most other >engines - and even if you extend more accurately it might not be worth of the >slow down. Normally you just use the move from hash table and if not found, you >generate only captures and 95% of cases you will get a cut off. But we will see >when you have a fully functional engine which approach is better! > >>I also do not know nothing about my engine because at this stage I have no >>engine and only a move generator and ideas. > >Great thing you have also started your own project! I was away for a few months >so I don't know who is doing what, but good to have new programmers around! Does >it have a name? ...am I sounding like a daddy or what... > >Severi "not a daddy" Salminen I did not decide about a name for my program. I may also try to test it for more positions to see if I have more bugs. It is very complicated so I am afraid from bugs. I found bugs even after finding that it calculates perft 8 correctly. Uri
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