Author: Vincent Diepeveen
Date: 10:21:21 01/28/02
Go up one level in this thread
On January 28, 2002 at 13:04:05, Sune Fischer wrote: >On January 28, 2002 at 12:25:28, Vincent Diepeveen wrote: > >>>Bah, you guys are no fun, live a little, risk it all!;) >> >>In fact there has been more experimented here than you thought :) >> >>But the hard facts are that if you would go for every thought of a >>18 year old kid who can't program, that you are busy for another 1000 >>years checking out all the crap. >> >>Note that in this case it is not entire crap. The idea to fiddle with a >>bunch of MMX instructions in order to get something done in a bitboard >>concept is pretty interesting. Nevertheless it depends heavily on your >>evaluation. > >I don't understand his MMX idea, I think it's just to increase speed in 64-bit >operations, I don't see why they should be needed here. We don't need to >re-reverse the bitboards, they are incrementally constructed. > >I've made my little rook attack algorithm here on paper, it is about 20 64-bit >operations in total - no table lookups and no if's or while's! then your mobility concept sucks from chessknowledge quality viewpoint. No mobility is better than stupid mobility say some programmers, though i disagree here partly it sure has some truths in it. >Think of the potential speed increase when we get 64-bit chips, the rotated >bitboards will still be handicaped by the table lookups. I still couldn't buy a 64 bits processor cheap that outguns a dual K7 system and right now i don't see how to make it either. >Anyway, I'll write down the algorithm now and post it here, then you can tell me >if it will stand a chance against rotated ;) for generating moves from - to for bishops and rooks, that sure is appreciated. >I hope there are no mistakes, I haven't tested it. >>IMHO bitboards are good for pawn structure but they suck further. Note >>there are another zillion solutions to pawn structures and 32 bits >>bitboards which are fast too. >> >> >>>If it works it should be faster, I'll think it through and if I can't find any >>>flaws I'll give it a try. >> >>>>Only the diagonals you need to take a look at at the design what is faster >>>>for them. if that problem isn't solved in reversed bitboards, then obviously >>>>rotated are going to be easier for you to take a look at. >>> >>>K, I will. >> >>the idea of rotated bitboards is pretty simple, it basically solves >>the problem of the sliding pieces. So when someone mentions reversed >>bitboards i don't care for knights for example, but *only* for >>bishops, rooks. > >Yes we are talking about the sliding pieces only, the others are easy. >I know the idea of rotated bitboards is simple, but the implementation is not ;) > >>I have missed the tricks how to do that with other solutions than rotated >>bitboards in an efficient way. >> >>> >>>>It seems there are however many methods at the K7 + intel processors to >>>>use with rotated bitboards. In isichess it seems smaller tables are >>>>getting used than in crafty for this. >>>> >>>>Others report they do it even different, but their speedresults are >>>>not impressive. >>>> >>>>>I found this link (it was actually dead, but google had it cached so I put it up >>>>>for a short while) >>>>>http://www.fys.ku.dk/~fischer/Temp/New%20Technology.htm >>>>> >>>>>It is about reversed bitboards, the author claims it is faster than rotated: >>>>> >>>>>"When taking account of memory latencies, calculating the piece attacks using >>>>>the forward and reverse bitboards can be done significantly faster due to total >>>>>independence on lookup tables and complex calculations. There are a few slight >>>>>snags with the diagonal calculations, but they are minor." >>>>> >>>>> >>>>>His description ("significantly faster") entrigues me (hehe) but I can't find >>>>>anything else on reversed bitboards and I've never heard of them before. >>>>> >>>>>What's the catch, is there something he is not telling? >>>>> >>>>>-S.
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