Author: Peter Kappler
Date: 21:49:51 07/22/02
Go up one level in this thread
On July 23, 2002 at 00:33:52, Dann Corbit wrote: >On July 23, 2002 at 00:14:49, Russell Reagan wrote: > >>I am attempting to use an object-oriented approach in developing my engine, and >>I have a problem and question about handling promotions. >> >>My problem is that my object-oriented design prevents me from handling promotion >>as efficiently as I'd like. I would like to handle it by storing the piece to >>promote to in my move structure, then to promote it's simply a copy of the piece >>type over the existing pawn type. Something like this: >> >>squares[move.to] = move.promotePiece; >> >>That's nice and simple, and it probably doesn't get much faster. Using an >>object-oriented approach, I have to do something like this: >> >>if (move.isPromotion()) { >> if (move.isPromotionToQueen()) >> squares[move.to()].promoteToQueen(); >> else if (move.isPromotionToRook()) >> squares[move.to()].promoteToRook(); >> else if // you get the idea >>} >> >>This isn't quite as simple, and not quite as fast, but it's not exactly huge or >>complex either. I suppose that it's not a huge penalty since we usually promote >>to queen anyway. >> >>I really have two questions regarding this. Can anyone think of a better way to >>handle this without the position class having to access the move class' private >>data? I'd like to avoid those dependencies, since if I allow them that kind of >>defeats the purpose of doing it object-oriented in the first place. Perhaps I'm >>trying to force a non-OOP shape into the OOP shaped hole. >> >>My second question is, is the case of promotion rare enough for this to not >>really be an issue? I think it probably isn't, but I have nothing other than a >>hunch to back that up. Then again, if promotion is there but it's still quite a >>few plys away, the slightly less efficient method would increase that >>inefficiency exponentially. >> >>I also wonder if it even matters, since one side is about to promote and gain a >>(usually) decisive advantage, it shouldn't matter if it slowed down horribly for >>a breif time. >> >>Any thoughts? > >Why all the is() functions? The promotions are just another possible move. >Do you say: >if (move.isKnightMove()..) >else if move.isPawnPush()... >... I agree. You're going way overboard if you have per-piece versions of all those functions. Keep it simple. > >BTW, generate them in this order: > >promote to queen (almost all the time it is this choice) >promote to knight (this one takes up almost all of the remainder) >promote to bishop (rook and bishop promotions are very, very rarely of any use) >promote to rook (see above -- I doubt if it matters whether it is rook or bishop >first, but the first two are keenly important for your move order) You could also ignore rook and bishop underpromotions. This might cost you a half point once every 500,000 games or so, but I think the speedup is worth it. :) -Peter
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