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Subject: Re: How Many Clock Cycles to Generate One Legal Move?

Author: Uri Blass

Date: 03:59:15 11/18/02

Go up one level in this thread


On November 17, 2002 at 18:20:18, Christophe Theron wrote:

>On November 17, 2002 at 13:06:04, Uri Blass wrote:
>
>>On November 17, 2002 at 12:52:00, Uri Blass wrote:
>>
>>>On November 17, 2002 at 11:36:52, Christophe Theron wrote:
>>>
>>>>On November 17, 2002 at 08:42:14, Bob Durrett wrote:
>>>>
>>>>>On November 17, 2002 at 05:07:01, Ricardo Gibert wrote:
>>>>>
>>>>>>On November 17, 2002 at 03:15:15, Frank Schneider wrote:
>>>>>>
>>>>>>>On November 16, 2002 at 22:08:55, Christophe Theron wrote:
>>>>>>>
>>>>>>>>On November 16, 2002 at 22:00:27, Bob Durrett wrote:
>>>>>>>>
>>>>>>>>>
>>>>>>>>>I was thinking it might be *fun* to create a machine which does nothing more
>>>>>>>>>than create legal move sequences from some preset legal chess position.  These
>>>>>>>>>sequences might be dumped into a large part of RAM for later copy to a hard disk
>>>>>>>>>or printout.
>>>>>>>>>
>>>>>>>>>The key idea I'm toying with is to represent a chess position by a listing of
>>>>>>>>>legal moves.  Whenever a new move is made [by the person (or thing) playing
>>>>>>>>>against the machine, or by the machine if it's playing against itself,] then the
>>>>>>>>>machine would do nothing more than modify that listing (plus copy the move
>>>>>>>>>representation to a temporary storage place in RAM). The new listing of legal
>>>>>>>>>moves would then represent the new position.  The key idea is to represent a
>>>>>>>>>position by a listing of legal moves.  When a move is made, there is a "from"
>>>>>>>>>square and a "to" square.  Only consequences of changes made on these two
>>>>>>>>>squares would have to be considered to modify the legal move list.
>>>>>>>>>
>>>>>>>>>Then, to make it more interesting, a really fast random number generator would
>>>>>>>>>be used to select one of the resulting legal moves.  If the machine were playing
>>>>>>>>>against itself, the sequences of moves should be generated very quickly.  How
>>>>>>>>>quickly?
>>>>>>>>>
>>>>>>>>>In the beginning, I am only interested in the time it would take to modify that
>>>>>>>>>listing.  The machine could play both sides, removing the need for
>>>>>>>>>time-consuming input/output.  After generating a legal move sequence ending in
>>>>>>>>>mate, it would then start working on the next legal move sequence.  After a
>>>>>>>>>million or so moves were made, then the time required could be divided by the
>>>>>>>>>number of moves.  That resulting time per move that I'm asking about.  Rather
>>>>>>>>>than worry about the fact that some computers are faster than others, maybe the
>>>>>>>>>best bet would be to express it as number of clock cycles per move.  A modern
>>>>>>>>>high-end processor should be assumed.
>>>>>>>>>
>>>>>>>>>Each sequence would be what two "really dumb" chessplayers would produce if they
>>>>>>>>>knew how to produce legal moves but knew NOTHING at all else about chess.
>>>>>>>>>
>>>>>>>>>P.S.  Is there a better way?
>>>>>>>>>
>>>>>>>>>Bob D.
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>Don't you need to prove first that two different chess positions will always
>>>>>>>>have a different legal moves list?
>>>>>>>
>>>>>>>Hi Bob,
>>>>>>>
>>>>>>>there are many different positions with the same move list, e.g.
>>>>>>>all stalemate-positions, all positions where e.g. Ke1xqf2 is the
>>>>>>>only legal move, ...
>>>>>>>
>>>>>>>Frank
>>>>>>
>>>>>>
>>>>>>He knows that. He wasn't asking the question for his own benefit.
>>>>>
>>>>>Christophe, you read me wrong.  I really WAS asking the question for my own
>>>>>benefit. I wanted to understand something.
>>>>>
>>>>>At the time I wrote that, I didn't realize that the same legal move list could
>>>>>have multiple positions.  However, that doesn't matter (!!) in the application I
>>>>>was asking about.
>>>>>
>>>>>What I was trying to do was to produce a machine which would generate sequences
>>>>>of legal moves.  A move generator, if you wish.  I wanted to know whether or not
>>>>>the method I was thinking about would be efficient.
>>>>>
>>>>>I would like to know how much time [expressed as processor clock cycles] a legal
>>>>>move generator ought to take, on average, to produce one legal move, i.e. if it
>>>>>were efficient.  With that information, I could compare my method to determine
>>>>>it's efficiency.
>>>>>
>>>>>Sometimes I don't communicate very well.  I apologize for that.  : )
>>>>>
>>>>>Bob D.
>>>>
>>>>
>>>>
>>>>There was no evil intend in my question. I do not know exactly what algorithm
>>>>you had in mind, but as you started to play with the idea to represent chess
>>>>positions by their move lists it seemed natural to ask the question about the
>>>>1:1 relationship.
>>>>
>>>>I think you should not care about "legal moves" but only about "pseudo-legal
>>>>moves". That is, moves that are legal plus moves that would be legal if leaving
>>>>or putting the King in check was allowed.
>>>>
>>>>Generating pseudo legal moves is more efficient than trying to generate only
>>>>legal moves. The reason is that the extra work needed to check the legality of
>>>>each move will be most of the time wasted in a real chess program, because most
>>>>move lists will not be searched fully (the search will stop after trying a few
>>>>moves, so the rest of the move list will not be used at all).
>>>
>>>There is also an advantage for generating all the legal moves
>>>
>>>Chest (the best program to find the shortest mate) is generating only legal
>>>moves.
>>>
>>>In order to be faster in generating legal moves I needed to generate my attack
>>>arrays and my pin arrays and update them incrementally after every move.
>>>
>>>These arrays can be used in the search rules or in the evaluation.
>>>
>>>There are also cases when in generating moves I have not the extra work of
>>>cheking if the move is legal(for example if my pin array tells me the knight is
>>>pinned I know that no move of it is legal) but I admit that in most cases I need
>>>to check if the piece is pinned so I have some small extra work.
>>>
>>>Uri
>>
>>Note that the latest post gives me ideas how to do my move generator faster but
>>I do not know if I am not going to implement them in the near future.
>>
>>I should have the pinned pieces first or last in my piece list so I can have
>>special generate move for pinned pieces and for pieces that are not pinned.
>>
>>The problem is that my list does not include all the pieces and there is a pawn
>>list,a knight lise a bishop list,...
>>
>>I still think that it is possible to earn speed here.
>>
>>one idea is to remember the number of pinned pieces and in case that it is
>>0(common case) to have a faster generate move.
>>
>>it can save me by one if a lot of if (pin[square]==-1) for pieces
>>
>>Uri
>
>
>
>In 1992-1993 I have tried several approaches to move generation. I have tried
>the "attack boards", "update attack tables" and "update move lists".
>
>I had great hopes with these methods and spent a lot of time trying to optimize
>them.
>
>For the reasons I have explained above (most of the time you get an alphabeta
>cutoff early) I have found these approaches to be inferior to an incremental
>move generator.
>
>The biggest problem then is to be able to generate an ordered move list. That
>is, to be able to sort the move list in a reasonable order without generating
>all the moves.

For me another problem is that in case of incremental move generator I have less
knowledge.

For example I cannot use the number of moves for my decision if to extend or not
to extend.

>
>It's very difficult to achieve a good move order. The worse is that it is
>extremely difficult to experiment. Changing the order of generation means
>changing everything in the incremental move generator. The incremental move
>generator is nontrivial a state machine. On top of this add L1-cache
>optimization and it becomes really difficult to write it.

I think that this is another good reason for me not to spend time today about
incremental move generator.

I think that I can earn more from better pruning rules and better extension
rules.

I never did L1-cache optimization for movei.
I have hopes that even without it better pruning rules and better extension
rules may give me a big improvement to do movei tactically better than the
commercial programs.

Uri



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