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Subject: Re: Differences between 0x88 ,10x12 and Bitboards!?

Author: Vincent Diepeveen

Date: 11:58:07 11/19/02

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On November 19, 2002 at 14:23:35, Robert Hyatt wrote:

>On November 19, 2002 at 14:04:42, Vincent Diepeveen wrote:
>
>>On November 19, 2002 at 14:00:51, Daniel Clausen wrote:
>>
>>>On November 19, 2002 at 13:57:02, Vincent Diepeveen wrote:
>>>
>>>[snip]
>>>
>>>>But more important is that they are not in the same league at 32 bits
>>>>processors with knowledge. As soon as they need more knowledge they
>>>>run into problems.
>>>
>>>Care to elaborate on these problems? (it was meant as a rhetoric question ;)
>>
>>i have posted some months ago and another few months before that loads
>>of examples with regard to evaluation.
>>
>>If you browse some in the search you will find it.
>>
>>>>My move generation in itself eats 0.6% of the system
>>>>time. My evaluation nearly all of it.
>>>
>>>If I'd argue similarly, I could say that 'obviously 0x88 is not well suited for
>>>complex evaluations because your eval consumes so much time in it'. :p
>>>Sargon
>>
>>if i would do it in bitboards what i do in evaluation then i would get
>>5 times slower or so, then some bugfixing with inline assembly from
>>Nalimov will perhaps take that back to 4 times :)
>
>That's because you can't write code...  not because bitmaps don't work
>well...
>
>You need to understand "cause" and "effect" a bit better, IMHO...
>
>
>
>
>>
>>Best regards,
>>Vincent

Your move generator still is a factor 2 slower despite inline assembly
which is written down for both white and black and for every piece,

where i do with a few general rules.

Who is saying here who is the better programmer?

Also your bad memory again has forgotten the loads of examples given
months ago and again i give another one now to Gerd here, which show
that also at 64 bits, bitboards are slower.

Best regards,
Vincent




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