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Subject: Re: Piecelist or bitboard

Author: Uri Blass

Date: 04:59:03 12/17/02

Go up one level in this thread


On December 17, 2002 at 07:53:15, Uri Blass wrote:

>On December 17, 2002 at 07:30:02, JW de Kort wrote:
>
>>On December 17, 2002 at 07:07:46, Uri Blass wrote:
>>
>>>On December 17, 2002 at 06:31:50, JW de Kort wrote:
>>>
>>>>On December 17, 2002 at 05:45:28, Uri Blass wrote:
>>>>
>>>>>On December 17, 2002 at 05:34:31, JW de Kort wrote:
>>>>>
>>>>>>On December 17, 2002 at 05:09:31, Gian-Carlo Pascutto wrote:
>>>>>>
>>>>>>>On December 17, 2002 at 04:15:26, JW de Kort wrote:
>>>>>>>
>>>>>>>>Hi,
>>>>>>>>
>>>>>>>>Currently i'am using a piecelist to keep track of the locations of the pieces in
>>>>>>>>my 0x88 based program. Iám thinking about removing this list and replacing it by
>>>>>>>>a bitboard to keep track of the piecelocations of white pieces and black pieces.
>>>>>>>>I'am wondering of anybody else does this (i think some one will) and if this is
>>>>>>>>a good improvement to spees up my engine which is terrably slow. I have good
>>>>>>>>expierences with other bitboards in my program. I already use bitboard to do the
>>>>>>>>pawn evaluations and i'am thinkin about gradually removing the 0x88 stuff to
>>>>>>>>replace it with bitboards
>>>>>>>>
>>>>>>>>any help appreciated
>>>>>>>
>>>>>>>Have you used a profiler to check where the program is spending most of its
>>>>>>>time?
>>>>>>>
>>>>>>>--
>>>>>>>GCP
>>>>>>
>>>>>>Indeed i did. Most of its time is pend in the evualation code but that is nomal.
>>>>>
>>>>>I do not think that this is normal
>>>>>Amir ban said that only 20% of the time is spent on the evaluation code of
>>>>>Junior.
>>>>>
>>>>>The question is also what you define as evaluation code.
>>>>>
>>>>>I have arrays that are used in the evaluation and I update them when I make
>>>>>moves.
>>>>>
>>>>>Should I include the time that I update the array as part of my evaluation code.
>>>>>even if the arrays are used not only for evaluation but also for extension
>>>>>rules?
>>>>>
>>>>>Uri
>>>>
>>>>Dear Uri,
>>>>
>>>>I do not dream of comparing my program to Junior. I managed to cut the time
>>>>spend evaluating by using lazy evaluation. No my program does not do a full
>>>>evaluation in a large number of positions.
>>>>
>>>>If i would do what you did i would not include the time spend updating as part
>>>>of the time spend evaluating.
>>>>
>>>>Regards
>>>>
>>>>JWK
>>>
>>>By that definition today I use less than 5% of the time in evaluation.
>>>My evaluation includes only the following factors:
>>>1)piece square table
>>>2)mobility when I use only the number of moves that both sides have(this
>>>evaluation can be improved but it clearly help my program and I believe that it
>>>is more important than knowledge about pawn structure).
>>>3)double pawns(I use special arrays that are updated during making move for it)
>>>4)some secret factor that is easy to evaluate for my program.
>>
>>I have no exact percentage but i estimate about 50% is spend evaluating. I use
>>1) also, 2) i do not because i am afraid it is to costly to calculate but i will
>>try it soon, 3( i also have plus a number of other pawn factors, en 4) i also
>>have some extra features like devolpment etc.
>>
>>
>>
>>
>>
>>
>>>
>>>I believe that secret 4 is something that no program or almost no program knows
>>>to evaluate and I do not want to lose my relative advantage.
>>
>>You are right about this.
>>
>>
>>
>>
>>
>>
>>
>>
>>>
>>>I have also secrets in my search algorithm but at the same time I also do stupid
>>>things that no top program does(for example I do not use hash table efficientely
>>>and I do not have some productive extensions that crafty have) so my search is
>>>still clearly inferior to the search of the top programs.
>>>
>>
>>The same goes for my program. My hashtable is not used efficiently but iam happy
>>that is does work at all.
>>
>>
>>
>>
>>
>>
>>>My program can often beat crafty in tactics but I am not going to say that
>>>it is better than crafty in tactics inspite of the fact that it may be better
>>>than crafty in the GCP test suite(comparison in the gcp test suite is unfair
>>>because movei trains on this suite and I decided about changes in my search
>>>algorithm in some cases from learning the reason that movei failed).
>>
>>I have not jet matches up my program agains Crafty.
>
>I also do not play games with it against crafty and I meant to say that it often
>is better than crafty in test positions.
>
>>
>>
>>
>>
>>
>>
>>
>>>
>>>My target is of course to do it playing better but if I have some trick to make
>>>it clearly faster in some positions without making it slower in other positions
>>>then this trick is probably productive trick also in games(I also test in games
>>>to verify that I did not do something bad in my search rules).
>>
>>Can you be more specific?
>
>I can give one example
>
>I have an array that tell me if a piece is pinned(I use that array in my move
>generator that generates only legal moves) so there is no problem for me to
>check if the queen of the side to move is pinned.
>
>I found that movei could solve some problems faster after extending
>in the first ply of the qsearch when the queen is pinned(it almost does not
>change the speed of it when pins are not relevant) .
>
>I believe that this change help also in games but it is possible that it helps
>more in the gcp test suite than in other cases.
>
>Uri

To be more correct it is not only in the first ply of the qsearch but I do not
do it everywhere in the qsearch because I am afraid that if I extend too much
the qsearch may explode(I did not test if doing it at all plies of the qsearch
is productive and I prefer to test other ideas because I guess that there cannot
be a big improvement from changes not in the first plies of the qsearch).

Uri



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