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Subject: Re: Use of square eval using Bit Boards aka Ed's Rebel Evaluation,but for bb

Author: Tony Werten

Date: 03:04:27 01/09/03

Go up one level in this thread


On January 08, 2003 at 18:19:39, Uri Blass wrote:

>On January 08, 2003 at 17:22:40, Tony Werten wrote:
>
>>On January 08, 2003 at 16:25:44, Russell Reagan wrote:
>>
>>>On January 08, 2003 at 14:31:10, Ed Schröder wrote:
>>>
>>>>Yes Gerd, this is probably most true. I never had the time to put energy in the
>>>>bit-boards technique. Do you have any idea about the number of clocks needed to
>>>>extract the hanging pieces from a position using bitboards?
>>>
>>>I wrote a program using the same algorithms that Gerd uses for generating
>>>attacks, but mine are written in C instead of using MMX like Gerd, so mine are
>>>going to be slower than his. In any case, the engine is somewhat slow. It gets
>>>around 70knps or maybe a little more on my PIII 733 MHz machine (compare with
>>
>>I don't want to bring you down but that is kind of slow.
>>
>>XiniX, while generating Ed's attackboards and doing full evaluation and
>>everything else still gets 400Kn/s in the middlegame on a amd2000
>>
>>And that's only with generating the attackboards, not actually using them to
>>speed up stuff.
>>
>>Tony
>
>Movei probably makees  300-350 Kn/s but based on your definition
>of nodes it is probably more nodes.
>
>Movei generates millions of legal moves and I know from previous discussion that
>you consider part of the moves that it generates as nodes when I do not count
>them as nodes.

Actually, I don't either. The discussion was about futility pruning. I have the
opinion that if you do all the work for a move and then prune it, you should
count it as a node.

I don't prune in XiniX other then nullmove. So my 400 should be 400 to you too.

Tony

>
>Uri



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