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Subject: Ha Hammetje

Author: Sander de Zoete

Date: 13:43:01 01/13/03

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Heb je geen suggesties?



On January 13, 2003 at 16:38:57, Bas Hamstra wrote:

>Nee, da's niks heb ik al gezien. Gooi maar weg, ha ha.
>
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>
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>On January 13, 2003 at 16:16:11, Sander de Zoete wrote:
>
>>Does anyone use reverse bitboards? I'm writing a new chess program "Preatorian",
>>which uses reverse bitboards. Up till now it looks good, but is still 10% slower
>>on capture generation than my 0x88 program "Shark". And Shark is slow, it must
>>say.
>>
>>I add some code to see if i'm doing it correct? What could be improved?
>>
>>//---------------------------------------------------------------------------
>>//  Generate Rook Moves for Move List
>>//  Bit Manipulation Trick for REVERSE Bitboard use
>>//  BITBOARD x, y;
>>//  y = x ^ (x - 4);
>>//  Starting from bit 3 (4 = 0100) up, all bits are set to 1 until the
>>//  first bit of x, which is 1. Also including this bit.
>>//  eg. x = 0101 0011, y will be 0011 1100.
>>//  Steps to use bit manipulation x ^ (x -2)
>>//  1.  Shift allpieces bitboard to the right until the bit with the attacking
>>//      piece is bit zero
>>//  2.  Mask the rank/file (for offboard problems)
>>//      (BITBOARD rank_mask = 0xFF; BITBOARD file_mask = 0x0101010101010101;)
>>//  3.1 Perform the bit manipulation
>>//  3.2 If file or diagonal: use file_mask/diagonal_mask again!
>>//  4.1 Shift back to the left
>>//  4.2 Use clear_right half of diagonal if bit 3 (int 4) is set to remove
>>//      redundant/wrong squares in upper right corner
>>//  5   Result is attacks by piece without piece itself
>>//  6.  Use same steps 1 - 5 for reverse bitboard
>>//---------------------------------------------------------------------------
>>void RookRankMoves(TBoard *pos, BITBOARD rooksqueen_bitboard, BITBOARD
>>all_pieces,
>>                    int reverse, BITBOARD capture_board, int capture )
>>{
>>BITBOARD h1_bitboard, h2_bitboard;
>>int sq_to, sq_fr;
>>
>>h1_bitboard = rq_bitboard;
>>while(h1_bitboard)
>>{   sq_fr = LSB(h1_bitboard);
>>    h2_bitboard = all_pieces;
>>    h2_bitboard = h2_bitboard>>sq_fr;
>>    h2_bitboard = h2_bitboard ^ (h2_bitboard - 2);
>>    h2_bitboard = h2_bitboard<<sq_fr;
>>    h2_bitboard = h2_bitboard & (mask_rank_1<<(8*(sq_fr>>3))) ;
>>    //h1_bitboard = Clear_LSB(h1_bitboard);
>>    h1_bitboard ^= bit_mask[sq_fr];
>>    //  remove captures/own pieces from non capture board
>>    if (capture)
>>    h2_bitboard &= capture_board;
>>    else
>>    h2_bitboard &= ~all_pieces;
>>    while(h2_bitboard)
>>    {   sq_to           = LSB(h2_bitboard);
>>        //h2_bitboard     = Clear_LSB(h2_bitboard);
>>        h2_bitboard ^= bit_mask[sq_to];
>>        if (reverse)
>>        AddMoveToList((63-sq_fr), (63-sq_to),
>>                        (pos->piece_on_square[(63-sq_fr)]>>2),
>>                        (pos->piece_on_square[(63-sq_to)]>>2), 0, 0, 0);
>>        else
>>        AddMoveToList(sq_fr, sq_to,
>>                        (pos->piece_on_square[sq_fr]>>2),
>>                        (pos->piece_on_square[sq_to]>>2), 0, 0, 0);
>>        g_move_list_counter++;
>>    }// while h2_board
>>}// while h1_board
>>}
>>
>>Thanks for any input,
>>Sander de Zoete



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