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Subject: Re: Questions about attack tables

Author: Jon Dart

Date: 09:11:07 01/20/03

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On January 20, 2003 at 00:15:31, Scott Gasch wrote:

>Hi all,
>
>I'm pondering a major code overhaul of the engine to implement some ideas I've
>been thinking about for a while.  One of these is attack tables.  So I wanted to
>seek the advice of those of you who have attack tables in your engines already.
>
>First, I assume attack tables are things you want to do incrementally.  This
>seems really expensive though

Arasan used to have incrementally updated attack information. If I remember
right, it was lazy about it and didn't deal with stacked attackers, so the
attack info was not really useful for SEE. Now it uses rotated bitboards and can
do an accurate SEE.

Generally, I now think that you want to do as little as possible in your "make
move" routine. The faster your h/w is, and the deeper you go, the more cost you
are paying if you are loading things into "MakeMove" and "UndoMove". Of course
doing this can make your eval faster, but then some of the nodes you are moving
to won't even be evaluated because of pruning, etc. Overall incremental attack
generation cost Arasan speed, and taking it out was an improvement. Of course,
your mileage may vary.

My overall impression from reading Ed's stuff is that many of his techniques
work well together in his program but are not readily usable in a more
conventional program. Rebel has traded speed for reduced tree size. It is a very
interesting approach and evidently works well, but most programs are tuned to go
as fast as possible.

--Jon



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