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Subject: Re: Questions about attack tables

Author: Ed Schröder

Date: 12:17:03 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 -- not only do you have to update the squares
>attacked by the moving piece but also you have to look for attacks exposed by
>the vacated square and attacks blocked by the destination square.  I'm not
>missing any more clever way to handle this incrementally am I?

>Next, on Ed's page he talks a little about attack tables in Rebel.  He said he
>generates them non-incrementally (in eval from scratch) and he says he only uses
>a few bits per side.  Like a single P, N, B, R, Q, K bit and a count.  I wonder
>why not burn a few extra bits and have P, P, N, N, B, R, R, Q, K (10 total): it
>would make the square control lookup table much more accurate and not too big (I
>get 1M entries)?

Doing it in one byte is just a matter of speed, extending the system to 16 or 32
bit would slowdown the process as the processor while indexing must do an
expensive SHL instruction every time.

Ed


>Any feedback / advice appreciated.
>Scott



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