Author: Uri Blass
Date: 04:05:12 03/19/03
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On March 19, 2003 at 06:51:15, Uri Blass wrote: >On March 19, 2003 at 06:33:01, Matthias Gemuh wrote: > >>I decided to stop chess programming but even the latest version of my program >>sucks. How can I quit in peace? >>It calculates this attack information (bitboards of attackers to 64 squares) >> BITBOARD AttacksTo[64] >>from scratch at each node. I tried to do this incremementally and it quickly got >>messy and buggy because of sliding pieces, castle, en passant. >>How do you attack attack boards (even the conventional type)? >> >>/Matthias. > >I do not know what is the conventional type > >I update my attack information incrementally but I use no bitboards. >I also think that my attack information may be improved and I have not tables >that tell me the information in Ed's site. > >The information that I have is for every square the directions that it is >attacked by white and by black and for every direction the attacking square. > >I started by updating them not incrementally and later I started to update them >incrementally only in part of the cases. > >I think that trying to do too much is a mistake and you may start by updating >them incrementally only in part of the cases(for example you can update them >incrementally only for rook moves that are not captures when the rook moves in >the same file) > >Only when you see that there are no bugs you can continue to do it for rook >moves in the same rank and only when you see that there is no bug you can try >another piece. > >I worked some monthes about updating my attack information faster before >I decided to develop my chess program and in the first months I had only a >program to calculate perft and I worked on doing it faster and fixing bugs. > >Uri I can add that I decided not to have function for moves but functions for deleting and adding pieces. It took me time to think about the idea to update the attack tables incrementally after deleting a piece and update it incrementally after adding a piece. I believe that function for moves may be slightly faster but I decided that I have enough complexity and the advantage in speed is not big so practically every move is a sequence of delete piece and add piece in my move generator. Uri
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