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Subject: Re: Incremental movegenerator?

Author: Reinhard Scharnagl

Date: 08:36:49 04/14/03

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On April 14, 2003 at 04:47:44, Andreas Rueckert wrote:

Hi!

>I'm thinking about a incremental movegenerator for our little project. The idea
>is to store the moves for the pieces in a array and then check the last moved
>pieces, if they intersect with the potential moves of the piece on the square.
>If not, the moves that were computed before the piece was moved, could be
>reused. Has this been done before? (I guess so, since almost everything has been
>tried in this field, as it seems to me).

Within the early state of the Smirf project I had implemented a sequential move
generator, which additionally generates legal moves only, each on demand. The
generating always starts trying to reproduce a specified killer move.

>Are there any numbers, how much performance gain is too expect from such a solution?

Sorry, there are no numbers of that sort. There will be 4 million to 20 million
moves be generated at an AMD Athlon 1800+. I suppose advantages will be in
mating problems, because there is no need to expand final knots fully . During a
normal game there seems to be a need to expand knots into all resulting moves
because of the idea of move ordering. I solved this problem by filtering out
classes of moves and buffering the lower estimated. Today I prefer to expand
lazy but en block, because I now need a lot of information for evaluating the
parent knot. I hope, for me this will be the more performant solution.

Regards, Reinhard



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