Author: Vincent Diepeveen
Date: 13:46:11 04/15/03
Go up one level in this thread
On April 15, 2003 at 14:41:41, Uri Blass wrote: >On April 15, 2003 at 13:43:50, Vincent Diepeveen wrote: > >>On April 15, 2003 at 12:48:06, Uri Blass wrote: >> >>>On April 15, 2003 at 10:13:07, Vincent Diepeveen wrote: >>> >>>>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). Are there any numbers, how much >>>>>performance gain is too expect from such a solution? >>>> >>>>for a beancounter that is psq only i assume is your question as in diep move >>>>generation including generating all moves at every qsearch node is < 0.6% system >>>>time. >>>> >>>>it is trivial that incremental generation is fastest. you just pick 1 piece and >>>>generate all moves for it. if first move generates cutoff then you had a cheap >>>>cutoff. >>>> >>>>Yet search efficiency is poor of course as perhaps some other move was better to >>>>try first. >>>> >>>>Let's skip that. >>>> >>>>We all know fritz 5 and older than that must have used incremental move >>>>generators. >>>> >>>>Perhaps you can get to 10 million nps speed at a fast K7 with incremental move >>>>generator (of course pseudo legal, not legal). >>> >>>I think that the only right way to count is to count legal move as a node. >> >>No. > >Why no > >I think that people who count illegal moves do not count correctly(otherwise I >can generate more nodes by having always 64^2 nodes and always discovering fast >that a move from square a to square b is not legal(usually because a is empty). No. I count nodes not generated legal or semi-legal moves. >> >>>If my target is to have more nps than I can get more than 10 million legal moves >>>per second on p1000 by the following steps that I do when movei >>>calculates perft. >> >>perft has nothing to do with this. > >Perft has clearly to do with it because my best perft generates >more than 119060324 legal moves in less than 10 seconds >(119060324 legal moves are only the moves in the last ply) > >Uri
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