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Subject: Re: Incremental movegenerator?

Author: Vincent Diepeveen

Date: 13:46:11 04/15/03

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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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