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Subject: Re: Efficient Bitboard Implementation on 32-bit Architecture

Author: Peter Fendrich

Date: 16:58:08 10/25/98

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On October 25, 1998 at 19:28:54, Robert Hyatt wrote:

>On October 25, 1998 at 19:16:05, Roberto Waldteufel wrote:
>
>>Hi all,
>>
>>Has anyone tried this, or thought of trying this before?
>>
>>The main drawback of 32-bit CPU's for bitboards is that each time you need to
>>step through the bits in a bitboard you have to step through two 32-bit values,
>>since that is all that will fit in a register. I have an idea that partially
>>overcomes this problem. It is based on the observation that many of the
>>bitboards used in move generation are mono-chromatic, by which I mean that the
>>1's are either all light squares or all dark squares. For example, bishop moves,
>>pawn captures and double pawn moves are always to a square of the same colour as
>>the origin square, and knight moves and single pawn moves are always to a square
>>of opposite colour to the origin square. I therefore propose a bitboard
>>structure consisting of two 32-bit unsigned integers, one for the light squares
>>and the other for the dark squares. If rotated bitboards are to be used, then
>>the bits could be aligned for one set of diagonals, and a second pair of
>>bitboards aligned for the other diagonals (ranks and files would be done same as
>>before, only diagonals would need reorganising). Then when polling the bits of
>>an attack map to find the moves for minor pieces, only one 32-bit bitboard is
>>needed to hold all the destination squares, and generating pawn captures by
>>means of shifting and logical ANDing can easily be divided into light-square
>>captures and dark-square captures. I have not yet tried this, but I see no
>>reason why it should not work. Of course, it does nothing to help rook-moves
>>(including rook-type queen moves) or king moves, but these could be generated
>>with no more work than is needed in a normal a1-h1,a2-b2,......a8-h8 ordering of
>>the squares. Nevertheless, if some of the generation can be compressed to 32-bit
>>operations instead of 64, it must surely help to some extent. Any comments?
>>
>>Roberto
>
>
>
>it's interesting to think about this... but it does break the "rotated bitmap"
>idea which is to get all squares along a rank/file/diagonal into adjacent bits.
>This would mean we'd need a few more bitmaps to work around this...
>
>certainly worth trying, however...

It certainly doesn't break up my rotated bitboards.
When rotating 90 degrees, I pack the diagonals together in 8-bit chunks like
this:
h1 + b1-h7
f1-h3 + d1-h5
a2-g8 + a8
a4-e8 + a6-c8
g1-h2 + c1-h6
and so on

all the adjecent squares are together and it works fine for me.

I don't try to access these 8-bit chunks - it's merely a way of visualising the
board for myself...

//Peter



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