Author: Hristo
Date: 20:35:48 10/29/98
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On October 29, 1998 at 20:03:07, Christophe Theron wrote: >On October 29, 1998 at 18:16:48, Hristo wrote: > >>On October 29, 1998 at 14:17:26, James Robertson wrote: >> >>>On October 29, 1998 at 11:41:15, Hristo wrote: >>> >>>>What is the best speed that one can achieve generating moves using bitboards? >>>>Cycles per ply. Not including eval !!! :)) >>>>For instance, in very good(middle game...where the pieces are mopved arround) >>>>conditions my program can generate 1 ply every 21.7 cycles. This includes all >>>>attacks and all squares possible to get to. >>>> >>>>best regrads. >>>>hristo >>> >>>This may be a dumb question, but how do you measure cycles? >>> >>>James >> >>run a function, GenerateMoves(), 1000000 times in a loop.Calculate the time(T) >>it took to execute the loop. Store the total number of moves(tM) generated for >>*this* time. >>You also know the base speed of your CPU, perhaps 450Mhz, so you use that to >>calculate CyclesPerMove = CPU/(tM/T)... this a very simple way of doing it but >>it is probably just as good as any! >>hristo > >You can do much better. If you are using a Pentium or compatible processor, you >have a register that counts the machine cycles! Just compute the difference of >the value of this register before and after your 1000 GenerateMoves(), and >divide by 1000. > >NOTE: I have never used this register, but you can find papers about it in Dr >Dobb's Journal for example. > > > Christophe Thanks Christophe! Now I remember reading about this ... :))) For now I'd like to use something simple, but if you find sample code, please send it along! best regards. hristo
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