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Subject: Re: The need to unmake move

Author: Robert Hyatt

Date: 11:30:47 08/20/03

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On August 20, 2003 at 13:05:17, Christophe Theron wrote:

>On August 20, 2003 at 03:59:38, Johan de Koning wrote:
>
>>On August 19, 2003 at 22:11:14, Robert Hyatt wrote:
>>
>>>On August 19, 2003 at 20:06:58, Mathieu Pagé wrote:
>>>
>>>>Hi,
>>>>
>>>>The fact:
>>>>
>>>>I have this question i read at some place that it is faster to unmake a move
>>>>than to save the state of the game before moving then restoring it when we want
>>>>to unmake the move.
>>>>
>>>>For the moment my engines did not implement unmake() (it is still buggy).
>>>>
>>>>My thougth:
>>>>
>>>>Since bitboard computation are slow (on 32 hardware) i think that it can be
>>>>slower to unmake the move than to save the state. I friend of me that is lot
>>>>better than me at optimizing code also think that.
>>>>
>>>>My questions:
>>>>
>>>>Are you all using unmake() function or there is some of you that found that
>>>>saving the state is better ?
>>>
>>>
>>>
>>>read the comments from Crafty in main.c.  I started out using what is
>>>commonly called "copy/make" as that worked well in Cray Blitz.  But it
>>>didn't work well in the PC.  The PC has very limited memory bandwidth,
>>>when you compare the speed of memory to the speed/demands of current
>>>processors.  If you keep the board in cache, and update it there, it is
>>>more efficient than to copy it from real memory to real memory...
>>
>>I hate to play Vincent here, but real memory is not an issue.
>>
>>If you manage to keep the deepest few plies worth of position structs in L1
>>cache, then bandwith is pretty decent on the PC. And it has been ever since them
>>PCs were endowed with cache.
>>
>>Copying a struct does take time, and it can easily be pinpointed. Saving and
>>restoring and unupdating also takes time, but is harder to identify. Especially
>>since the stress on code cache and branch prediction don't show up in a run time
>>profile.
>>
>>... Johan
>
>
>
>I'm not surprised by Bob results on this issue, as Crafty has a *lot* of things
>to save/restore, and all of them are rather big structures.
>
>In a non-bitboard program like Chess Tiger, saving/restoring is probably faster.
>At least it is in Chess Tiger.
>
>I do not know if you are using bitboards in The King. Do you?
>
>Actually I'm using a mix of undo and restore: I do not save the chessboard
>itself because undoing a move involves very few read/write operations. So I undo
>the move "manually" on the chessboard but restore with a memcpy a single
>structure that holds the rest of the chessboard and a part of the search state.
>I seem to remember that this structure is less than 40 bytes big, so restoring
>it is really no problem, and as you pointed out most of the time the data to be
>restored still lies in the L1 cache.
>
>In any case I cannot imagine that restoring the hash key for the current
>position from memory could be slower than computing it again by undoing a
>sequence of XORs (at least 2) on a 64 bits integer...
>
>
>
>    Christophe


I just checked.  I think my previous 168 was wrong.  I think a complete
"structure" would now contain about 256 bytes which would have to be copied
for each copy/make cycle.

In Cray Blitz, without the bitmap stuff, we did a combination.  We didn't copy
the chess board, we did make/unmake there.  But we did copy things like hash
signatures and incrementally updated stuff (number of pawns on a file, open
files, etc) so that we didn't have to unmake those.




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