Author: Christophe Theron
Date: 17:00:12 08/20/03
Go up one level in this thread
On August 20, 2003 at 14:30:47, Robert Hyatt wrote: >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. Yes that's exactly what I do. The structure I'm talking about contains exactly that: hash key, incremental score, the last computed part of the dynamical score, king safety information, pawn structure information, last move, last captured piece, ... But I understand that if you have a bigger structure that saves various bitboards at some point saving/restoring might be too costly because of memory wait states. That's a part I do not like much: when the hidden (internal) architecture of the machine starts to have such a variable impact on the program's design. I mean from one computer to another, and depending on the processor/memory/mainboard manufacturer, one should completely redesign the program to get the best performances. I don't like the idea that someone just counting clock cycles could improve more a chess program than someone thinking about the chess algorithms themselves. As a matter of facts I had to do cycle-counting myself in Chess Tiger, and I hate that. Christophe
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.