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Subject: Re: The need to unmake move

Author: Robert Hyatt

Date: 18:52:37 08/24/03

Go up one level in this thread


On August 23, 2003 at 02:34:05, Johan de Koning wrote:

>On August 22, 2003 at 10:45:11, Robert Hyatt wrote:
>
>>On August 22, 2003 at 02:53:06, Johan de Koning wrote:
>>
>>>On August 21, 2003 at 11:29:49, Robert Hyatt wrote:
>>>
>>>>On August 21, 2003 at 03:16:35, Johan de Koning wrote:
>>>>
>>>>>On August 20, 2003 at 14:27:57, Robert Hyatt 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.
>>>>>>
>>>>>>Sure, but look at what happens.  You copy a couple of hundred bytes.  You
>>>>>>update it _once_.  Then you copy it again for the next ply.  And so on.  Not
>>>>>>only are you not re-using what you moved around early, you are displacing good
>>>>>>stuff from the cache as well.
>>>>>
>>>>>You *are* re-using the stuff that you didn't change, by skipping the unmake()
>>>>>while backing up. And yes, you are claiming more cache space. But only the very
>>>>>few most active copies are relevant.
>>>>
>>>>Not quite.  I regularly hit 50+ plies deep.  By the time I back up to ply
>>>>20, that is long-gone from cache.  And it gets re-loaded.
>>>
>>>And this happens quite often.
>>>Particularly if you have a branching factor of 1.01 or something. :-)
>>
>>It doesn't take much.  the PIV has 512K L2 cache.  128 bytes per line,
>>which turns into 4096 lines.  My bitmap stuff is about 256 bytes, or two
>>lines.  50 plies deep racks up 100 of those cache lines, a big chunk.  Of
>>course there are other things that need to be in cache at the same time.
>
>I would be more concerned about L1 cache.
>Especially in 1996, when the Pentia had only 8 kB IIRC.
>
>>However, the q-search is a good case in point.  It is easy to zap back and
>>forth for 20 plies with a 1.01 branching factor there...
>
>I was only joking, but if the q-search shows such kind of behavour *regularly*,
>there something fishy going on.
>
>About half of the q-nodes have no children because of rep, mate, eval>=beta, or
>all captures futile (according to a quick test, too lazy to do a decent test).
>This could still mean that most horizon nodes are childless, while some spawn
>very long narrow lines. However, I consider this most unlikely.

Remember I _only_ do captures and pawn promotions to Q in the q-search.  No
reps therefore.  When I make a move, I _must_ go to the next ply, and see if
there are any captures.  I do the copy when I do the make to get to the next
ply.  It becomes expensive.

>
>In fact, I would consider it most unwanted. As you like to say: the q-search is
>erroneous anway. Q-nodes with draft -5 and beyond will contribute very little to
>the already small accuracy at draft 0. So if they do claim a large part of the
>search, it's better to prevent them or lose them. SEE can do both.
>
>... Johan



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