Author: Tim Foden
Date: 07:40:42 12/03/03
Go up one level in this thread
On December 03, 2003 at 10:04:01, Tord Romstad wrote: >On December 03, 2003 at 06:25:35, Tim Foden wrote: > >>On December 01, 2003 at 06:57:13, Tord Romstad wrote: >> >>>void compute_attacks() { >>> int i, colour, *p, sq, tosq, piece; >>> uint16 mask, *attacks; >>> >>> for(p=(int *)(Attacks+64), i=0; i<8; i++, p+=8) >>> *p = *(p+1) = *(p+2) = *(p+3) = 0; >>> for(p=(int *)(XAttacks+64), i=0; i<8; i++, p+=8) >>> *p = *(p+1) = *(p+2) = *(p+3) = 0; >>> >>> attacks = Attacks; >>> for(i=0, colour=Colour; i<2; i++, colour^=1) { >>> for(sq=Pieces[colour].next; sq!=255; sq=Pieces[sq].next) { >>> for(p = &(PieceDirs[Board[sq]][0]); *p; p++) { >>> piece = Board[sq]; mask = PieceMasks[piece]; >>> tosq = sq + *p; >>> while(1) { >>> attacks[tosq] |= mask; attacks[tosq]++; >>> if(!(Abilities[piece] & SLIDING) || Board[tosq] == OUTSIDE >>> || Board[tosq] == WK || Board[tosq] == BK) break; >>> if(Board[tosq]) { >>> if(PieceColour(Board[tosq]) == PieceColour(piece) && >>> (DirectionType[*p] & Abilities[Board[tosq]])) { >>> /* X-ray attack. The &0xFF at the next time masks off >>> * the direct attack bits. */ >>> mask = PieceMasks[max(piece, Board[tosq])] & 0xFF; >>> piece = Board[tosq]; } >>> else break; } >>> tosq += *p; }}} >>> attacks = XAttacks; }} >>> >>>From the initial position, I compute the attack tables about a million >>>times per second with this code. From WAC1, the rate drops to about >>>700,000 times per second. The high nodes/second count of Rebel (which >>>has similar tables) makes me believe that it is possible to do this >>>many times faster. >>> >>>Tord >> >>Hi Tord, > >Hi Tim, and thanks for the comments! > >>I had a brief look at this code... here are my comments: :) >> >>1. It may be slightly faster to put the "attacks[tosq] =" line after the "if" >>that is below it. Try it and see. > >Faster, perhaps, but it would give wrong results. No bits for non-sliding >pieces would ever be set. Ooops! I missed that. Maybe just move the Board[tosq] == OUTSIDE test here then. >>2. I feel that it will be slightly more common, and will be quicker to test, >>whether the tosq is out of bounds, than to check for sliders. I would therefore >>try putting the Board[tosq] == OUTSIDE before the test for a slider. > >You're probably right about this one -- I'll give it a try. > >>3. The explicit tests for the Board[tosq] == WK and Board[tosq] == BK seem >>strange. This will surely be handled by the slider case anyway, so should never >>be true (unless for some reason you have kings as being sliding pieces). > >No, the tests for Board[tosq]==WK and Board[tosq]==BK are really necessary. >It is not handled by the slider case, because Abilities[piece]&SLIDING >tests whether the piece that attacks tosq is sliding, not whether the >king is sliding. > >The point of the test is to avoid generating x-ray attacks through a king. >If there is a white bishop on d3 and a white pawn on e4, The bishop should >be counted as one of the white attackers of the square f5. But if the >pawn on e4 is replaced by a white king, the bishop on d3 is no longer >attacking f5. This is the point of the tests. Sorry, missed this too. I should have looked at the code a little longer! :) >>4. Is PieceColour(piece) the same as colour? If so you can replace >>PieceColour(piece) with colour. > >You're right, of course. How stupid of me to overlook this obvious >improvement. > >>5. DirectionType[*p] is a constant for each direction. It may be faster to look >>this up once rather than many times. > >Perhaps. I thought the compiler should be smart enough to do this for me, >but perhaps it is worth trying. Well, it's fairly easy to test. If it doesn't pan out, you can keep it as it is. >>6. Taking constants outside the loops is generally a good idea. It may be >>better to reformulate the code so that piece and mask don't change, and use >>piece2 and mask2 inside the while loop. I know it isn't quite clear how to do >>this, but it may be possible. I.E. don't start the while loop at all for the >>non-sliding cases. > >Yes, perhaps I could make something like this work (although I'm afraid >it would make the code more complicated). I'll have a look at it. Well, it will be a few more lines of code for sure, but the logic may actually be simpler, and/or more predictable, which in turn may produce a speedup. Then again, having looked at the code again, I realise a bit more about what it does, and it could be tricky to make simplifications but still keep the functionality. Cheers, Tim. >>Well, thats all for now. I hope some of it actaully helps! :) > >I'm sure it does -- thanks a lot for your help! > >Tord
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