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Subject: Re: about SEE of Crafty

Author: Gerd Isenberg

Date: 07:13:45 01/06/04

Go up one level in this thread


On January 06, 2004 at 09:40:33, Robert Hyatt wrote:

>On January 05, 2004 at 18:30:59, Uri Blass wrote:
>
>>On January 05, 2004 at 18:02:43, Sune Fischer wrote:
>>
>>>On January 05, 2004 at 17:47:51, Uri Blass wrote:
>>>
>>>>>IMO no.
>>>>>It is better to be safe than sorry, such a bounds check can easily be avoided by
>>>>>making the array a tad bigger.
>>>>>In a non-smp program you can make the array static, if you like.
>>>>
>>>>I think that even if the price is that in one of 1000 games you get wrong see
>>>>when the numbers of attackers is 16 or more than it then you will not be sorry.
>>>>
>>>>remember that usually one wrong evaluation is not enough to change the move.
>>>
>>>Most of the time, I'm pretty sure it is 99% of the time, there will be less than
>>>16 captures to the same square.
>>
>>I think that you can only say 99% of the time not more than 8 captures in the
>>same square inspite of the fact that I did not calculate statistics.
>>
>>>In that respect it's true the array is too big, but these rare cases still force
>>>you to do a bounds check every time you add a capturer.
>>>
>>>By making the array large enough for even the biggest theoretical capture
>>>sequence you _save_ these checks and that is what is important here.
>>>
>>>Remember the check is going to be made several times per SEE which could be done
>>>several times per node, so it's kind of speed critical.
>>
>>Remmeber that the check is only going to be done at most 4 times in common
>>cases(I think that in most cases you have even not more than 2 captures in the
>>same square for example 1.e4 e5 2.Nf3 Nc6 3.Nxe5 Nxe5 no more captures).
>>
>>I remember from experience with my program that allocating memory for varaibles
>>in functions is expensive and in the early days of movei I got a significant
>>speed improvement by having global arrays instead of having local arrays even in
>>cases that I did not need to use the global array out of the function.
>>
>>Uri
>
>
>Maybe there is some confusion here.  There is _no_ cost for "allocating"
>local variables in a function.  And I _do_ mean _NO_.  These values are
>simply "on the stack" and when the function is entered, the stack pointer has
>some constant subtracted from it to leave a "hole" that is used to hold local
>function variables.  no malloc() or anything like that is done by modern
>compilers, hence zero cost.

Except you exceed some -128/+127 byte offsets for some other locals,
making bp-relative memory access instructions three bytes longer ;-)

00401C32 89 45 94             mov         dword ptr [ebp-6Ch],eax
..
00401C3B 89 85 64 FF FF FF    mov         dword ptr [ebp-9Ch],eax

What about AMD64 64-bit addressing modes? I fear it is even more important to
keep the local frame compact. Are there other alternatives for address offsets
than one byte with sign extenions or 8-bytes?



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