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Subject: Re: To Ed

Author: Andreas Herrmann

Date: 05:29:29 01/08/04

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On January 08, 2004 at 07:25:19, Andreas Herrmann wrote:

>On January 08, 2004 at 05:17:48, Gerd Isenberg wrote:
>
>>On January 07, 2004 at 14:25:48, Andreas Herrmann wrote:
>>
>>>Hi Ed,
>>>
>>>i'm just reading in your Rebel internals about your attack tables, they are
>>>totally diffrent than mine, but i like your structure.
>>>But how do you handle more than 1 attacker from the same kind? It seems that
>>>this is not possible in your structure, or have i overread something?
>>>
>>>What about the following, if using a 16 bit integer:
>>>Bit  1 to  3: total number of attackers
>>>Bit  4 to  5: number of attacking pawns
>>>Bit  6 to  7: number of attacking bishops and knights
>>>Bit  8 to  9: number of attacking rooks
>>>Bit 10 to 11: number of attacking queens
>>>Bit 12 to 16: free for other stuff
>>>
>>>Ok this needs more time to fill, and the calculating of hanging pieces needs a
>>>much bigger array, which gives me a result back, but i could handle all kinds of
>>>attackings.
>>>
>>>thanks in advance for your answer
>>>Andreas
>>
>>Hi Andreas,
>>
>>it's a tradeoff between space and accuracy. Ed's byte values allow a fast table
>>lookup whether a piece is enprise or hanging or whether a square is safe to
>>enter with some piece for one side:
>>
>>get_next_piece_on_the_board          // scan the board
>>// get status via the bits
>>status = TABLE [piece_type] [WB[square]] [BB[square]];
>>if (status == 0) continue; // piece safe -> next square
>>else: piece hangs, status contains its value // Q=9 R=5 B=3 N=3 P=1
>>
>>char TABLE [12] [256] [256];  // about 860 Kb
>>
>>If you use a more accurate 11-bit word, the table size becomes
>>2**6 = 64 times bigger:
>>
>>char TABLE [12] [2048] [2048];  // about 48 Mb
>>
>>I guess that huge lookup-table don't pays off.
>>
>>Cheers,
>>Gerd
>
>Hi Gerd,
>
>yes you are right, i have written that also in my first posting. On the other
>hand you don't need the total 11 bit to calculate the hanging pieces, because
>bit 1 to 3 are more or less unnecessary for calculating the hanging pieces. The
>total count of attackers is also included in the other bits, in nearby most of
>the cases (see lowest table).
>So with 8 bits the following table would be enough:
>char TABLE [12] [256] [256]
>Just compare bits 4 to 11 (16) from the attack tables with the above result char
>table.
>
>And in my above structure i would have only a very few cases, where attacking
>pieces could not be coded:
>
>Max. attackers to the same square:
>           max. codable           theoretical max. on board
>             in table        before promotion   after promotion
>---------------------------------------------------------------
>pawns            3                 2                2
>knight/bishops   3                 3               11*
>rooks            3                 2                4*
>queens           3                 1                8*
>
>* but this cases would be extremly rare or will happen in a real game nearby
>never.
>
>Ok the disadvantage of my above structure would be the slower speed. In Ed's
>case he needs just an OR to add an attacking piece. And for calculating the
>hanging pieces i would need in my structure a bitshifting (?).
>Well i will have some more thoughts about it.
>I want to change my simple attack tables in the future, where i can't figure out
>the hanging pieces. But i don't want to just copy Ed's structure.
>
>Thanks for your answer, and hope i will meet you in Paderborn, if nothing
>happens until then (Job?).
>
>best wishes
>Andreas

just composed a funny position with a maximum of attackers to a very poor pawn
on d3. Ok it's not realistic for a real game:
[d]1n6/2knqrrb/bppp1q2/2N1NB2/1N3N2/1R1p1Q2/1N3N2/KBNRNB2 w - - 0 1

Andreas




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