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Subject: Re: debugging move generation routines

Author: J. Wesley Cleveland

Date: 11:08:07 01/12/04

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On January 10, 2004 at 19:09:34, Toni wrote:

>Hi all,
>
>I've written the move generation routines for my engine. I'm now debugging them.
>I've tested some positions in which there are castlings, en-passant captures and
>promotions, and everything seems OK, but when computing perft sometimes it gives
>wrong values at depth 4 or higher. The question is how to debug that, since the
>number of moves involved is enormous.
>

I modified crafty to output the moves for each position and had my program put
out the moves in the same format, e.g.

a2a3 a7a6 a3a4 a6a5
a2a3 a7a6 a3a4 b7b6
...

I ran the same position on crafty and my program, sorted the two log files, and
compared them. The time it takes to program this will be more than repaid with
the first error you find.



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