Author: rasjid chan
Date: 03:39:41 04/10/04
Go up one level in this thread
On April 10, 2004 at 04:48:18, Daniel Shawul wrote: >On April 09, 2004 at 02:30:36, rasjid chan wrote: >Hi > > The AllPieces bitboard was what is left when i flipped from bitboards > to 0x88. I thought it would help me in checking if a piece can slide between > two squares. But it didn't. Doing while loops is as fast as the bitboard >method on my pc. What i am saying is it may be good for a full Bitboard >programme, but i am not sure if it helps for others. I cannot understand when others seem to to say we can do completely w/o bitboard. I only know simple bitboard and intuitive 0x88. say :- bool rook_attack(x, y){ if (aRay[128 + x - y] & aROOK){//test rook style // call memory BAD ??? s= step[128 + x - y];// call memory BAD TWO)??? while{ ;etc... } } } my rstyle_attack(x, y) has no array lookup and only bitwise operation using your allbits all within registers. IT MAY STILL BE SLOWER THEN 0x88 as I DONT TEST. Do you say in this case ox88 still faster. Do we ever need bool rook_attack(x, y) in chess programming in the first place. Do you? Another suggested place is >to use them for pawn evaluation. This one i didn't try but i don't think it >would do me anything good.what i am doing now is just loop through the pawns >before i started eval of pawns [like tscp does] and fill my data. Since i use >pawn hashes this is done rarely. > >best >daniel I am doubtful presently I can get a better way for this than that of TSCP using least_advance_pawn[2][10]. Again intuitively IT IS THE BEST. How much juice can you squeeze out of an orange by squeezing harder. Rasjid > > >> >> >>I have a set of simple macros for bitboard operations and they are meant for >>those with a new chess program and like to implement fast complete >>attacks by bishops and rooks. It is basically just three #define and all sliding >>attacks would then be available for use in evaluations and move ordering. Of >>course it is only when we don't yet count instruction cycles, >>but then after things are moving we could EASILY upgrade to >>rotated bitboards. >> >>The only requirement is that the "all" bits must be available. Most chess >>programmers sooner or later will have to use some bitboard operations as >>there seem no escape for the sliding pieces and it is usually necessary to >>incrementally update the "all" bits after makemove()and unmake(). >> >>These bitboard operations just make use of simple direct intuitive >>operations.If we have a single bit x, then x - 1 divides the board into >>upper half and lower half and add to it some bitwise operations which >>everyone say is fast. The only memory access is U64 diagonal[2][15] >>and it is much better than U64 attack[64][64]. >>For those not using 0x88, they just need some simple editing. >> >>If anyone has something faster or can make them faster, please post. >> >>Best Regards >>Rasjid >> >> >>typedef unsigned _int64 U64 >> >>#define GetFile64(sq) ((sq) & 7) >>#define GetRank64(sq) ((sq) >> 3) >>#define iGetFile(sq88) ((sq88) & 7) >>#define iGetRank(sq88) ((sq88) >> 4) >>#define sq88Bit(sq88) ((U64)1 << (((sq88) + ((sq88) & 7)) >> 1)) >>#define sq64Bit(sq64) (((U64)1) << (sq64)) >>#define sq88RankBits(sq88) ((U64)0xff << ((sq88) >> 1 & 0370)) >>#define sq88FileBits(sq88) ((U64) 0x0101010101010101 << ((sq88) & 7)) >> >>//*** global variables >>U64 all, diagonal[2][15]; >> >> >>//*** Start - bitboard attack operations for sliding pieces >> >>/* >> This test that the in-between arc (x, y) is clear of any bits. >> path is the complete bit path along x, y across the board >> */ >> >>#define brq_path_clear(x, y, path) >> ((x) <= (y) >> ? ((x) == (y) || isqBit(y) - 1 & ~(isqBit(x) - 1 | isqBit(x)) >> & (path) & all ? 0 : 1) >> : (isqBit(x) - 1 & ~(isqBit(y) - 1 | isqBit(y)) >> & (path) & all ? 0 : 1)) >> >>/* >> given any two sq88 x, y , this test if they attack along >> diagonals. >> */ >> >>#define bstyle_attack(x, y) >> (iGetRank(x) + iGetFile(x) == iGetRank(y) + iGetFile(y) >> ? (brq_path_clear(x, y, diagonal[1][iGetRank(x) >> + iGetFile(x)]) ? 1 : 0) >> : (iGetRank(x) - iGetFile(x) == iGetRank(y) - iGetFile(y) >> ? (brq_path_clear(x, y, diagonal[0][7 + iGetRank(x) - iGetFile(x)]) >> ? 1 : 0) : 0)) >> >>/* >> given any two sq88 x, y , this test if they attack along >> rank or file. >> */ >> >>#define rstyle_attack(x, y) >> (iGetRank(x) == iGetRank(y) >> ? (brq_path_clear(x, y, isqRankBits(x)) ? 1 : 0) >> : (iGetFile(x) == iGetFile(y) >> ? (brq_path_clear(x, y, isqFileBits(x)) ? 1 : 0) : 0)) >> >> >>//*** End - bitboard attack operations for sliding pieces >> >> >> void pre_calculate_diagonal(){ >> int i, j, l; >> //get diagonal[2][15] >> >> >> memset(diagonal, 0, sizeof(diagonal)); >> //LR down == [0][7 + r - f] >> //RL down == [1][r + f] >> >> i = 0; >> while(!(i & 0x88)){ >> l = iGetRank(i) - iGetFile(i); >> assert(7 + l >= 0 && 7 + l < 15); >> for (j = i; !(j & 0x88); j += 17){ >> diagonal[0][7 + iGetRank(j) - iGetFile(j)] |= isqBit(j); >> assert(l == iGetRank(j) - iGetFile(j)); >> } >> >> l = iGetRank(i) + iGetFile(i); >> assert(l >= 0 && l < 15); >> for (j = i; !(j & 0x88); j += 15){ >> diagonal[1][iGetRank(j) + iGetFile(j)] |= isqBit(j); >> assert(l == iGetRank(j) + iGetFile(j)); >> } >> ++i; >> } >> >> i = 16; >> while(!(i & 0x88)){ >> l = iGetRank(i) - iGetFile(i); >> assert(7 + l >= 0 && 7 + l < 15); >> for (j = i; !(j & 0x88); j += 17){ >> diagonal[0][7 + iGetRank(j) - iGetFile(j)] |= isqBit(j); >> assert(l == iGetRank(j) - iGetFile(j)); >> } >> i += 16; >> } >> >> i = 23; >> while(!(i & 0x88)){ >> l = iGetRank(i) + iGetFile(i); >> assert(l >= 0 && l < 15); >> for (j = i; !(j & 0x88); j += 15){ >> diagonal[1][iGetRank(j) + iGetFile(j)] |= isqBit(j); >> assert(l == iGetRank(j) + iGetFile(j)); >> } >> i += 16; >> } >> }
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.