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Subject: Re: Way of compressing attacks bitboards

Author: Gerd Isenberg

Date: 14:07:53 05/06/04

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On May 06, 2004 at 17:03:56, Robert Hyatt wrote:

>On May 06, 2004 at 16:59:57, Sune Fischer wrote:
>
>>On May 06, 2004 at 16:07:16, Robert Hyatt wrote:
>>
>>>On May 06, 2004 at 13:00:06, Mathieu Pagé wrote:
>>>
>>>>Hi,
>>>>
>>>> Actualy my engine use pre-calculated bitboards to generate the moves. and I was
>>>>asking myself if compressing them, in order to keep them in cache would make my
>>>>move generator faster. I tought about two techniques to compress them.
>>>>
>>>>1. Use a 7 bits mask as a representation of the occupancy of the line as we
>>>>always know that the position where the piece that we want to move is occupied.
>>>>I already use this and it cut the space used by the index by a factor of two.
>>>>I'm sure you were all aware of this trick.
>>>
>>>What about using a 5-bit mask then.  You don't need the two endpoint bits anyway
>>>as you attack those squares whether they are occupied or not.
>>
>>What if the square is on the edge and thus already removed?
>>Seems you end up with some being 5 bit and some being 6 bit lines.
>
>
>Doesn't matter.  Remember that you already know whether you are on the edge or
>not.  The only thing that matters is the occupied squares between the two
>extreme points.  That is why I currently use 6 bits.  But by removing the bit
>for the piece being tested, that would/could drop to 5.
>
>
>>
>>>I use 6 bit myself as squeezing out the square the piece is on is not
>>>convenient...
>>
>>-S.



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