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Subject: Re: Bitboard by any simple engine?

Author: Uri Blass

Date: 05:33:49 05/30/04

Go up one level in this thread


On May 30, 2004 at 08:13:36, Sune Fischer wrote:

>On May 30, 2004 at 06:35:11, Uri Blass wrote:
>
>>On May 30, 2004 at 06:05:08, Sune Fischer wrote:
>>
>>>On May 30, 2004 at 05:35:31, Uri Blass wrote:
>>>
>>>>>I am doing mobility, but what has that got to do with move generation?
>>>>>
>>>>>-S.
>>>>
>>>>I do mobility by counting number of legal moves.
>>>
>>>My mobility is not so simple, I do different things for the different pieces.
>>>
>>>>move_generation is clearly relevant.
>>>
>>>I don't see any reason to generate moves, I think that's not what you need in an
>>>eval.
>>
>>You do not need to remember the move but giving score for different moves can be
>>relevant.
>>
>>
>>>
>>>>I will probably replace it in the future by better mobility but I plan to
>>>>continue using similiar functions.
>>>
>>>This could be slowing you down quite a bit, should be worth experimenting to see
>>>if you can find something cheaper which is just as good or perhaps better. IMHO.
>>
>>cheaper is not so simple because it also means rewriting my qsearch(today movei
>>look for captures in the list of the legal moves so only changing the evaluation
>>will not to things faster).
>>
>>It needs the number of legal moves for evaluation so only changing the qsearch
>>will also not make it faster.
>>
>>I think to concentrate first on better and only later to think about cheaper.
>
>I don't think you can seperate it like that, a lot of things would obviously be
>better from an "every node must be evaluated as accurately as possible"
>viewpoint, e.g. probing TBs at the leaf.

Of course but here I cannot do it cheaper without changing my qsearch code and
I believe that it is possible to do it better when I do not need to change my
qsearch code by evaluating every piece differently(something that I do not do
today).

Uri
>
>The real question is always if it is worth the cost. :)
>
>-S.





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