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Subject: Re: Bitboard by any simple engine?

Author: James Swafford

Date: 12:44:07 05/30/04

Go up one level in this thread


On May 30, 2004 at 07:54:29, Sune Fischer wrote:

>On May 30, 2004 at 07:17:01, James Swafford wrote:
>
>>On May 30, 2004 at 03:36:59, Sune Fischer wrote:
>>
>>>On May 29, 2004 at 22:53:38, James Swafford wrote:
>>>
>>>>On May 29, 2004 at 16:09:22, Sune Fischer wrote:
>>>>
>>>>>On May 29, 2004 at 14:41:28, Anthony Cozzie wrote:
>>>>>
>>>>>>On May 29, 2004 at 14:26:55, Russell Reagan wrote:
>>>>>>
>>>>>>>On May 29, 2004 at 04:24:18, Tony Werten wrote:
>>>>>>>
>>>>>>>>Yes, you would have to hop to nextsquare to see how it would go from there. Now
>>>>>>>>you only have to look what square we are talking about, and if !nil, you will
>>>>>>>>always know that the nextsquare will be given at *sq++
>>>>>>>>
>>>>>>>>So you basicly made "nextsq" and "location of nextsq" independant of each other,
>>>>>>>>thereby making it independant of board representation and making it more
>>>>>>>>efficient since you will be traveling through the array in a row, rather than
>>>>>>>>randomly accesed.
>>>>>>>
>>>>>>>Would this be any faster than a traditional array based move generator? As far
>>>>>>>as I can tell, the array based movegen will iterate over an array, while the
>>>>>>>move table approach loops over a linked list (effectively). Looping over an
>>>>>>>array will almost always be at least as fast as looping through a linked list,
>>>>>>>right? Plus the move table approach uses more memory to accomplish the same
>>>>>>>thing. You may get some other advantages from a move table approach, but with
>>>>>>>regard to speed, the move table approach doesn't seem like it would be the
>>>>>>>fastest.
>>>>>>
>>>>>>The magic of Vincent's generator is that there are almost no branches and
>>>>>>relatively little memory.  The two biggest wastes of time in a modern deeply
>>>>>>pipelined superscalar processor are branch mispredictions and cache misses.
>>>>>>
>>>>>>anthony
>>>>>
>>>>>I really don't understand all the hype about a generator.
>>>>>I just had a look at a profile, mine spends something like 5% generating moves.
>>>>>That's hardly worth even looking at to optimize.
>>>>>
>>>>>It might be due to its incremental design that it's so fast though ;)
>>>>>
>>>>>Sorting the moves however, now that takes time.
>>>>
>>>>What type of sort do you use?  How often do you sort your
>>>>move list(s)?
>>>
>>>I use SEE for the most part, expensive but seems to be well worth it.
>>
>>SEE scores moves, it doesn't sort:
>
>Assigning scores is the first step in the sorting process.
>
>>do you use (1)bubble sort,
>>(2)quick sort, (3) no sort (scan for best) .. ?



>
>Depends on which is the fastest. :)

Well, that's an interesting question!

The magic "number" for sorting is to do it in O(n lg n),
but I've heard others (I think Hyatt) use bubble sort,
which has a running time of n^2.

I'm using a stupid bubble sort, but I don't sort very
often, and I plan on trying others at some point.


>
>-S.
>
>>--
>>James
>>
>>
>>>
>>>-S.



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