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Subject: Re: Bitboard by any simple engine?

Author: Robert Hyatt

Date: 13:26:10 05/30/04

Go up one level in this thread


On May 30, 2004 at 15:44:07, James Swafford wrote:

>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.


For the typical case of 2-3 captures, n log n and n^2 are about the same.  :)
Then it becomes which is most efficient.  N log N sorts are not very good for
very small numbers of elements.

They do too much wasted effort.  IE quicksort/heapsort.  Why break a list of
length 3 into two parts???




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



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