Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: kogge-stone, rotated bitboards, "raytracing" - on 32 or 64-bit platf

Author: martin fierz

Date: 05:27:29 09/29/04

Go up one level in this thread


On September 29, 2004 at 05:44:29, Russell Reagan wrote:

>On September 28, 2004 at 17:49:21, martin fierz wrote:
>
>>the main question for me is whether i should bother to rewrite my engine to
>>rotated BB, or to leave it as it is, or to switch to kogge-stone or dumbfill of
>>yours (thanks for sharing!), with the 64-bit future in mind. i'm afraid i still
>>don't know what to do :-)
>
>
>The reason you don't know which data structures are the most efficient is
>because you aren't asking the right question, and even if you did ask the right
>question, you probably don't know the answer ;) If you can tell me *exactly*
>what you *want* to do, then figuring out highly efficient data structures will
>not be difficult at all.
>
>My guess is that you, just like the rest of us, don't know *exactly* what you
>want to do.

wrong. i know exactly what i want. perhaps i will change my mind and want
something different, but for the moment i know what i want. i want a fast
framework of movegen, hashing, repcheck etc. which also has all attacks handy at
every node.
this last part is by far the most expensive, and that is why i am bothering
y'all with questions about fast attack generation.


>>surprise! after __forceinline, it got clearly faster but still slower then the
>>written-out version.
>
>
>What compiler?

visual C++ 2005 express beta.


cheers
  martin



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.