Author: Uri Blass
Date: 07:54:47 10/17/04
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On October 17, 2004 at 10:18:52, Stuart Cracraft wrote: >On October 16, 2004 at 22:31:45, TEERAPONG TOVIRAT wrote: > >>On October 16, 2004 at 10:58:17, Ron Peterson wrote: >> >>> I have seen some messeages about the use of bitboards for move generation. >>>I use a offset approch for my move generator and I am pleased with the speed. I >>>have enclosed a copy of my "gen_white_knight" code. >>> My question is what type of speed increase wuold you expect to get in a >>>move generator using bitboard? 50%? 100%? >> >>Hi, >> >>I think bitboards generate move faster especially capture moves. But it's slower >>in makemove() and unmakemove() because it has to update a lot of data. >>However, you can do a lot of tricks with bitboards in eval(). So,if you want to >>compare the two methods, you 've to compare the performance not only speed of >>movegen(). >> >>Regards, >>Teerapong > >Movegen is not the issue with bitboards. >In fact, it is a drawback. Much harder to implement >movegen with bitboards than with 0x88 or mailbox. > >The joy is in bitboard eval-ing. > >You should make a hybrid program at first using >mailbox or 0x88 movegen, regular incheck/attack >routines, and bitboards for movegen. > >Later, when you have more time or want bigger >challenges, convert to bitboarding using examples >like GNU Chess and Crafty. > >I think the next challenge above that is to do >what Slate and Atkin did and that is to maintain >incremental attack tables that are updated after >each makemove and unmakemove. > >Stuart I already have attack tables that are updated incrementally but my move generator is not based on bitboard or on 0x88 and I simply use 0-63 as the squares. info that is array of 64 integers tells me information about squares(for example info[11] gives information about d2) and I have also piece list for every type of piece. Uri
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