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Subject: Re: Bitboards, pre-computing moves, and blocked squares?

Author: James Swafford

Date: 11:23:15 11/30/04

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On November 30, 2004 at 13:42:39, Dann Corbit wrote:

>On November 30, 2004 at 13:25:08, James Swafford wrote:
>
>>On November 30, 2004 at 12:51:38, Andrew N. Hunt wrote:
>>
>>>Hi!
>>>
>>>I've recently implemented bitboards (standard and rotated) and have a question
>>>about pre-computing moves which contain blocked squares. Let's say I have the
>>>occupied rank:
>>>
>>>bQ, wN, _, wR, _, bP, bN, _
>>>
>>>and I want to find the valid moves for the white Rook. How do I handle modifying
>>>its bitboard rank: 11010110 to remove the blocked squares and only store the
>>>available squares: 01101100? (which I can then And with the white/black pieces
>>>to find valid Rook moves)
>>>
>>>Maybe I'm missing something obvious... :-?
>>
>>You need to precompute a two dimension array
>>Bitboard rank_moves[64][256].  The first index is the square
>>the rook is on.  The second index is the state of the rank
>>(in this case 11010110 base 2).
>>
>>You'll need a similar array for files and diagonals
>>(one for the a1->h8 direction and one more for the h1->a8
>>direction).
>>
>>Just build these arrays in your program initialization
>>by doing some looping.
>
>You can get by with 128 entries instead of 256 in most cases, because a piece
>never attacks or defends the square it is standing on.


Bit twiddler. :)

Seems to be a space/time tradeoff.  Would take just a bit more work
to compute the second index.

--
James



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