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

Author: James Swafford

Date: 12:44:47 11/30/04

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On November 30, 2004 at 14:59:04, Dan Honeycutt wrote:

>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.
>
>I use [64][128] by simply throwing away the h file.  I could use [64][64] by
>likewise throwing away the a file but it would cost me an extra add for my shift
>(ie I'd have to shift by 8*(rank-1) + 1 instead of 8*(rank-1)).  Getting rid of
>the square the piece is on could, I guess, get you to [64][32] but looks like it
>would also require some extra math.

I don't think you could get to 32.  What if the square you're on
is in the A or H file?

--
James


>
>Dan H.



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