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

Author: Anthony Cozzie

Date: 10:35:56 12/01/04

Go up one level in this thread


On December 01, 2004 at 08:19:55, James Swafford wrote:

>On December 01, 2004 at 01:20:17, Tony Werten wrote:
>
>>On November 30, 2004 at 15:44:47, James Swafford wrote:
>>
>>>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?
>>
>>32
>>
>>Might be better to change the declaration to [33][64] for easier
>>indexcalculation.
>
>I don't see it.
>
>I'f I'm on the A1, I could potentially travel (on this rank)
>to B1->H1, depending on the occupancy of those squares.
>The set of squares I can travel to doesn't depend on H1
>(if we ignore captures of own pieces).
>
>So, I care about the occupancy of B1->G1 = 6 squares =
>2^6 states = 64.
>
>Would you further explain how to reduce this to 32?

Because you have the order wrong.

anthony



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