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Subject: Move Generation

Author: Guillaume MOYA

Date: 07:25:22 02/22/05


Hi,

I write in my spare time, a little chess program, I just have done the move
generation and I play with alpha beta algorithm. My move generator is coded
using the rotated bitboard stuff, it works well but I got very bad speed result.

As an example, with this fen :

r4rk1/p2q1ppp/n1pb4/1p1p3Q/3P2NB/P3P2P/1PP3P1/2R2R1K w - - 0 1

when searching only at depth 4, with the simpliest eval function (just piece
value count), it takes 3094 ms to compute the PV. Here's how my program proceed
:

1) Generate all moves
2  Order move, using memory heuristic
3) Expand tree, test if the king is in check, remove the node if yes

and I use plain alpha beta with no funny stuff. When profiling my program, main
time is consummed in the function that's computed attaqued square (called after
a move is done to test if the king is in check). Is there another method? Is
this kind of performance right without a hashtable or something else?

Thanks
Guillaume



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