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Subject: Re: Move Generation

Author: Andrew Williams

Date: 08:36:39 02/22/05

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On February 22, 2005 at 10:25:22, Guillaume MOYA wrote:

Hi Guillaume,

If it's taking 3 seconds to complete  4-ply search, I suspect that you have one
of two problems:

(a) A very slow computer :-)
(b) Some error in your move ordering. What do you mean by "memory heuristic"?

Andrew


>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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