Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Move Generation

Author: Guillaume MOYA

Date: 09:01:24 02/22/05

Go up one level in this thread


On February 22, 2005 at 11:36:39, Andrew Williams wrote:

(a) No, I've got a P4 2.6C, not the high end standard but it works.
(b) Sorry, I should have write "history heuristic", I store in a 64x64 (from-to)
table, the cut-off count, then I perform a quicksort on the move generated.

I changed my king check detection routine, and it takes 1703 ms to find the PV
now, how many time it should take?

Guillaume

>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



This page took 0 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.