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Subject: Re: Move ordering - How do I know if I have played this move already?

Author: Christophe Theron

Date: 10:00:28 04/09/99

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On April 09, 1999 at 00:48:35, Bruce Moreland wrote:

>
>On April 08, 1999 at 23:06:11, Christophe Theron wrote:
>
>>This reminds me of a friend of mine (french he has now moved to Canada), who
>>wanted to write a chess program. He began with move generation, and wrote a
>>program that generated a (huge) source assembly code. In this generated code,
>>for each piece on every possible square there was a routine you could call. This
>>routine would generate in a blink all the possible moves of that piece!
>>
>>May be the fastest move generator you can dream of on a PC...
>>
>>But maybe not very useful because of the frequent cutoffs you get with simple
>>hash move, captures and killers.
>>
>>The guy has stopped working on his chess program unfortunately...
>
>This is the thing about move generators.  It's the first thing that everyone
>does, and they go nuts on them.
>
>I think that it's most important that they don't have bugs, don't go too
>incredibly godawful slow, and fits in well with the rest of the program.
>
>By the way, I wonder how fast your friend's thing really was?  It may have been
>so big it blew cache.  The 0x88 system is a tiny bit of code with a few little
>data tables, it might actually go faster, I don't know.
>
>bruce

I was actually thinking of this cache blowout problem when I wrote my message.
At that time (1993 IIRC), we were not aware about the cache problem. I remember
that his move generator was times faster than mine, without remembering more
details, on 386 and 486 computers. Anyway it was impressive.

It may be not so fast on Pentium processors.

Anyway, the real speed of the move list generator is not the key point in a
chess program. Recently I rewrote a part of my move generator. It was a totally
incremental move generator, rather slow as I had to call a procedure to get a
move, and I turned it into a fast list generator (all the moves are spit into a
list as fast as possible). I do that only when I know I'm going to need all the
moves (the probability of a cutoff is low). I thought the new technique would be
much faster.

Well, overall my program is now 1% faster!


    Christophe



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