Computer Chess Club Archives


Search

Terms

Messages

Subject: Re: Faster Board Representations/Move Generators

Author: Steffan Westcott

Date: 13:12:47 02/23/06

Go up one level in this thread


On February 23, 2006 at 15:02:25, Christopher Conkie wrote:

>>>Is there a way to keep board representations entirely in hexadecimal format
>>>until output of moves are required. How would one accomplish rotation for
>>>diagonals without conversion. For example, is it needed to convert pieces to a
>>>number if you started with something like.....
>>>
>>>typedef unsigned long long bitboard;
>>>
>>>bitboard B_Occ = 0xffff000000000000ULL;
>>>bitboard W_Occ = 0x000000000000ffffULL;
>>>
>>>bitboard All_P = 0x00ff00000000ff00ULL;
>>>bitboard All_N = 0x4200000000000042ULL;
>>>bitboard All_B = 0x2400000000000024ULL;
>>>bitboard All_R = 0x8100000000000081ULL;
>>>bitboard All_Q = 0x1000000000000010ULL;
>>>bitboard All_K = 0x0800000000000008ULL;
>>>
>>>I have been toying with this idea but am not quite sure of the validity of it's
>>>basis. I was thinking that if less conversion took place it would improve speed
>>>significantly.
>>>
>>>Any thoughts would be nice.

[snip]

>I am looking at ways to improve speed without having to use arrays to
>rotate for diagonals.
>
>There is a max of 7 squares in any one specific horizontal, vertical or diagonal
>direction for a piece to move to. If we know that, why not have a table that
>looks at each of the 8 directions and subsequent squares in turn until a
>friendly or opposing piece is found and deal with that accordingly. This would
>require a table that is stepped through consisting of the 56 values that shift
>up, down or across.


Christopher,

I cannot comment if the 'purist' bitboard approach is the fastest method
available for typical manipulations required in a chess engine. However, I have
adopted this approach to better support a 'regular' pattern matching framework,
and common subexpression elimination. I postpone bit scanning/serialisation (and
conversion to square co-ordinates) as much as possible.

You may find an old post of mine of interest, which talks about direct
generation of attack/move bitboards for sliding pieces which also takes
occluders (blocking pieces) into account:
http://chessprogramming.org/cccsearch/ccc.php?art_id=261956  There are no
rotated bitboards nor lookup tables used.

Cheers,
Steffan



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.