Author: vitor
Date: 17:51:00 06/11/99
Go up one level in this thread
On June 11, 1999 at 11:51:02, Edward Screven wrote:
>On June 10, 1999 at 19:46:45, vitor wrote:
>
>>i've been trying to figure out a way to generate captures only (for move
>>ordering) without using bitboards. i considered maintaining an attack table that
>>is continually updated but it sounds pretty slow. so far, the fastest way seems
>>to be just doing full move generation. any better ideas?
>
>for each target piece/pawn worth more than futility threshold
>{
> generate attacks by pawn on target [1]
> for each opponent bishop, rook, queen
> {
> if nothing between target and attacker, generate move [2]
> }
> for each opponent king, knight
> {
> if attacker can attack target square, generate move [3]
> }
>}
>
>[1] is easy because there are only two candidates
>
>[2] is easy if you have at east an 64 bit occupied square set
> and a 64bit between[fromsquare][tosquare] table
>
>[3] is easy if you have 64 bit kingattack[fromsquare] and
> knightattack[fromsquare] tables
>
>(don't forget to handle enpassant capture and promotion special cases.)
>
> - edward
thanks for the reply. i'll definately give it a try.
but im unclear about a couple things. why do you check for futility threshold?
and how would you go about updating the between[from][to] table?
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