Author: Bruce Moreland
Date: 12:07:24 07/20/99
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On July 20, 1999 at 12:39:48, Dann Corbit wrote: >We might be able to achieve something like that by looking at certain >implementations. For instance, we could find out the record for legal move >generation for a normalized number of CPU mips. After finding out what the >fastest routines are, we could see what algorithms they use. We could find >programs where they have replaceable drivers for search techniques and have >benchmarked both techniques, etc. If I understand correctly, what you want to do is try to determine which data structures are best for chess. This may be possible but it would be very difficult for several reasons. The code surrounding the data structures can be written in many different ways, which may have different characteristics on different architectures. Different implementations may work better in different phases of the game, and if you want to try to figure out the ramifications of that, you're going to have to talk about incredibly esoteric and resource consumptive experiments. I don't have time and energy for that, personally. Individual elements of a chess program do not exist in isolation, there is a lot of interaction with the other elements. A fast move generator may generate moves really fast, but it doesn't do you much good if the makemove is slow, or if there is some eval term you want but you can't get efficiently because you can't incrementally calculate it, or it's so large that it blows instruction cache when you actually write a chess program around it, etc. bruce
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