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Subject: Re: How do you represent chess boards in your chess programms

Author: Dan Newman

Date: 03:08:31 09/30/99

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On September 29, 1999 at 21:30:17, Robert Hyatt wrote:

>OK...  you are doing a hybrid scheme...  which is worth considering, although
>there are other parts of your engine that need analysis.  IE I assume you have
>some sort of "SEE" evaluator?  The question of interest is whether you need to
>do more computation when you do the SEE stuff, to offset the lack of lookups
>for sliding pieces.
>
>It is something I will add to my list to do however...

Yeah, I'm doing the hybrid thing mainly to avoid the difficulty of working out
the rotated bitboard stuff and also in the hopes that (at least on the Intel
machines) it might be a little faster to do some of the sliding stuff the
"old-fashioned" way.  Already the code seems to be a little more compact than my
usual.  I tended to unroll things in the 0x88 program, but this one seems
to lend itself to loops for some reason.

Anyway, I'll find out after awhile whether this was a good way to do it or not.
I hope I don't get to the last thing on my list and find it's impossible to
implement in any reasonable fashion...

I'm going to rip the SEE out of my other program and -see- if I can adapt it.
I hope I can figure out something to speed it up.  (It currently takes about
25% of the cpu time in the 0x88 engine--that is an engine with no appreciable
eval yet though...so maybe the 25% isn't too bad.)  I think the bitboards
will help at least a little.  If nothing else, they make it easy to
calculate attacks in the proper order.  (In my 0x88 engine promotions
disturbed the order of the piece lists, so I can now remove a couple of
sorts that I was doing.  It was pretty ugly.)

One thing that I don't do in my SEE is look at x-ray attacks like Crafty's
does.  I've always wondered if this hurts it much.  I think I might find
the x-ray stuff easier to do this time around though.

-Dan.



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