Author: leonid
Date: 14:09:12 11/16/99
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On November 16, 1999 at 11:32:45, Antonio Dieguez wrote: >about "high perfomance move generation", anybody have tried to generate moves >incrementally? I mean in the same way you update bitboards or any other aspect >of the board?, for example after 1.a2-a3 a7-a6, you would never generate queen >moves, as you already now that the available moves of her will not change if the >from and to squares of that moves are not connected with her, and so on, trying >to generate only the neccesary moves of each pieces, its more complicated but it >works and am sure it has been tried, but is better? So far as I could see, in my logic, it is not that much move generation that consume the most of the time but finding what move between the found one are legal. Until now, with exception of moves on the ply zero, my logic used only legal moves. Complication related with recognition of what moves are usable or not, my guess is, will take as much time as finding what new move is legal. Leonid.
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