Author: Antonio Dieguez
Date: 05:56:59 11/17/99
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On November 16, 1999 at 17:09:12, leonid wrote: >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? > hi leonid! >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. thats a little rare, because not all moves are searched anyway. I first see if the king is already in check, and if not, in nonking moves I see if the king stay attacked only to the direction of the initial position of each move, and in king moves, pawn and knight stuff and in all directions, all before search with the new position of each move of course, one by one. >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. be lucky! ^_~
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