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Subject: Re: question about move generation.

Author: Bas Hamstra

Date: 03:41:49 11/18/99

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My program uses incremental move generation, in the sense that 1 move at the
time is generated. I too think the advantage over staged generators (eg. only
captures) is small, if any at all.

Bas Hamstra.


On November 16, 1999 at 15:46:00, Frank Schneider wrote:

>On November 16, 1999 at 13:01:40, Peter Kappler 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 Antonio,
>>
>>I've thought about trying it, but it's definitely complicated.  I think Bob
>>started this way on Crafty and then switched back.  I'm pretty sure a few others
>>have tried this, hopefully someone will post some performance comparisons.
>>
>>--Peter
>
>Hi,
>
>Gromit 2.20 uses incremental movegeneration. About 50-80% of the moves
>can be reused.
>Every piece has its movelist. When a move is made attacktables are updated
>and an 'affected' bitmask (2x16 Bit) is computed. Only moves of affected
>pieces have to be generated later.
>
>Works quite well if you have to update attacktables anyway.
>
>
>However, the overall gain in performance is small.
>
>Frank



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