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Subject: Re: I don't use illegal moves EVER

Author: blass uri

Date: 14:20:33 11/26/99

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On November 26, 1999 at 11:45:55, Heiner Marxen wrote:

>On November 25, 1999 at 21:16:19, leonid wrote:
>
>>On November 25, 1999 at 17:58:27, Heiner Marxen wrote:
>>
>>>>For me the fact of recognition os the check is almost as
>>>>time consuming as legality of all the pieces beside the king
>>>
>>>If you know the last move, which leads to the position in question,
>>>you need not search much to find the checking piece(s).  With the
>>>exception of e.p. and castling moves, there are just two chances:
>>>(d) the last moved piece may give a direct check from its target square
>>>(i) the last moved piece may have discovered a check on its source square
>>>
>>>(i) is possible only, if your kingĀ“s square is related to the last pieces
>>>from square: on same row, column or diagonal.  That can be detected fast.
>>>For (d) similar geometric considerations are possible.
>>>
>>>Heiner
>>
>>Very good consideration and very well explained! I must look into it. The only
>>inconvience here I see in two facts:
>>
>>1) Once mistake about the position of the king could lead to the accumulation
>>and mistakes and collapse of entire game. When on each new position all the data
>>about the fire against the king is recollected, such domino effect is excuded.
>
>Ok, but that would be a bug, which has to be corrected.  Therefore, I have
>a debug mode, which before and after each make or unmake move checks all
>redundant data for validity.  Can be *very* helpful.  Recommended.
>
>>2) All the data that recognize the legality of the moves, beyond the moves of
>>the king, will be not available. This data is recollected in the same procedure
>>that recognize if the king is under the fire.
>
>Therefore my program generates strictly legal moves, only.  The way I do it,
>it does not cost more than it gains.  And the additional redundant data
>(attack data for all squares) does help a lot at other places.
>But that is different for every program, there is no single best way to do it.
>
>Heiner Marxen   heiner@drb.insel.de     http://www.drb.insel.de/~heiner/

How many nodes(legal moves) does your program search per second?
I remember that you developed a good mate searcher.
Did you develop a chess program for playing or only for finding mate?

Maybe the answer is in the link but the site http://www.drb.insel.de/~heiner/
is probably down.

Uri

Uri




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