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FEN: rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
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8 |[r][n][b][q][k][b][n][r]| (Compilation: Nov 7 2004)
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2 |<P><P><P><P><P><P><P><P>| Smirf Test No.: 00
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Ochazuke wrote:I am interested in trying to make a very fast perft engine. I have been making a bitboard engine for a while now, and it is an excellent board representation for analyzing positions, but it seems that if you are just after mindless speed, bitboards aren't the way to go. I know almost nothing about other kinds of board representations, and could use some suggestions if you have any :) . I would definitely post the code if it gets up to an interesting speed.
If you do not know it already, you should take a look at the 0x88 board representation.
Ochazuke wrote:I am interested in trying to make a very fast perft engine.
Dieter B?r?ner wrote:Anthony:
>so the loop ends up being:
>for(index = 0; square[index] >= 0; index += 1) {
>if(occupied) index += skip[index];
>
>if(!friendly) add_move(square[index]);
>}
Hmmm, what exectly are "occupied" and "friendly". Seems some function/macro/array-access, that needs some additional info.
if (occupied(index)) or if (occupied[index]) or more indirections I might understand. Like given, I am not smart enough, to even understand the pseudo code (which I think it is - yes?).
>And with a trick you can remove the first branch (mask) so that it ends
> up being only 1 branch, which is just about optimal.
So, how would the code look like, with this trick applied?
Dieter
Anthony Cozzie wrote:Vincent's move generator is in Dutch
The way it works (for sliders) is that for each square there is just a list of squares that a slider could attack, and a skip to the end of the ray value.
so the loop ends up being:
for(index = 0; square[index] >= 0; index += 1) {
if(occupied) index += skip[index];
if(!friendly) add_move(square[index]);
}
And with a trick you can remove the first branch (mask) so that it ends up being only 1 branch, which is just about optimal.
anthony
It seems to me bitboards are better suited to find the moves you need in the order you need them.
And with a trick you can remove the first branch (mask) so that it ends up being only 1 branch, which is just about optimal.
Sune Fischer wrote:... It seems to me bitboards are better suited to find the moves you need in the order you need them.
Tony van Roon-Werten wrote:Dieter B?r?ner wrote:Anthony:
>so the loop ends up being:
>for(index = 0; square[index] >= 0; index += 1) {
>if(occupied) index += skip[index];
>
>if(!friendly) add_move(square[index]);
>}
Hmmm, what exectly are "occupied" and "friendly". Seems some function/macro/array-access, that needs some additional info.
if (occupied(index)) or if (occupied[index]) or more indirections I might understand. Like given, I am not smart enough, to even understand the pseudo code (which I think it is - yes?).
>And with a trick you can remove the first branch (mask) so that it ends
> up being only 1 branch, which is just about optimal.
So, how would the code look like, with this trick applied?
Dieter
At the end of each row of squares, add the from square.
idx=0;
while (1)
if (occupied){
if !(sq[idx]==friendly) AddCaptureMove;
else if (sq[idx]==fromsq) break;
ixd+=skip[idx];
} else AddNonCaptureMove;
idx++;
wend;
Reinhard Scharnagl wrote:Moreover I am convinced, that a decision towards bitboards has a more philosophical nature. If you feel well with your data structure, your decision will be ok, whether it will be bitboards or not (as for me).
Tord wrote:It is surprising how many beginners seem to believe that the speed of the move generator is one of the main factors deciding the strength of the engine.
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