DIRECT BITBOARD MOVEGENERATION

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Gerd Isenberg
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Location: Hattingen, Germany

Re: DIRECT BITBOARD MOVEGENERATION

Post by Gerd Isenberg »

Gerd Isenberg wrote: For intels with fast bsr but slower bswap, this approach might be not that bad as I initially thought. Alternatively one can save 5 ops by upper/lower lookups from the very same cacheline to end up with 9 ops per line (file, rank, dia, antidia) and two independent instruction chains until the final lea/and:

Code: Select all

U64 lineAttacks(U64 occ, enumLine line, enumSquare sq) {
   U64 low, high;
   low  = smsk[sq][line].lower & occ;
   high = smsk[sq][line].upper & occ;
   low  = -C64&#40;1&#41; << bsr64&#40;low|1&#41;; // ms1b of low &#40;at least bit zero&#41; -> -low
   high = high & -high;            // ls1b of high &#40;if any&#41;
   return smsk&#91;sq&#93;&#91;line&#93;.maskEx & &#40;2*high+low&#41;; // lea option due to add -low
&#125; 
It also looks quite register friendly. 3 regs per line, 6 KByte memory needed for all lines ...

Code: Select all

; rcx - occ
; rdx - pointer to mask structure&#91;sq&#93;&#91;line&#93; &#40;not changed&#41;
mov   rax, rcx
and   rcx, &#91;rdx + LOW&#93;
or    rcx, 1
mov   r8, -1
bsr   rcx, rcx
and   rax, &#91;rdx + HIGH&#93;
shl   r8, cl
mov   rcx, rax
neg   rcx
and   rax, rcx
lea   rax, &#91;2*rax + r8&#93;
and   rax, &#91;rdx + MASKEX&#93;
Does it beat Hyperbola or even Magic?
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Desperado
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Desperado »

hi.

the thing i worked out with the less time i have left at the moment.
would be happy again for any idea. if anyone would like to the the
performance, feel free :-).

Any improvements, explanations what may be wrong here, just
report...thx

Code: Select all

BTB file&#40;const BTB occ,const SQR_ID sq64&#41;
	&#123;
	 //locals
	 BTB fle,lo,hi;

	 //hi&#58; occupancy bits above sq &#40;rnk8 bit is set independent&#41;
	 //lo&#58; occupancy bits below sq &#40;rnk1 bit is set independent&#41;
	 //msk_hi&#58; precalculated bits above sq on file
	 //msk_bit_on_rnkx&#58; corresponding bit for file on rnk x

	 hi = &#40;occ & msk.hi&#91;sq64&#93;) | msk.msk_bit_on_rnk8&#91;sq64&#93;;
	 lo = &#40;occ & msk.lo&#91;sq64&#93;) | msk.msk_bit_on_rnk1&#91;sq64&#93;;

	 hi &= -hi;									//lsb of bits above sq
	 lo  = BB&#40;bsr64&#40;lo&#41;);						//msb of bits below sq

	 fle = ((&#40;hi<<1&#41;-lo&#41; & msk.msk_file&#91;sq64&#93;); //connecting bits 

	 return&#40;fle&#41;;
	&#125;
Gerd Isenberg
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Location: Hattingen, Germany

Re: DIRECT BITBOARD MOVEGENERATION

Post by Gerd Isenberg »

Your routine is fine, except three optimizations already posted elsewhere in this thread. "High" don't needs the upper bit set, since you may borrow from hidden 2^64 anyway. Only "low" needs to be at least one in case of empty set, so just or "low" by one.

Code: Select all

BTB file&#40;const BTB occ,const SQR_ID sq64&#41;
&#123;
    //locals
    BTB fle,lo,hi;

    //hi&#58; occupancy bits above sq &#40;may be empty&#41;
    //lo&#58; occupancy bits below sq &#40;at least bit zero&#41;
    //msk_hi&#58; precalculated bits above sq on file
    //msk_bit_on_rnkx&#58; corresponding bit for file on rnk x

    hi = &#40;occ & msk.hi&#91;sq64&#93;);
    lo = &#40;occ & msk.lo&#91;sq64&#93;) | 1;

    hi &= -hi;                           //lsb of bits above sq
    lo  = BB&#40;bsr64&#40;lo&#41;);                  //msb of bits below sq

    fle = ((&#40;hi<<1&#41;-lo&#41; & msk.msk_file&#91;sq64&#93;); //connecting bits
    return&#40;fle&#41;;
&#125;
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Desperado
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Desperado »

of course ! :-).

20 % faster immediatelly. (about...)
Gerd Isenberg
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Gerd Isenberg »

Desperado wrote:of course ! :-).

20 % faster immediatelly. (about...)
A possible micro optimization is to use -low = -1 << bsr, for x86 lea-instruction with 2*high+(-low) instead of (high<<1)-low. ) Nine operations. Few registers, independent instruction chains. Your idea has become hot now. Needs a name ;-)
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Desperado
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Desperado »

you are making fun !? :lol:
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Desperado
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Desperado »

hi.

well, if i am thinking for a name, what do you think about this?

"Significant Bit Solution (SBS)".

So, thank you Gerd for your improvements and explanations.
At the moment i dont know how to get it better.
Maybe the next days (when time is left), i will compare with my magic
bitboard scheme.
Gerd Isenberg
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Re: DIRECT BITBOARD MOVEGENERATION

Post by Gerd Isenberg »

Desperado wrote:hi.

well, if i am thinking for a name, what do you think about this?

"Significant Bit Solution (SBS)".
Sounds a bit frumpy, imho. My proposals:

Hoffmann's Obstructed Difference Action ;-)
Desperado's Obstructed Difference
Obstructed Difference
mcostalba
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Re: DIRECT BITBOARD MOVEGENERATION

Post by mcostalba »

Gerd Isenberg wrote:Your idea has become hot now. Needs a name ;-)
If idea remains hot after speed test vs magic bitboards I would be very glad to try to integrate in Stockfish and test there in real games with a complete chess engine around it.

In any case it is very interesting. The only little issue that I note is the use of bsr64 that is not usable on 32 bit machines, as the one that I have and on which I can test BTW ;-)

One of the advantage of magic bitboards is that there exsist a 32 bit friendly version, and this is very important for a candidate general solution to sliding attacks calculation as I think could be this new one.
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xsadar
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Full name: Mike Leany

Re: DIRECT BITBOARD MOVEGENERATION

Post by xsadar »

Gerd Isenberg wrote:
Desperado wrote:hi.

well, if i am thinking for a name, what do you think about this?

"Significant Bit Solution (SBS)".
Sounds a bit frumpy, imho. My proposals:

Hoffmann's Obstructed Difference Action ;-)
Desperado's Obstructed Difference
Obstructed Difference
I would vote "Obstruction Difference" (instead of obstructed) or "Hoffman's Obstruction Difference" (omit "action", but we can leave the smiley in the name if you want :lol: ).
"Obstructed difference" sounds like it's obstructing the difference somehow, but "obstruction difference" sounds like what it's doing: taking the difference of the obstructions.

By the way, thanks to both of you for working this out. Oddly, just before I read this the other day, I was thinking there had to be a way to generate moves similar to this, but couldn't quite work it out in my head.