Search found 658 matches

by Edmund
Sun May 25, 2008 11:53 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How to reduce the "bits" used in a magic number ca
Replies: 67
Views: 28857

Re: How to reduce the "bits" used in a magic numbe

Magic number found! B2 9-bit = 48FFFE99FECFAA00 Hmm. This is the same as A2 10-bit. Double checking... Yep it works. Grant I just tried it, but got: 0x48FFFE99FECFAA00*0x0400=0x1 23 FF F A 67 FB 3E A8 00 00 0x48FFFE99FECFAA00*0x0800=0x2 47 FF F 4 CF F6 7D 50 00 00 These two should get different ind...
by Edmund
Sun May 25, 2008 8:02 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How to reduce the "bits" used in a magic number ca
Replies: 67
Views: 28857

Re: How to reduce the "bits" used in a magic numbe

If you are looking for more optimal magics, you shouldn't just rely on random numbers. As grant said, splitting the search into smaller parts, helps. So for example, if you are trying to find magics for rooks, you could start with the row and then adding the columns. Then you can always check, how m...
by Edmund
Thu May 15, 2008 3:08 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: What's the role of the GUI?
Replies: 82
Views: 19308

Re: What's the role of the GUI?

GUI = Graphical user interface It's main task is to display the board. The calculation is left to the engines. Though some GUI protocols take over some roles such as time-management (+pondering), opening moves selection or endgame tablebase usage. The most popular protocols used to communicate betwe...
by Edmund
Wed May 07, 2008 1:33 pm
Forum: Computer Chess Club: General Topics
Topic: Sources for EGTBs
Replies: 2
Views: 1142

Re: Sources for EGTBs

http://kirill-kryukov.com/chess/tablebases-online/

On this site you find everything from 3 to 6 men tablebases
by Edmund
Fri May 02, 2008 6:36 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Hardware expert thoughts re EGTB generation
Replies: 6
Views: 2532

Re: Hardware expert thoughts re EGTB generation

Well, I have a quite efficient algorithm now for in-memory generation, which should be able to generate at only one DRAM access per cache line per cycle. So for a 6-men Pawnless end-game requiring 8GB of memory, on my 2.4GHz Core 2 Duo, which takes 137 clocks for a sequential dirty (64-byte) cache-...
by Edmund
Fri May 02, 2008 3:52 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Hardware expert thoughts re EGTB generation
Replies: 6
Views: 2532

Re: Hardware expert thoughts re EGTB generation

Probably the main difficulties still remain, like memory management. Furthermore I think that current algorithms are far from perfect and should be optimized first.
by Edmund
Thu May 01, 2008 3:43 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Scalability study for chess.
Replies: 13
Views: 4751

Re: Scalability study for chess.

By doing a fixed depth search you are missing out on the interesting question, whether the time and depth gained through less evaluation compensates for the lost knowledge.
by Edmund
Sat Mar 08, 2008 1:36 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Rotated Bitboards
Replies: 7
Views: 2645

Re: Rotated Bitboards

Thanks, thats very good, I just tried it with: [/d]8/8/8/8/1Pppp3/1Ppppp2/8/8 w - 0 1 Where the pawns are othello pieces, I understand how it works, and saves having to test each possibly square one at a time. But still, you would have to repeat it for all 8 directions. Perhaps it can condensed to ...
by Edmund
Sat Mar 08, 2008 12:09 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Rotated Bitboards
Replies: 7
Views: 2645

Re: Rotated Bitboards

Yep, thats what I figured, 4 times smaller arrays, and its a tiny bit faster. I'm considering making an othello game, but move generation is more like captures in chess, since you need a piece of your own colour at the end of a ray. But I'm not sure how to do it using Rotated Bitboards / Magic Move...
by Edmund
Thu Feb 28, 2008 4:33 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Detecting known endgames?
Replies: 6
Views: 2407

Re: Detecting known endgames?

Strelka has material imbalances tables. The program looks up the value of a board with certain pieces in a table. In the table a KRK ending would probably have a 100% score, whilst KRBKP would have a little lower score.