Search found 37 matches

by Gerd Isenberg
Sat May 23, 2020 9:23 am
Forum: General Topics
Topic: Talkchess forum is inaccessible from India
Replies: 6
Views: 9752

Re: Talkchess forum is inaccessible from India

Same for me from Germany.
by Gerd Isenberg
Thu Dec 10, 2015 9:36 pm
Forum: Programming and Technical Discussions
Topic: PopCount timing comparisons
Replies: 2
Views: 3081

Re: PopCount timing comparisons


I wanted to try the MSVC intrinsic implementation of popcount, since its speed looks promising, but the above code seems to present a problem.

return popCount( (bb & -bb) - 1 );

how can you take the negative of a unsigned integer?
What is this code suppose to do?
Does anyone have an ...
by Gerd Isenberg
Mon Jul 15, 2013 8:06 pm
Forum: Programming and Technical Discussions
Topic: Engine In Javascript
Replies: 17
Views: 6691

Re: Engine In Javascript

Thank you! This is fantastic!
Is the Vice code available somewhere?
by Gerd Isenberg
Tue Apr 09, 2013 7:41 am
Forum: Programming and Technical Discussions
Topic: Upcoming repetition detection
Replies: 15
Views: 24210

Re: Upcoming repetition detection

Hmm, I would have expected 3668 instead of 1834 dictionary entries since hash(piece,a,b) != hash(piece,b,a) The paper indicates that for ZobristXOR hashing we do have equality of these hash() calls.
In chess there are 7,336 reversible move hashes or half that number if we equal (piece, a, b) to ...
by Gerd Isenberg
Mon Apr 08, 2013 4:01 pm
Forum: Programming and Technical Discussions
Topic: Upcoming repetition detection
Replies: 15
Views: 24210

Re: Upcoming repetition detection

I attach code that generates a 4096 entry collision-less table for the 1834 dictionary entries, in the manner indicated above. It seems to hang on Qh8 for 2048 entries, maybe the linear algebra over F2 demands collisions (other random seeds get as far as Re7 or so, but I've never reached completion ...
by Gerd Isenberg
Sun Apr 07, 2013 11:46 pm
Forum: Programming and Technical Discussions
Topic: Upcoming repetition detection
Replies: 15
Views: 24210

Re: Upcoming repetition detection

Wow, interesting reading and insights in Cuckoo hashing.

I once proposed the cheapo trick with direct move repetition applied two plies before the repetition might be occur, to prune "unmake" of a previous reversible move of the stronger side (alpha > 0), which would allow a refutation of the ...
by Gerd Isenberg
Sun Feb 03, 2013 10:24 pm
Forum: Programming and Technical Discussions
Topic: Make and Unmake implementation
Replies: 2
Views: 2121

Re: Make and Unmake implementation

Even though magic bitboards are very fast my engine still runs very slowly and only gets about 60k nps. I've done some logging and tests and I've concluded that it is my make / unmake methods that are horrible slow, as I anticipated. Currently, I have a Move_t struct type that represents a move, it ...
by Gerd Isenberg
Sat Jan 26, 2013 11:36 am
Forum: Programming and Technical Discussions
Topic: Occupancy Variations
Replies: 6
Views: 3020

Re: Occupancy Variations

Nice reading and insight in congruent modulo arithmetic, but not particular fast approach for each line as the author claim.
https://chessprogramming.wikispaces.com ... +Bitboards
by Gerd Isenberg
Sat Jan 26, 2013 11:33 am
Forum: Programming and Technical Discussions
Topic: Occupancy Variations
Replies: 6
Views: 3020

Re: Occupancy Variations

What I'm trying to say is, lets say that I have an attack table for a rook. Is there a certain order that these attacks have to be put in? If I took the array of all the possible attacks, and jumbled up the order, would there still be a magic number that works?
You don't put all attack sets in any ...
by Gerd Isenberg
Sat Jan 19, 2013 7:18 pm
Forum: Programming and Technical Discussions
Topic: Bitboard data structure
Replies: 8
Views: 2839

Re: Bitboard data structure

The issue with a structure of elements of the same type versus an array is to index the array by variables, i.e. in move generation by side to move and piece type, or one-dimensional with piece-index including both color and type, to utilize the array in a branchless way. See f.i. Beowulf with ...