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Subject: Re: Fastest Conversion from 0x88 board to 8x8 board representation

Author: Ricardo Gibert

Date: 16:55:55 07/06/01

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On July 06, 2001 at 18:06:53, Scott Gasch wrote:

>On July 06, 2001 at 14:37:14, Artem Pyatakov wrote:
>
>>I would like to save some memory in things like the history table, but I am
>>using the 0x88 board representation, and I would like to sometimes convert these
>>coordinates to a normal 8x8 board (so I could have a 64x64 array instead of
>>128x128 array)... What is the fastest way to do this conversion?
>>
>>Thanks
>
>Hi,
>
>First, you can get by with 120x120 instead of 128x128... nothing will be in the
>last 8 elements.
>
>Second, I think this will be (very slightly) slower than just sucking it up and
>using the larger history table.
>
>With the larger table you waste about 40Kb of space (16Kb = 64x64x4 vs. 56Kb =
>120x120x4).  But, assuming that the chance of a history table entry being in the
>processor cache is low, you are paying for one memory access with the larger
>table vs. a translation + one memory access with the smaller table.  Since
>memory is cheap and I'm not programming chess-for-the-wrist-watch I don't care.
>That said, I could be wrong (as usual).
>
>As far as how to translate should you choose to... in essence you just want to
>grab the six bits of real info out of a coordinate in 0x88 format.  If its legal
>then bit 3 and bit 7 are clear.  So how about this:
>
>c8x8 = (c0x88 & 0x7) | ((c0x88 & 0x70) >> 1);


c8x8 = (c0x88 + (c0x88 & 7)) >> 1;

c0x88 = c8x8 + c8x8 & 070;


>
>Something like that at least.  Maybe you can play with reordering the operations
>to save cycles.
>
>Let us know if you see any speedup with smaller tables.  I'm curious as to your
>results.
>
>Scott



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