Author: Vasik Rajlich
Date: 06:08:12 12/06/05
Go up one level in this thread
On December 05, 2005 at 11:31:03, Gerd Isenberg wrote: >On December 05, 2005 at 10:49:02, Vasik Rajlich wrote: > >>On December 05, 2005 at 10:18:43, Gerd Isenberg wrote: >> >>>On December 05, 2005 at 04:44:36, Vasik Rajlich wrote: >>> >>>>Hello, >>>> >>>>Well, I am shocked by the speed of the computer chess community. There are now >>>>200 requests for Beta versions of Rybka in my mailbox. Many of you made >>>>interesting comments and asked all sorts of questions, but at the moment I am >>>>really short of time and can't give personal responses to everyone. Some of >>>>these questions are answered here. >>>> >>>>The first piece of good news is that Rybka Beta 1.0 will be available for free >>>>download until midnight tonight (Dec 5) on Leo's website. Obviously this targets >>>>the more hardcore members of the computer chess community - there are so many >>>>here who give their time and share their ideas that I would be embarassed to do >>>>anything else. >>>> >>>>However, I am now working on this project full time, and much as I would like to >>>>just concentrate on the technical aspect, the truth is that there is now a >>>>business to run. The first commercial release will be as plain as can be - Rybka >>>>1.0 standalone UCI engine, no GUI, no book, no copy protection, no engine >>>>capability not currently specified in the UCI protocol. The price will be 34 >>>>Euro. The original target date was Dec 16, but thanks to the incredible speed of >>>>the CEGT team this has been moved up to ASAP :) Additional announcements are >>>>forthcoming. >>>> >>>>While I hope that there are some sales of Rybka 1.0, the main goal here is to >>>>prepare for a summer 2006 release. If things go as I envision, we'll offer an >>>>engine-GUI combo which brings Rybka's chess knowledge to the user and makes >>>>chess players wonder how they ever survived without it. Of course, some software >>>>developers will tell you that when plans meet reality it is usually reality >>>>which wins .. but in my book reality is a seven point underdog :) >>>> >>>>If any of you are interested in helping the Rybka project succeed, the following >>>>are all useful areas of contribution: >>>> >>>>1) Comments, feedback, and CPU time for beta versions. >>>>2) Purchase the full version of Rybka 1.0. >>>>3) Get Rybka, and computer chess in general, "out there" into the world of chess >>>>- articles, clubs, into the general chess consciousness. >>>> >>>>This last point is for me the biggest. The computer chess community has >>>>tremendous expertise and knowledge, and computer chess is interesting and fun. >>>>As programmers, we struggle with the question of what chess knowledge really is >>>>in a much deeper and more interesting way than chess players do. A chess player >>>>will learn something obvious about positional play, and never really stop to >>>>inspect it - because as a human, he doesn't need to. On the other hand, when >>>>your program is constantly rebeling against everything you taught it, or plays >>>>worse with those last few bits of what you thought were knowledge, you end up >>>>asking much tougher questions. So - for those with the ability and interest, >>>>let's get out there and spread the word. >>>> >>>>I am also looking for a few people who will collaborate more closely on the >>>>project. There are the usual computer chess things (opening book, tournament >>>>operation, beta testing). In addition, the main event of the next four to six >>>>weeks will be the addition of I hope two more software developers to the Rybka >>>>team. I have of course a target list from my days as a student and developer, >>>>but if you are talented, and interested in the project, please don't hesitate to >>>>get in touch with me and we can discuss it further. >>>> >>>>Happy testing, and best regards, >>>>Vas >>> >>> >>>Hi Vas, >>> >>>wow, what great news - seems your bitboard baby has passed some imaginary >>>limits. While Fabien teached us smart search with steady evaluation, your >>>approach implies thinking bitboards in knowledge based implementaion of >>>evaluation as well as quiescence detection. >>> >>>Congratulations and a very big success with Rybka! >>> >>>Gerd >> >>Hi Gerd, >> >>to tell the truth, I don't think board representation is all that important. I >>flipped a coin my first few weeks of computer chess programming, and it said >>bitboards. :) > >hehe - i don't buy that, Vas ;-) > >I agree that board representation is not that important ..., >but didn't you agree that "thinking bitboards" - aka using setwise expressions - >isn't more suitable for a lot of pattern ;-) > > >> >>BTW: are there any tricks for speeding up bitboards on 32 bit systems. I go from >>166 knps to 104. I was thinking to somehow take advantage of the knowledge that >>sometimes, a bitboard truly is two half boards, but it never gave any speed up. >> >>I mean, instead of: >> >>for (bb knights = Board.pieces [WhiteKnight]; knights; knights &= 1) >>{ >> unsigned long knight_sq; >> _BitScanForward64 (knights, &knight_sq); >> ... >>} >> >>something like: >> >>for (unsigned int i=0; i<2; i ++) >>{ >> for (unsigned int half_knights = (unsigned int *)(Board.pieces [WhiteKnight]) >>+ i; half_knights; half_knights &= 1) >> { >> unsigned long knight_sq; >> _BitScanForward (half_knights, &knight_sq); >> knight_sq += i * 32; >> ... >> } >>} >> >>This was always slower. (I also tried unrolling it, I guess the loop body is too >>big.) >> >>If you have any suggestions, I would love to hear them .. > >While it might be possible to gain something while processing two half boards >simultaniously, i favour one loop64 approach with some inlined bitscan64 >function, which might be conditionally compiled for 64-bit and 32-bit or >"portable"-mode, e.g. with Matt Taylor's folded De Bruijn multiplication: > >// some haeder file >#ifdef USE_X64_INTRINSICS >// precondition: bb not null >__forceinline >unsigned int bitScan(bb b) { > unsigned long sq; > _BitScanForward64 (b, &sq); > return sq; >} >#else >extern const unsigned int lsz64_tbl[64]; > >// precondition: bb not null >// Matt Taylor's folded De Bruijn multiplication >__forceinline >unsigned int bitScan(bb b) { > b ^= (b - 1); > unsigned int fold = ((int) b) ^ ((int)(b>>32)); > return lsz64_tbl[(fold * 0x78291ACF) >> (32-6)]; >} >#endif > > >for (bb knights = Board.pieces [WhiteKnight]; knights; knights &= knights-1) >{ > unsigned int knight_sq = bitScan(knights); > ... >} > >// in some c file >#ifndef USE_X64_INTRINSICS >const unsigned int CACHE_ALIGN lsz64_tbl[64] = { > 63,30, 3,32,59,14,11,33, > 60,24,50, 9,55,19,21,34, > 61,29, 2,53,51,23,41,18, > 56,28, 1,43,46,27, 0,35, > 62,31,58, 4, 5,49,54, 6, > 15,52,12,40, 7,42,45,16, > 25,57,48,13,10,39, 8,44, > 20,47,38,22,17,37,36,26, >}; >#endif > >Gerd > Gerd, thanks! If it's not too much trouble (and you visit this far down the page), can you also post this algorithm for __BitScanReverse64 ()? Also, I see in your pseudocode that the arguments to the native _BitScanForward64 () intrinsic are reversed, which makes me curious: did you type this code from memory? That's what I would call thinking in bitboards :) Best regards, Vas >> >>Vas
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