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Subject: Re: Some thoughts on Dann Corbit's rotated alternative

Author: Gerd Isenberg

Date: 12:33:59 02/26/06

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On February 26, 2006 at 15:07:09, Keith Evans wrote:

>On February 26, 2006 at 07:39:10, Gerd Isenberg wrote:
>
>>Hi all,
>>
>>First greetings and good luck to all cct8 participants!
>>Second some thoughts and suggestions for improvements of Dann's switch-approach:
>>
>>Dann's approach, to do a switch of a masked row per square and ray-kind with 128
>>bitboard cases does almost the same as rotated lookups with rotated occupied
>>state and square - it may supply appropriate attack bitboards for that ray-kind
>>and square - and even other precalculated information such as possible covered
>>xray information. Correct me if i'm wrong, Dann.
>>
>>Despite it was interesing to see how the compiler translates a switch with 128
>>64-bit cases in a binary search manner, Dann's switch-approach covers a lot of
>>branch target buffer slots and branch prediction ressources. Also each maked
>>move inside the search changes almost 7 occupied rays so that some
>>miss-predictions are likely in the compare/conditional-jump chains of the
>>switches.
>
>One thing that I was wondering about the original thread was is there's any way
>to approach this the same way for game with boards with more than 64 squares.
>Even if you don't worry about efficiency, can you even switch on say 128 bits?
>(e.g. Chinese chess, capablanca chess,...) I wonder if your suggestions would be
>useful there. I have to admit that it's a bit over my head at the moment...

In principle, yes.
A 64-bit switch as case of an outer 64-bit switch ;-)
De Bruin folding needs a 128*128=128-bit product.
Also, lookup tables indexed by occupied states double their size with every new
square per ray. I think fill algos are great with 128-bit SSE2 for greater
boards.



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