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

Author: Dann Corbit

Date: 11:15:54 02/27/06

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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, it works fine.  You will have for a 128x128 board some large
switch statements and the real problem will be the huge code size.  I guess that
the full 128 separate modules will occupy many tens or even hundreds of
megabytes.  Some compilers may hit limits and puke.



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