Author: Tony Werten
Date: 00:12:26 03/03/06
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On February 26, 2006 at 16:04:13, Gerd Isenberg wrote: >Applying the old trick - not using the outer squares of the masked occupied ray >- makes perfect 6-bit range hashing possible. Most often there are only 32 >occupied states per ray - only if the source is an outer square, there are 64 >states on a eight square ray: > > BitBoard preCalulatedAttacks[64][4][64]; > > struct SMagicMask { > BitBoard mask; > BitBoard magic; > }; > > // sq ::= 0..63 square index of a sliding piece > // dir ::= 0..3 kind of ray (two diagonals, horicontal, vertical) > occIdx64 = (occupiedBB & mm[sq][dir].mask) * mm[sq][dir].magic) >> 58; > attacks = preCalulatedAttacks[sq][dir][occIdx64]; > >Generated mm-values below in a separate longer post... I can confirm your findings. There are a few points however. I couldn't get your values to work, in a few cases the magic number seemed to map different bitboards to the same index. I then run the deBruijn generator myself, to get stuck on 40 values or so, for wich it couldn't get a magic number. Then I just pumped random number into my checkMagicNumber() and within 10 milion tries, I got a complete set of magic numbers ?! I have implemented them in XiniX, ran a couple of searches with a check wether the same moveBB was generated, and it works. It's a bit faster than my (strangly) rotated bitboards on a 32 bit machine. On 64bit it will be way faster, since a lot of time is now spend in _allmull(BB,BB) which isn't needed on 64bit. Tony
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