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Vincent Diepeveen
Joined: 09 Mar 2006 Posts: 1738 Location: The Netherlands
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Post subject: Re: Is there such a thing as branchless move generation? Posted: Sat Jun 16, 2012 9:07 am |
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| Daniel Shawul wrote: |
Well 0x88 is simply a bad idea on gpus because of maintaing an additional piece list that you don't need and ofcourse an int board[64] for each thread you spawn (could be thousands). With the small L1 cache,computing stuff is always better than carrying luggage around. Ofcouse if you are planning not to use each thread to do an independent search then that is fine. But do realize you are loosing big before you even begin coding. Sorry if I come strong but I saw the thread going in the wrong direction (from _my perspective_) so I thought I would throw in my opinion.
The OP posted here not on TLCV chat plus lots of garbage there. |
Yes storing anything not needed is no good, i agree with that.
The problem is of course that you want to generate the best move and have some sort of decent best move. You're allowed to waste massive cycles onto that each move. Yes in fact you can do a full evaluation for each move in fact, as we can then say something about how many cycles a node you're gonna burn up, even slowing down another factor 2, just to each time try the best move is worth it.
You always generate of course moves in the same order. So then picking the best move based upon the sorting you created, then just count down until you skip the move you just searched there.
Deep Blue/Thought was supposed to just store the move number just searched.
All you need to store is the move itself. Could be done 16 bits so to speak, or a 8 bits number.
8 bits number should work
That's what i did do in the move generator i built for Diep's old GUI. Storing moves really had to get compressed there, as otherwise book wouldn't fit well on a floppy disk.
On average i used 4 to 5 bits to store best move first converted from internal datastructure where we know of course maximum number of semi-legal moves is under 220 or so, so we can always start at 8 bits storage.
If you're order of trying always is in the same manner, the big slowdown of course is the check whether it's a killermove
This should get things down on GPU to 5k - 10k clocks a node.
At Tesla's here i have at 448 cores @ 1.15 Ghz roughly each one that translates to roughly: 448 * 1.15 G / 5k = 448 * 1.15M / 5 = 103M nps |
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| Subject |
Author |
Date/Time |
Is there such a thing as branchless move generation? |
John Hamlen |
Thu Jun 07, 2012 7:50 pm |
Re: Is there such a thing as branchless move generation? |
Gerd Isenberg |
Thu Jun 07, 2012 8:44 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Thu Jun 07, 2012 10:18 pm |
Re: Is there such a thing as branchless move generation? |
Edmund Moshammer |
Thu Jun 07, 2012 10:57 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Fri Jun 08, 2012 8:21 am |
Re: Is there such a thing as branchless move generation? |
Sven Schüle |
Fri Jun 08, 2012 9:21 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Fri Jun 08, 2012 10:31 am |
Re: Is there such a thing as branchless move generation? |
Edmund Moshammer |
Fri Jun 08, 2012 10:41 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sat Jun 09, 2012 1:17 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Fri Jun 08, 2012 11:12 am |
Re: Is there such a thing as branchless move generation? |
Edmund Moshammer |
Fri Jun 08, 2012 11:18 am |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Fri Jun 08, 2012 3:39 pm |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 9:07 am |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Sat Jun 16, 2012 11:27 am |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 11:35 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sat Jun 09, 2012 2:43 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Sat Jun 09, 2012 6:02 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sun Jun 10, 2012 2:21 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Sun Jun 10, 2012 6:33 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Sun Jun 10, 2012 7:16 pm |
Re: Is there such a thing as branchless move generation? |
Edmund Moshammer |
Sun Jun 10, 2012 9:24 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Sun Jun 10, 2012 9:54 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sun Jun 10, 2012 10:14 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Mon Jun 11, 2012 12:49 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Mon Jun 11, 2012 12:43 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Mon Jun 11, 2012 2:41 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Mon Jun 11, 2012 10:12 pm |
Re: Is there such a thing as branchless move generation? |
Daniel Shawul |
Mon Jun 11, 2012 11:12 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Mon Jun 11, 2012 11:41 pm |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 9:56 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sun Jun 10, 2012 10:58 pm |
Re: Is there such a thing as branchless move generation? |
Gerd Isenberg |
Sat Jun 09, 2012 7:48 pm |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sun Jun 10, 2012 5:28 pm |
Re: Is there such a thing as branchless move generation? |
Edmund Moshammer |
Fri Jun 08, 2012 10:32 am |
Re: Is there such a thing as branchless move generation? |
John Hamlen |
Sat Jun 09, 2012 2:57 pm |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 8:57 am |
Re: Zeta CL uses Magic Bitboards |
Srdja Matovic |
Mon Jun 11, 2012 2:53 pm |
Re: Zeta CL uses Magic Bitboards |
Gerd Isenberg |
Mon Jun 11, 2012 8:55 pm |
Re: Zeta CL uses Magic Bitboards |
Srdja Matovic |
Mon Jun 11, 2012 9:35 pm |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Mon Jun 11, 2012 11:26 pm |
Re: Zeta CL uses Magic Bitboards |
Srdja Matovic |
Tue Jun 12, 2012 1:16 am |
Re: Zeta CL uses Magic Bitboards |
Gerd Isenberg |
Tue Jun 12, 2012 6:58 am |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Tue Jun 12, 2012 1:46 pm |
Re: Zeta CL uses Magic Bitboards |
Srdja Matovic |
Tue Jun 12, 2012 2:35 pm |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Tue Jun 12, 2012 4:37 pm |
Re: Zeta CL uses Magic Bitboards |
Vincent Diepeveen |
Sat Jun 16, 2012 8:46 am |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Sat Jun 16, 2012 11:17 am |
Re: Zeta CL uses Magic Bitboards |
Vincent Diepeveen |
Sat Jun 16, 2012 11:30 am |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Sat Jun 16, 2012 1:56 pm |
Re: Zeta CL uses Magic Bitboards |
Vincent Diepeveen |
Sat Jun 16, 2012 2:51 pm |
Re: Zeta CL uses Magic Bitboards vs Kogge-Stone |
Srdja Matovic |
Tue Jun 12, 2012 1:05 am |
Re: Zeta CL uses Magic Bitboards vs Kogge-Stone |
Gerd Isenberg |
Tue Jun 12, 2012 6:31 am |
Re: Zeta CL uses Magic Bitboards |
John Hamlen |
Mon Jun 11, 2012 10:35 pm |
Re: Zeta CL uses Magic Bitboards |
Daniel Shawul |
Mon Jun 11, 2012 11:00 pm |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 8:40 am |
Re: Is there such a thing as branchless move generation? |
Vincent Diepeveen |
Sat Jun 16, 2012 9:23 am |
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