Search found 119 matches

by OneTrickPony
Thu May 02, 2013 8:03 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Curious behavior of Houdini search
Replies: 20
Views: 4011

Re: Curious behavior of Houdini search

especially if it didn't have breakfast or fruit or fish or chips that morning, engine or human. Please don't troll my thread. That is very fast, not? There are many more other moves, so it must reject them an order of magnitude faster than the sensible ones Let me ask you this: at say depth 10 ther...
by OneTrickPony
Thu May 02, 2013 1:14 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Curious behavior of Houdini search
Replies: 20
Views: 4011

Re: Curious behavior of Houdini search

Well, spending 50% of your searching time for positions with piece down for nothing is pretty bad, engine or human, sense or not.
Something is wrong here.
by OneTrickPony
Thu May 02, 2013 12:35 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: Curious behavior of Houdini search
Replies: 20
Views: 4011

Curious behavior of Houdini search

[d] r1bqkbnr/1ppp1ppp/p1B5/4p3/4P3/5N2/PPPP1PPP/RNBQK2R b KQkq - 0 4 [/d] I use Houdini 3 64bit. I run the following sequence of commands: ucinewgame setoption name clear hash position fen r1bqkbnr/1ppp1ppp/p1B5/4p3/4P3/5N2/PPPP1PPP/RNBQK2R b KQkq - 0 4 setoption name threads value 1 go searchmoves ...
by OneTrickPony
Wed May 01, 2013 8:26 am
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

Re: How costly is taking moves back ?

It's also natural way to me so if it's not significantly slower I will choose it once I am ready to code some chess. I started thinking about it after writing a toy backtracking solver in Haskell. In Haskell you don't have mutable state so "copy/make" is forced. The compiler however is smart enough ...
by OneTrickPony
Tue Apr 30, 2013 8:40 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

Re: How costly is taking moves back ?

In Jazz, I allocate a list of boards (type board_t) at the beginning and I set up a pointer (board) that points to the first entry. Ok I really like this. One more question: where do you keep this stack ? Do you allocate it on the call stack and pass the pointer around (or make a global pointer?) o...
by OneTrickPony
Tue Apr 30, 2013 8:09 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

Re: How costly is taking moves back ?

My unmake move is basically just board--; So what you do is imitate function call stack memory with global stack. In my first post I described doing the same thing (I believe!) just using function call stack to store game states (so when the function returns your board-- is the same as call stack g...
by OneTrickPony
Tue Apr 30, 2013 7:22 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

Re: How costly is taking moves back ?

Hi, I didn't mention malloc. I mention memcpy for copying arrays (and if you have many arrays to express game state and only some of them change when making a move you can just copy pointers to ones unchanged). or just save essential state before the move and copy it back into the board structure to...
by OneTrickPony
Tue Apr 30, 2013 6:37 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

Re: How costly is taking moves back ?

Thanks much, I suck at searching this forum :(
by OneTrickPony
Tue Apr 30, 2013 6:16 pm
Forum: Computer Chess Club: Programming and Technical Discussions
Topic: How costly is taking moves back ?
Replies: 22
Views: 5178

How costly is taking moves back ?

So I am completely new to chess programming and just trying to wrap my head around why basic things are done in the way they are done. Take backtracking for example. There are two ways: a)use one board representation struct/object and when visiting a node make a move on it but when going back take t...