chess:programming:magic_bitboards:calculate_magic_numbers
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chess:programming:magic_bitboards:calculate_magic_numbers [2021/10/27 23:21] – [Using the Magics at Program Startup] peter | chess:programming:magic_bitboards:calculate_magic_numbers [2021/10/28 00:00] (current) – [Determine Magic Numbers] peter | ||
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* **magic** is the random 64-bit number. | * **magic** is the random 64-bit number. | ||
* At this time this is done by trial-and-error, | * At this time this is done by trial-and-error, | ||
+ | * It is just luck/ | ||
+ | * Ideally no gaps should be between each index, i.e. a perfect hash. | ||
* This should result in 64 magic rook numbers and 64 magic bishop numbers. | * This should result in 64 magic rook numbers and 64 magic bishop numbers. | ||
+ | * The index returned by the magic formula is always an integer less than the total number of BlockerBoards. | ||
+ | |||
+ | * These indexes will be used to determine where to store each BlockerBoards corresponding MoveBoard within an array. | ||
+ | * The MoveBoard are just stored at the index calculated by these pre-programmed good magics. | ||
+ | |||
+ | * While this example of the Rook at e4 has 1024 BlockerBoards, | ||
+ | * For two different BlockerBoards that have the same MoveBoard, the magic could calculate two different indices or it could calculate the same index for both. | ||
+ | * As long as the MoveBoards are the same, it is okay for the index to collide. | ||
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chess/programming/magic_bitboards/calculate_magic_numbers.1635376902.txt.gz · Last modified: 2021/10/27 23:21 by peter