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XORShift for Magic Bitboards

47 点作者 chilipepperhott4 个月前

4 条评论

flohofwoe4 个月前
Also generally known as LFSRs (Linear Feedback Shift Registers): <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Linear-feedback_shift_register" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Linear-feedback_shift_register</a>. One advantange is that they can be easily implemented in hardware (and then very cheaply implemented in emulators). For instance the noise generators in audio chips of 80s home computers were typically an LFSR with around 16 bits of state.
PaulHoule4 个月前
Was just reading about this because I am writing a chess engine. I am using somebody else&#x27;s move generator, I am not sure how it works but it is not front of mind because it is spending most time evaluating and managing transposition tables according to the profiler, I can at least 5x those and maybe I will worry about another microoptimisation then. But really move ordering can make a 10x change and I am going to iterative deepening, pv, killer heuristic and such.
评论 #42594624 未加载
teo_zero4 个月前
Is there any particular reason why this straightforward implementation of a well-known PRNG (published by Marsaglia 20 years ago) is worth being linked from HN&#x27;s first page?
评论 #42596540 未加载
DennisL1234 个月前
tl;dr: it‘s a fast and simple (~5 LOCs) PRNG that has garnered some attraction in the computer chess community.