sakurapyon’s blog

sakurapyon’s blog

王手されてるかの確認が遅いんだな

れさぴょん方式だと利きの有無を確認するコストが低いんだけど、bitboard だと割高なのだな… なぜ bonanza が あのように書かれているのか、だんだんわかってきた。

Each sample counts as 0.01 seconds.
  %   cumulative   self              self     total
 time   seconds   seconds    calls   s/call   s/call  name
 25.87    154.64   154.64 1291742355     0.00     0.00  int Board::hisAttacked<(Player)1>(int, BitBoard&)
 19.45    270.87   116.23 1536674587     0.00     0.00  Board::MakeMove(Move)
 19.09    384.99   114.13 1536674501     0.00     0.00  Board::UnMakeMove(Move)
  7.52    429.96    44.97 349007614     0.00     0.00  int Board::hisAttacked<(Player)0>(int, BitBoard&)
  6.20    467.01    37.04 273593660     0.00     0.00  int Think::hSearch<(Player)1>(Tree*, int, int, int, int, int)
  3.44    487.55    20.54 1248266458     0.00     0.00  int Think::hSearch<(Player)0>(Tree*, int, int, int, int, int)
  2.87    504.70    17.15 1549987907     0.00     0.00  Think::GenNext(Player, Tree*)
  2.59    520.15    15.45 83050843     0.00     0.00  hash_get0(unsigned long)
  2.17    533.13    12.98 2090635261     0.00     0.00  Board::Hand(Player, Piece)
  2.15    545.96    12.83 1637356682     0.00     0.00  Board::isAttacked(Player, int)
  1.12    552.65     6.69 10094827     0.00     0.00  Move* Board::hGenDrop<(Player)1>(Move*)