I am creating my own bitboard chess engine in C#. I am trying to optimize my make move, unmake move, and move generating functions to get a good fast base. My C# skills are average and got some tips from articles, forums and videos on how to increase performance. If you have any advice on how I can make it faster then I would appreciate any advice highly. These functions are run millions of times due to the nature of negamax algorithm so any millisecond that can be saved will result in great increase overall. Sorry if this is not how you do it here, and please let me know if you need any more information. The relevant code with variable declarations can be found below. public ulong[][] pieces; public ulong[] occupancy; public ulong occupancyAll; public ulong enPassant; public ulong castling; public int colorToMove; public int movesCount; public int halfMoveClock; public int nullMoves; public int[] PSTValuesOpening; public int[] PSTValuesEnding; public int currentGamePhase; public List<int> capturedPieces; public List<int> promotedPieces; public List<ulong> castlings; public List<ulong> zobristKeys; public List<ulong> enPassants; public List<int> halfMoveClockList; public ulong zobristKey; public Move[] possibleMoves; public int movesAdded; public string stalemateReason; public int[] kingPositions; public BoardState() { // Init bitboards pieces = new ulong[2][]; pieces[Color.White] = new ulong[6]; pieces[Color.Black] = new ulong[6]; occupancy = new ulong[2]; // Init lists PSTValuesOpening = new int[2]; PSTValuesEnding = new int[2]; capturedPieces = new List<int>(); promotedPieces = new List<int>(); castlings = new List<ulong>(); zobristKeys = new List<ulong>(); enPassants = new List<ulong>(); halfMoveClockList = new List<int>(); // Init other variables currentGamePhase = 0; kingPositions = new int[2]; } // ----------------------------------------------------------------------------------- // ################################################################################### // GENERATE MOVES // ################################################################################### // ----------------------------------------------------------------------------------- public Move[] GetAllMoves() { // Clear list of moves possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; GetQuietMoves(false); GetCaptureMoves(false); return possibleMoves; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private void AddAllTargetSquares(byte fromSquare, ulong targets, byte piece, MoveFlags flag) { for (; targets != 0; targets = GeneralBitOperations.PopLSB(targets)) { AddMoveToPossibleMoves(fromSquare, (byte)GeneralBitOperations.GetLSBIndex(targets), piece, (byte)flag); } } public Move[] GetQuietMoves(bool justQuiets) { // Clear list of moves if we should just get the quiet moves if (justQuiets) { possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; } // ############################################################## // -------------- Go through all pieces ------------------------ // ############################################################## byte fromSquare; // Pawns int direction = colorToMove == Color.White ? -8 : 8; for (ulong pieceBB = pieces[colorToMove][Piece.Pawn]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); // Check that square is empty in front of pawn if ((Pawns.QuietMasksOneStep[colorToMove][fromSquare] & occupancyAll) == 0) { // One step moves // Check if from square is on a promoting row if ((GameConstants.fromPromotionRows[colorToMove] & (1ul << fromSquare)) != 0) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionKnight); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionBishop); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionRook); AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.PromotionQueen); } // Else a normal one step move else { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + direction), Piece.Pawn, (byte)MoveFlags.Quiet); } // Two step moves, if pawn is on start row and no pawns on end square if ((GameConstants.pawnStartRow[colorToMove] & (1ul << fromSquare)) != 0) { if ((Pawns.QuietMasksTwoStep[colorToMove][fromSquare] & occupancyAll) == 0) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2 * direction), Piece.Pawn, (byte)MoveFlags.DoublePawnPush); } } } } // Knights for (ulong pieceBB = pieces[colorToMove][Piece.Knight]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Knights.AttackMasks[fromSquare] & ~occupancyAll, Piece.Knight, MoveFlags.Quiet); } // Bishops for (ulong pieceBB = pieces[colorToMove][Piece.Bishop]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Bishops.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Bishop, MoveFlags.Quiet); } // Rooks for (ulong pieceBB = pieces[colorToMove][Piece.Rook]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Rooks.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Rook, MoveFlags.Quiet); } // Queens for (ulong pieceBB = pieces[colorToMove][Piece.Queen]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Queens.GetAttacks(fromSquare, occupancyAll) & ~occupancyAll, Piece.Queen, MoveFlags.Quiet); } // Kings fromSquare = (byte)kingPositions[colorToMove]; AddAllTargetSquares(fromSquare, Kings.AttackMasks[fromSquare] & ~occupancyAll, Piece.King, MoveFlags.Quiet); // Castling // White side if (colorToMove == Color.White) { // King side if (Kings.WhiteCanCastleKingSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2), Piece.King, (byte)MoveFlags.Castle); } // Queen side if (Kings.WhiteCanCastleQueenSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare - 2), Piece.King, (byte)MoveFlags.Castle); } } // Black side else { // King side if (Kings.BlackCanCastleKingSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare + 2), Piece.King, (byte)MoveFlags.Castle); } // Queen side if (Kings.BlackCanCastleQueenSide(this, colorToMove)) { AddMoveToPossibleMoves(fromSquare, (byte)(fromSquare - 2), Piece.King, (byte)MoveFlags.Castle); } } return possibleMoves; } public Move[] GetCaptureMoves(bool justCaptures) { // Clear list of moves if we should just get capturing moves if (justCaptures) { possibleMoves = new Move[GameConstants.maxMovesInAPosition]; movesAdded = 0; } // ############################################################## // -------------- Go through all pieces ------------------------ // ############################################################## byte fromSquare; // Pawns for (ulong pieceBB = pieces[colorToMove][Piece.Pawn]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); ulong targets = Pawns.AttackMasks[colorToMove][fromSquare] & occupancy[Color.Invert(colorToMove)]; // Check for promotions if ((GameConstants.fromPromotionRows[colorToMove] & (1ul << fromSquare)) != 0) { AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionKnightCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionBishopCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionRookCapture); AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.PromotionQueenCapture); } else { AddAllTargetSquares(fromSquare, targets, Piece.Pawn, MoveFlags.Capture); } // Enpassant if (enPassant != 0) { ulong epAttacks = Pawns.AttackMasks[colorToMove][fromSquare] & enPassant; if (epAttacks != 0) { byte toSquare = (byte)GeneralBitOperations.GetLSBIndex(epAttacks); AddMoveToPossibleMoves(fromSquare, toSquare, Piece.Pawn, (byte)MoveFlags.EnPassant); } } } // Knights for (ulong pieceBB = pieces[colorToMove][Piece.Knight]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Knights.AttackMasks[fromSquare] & occupancy[Color.Invert(colorToMove)], Piece.Knight, MoveFlags.Capture); } // Bishops for (ulong pieceBB = pieces[colorToMove][Piece.Bishop]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Bishops.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Bishop, MoveFlags.Capture); } // Rooks for (ulong pieceBB = pieces[colorToMove][Piece.Rook]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Rooks.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Rook, MoveFlags.Capture); } // Queens for (ulong pieceBB = pieces[colorToMove][Piece.Queen]; pieceBB != 0; pieceBB = GeneralBitOperations.PopLSB(pieceBB)) { fromSquare = (byte)GeneralBitOperations.GetLSBIndex(pieceBB); AddAllTargetSquares(fromSquare, Queens.GetAttacks(fromSquare, occupancyAll) & occupancy[Color.Invert(colorToMove)], Piece.Queen, MoveFlags.Capture); } // Kings fromSquare = (byte)kingPositions[colorToMove]; AddAllTargetSquares(fromSquare, Kings.AttackMasks[fromSquare] & occupancy[Color.Invert(colorToMove)], Piece.King, MoveFlags.Capture); return possibleMoves; } // ----------------------------------------------------------------------------------- // ################################################################################### // MAKE AND UNMAKE MOVES // ################################################################################### // ----------------------------------------------------------------------------------- public bool MakeMove(Move move) { // Increase counters if (colorToMove == Color.White) movesCount++; // Add variables that can't be tracked in any other way to lists castlings.Add(castling); zobristKeys.Add(zobristKey); enPassants.Add(enPassant); halfMoveClockList.Add(halfMoveClock); // Update king position if (move.pieceMoved == Piece.King) { kingPositions[colorToMove] = move.toSquare; } // Increase halfmove clock, resets to 0 further down if applicable halfMoveClock++; // Check if enpassant is possible and if so disable it if (enPassant != 0) { int enPassantRank = GeneralBitOperations.BitScan(enPassant) % 8; zobristKey = Zobrist.ToggleEnPassant(zobristKey, enPassantRank); enPassant = 0; } // ------------------------------------------------------ // Check for different move types // ------------------------------------------------------ // Quiet moves that are not double pushes if (MoveFunctions.IsQuiet(move.flag)) { MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); // Reset halfmove clock if pawn move if (move.pieceMoved == Piece.Pawn) halfMoveClock = 0; } // Double pawn pushes else if (MoveFunctions.IsDoublePawnPush(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Move piece MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); // Enable enpassant ulong epSquare = colorToMove == Color.White ? 1ul << move.toSquare + 8 : 1ul << move.toSquare - 8; enPassant |= epSquare; zobristKey = Zobrist.ToggleEnPassant(zobristKey, GeneralBitOperations.BitScan(epSquare) % 8); } // Enpassant moves else if (MoveFunctions.IsEnPassant(move.flag)) { // Find enemy pawn (which is not on the toSquare) int enemyPieceSquare = colorToMove == Color.White ? move.toSquare + 8 : move.toSquare - 8; int capturedPiece = Piece.Pawn; capturedPieces.Add(capturedPiece); // Move own pawn and remove enemy pawn MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); RemovePiece(Color.Invert(colorToMove), capturedPiece, enemyPieceSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, Color.Invert(colorToMove), capturedPiece, enemyPieceSquare); } // Capture moves else if (MoveFunctions.IsCapture(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Remove captured piece from its square and add it to list of captured pieces int capturedPiece = MoveFunctions.GetCapturedPiece(pieces[Color.Invert(colorToMove)], move.toSquare); RemovePiece(Color.Invert(colorToMove), capturedPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, Color.Invert(colorToMove), capturedPiece, move.toSquare); capturedPieces.Add(capturedPiece); // Check for promotion captures and if so move in special way if (MoveFunctions.IsPromotion(move.flag)) { // Find the piece that we should promote to int promotionPiece = GetPromotionPiece(move.flag); // Remove pawn from square and add the promoted piece instead RemovePiece(colorToMove, move.pieceMoved, move.fromSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare); AddPiece(colorToMove, promotionPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, promotionPiece, move.toSquare); // Add to list of promoted pieces promotedPieces.Add(promotionPiece); } // If not it is a normal capture else { // Move the piece as normal MovePiece(colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare, move.toSquare); } } // Castling moves else if (MoveFunctions.IsCastling(move.flag)) { // Reset halfmove clock halfMoveClock = 0; // Get from and to square for the rook int rookFromSquare = GameConstants.rookCastling[move.toSquare][0]; int rookToSquare = GameConstants.rookCastling[move.toSquare][1]; // Move rook and king to the correct places MovePiece(colorToMove, Piece.King, move.fromSquare, move.toSquare); MovePiece(colorToMove, Piece.Rook, rookFromSquare, rookToSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, Piece.King, move.fromSquare, move.toSquare); zobristKey = Zobrist.MovePiece(zobristKey, colorToMove, Piece.Rook, rookFromSquare, rookToSquare); } // Normal promotion moves that are not captures else if (MoveFunctions.IsPromotion(move.flag)) { // Get what piece was promoted int promotionPiece = GetPromotionPiece(move.flag); // Remove pawn from square and add promoted piece on toSquare RemovePiece(colorToMove, Piece.Pawn, move.fromSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.fromSquare); AddPiece(colorToMove, promotionPiece, move.toSquare); zobristKey = Zobrist.AddOrRemovePiece(zobristKey, colorToMove, move.pieceMoved, move.toSquare); // Add piece to list promotedPieces.Add(promotionPiece); } // If castling rights, check and remove the correct ones if (castling != 0) { ulong updateMask = GameConstants.updateCastlingRights[move.fromSquare] & GameConstants.updateCastlingRights[move.toSquare]; castling &= updateMask; zobristKey = Zobrist.AddOrRemoveCastlingRights(zobristKey, updateMask); } // Check if move is legal (king is not under attack after move is done) if (!IsSquareAttacked(colorToMove, kingPositions[colorToMove])) { // Change turns colorToMove = Color.Invert(colorToMove); zobristKey = Zobrist.ChangeSide(zobristKey); return true; } // If not, then unmake the move and return false else { // Change turns colorToMove = Color.Invert(colorToMove); zobristKey = Zobrist.ChangeSide(zobristKey); UnmakeMove(move); return false; } } public void UnmakeMove(Move move) { // Change turn colorToMove = Color.Invert(colorToMove); // Update king position if (move.pieceMoved == Piece.King) { kingPositions[colorToMove] = move.fromSquare; } // Cache last indices int lastIndexCaptured = capturedPieces.Count - 1; int lastIndexPromoted = promotedPieces.Count - 1; int lastIndexHalfMoveClock = halfMoveClockList.Count - 1; int lastIndexZobristKeys = zobristKeys.Count - 1; int lastIndexCastlings = castlings.Count - 1; int lastIndexEnPassants = enPassants.Count - 1; // Handle different move types if (MoveFunctions.IsQuiet(move.flag) || MoveFunctions.IsDoublePawnPush(move.flag)) { MovePiece(colorToMove, move.pieceMoved, move.toSquare, move.fromSquare); } else if (MoveFunctions.IsEnPassant(move.flag)) { int enemyColor = Color.Invert(colorToMove); int enemyPieceField = colorToMove == Color.White ? (move.toSquare + 8) : (move.toSquare - 8); int capturedPiece = capturedPieces[lastIndexCaptured]; MovePiece(colorToMove, Piece.Pawn, move.toSquare, move.fromSquare); AddPiece(Color.Invert(colorToMove), capturedPiece, enemyPieceField); // Remove last captured piece directly capturedPieces.RemoveAt(lastIndexCaptured); } else if (MoveFunctions.IsCapture(move.flag)) { int enemyColor = Color.Invert(colorToMove); int capturedPiece = capturedPieces[lastIndexCaptured]; // Capturing promotion if (MoveFunctions.IsPromotion(move.flag)) { int promotedPiece = promotedPieces[lastIndexPromoted]; promotedPieces.RemoveAt(lastIndexPromoted); RemovePiece(colorToMove, promotedPiece, move.toSquare); AddPiece(colorToMove, Piece.Pawn, move.fromSquare); } else { MovePiece(colorToMove, move.pieceMoved, move.toSquare, move.fromSquare); } AddPiece(enemyColor, capturedPiece, move.toSquare); // Remove last captured piece directly capturedPieces.RemoveAt(lastIndexCaptured); } else if (MoveFunctions.IsCastling(move.flag)) { // Get from and to square for the rook int rookFromSquare = GameConstants.rookCastling[move.toSquare][0]; int rookToSquare = GameConstants.rookCastling[move.toSquare][1]; // Move rook and king to the correct places MovePiece(colorToMove, Piece.King, move.toSquare, move.fromSquare); MovePiece(colorToMove, Piece.Rook, rookToSquare, rookFromSquare); } else if (MoveFunctions.IsPromotion(move.flag)) { int promotedPiece = promotedPieces[lastIndexPromoted]; promotedPieces.RemoveAt(lastIndexPromoted); RemovePiece(colorToMove, promotedPiece, move.toSquare); AddPiece(colorToMove, Piece.Pawn, move.fromSquare); } // Update with latest move variables halfMoveClock = halfMoveClockList[lastIndexHalfMoveClock]; zobristKey = zobristKeys[lastIndexZobristKeys]; castling = castlings[lastIndexCastlings]; enPassant = enPassants[lastIndexEnPassants]; // Remove from lists directly halfMoveClockList.RemoveAt(lastIndexHalfMoveClock); zobristKeys.RemoveAt(lastIndexZobristKeys); castlings.RemoveAt(lastIndexCastlings); enPassants.RemoveAt(lastIndexEnPassants); // Decrease moves count if white to move if (colorToMove == Color.White) movesCount--; }