Author: Frank Schneider
Date: 05:57:45 12/31/99
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On December 31, 1999 at 05:20:25, Tom Kerrigan wrote: >Let's say your program is thinking on the opponent's time, and the opponent >makes a move. You obviously can't just call the makemove() function in your >engine to enter the move, because the engine is in the middle of a search and >it's not on the right position. How do you solve this problem? I use two boards. There is a 'simple' solution: When the user moves just stop the ponderingsearch, make the move and start a new search. BUT: do not clear the hashtables if the user played the guessed move and the new search will very quickly continue where it was interrupted. > >Personally, my program maintains two chess positions: the search engine position >and the user interface position. I have two move generators, one for each >position. I also have two makemove() functions, etc. > >This approach strikes me as bad design, because so much functionality is being >duplicated. > >My idea is to put my search engine in a class. Then I can just make two >instances of that class--one for searching, and the other for the user >interface. IMHO it is not too bad design, because UI- and engine-functionality are separated and a simple movegenerator to check legality of usermoves is easy to write. Having two representation makes it easier to exchange the gui or the engine - you just have to rewrite some conversion methods. >Then the problem is that the UI doesn't need a lot of the search engine stuff. >It sure doesn't need a PV array, for example. So my latest idea is to make a >"board" class and a derivative "engine" class. The engine class will contain >everything that the UI doesn't need. > >I think this solves the problem neatly, but it's evidently not what most people >do. Is there an easier solution staring me in the face? How much memory would be wasted if you just had two board/engine objects? Frank
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