Author: William H Rogers
Date: 07:37:09 11/10/00
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On November 09, 2000 at 21:34:08, Bob Durrett wrote: >On November 09, 2000 at 13:29:26, William H Rogers wrote: > ><snip> > >>I am sure that every serious chess programmer is racking his or her brains to >>come up with some better evaluations, after all, that is the real heart of a >>program as the industry is concerned right now. However, some are just waiting >>for faster machines.?? >>Bill > ><snip> > >O.K., challenge accepted. But give me a few minutes to compose it. I'll do it >using my trusty word processor since we don't have a spell-checker here. Title >will be: "A Modular Approach to Engine Design." > >It would be interesting to see if other people might wish to respond to the same >challenge. It would seem that many of your ideas have already been implemented into many chess programs. Most consider pawn structure, king-side attacks, attacking and defending pieces, and a whole lot more. It is easy to postulate new ideas when you think about chess, but most find it hard to put them in useful code, and there are some brilliant programmers out there with many years of experience behind them. The true test is to try to program the ideas yourself. If you can get them working, or even particially working, then you will find many people who will look at your code and make suggestions or improvements if possible. A over simplified type of coding is listed below for example, just remember you are only allowed one thought per line. 1. Find computer's pawn 2. Can it move two squares forward? 3. Can it move one square forward? 4. Can it capture on the left diaginal? 5. Can it capture on the right diaginal? 6. Is it under attack? 7. Is it protected? 8. If it moves, will it expose another piece to attack? As you can see the list goes on and on and the possiblilites are limitless, but the keep-it-simple approach is the best as it allows for easier coding and error checking. I wish you good luck in your quest. Bill B
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