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Subject: Re: Announcement: Work in progress

Author: Komputer Korner

Date: 10:00:31 05/27/98

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Does No. 7 on the list below mean engine vs engine capability? If not,
will engine vs engine feature be included?
--
Komputer Korner


On May 27, 1998 at 07:30:55, Steven J. Edwards wrote:

>Fellow programmers:
>
>This note is to inform other computer chess researchers about some of my
>current work in progress.  As I had mentioned some time ago, I have
>decided to pause my efforts in tablebase design and implementation for a
>while and this will continue until disk space costs drop by another
>order of magnitude or so,  Of course, I welcome others' work in the area
>and I hope that there will be some kind of developer consensus for
>implementing six man classes in a uniform and publicly free manner.
>
>My main effort at this point in time is the development of the Object
>Chess Demonstrator (OCD).  It started out as an exercise in C++
>programming efficiency study but has since turned towards a full
>featured chess software delvelopment toolkit.  Like my other chess
>software I have released to FTP sites, it too will be freely available
>for both research and commercial purposes.
>
>The OCD source is about 350 Kbyte long at this point and will probably
>top out at about 1 Mbyte or so as more internal documentation and
>features are added.  Currently, the OCD includes:
>
>1) Compilation and execution on Linux/g++, PPC Macintosh, 68K Macintosh,
>W95, and WNT.
>
>2) Completely ANSI C++ coded.
>
>3) Console window I/O.
>
>4) Some graphical window output for Macintosh versions.
>
>5) System dependent functions isolated in a single source file.
>
>6) About 50 object classes, all but a few chess specific.
>
>7) Dual move generators and executors (bitboard and offset methods).
>
>8) Transposition mechanisms for pawn layout and for the entire board.
>
>9) Complete bitboard occupancy and attack database with incremental
>updating.
>
>10)I Incremental updates of hash codes and material balance.
>
>11) Complete SAN I/O.
>
>12) Complete FEN I/O.
>
>13) Complete EPD I/O.
>
>14) PGN input (tag pairs and basic movetext only).
>
>15 Position library compilation from a PGN input file.
>
>16) Position library move retrieval via hash codes.
>
>17) A simple forced mate locator.
>
>18) EPD file processing for mate searching, enumeration (useful for
>debugging) normalization, etc.
>
>19) No limits (other than total memory) on ply depth, position count,
>subtree retension, etc.
>
>20 Organization of moves into move nodes and move lists (which are
>doubly linked lists of move nodes; each move node contains a single
>move.
>
>21) Data structures for associating auxilliary information with move
>nodes and move lists.
>
>22) History heuristic implementation fro both move responses (for a
>given opponent move) and more frequency usage.
>
>23) SImple minded intreactive command text interface; command input can
>be originated from a file; command files may be nested; command files
>may have formal macro parameters (good for testing).
>
>24) Lots more stuff but this message is too long already.
>
>-- Steven (sje@mv.mv.com)



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