Author: Pauli Misikangas
Date: 14:24:17 08/29/98
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On August 28, 1998 at 16:50:31, David Eppstein wrote: >I get the impression (not having played it) that Shogi suffers from the same >problem as chess wrt bitboards though: lots of different kinds of pieces and >special rules such as castling and en-passant. Bitboards really shine in games >where all or most pieces are the same and the rules are more uniform (e.g. >checkers). I must correct this a little bit. Yes, Shogi has lots of different kinds of pieces, but NO, it does not suffer from special rules. There is no special moves for castling, en-passant, or anything like that. Every piece captures same way as it moves. There is some special rules for dropping captures pieces back to the board, but I haven't found this as a problem. So, my original question "Would you use bit board in Shogi a program?" has received some arguments that bit boards would be applicable also to Shogi, and some arguments saying that they would not be as efficient in Shogi because of larger board. Nothing yet that would make me changing to bit boards. So far I've been very happy with my pointer-based data structure. Especially it has been very helpful in board evaluation. I don't do board evaluation at leaf nodes, I do it during every move. When a piece is moved, I update only those board evaluation values (material, attacking, defense, board control, king safety, piece freedoms, blocked pieces, piece movement,...) that have changed because of the move. At the leaf nodes I just sum these values together. Does any of you chess programmers use similar kind of technique? What are your experiences? Or do you have some sad stories about previous trials of using this kind of ideas? (I bet you do :-) Pauli Misikangas
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