Author: Guillem Barnolas
Date: 08:14:40 09/19/98
I am currently developing a pascal chess program which I think will be
quite weak, because to generate legal moves I'm generating all the moves and
then discarding the ones that leave the king in check... Generating only legal
ones seems quite tough.. I now crafty does, but considering it's in C and uses
bitboards, it's quite difficult for me to understand it.. I tried tscp, but it
uses the same technique that me (I should say i use the same that it uses..;) I
have thought of some way of doing this, but seem a little weird... I'll try to
explain in few words... I thought I could go from the king_position looking if
there are friendly pieces blocking possible attacks...(I think I might have seen
this in Crafty or some other program, as X_ray attacks...) and mark those
friendly pieces...afterwards i go through all the board and for non-marked
pieces I generate all the movements.. for pieces marked once I generate captures
to the attacking piece and movements on that direction.. for the pieces marked
more than once I generate no movements... I don't know If this would miss
anything... I haven't implemented it because I'm still fighting with the program
;-D...
Another thing is I don't have principal variation storing quite clear... I
saw in one page it's usually stored as a two dimension array, but don't
understand quite well the updating part... I mean, If I'm on ply 4 and happen to
find a better movement than the one I had before I still have to know If I was
following the PV, because If not I would mess everything up...
And to finish, I have been looking for some books on the subject but happen
to see that all are out-of-prints one, except from the "Kasparov vs Deep Blue:
Computer chess comes of age" which seems to be quite an historical aproach but
seems to cover few technical aspects...
If you can help me on any of this subjects I would be very pleased....
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