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Subject: Re: Chess Engine Move generator structure

Author: Joshua Shriver

Date: 00:03:28 03/08/04

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>Using all 18 pieces, since you can assume it should work with all 18 pieces
>taken into consideration. However after x moves from the opening book, this
>should bring that down a good bit.
>

Sorry what I meant to do was have 16. Which is the number of pieces on 1 side.
Then each branch would be the possible permutation of moves for every piece.

Know this would be really huge, hense why I was aiming at just 2-3 plys deep and
only for a couple pieces. Though the tree structure would accomodate all.

Think I am going about this the wrong way.

Here's what I'm trying to find out.
Before you can evaluate a branch, you have to know the various branches possible
given the state of the board. So you take a piece, start down it's branch, etc
and do this for however many pieces you want.

I need to figure out this branch structure, so I can then follow it with a
evaluation function.

Sincerely,
Joshua Shriver

P.S. Is there a good introduction to chess programming in C? I've seen countless
snippets of various sorthing algorithms, tables, etc.. but nothing that really
fits it together. What functions make a basic program? How do these pieces work
with/off of each other?



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