Author: James Swafford
Date: 06:21:32 02/15/05
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On February 15, 2005 at 08:46:30, Andrew Wagner wrote: I have to agree with Charles here. Stay away from Perl here, unless you're just a glutton for punishment (then again, you did do an engine in VB!). I love hacking together a perl script as much as the next guy, but I would _never_ consider it for a large scale project. It's cryptic, it's interpreted, doesn't have any real type checking... Given your plug-and-play goal you should consider some OO language (not that you can't do OO in Perl), like C++, C#, or Java. My recommendation is C++. Good luck! -- James >Well, after CCT7 I've got the chess programming bug in my blood again. But I >have no desire to go back to working on Trueno, mostly because I think I proved >my point with it. A competitive chess engine CAN be written in a VB-type >language. > >Anyway, my idea now is to create an engine with parts that are as generic as >possible. The idea being that I want to be able to easily swap out, say, an >alphabeta search, and replace it with a mini-max search. Or switch from >bitboards to 0x88 easily. The minimum goal of the project would be to be able to >write all my own parts and have them function interchangeably. Ideally, I'd like >to really make things generic and re-usable to the extent that I could swap in >parts from other engines, eventually. So if I want to compare the speeds of >Fruit's eval() with that of Crafty, I can do it with minimal code changing, >regardless of whether or not they use the same board representation or type of >search, or whatever. I think I'd like to write it in Perl, too, just for grins >and giggles. Not something you hear much of. > >Anyway, thoughts? Suggestions? Accusations of sheer dementia? Bring 'em on!
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