Author: Ricardo Gibert
Date: 07:06:20 04/09/05
Go up one level in this thread
On April 09, 2005 at 09:07:16, Michael Yee wrote: >On April 09, 2005 at 00:20:55, Michael M.G. wrote: > >>Hello, >> >>I want to write a chess engine but have absolutly no clue of programming! >>About no language and I have very low mathematical understanding :) >> >>What is the easiest way to start? >> >>I wish there was a drag-and-drop programm for this *g* >> >>Do I have to learn a programming language at all? >> >>I can remeber that I wrote a (bad) AI for the game Age of Empires many years >>aggo. >>That was fun and super easy.It was just allways "if=>then" >>Can I write a chess engine with "if=>then"? :) >> >>Hope you have a guideline for me! >> >>Greetings >>Michael > > >One thing you could attempt is taking a simple existing open source chess >program and enhance (or completely redesign) the static evaluation >function--with the original author's permission, of course. That way, you could >get your feet wet without having to program everything yourself. > >Once you got up to speed with the data structures of the program (e.g., knowing >how to determine what piece is currently on what square, etc.), you could write >your own rules in the evaluation function like: > >if (number of opponent pieces attacking pawns in front of king > 4) >then decrease score by ... > >if (rook on open file) >then increase score by ... > >if (rook/queen doubled up) >then increase score by ... > >etc. > >I don't think there's currently any way around totally avoiding programming, >though. Maybe he could tinker with the eval of a program like chessmaster which provides an interface to do this without having to thread his way through source code. I don't know which program is really best for this. CM seems pretty popular for this though. Another idea if he is interested is putting together a "killer" opening book for chess programs. Two ways of getting your feet wet without getting your hands dirty ;) > >Michael
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