Author: Joshua Shriver
Date: 21:42:19 01/22/06
Part 1. I've decided to start my engine from scratch after a couple years leading nowhere with little to no advancement, chess burnout, and trying to bite off more than I could chew. In reviewing the code for tscp, I was wondering what are the piece/square tables in the eval.c file? The way I interpret the comments, it adjusts the value of a piece given it's location on the board. If this is so, then I dont see how it can be useful since the value of a piece (or strength perhaps) would be determined by all other pieces on the board and location. Example if the pawn is about to take the queen, it would have more strength even if it is in a square that this table claims is weak. I might be totally off. Part 2. I've had some fun ideas that I've been wanting to implement over the years but could never translate that to code. My major roadblock has been in basic components such as a move generator. I've read probably every link that's been posted concerning the various board types (0x88, bitboard, etc), algorithms (alpha-beta cuttoffs, qsearch, etc) ... however in short of reviewing the code for tscp, crafty, fruit there seems to be little to no info of how to implement key features given x,y,z. Each piece seems to be effected by prior parts (move generator for a bitboard is diff than one for 0x88). On a humble note, guess I'm just not a good programmer. I've tried looking at the source for various engines but have no idea what's going on. TSCP seems somewhat digestable but finding the flow of it still seems a little rough, let alone trying to digest fruit or crafty (no disrespect to their authors it's my inabilities to understand). Any advice or commentary is appreciated. This is a wonderful hobby and community. I look forward to having something that really plays even if weak. Thanks in advance! -Josh
This page took 0 seconds to execute
Last modified: Thu, 15 Apr 21 08:11:13 -0700
Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.