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Subject: Re: How do you represent chess boards in your chess programms

Author: Normand M. Blais

Date: 11:11:57 09/23/99

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On September 22, 1999 at 15:30:36, Brian Nielsen wrote:

>
>Hi
>
>My name is Brian, i was thinking about writing a chess engine for fun.
>I am pretty experienced programmer/developper(c++,delpie), but have not been
>programming games, thoug i have made a packman clone a couple years ago.
>
>I have done a little research myself to get the principles in making a chess
>engine/program, and i think i now have basic understanding in how to(i hope :-))
>
>i am curious in how you chessgame programmers represent the chessboard, I have
>seen 4-5 different examples/ways in how to do it, how do you do it and why ??
>
>Second how long time does it take to make a basic engine! from scratch
>provided that i am a experienced programmer.
>
>Best regards
>
>Brian Nielsen


Hi,

I'm not using C/C++ (yet) but I thought I could share the idea that I use for
my chess program. It is probably not new but I've nerver seen it mentionned any-
where. It is easy to understand and to implement. So, just for the record, here
it is.



preliminary notes: The lower bound for array indexing is 1 (not 0) in the
                   explanation below.

1-  The board is represented by an array of 64 integers.



             1  2  3  4  5  6  7  8  - 8
	     9 10 11 12 13 14 15 16  - 7
	    17 18 19 20 21 22 23 24  - 6
	    25 26 27 28 29 30 31 32  - 5
	    33 34 35 36 37 38 39 40  - 4
	    41 42 43 44 45 46 47 48  - 3
	    49 50 51 52 53 54 55 56  - 2
	    57 58 59 60 61 62 63 64  - 1

	     A  B  C  D  E  F  G  H


2-  A 64 by 8 integer array is used for the piece movements. For each square,
    8 directions is recorded:


                       NW(8) N(1) NE(2)
                           \  |  /
                     W(7)---     ----E(3)
         		   /  |  \
		       SW(6) S(5) SE(4)

    For a given square and a given direction, the index of the adjacent square
    is stored. If there is no square (case of a border square), 0 is stored.

    directions:   1  2  3  4  5  6  7  8
    ---------------------------------------
    square(1) =   0, 0, 2,10, 9, 0, 0, 0
    square(2) =   0, 0, 3,11,10, 9, 1, 0
    .
    .
    .
    square(64) = 56, 0, 0, 0, 0, 0,63,55


3-  The movement of the pieces are defined in term of directions:

    Rook   --> 1 to 7 by 2
    Bishop --> 2 to 8 by 2
    Queen  --> 1 to 8 by 1
    King   --> 1 to 8 by 1

    Knight --> {1,1,2},{1,1,8},{3,3,2},{3,3,4},
               {5,5,4},{5,5,6},{7,7,6},{7,7,8}
    White:
    pawn move one --> 1
    pawn move two --> {1,1}
    pawn captures --> 2,8

    Black:
    pawn move one --> 5
    pawn move two --> {5,5}
    pawn captures --> 4,6

4-  Enhencements.

    A 64 by 8 array can be generated for the knight where the squares stored
    for a given direction is the end square of a knight move. Then the knight
    movement can be defined this way:

    Knight --> 1 to 8 by 1



Best Regards,

Normand M. Blais







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