Author: leonid
Date: 19:44:01 09/23/99
Go up one level in this thread
On September 23, 1999 at 14:11:57, Normand M. Blais wrote:
>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
This is pretty fascinating for me to find your description of the chess
board. It had nothing to do with mine. My question to you is: Do your
representation of the board is usual?
Thanks,
Leonid.
boad represention is usual one or something
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