Author: Christophe Theron
Date: 22:12:06 09/23/99
Go up one level in this thread
On September 23, 1999 at 23:12:48, Normand M. Blais wrote: >On September 23, 1999 at 22:44:01, leonid wrote: > >>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 > >The way I represent the chess board is not new. What's particular is the way I >generate the moves using an intermediary array to represent directions. I was >able to build a movegenerator in a short time. I compare it to TSCP move >generator and it is as fast if not faster. I know that the bitboard is the way >to go but I'm using an interpreted language that don't have 64bits unsigned >integer data type. I'm programming for fun only. > >NMB If somebody tells you bitboards are the way to go, don't believe him. Christophe
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