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

Author: Robert Hyatt

Date: 07:22:09 09/24/99

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On September 24, 1999 at 01:12:06, Christophe Theron wrote:

>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


When IA64 is a reality, bitboards are the way to go.

:)




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