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Subject: Really squishy positions

Author: Dann Corbit

Date: 18:44:24 10/19/99

Go up one level in this thread


We interpret sequences of bits as follows:
0 == go to next square
1111 = king, white
1011 = king black
1101 = white bishop
1001 = black bishop
11101 = rook, white
10100 = queen, black
11001 = pawn white
10000 = knight, black
11100 = queen, white
10101 = rook, black
11000 = knight, black
10001 = pawn, black

We arrive at these encodings as follows:
if square occupied, then first bit 1
{
if color white, then next bit 1, else 0
if man > bishop then next bit 1, else 0
if greater than Q/N[1] next bit 1, else 0
if less than Q/N[2] next bit 1, else 0
}
else
0

[1] if we know it is greater than a biship second question is for queen, else
knight
[2] if we know it is greater than a biship second question is for queen, else
knight

We can improve the mapping in a general sense by giving pawns the value of a
king and queens the value of a pawn (remember, this is just for mapping, not for
play).  Hence, the common pieces (white and black queens and pawns) will take
only 4 bits.



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