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1988-07-25
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# From hvrunix!vu-vlsi!cbmvax!bpa!burdvax!sdcrdcf!oberon!cit-vax!ames!ucbcad!ucbvax!sdcsvax!ucsdhub!hp-sdd!hplabs!hpcea!hpisla!hpltca!jhs Wed Apr 29 16:19:51 1987
# Path: swatsun!hvrunix!vu-vlsi!cbmvax!bpa!burdvax!sdcrdcf!oberon!cit-vax!ames!ucbcad!ucbvax!sdcsvax!ucsdhub!hp-sdd!hplabs!hpcea!hpisla!hpltca!jhs
# From: jhs@hpltca.HP.COM (John Stanback)
# Newsgroups: net.sources.games
# Subject: C source for CHESS
# Message-ID: <2320001@hpltca.HP.COM>
# Date: 29 Apr 87 20:19:51 GMT
# Organization: H P, Colorado Integrated Circuits Div., Loveland, CO
# Lines: 2660
#
#
# C source for CHESS
#
# Here is a shar script containing source code in 'C' for a chess
# program I've written. The following files are included:
# 1. chess.c : C source for CHESS
# 2. chess.opn : Opening Library
# 3. chess.001 : Sample problem
#
# The file chess.c must be compiled with the -lcurses option. The
# code is pretty generic (I think) and hopefully will run on a wide
# variety of machines. The help command gives a list of the options
# available. To test out the program, enter 'get' and respond to
# the file name prompt with 'chess.001'. Type 'switch' and the
# computer should find mate in 4 with Nf7. This takes a few seconds
# on an HP350 computer.
#
# The program plays a fairly respectable game of chess, although it
# is not competetive with a state-of-the art commercial program. The
# search rate is typically 100-300 nodes/sec. on an HP Vectra (8 Mhz.
# 286) and about 300-900 nodes/sec. on an HP 350 (25 Mhz. 68020). I
# am interested to find out what is achieved on other machines. I
# would also be interested in any comments on playing strength,
# weaknesses or bugs in the program, and suggested improvements in
# the algorithm.
#
# Here are a few comments on the program:
#
# 1. Opening Library
# I'm a terrible chess player and don't know anything about
# openings. I copied 70-80 random lines of play from MCO into
# the file chess.opn. I think there are a few mistakes in the
# translation. If anyone generates a better library please let
# me know.
#
# 2. Positional Heuristics
# I think that improvement in this area would help the program
# quite a bit. In most situations the computer cannot do
# anything forceful and the choice of a move is based on
# positional aspects. I haven't spent a lot of time on the
# heuristics and many times the program has no idea of what is
# happening and how to proceed. Perhaps optimizing the values of
# the existing heuristics would help, but to get a major
# improvement I think more chess knowledge will be necessary.
#
# 3. Search Algorithm
# This program uses a full-width alpha-beta searching technique
# with depth extensions on checks, check evasions, pawn promotion
# threats and threats to multiple pieces. Capture sequences are
# handled by a separate search routine. I imagine that much more
# efficient search routines exist, and would be interested to hear
# of any. Refinements of the search extension heuristics (similar
# to the extensions for pawn promotion threats) could have a major
# effect on the programs ability.
#
# 4. Move Generation
# There are probably better ways to do this, but they would
# likely change the data structure drastically and necessitate
# a complete re-write. Maybe some good hacks would speed things
# up, the ataks function would be the best place to start.
#
#
# This is a shell archive. Remove anything before this line,
# then unpack it by saving it in a file and typing "sh file".
#
# Wrapped by jhs at hpltca on Wed Apr 29 13:19:09 1987
#
# This archive contains:
# chess.c chess.opn chess.001
#