home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Mega Top 1
/
os2_top1.zip
/
os2_top1
/
APPS
/
SPEL
/
GC_OS2_M
/
GCHSDOC.ZIP
/
MOVE-GEN
< prev
next >
Wrap
Text File
|
1992-03-22
|
3KB
|
94 lines
This file contains a description of GNU's new move generation algoritm.
Copyright (C) 1989 Free Software Foundation, Inc.
This file is part of CHESS.
CHESS is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY. No author or distributor
accepts responsibility to anyone for the consequences of using it
or for whether it serves any particular purpose or works at all,
unless he says so in writing. Refer to the CHESS General Public
License for full details.
Everyone is granted permission to copy, modify and redistribute
CHESS, but only under the conditions described in the
CHESS General Public License. A copy of this license is
supposed to have been given to you along with CHESS so you
can know your rights and responsibilities. It should be in a
file named COPYING. Among other things, the copyright notice
and this notice must be preserved on all copies.
New move Generation algoritm:
Revision: 1989-09-06
Author: Hans Eric Sandstroem.
This algortim is the result of an attempt to make an hardware move
generator, but since I newer had the time and resources to build
the hardware I wrote a software version and incorporated that one
into gnuchess. This was the best way I could think of sharing this
algorithm with the computer chess community.
If there is anybody out there with the time and rescources to build
a hardware move generator I will be glad to assist.
The general idea behind this algoritm is to pre calculate
a lot of data. The data that is pre calculated is every possible move
for every piece from every square disregarding any other pieces on the
board. This pre calculated data is stored in an array that looks like
this:
struct sqdata {
short nextpos;
short nextdir;
};
struct sqdata posdata[8][64][64];
/* posdata[piecetype][fromsquare][destinationsquare] */
example:
the first move for a queen at e8 is stored at;
posdata[queen][e8][e8].nextpos
suppose this is e7 and e7 is occupied then the next move
will be found in;
posdata[queen][e8][e7].nextdir
To handle the differeces between white and black pawns (they move in
opposite directions) an array ptype has been introduced:
static const short ptype[2][8] = {
no_piece,pawn,knight,bishop,rook,queen,king,no_piece,
no_piece,bpawn,knight,bishop,rook,queen,king,no_piece};
^^^^^
And it is used like this:
piecetype = ptype[side][piece]
When generating moves for pieces that are not black pawns, piece
can be used directly in posdata. As in the example above.
Thus the only thing one has to do when generating the moves
is to check for collisions with other pieces.
the move generation to do this looks like this: (for non pawns)
p = posdata[piece][sq];
u = p[sq].nextpos;
do {
if (color[u] == neutral) {
LinkMove(ply,sq,u,xside);
u = p[u].nextpos;
}
else {
if (color[u] == xside) LinkMove(ply,sq,u,xside);
u = p[u].nextdir;
}
} while (u != sq);
- I`nt this just beautiful!
The array posdata is initialized in the routine Initialize_moves.
This routine is called just once and it works so no time has been spent
on the structure of this code. GenMoves and CaptureList generates the
moves but the routines ataks, BRscan, Sqatakd, KingScan and trapped
also relies on the move generation algoritm so they have also been
rewritten.