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Length: 2865 (0xb31) Types: TextFile Names: »README«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Chess/README«
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.