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Usenet 1994 October
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volume1
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chess
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README
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1987-05-20
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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.