IEICE Transactions on Information and Systems, April, 1996, pp. Parallel Move Generation System for Computer Chess. thesis, Department of Computing Science, University of Alberta, pdf Experiments in Selective Search Extensions. University of California, Berkeley, IEEE Custom Integrated Circuit Conference A Two-Million Moves/Sec CMOS Single-Chip Chess Move Generator. Carnegie Mellon University, Computer Science Department. Two designs of functional units for VLSI based chess machines. thesis, Carnegie Mellon University, MIT Press, Cambridge, MA. All the Right Moves: A VLSI Architecture for Chess. Attack Detection and Move Generation on the X-MP/48. Proceedings of the 11th Annual International Symposium on Computer Architecture. The Design and Implementation of a VLSI Chess Move Generator. Carl Ebeling, Andrew James Palay ( 1984).Bryant (eds.) Third Caltech Conference on Very Large Scale Integration A VLSI legal move generator for the game of chess. VLSI Implementation of a Chess Legal Move Generator. Greg Bakker, Jim Jonkman, Jonathan Schaeffer, Tom Schultz ( 1982).Belle Chess Hardware, Advances in Computer Chess 3, Reprinted ( 1988) in Computer Chess Compendium Master's thesis, University of California, Berkeley Hardware implementation of the legal move generation and relative ordering functions for the game of chess. 6, reprinted 1988 in Computer Chess Compendium Table-driven Move Generation in GNU Chess. Move Generation with 256 bytes RAM or less?.Un-Move Generation produces a list of all possible moves (including captures and promotions) which could be un-made from a target position to reach all possible legal predecessor or parent positions for retrograde analysis tasks. This function recursively generates moves for the current position and all children up to a certain depth, and by counting all the leaf nodes, it can be compared to a table of values to test its accuracy. Although this could be tested by playing many games, a better approach is to write a Perft function. It is important to ensure that the move generator works properly. hash move first, then captures, then killer moves, then all the rest in a chunk) on the premise that if one of the early moves causes a cutoff, then we may save on the effort of generating the rest of the moves. Some programs do not generate all moves at once, but do it in several stages (i.e. for tactical and quiet moves), which is convenient for book-keeping and assigning scores based on MVV-LVA, SEE, history, piece square table etc., to later perform a selection sort before actually making the move. With move ordering in mind, chess programs, while traversing pieces and their move-target sets once, store and buffer generated moves inside one or two move lists (i.e. When in double check, only king moves are permitted. Similar tricks can be used for generating possible moves out of check, which must be by the king, capturing the opponent's checking piece, or blocking its attack if it is a ray piece. And rooks can only generate at most 2 checking moves.to the squares with the rook's column and the king's row or the king's column and the rooks row. They can use the fact that a knight or bishop must start off on the same color square as the opponent king if they are to attack it. Special generators for the quiescence search might want to generate checks in addition to captures and promotions. For example, if the king is in check, the only possible legal moves are to capture the attacking piece, block the attacker if it is a "ray" piece, or move the king to safety. These special cases can be made more efficient than generating and testing each possible move to fit specific criteria. Most programs use special move generators for the quiescence search, sometimes supplemented by one for getting out of check. Pins are the main difficulty, particularly when en passant is involved. In Legal move generation, as the name implies, only legal moves are generated, which means extra time must be spent to make sure the king isn't going to be left or placed in check after each move. It is left up to the move-making function to test the move, or it is even possible to let the king remain in check and only test for the capture of the king on the next move. In Pseudo-legal move generation pieces obey their normal rules of movement, but they're not checked beforehand to see if they'll leave the king in check.
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