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chess:programming

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Chess - Programming

Introduction

Checklist


Alpha-Beta Pruning

Aspiration Search

BCH Hashing

BitBoards

Bit Operations

Check Extensions

Database

Datasets

de Bruijn Sequence

Divide

ELO Rating

Endgame Table-bases

Evaluation

Evaluation Hash Table

Expectimax Search

FEN (Forsyth-Edwards Notation)

Futility Pruning

Game Phases

Hash Functions

History Heuristic

Horizon Effect

Huffman

Iterative Deepening

Killer Move

King Tropism

Late Move Reduction

Lazy Evaluation

LSB (Least Significant Bit)

Magic BitBoards

Material Hash Table

MSB (Most Significant Bit)

Minimax Algorithm

Move Generation

Move History

Move Ordering

Null Move Pruning

Opening Book

Pawn Hash Table

Perft

Polyglot Book Format

Ponder

Portable Game Notation

Rating

Razoring

PRNG (Pseudo Random Number Generator)

Search

Static Exchange Evaluation (SEE)

Time Controls

Transposition Table

Winboard

Zobrist Hashing


Game -> Engine -> Timer -> Board -> Pieces
  |        |        |        |        |
  |        v        |        |        v
  |     User input  |        |      Define the pieces 
  |     MinMax      |        |      What moves a piece can make
  |       AI        |        |      Value of a piece
  |       UCI       v        |
  v            Time Controls |
User input        Threads    |
                             v
                        The board grid
                        Determine available moves
                        Move chess pieces
                        Remove chess pieces
                        Promote pieces
                        Value of board


Game

  • Runs overall game.

Engine

  • Takes user input.
  • UCI.
  • MinMax.
  • AI.

Timer

  • Time controls.

Board

  • The board grid.
  • Determine available moves.
  • Move chess pieces.
  • Remove chess pieces.
  • Promote pieces.

Pieces

  • The actual pieces.
  • The piece movements.

References

chess/programming.1641915352.txt.gz · Last modified: 2022/01/11 15:35 by peter

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