Similarly, the end game stage of the program could benefit from the inclusion of an end game database. Improvements can also be made on the user interface. Adding a help file to the game would be welcome. A chess program is not very complex in itself. But like a lot of software, the devil is in the details. This chess program contains around 10, lines of codes including remarks. The user interface is separated from the other classes so it can easily be changed.
The ChessBoard class is the most important since it contains the board abstraction. It also contains the logic to build the list of legal moves and to search for the best move. A little extra complexity was added to support multi-threading. However, the class is relatively small less than lines. The core logic of the search lies in the alpha-beta pruning function. This function can be used in two modes:.
The second one tries to find the best move in a specific amount of time using an iterative depth-first search, increasing the number of ply for each search up to the moment when time is exhausted.
At first glance, this method may seem less efficient since it performs the same search repeatedly. But in practice, the method reorders the moves between each search to optimize the alpha-beta cut-off. Another big advantage of this method is that the number of ply can be adjusted depending on the stage of the game. In particular, the end game holds fewer pieces on the board, so increasing the number of ply doesn't have the same impact as doing so in the middle of the game.
The following lists the source files and description. The number of lines appears in brackets after the name of the file. The code has a total of lines. This is where the core logic of the program lies search, legal moves, etc. Feel free to fork the project on GitHub. There are lots of implementations of Chess' games available on the internet, most of them richer in features than this one.
Nevertheless, there's no demerit on developing a simpler, lightweight piece of software, specially aiming for didatic purposes. This game runs in a console, i. All the input is taken from the keyboard, and for that, it uses the Coordinate Notation. The white pieces are represented by capital letters and the black pieces are represented in lowercase letters.
They are all represented by the first letter of their names, the only exception being the Knight, which is represented by an N , leaving the K for the king :. I will try to explain some of the concepts I used when developing the game, if anything is not clear or if I missed an important point, please let me know in the discussion. First, we have to decide how big we want the squares do be.
Speaking about the height, should one square on the board be as big as one single character? Or maybe two or three? I ended up choosing the third option, which means the height of one square equals to three characters. Now, we face another problem. The mentioned characters 0xDB and 0xFF are not squared; they are actually rectangular with one side being twice as big as the other. This means that, in order to form a square, we have to use six characters in a row. Article Contributed By :.
Easy Normal Medium Hard Expert. Writing code in comment? Please use ide. Load Comments. What's New. Most popular in Advanced Computer Subject. Most visited in C Language. An array is a collection of values, all of the same type, stored contiguously in memory. A structure in C refers to Object composition to encapsulate related scalar datatypes inside one structured item. The size of the structure is the sum of its element sizes.
To access the structure elements the dot-operator separates the element from the variable or reference. Pointers require arrow operator. So called Bitfields might be implemented as structure where integer members are declared with explicit bit length specifier from However due to portability issues of various C-compilers and platforms concerning bit ordering, padding and eventually the sign, most programmer rely on explicit bitfields to composite and extract sub-items by shift and masks, i.
A value that may have any of several representations within the same position in memory. Variables are stored either in various memory areas or kept inside processor registers if not referred by a pointer as:.
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