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The game PGN side of things should have proper convections
Switch sides -> flip board
Possible moves -> legal moves
Undo -> undo move
Reset -> reset board
Edit details -> edit PGN
jalpp updated
10 months ago
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Currently, `eval::get_score` takes in a `Board` and `num_legal_moves`. This is ugly and the code is not readable.
This could be fixed by moving `num_legal_moves` into the `Board` struct and have it b…
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Originally discovered while exploring #736.
Stacks have a reasonable amount of logic that defines when it's legal to move a component within them. And most moves have ot check in Legal if the compo…
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Need to choose a way to represent moves and check if they're legal.
Should take into account that we may frequently want to list all possible moves for a position (so we can assign probabilities to…
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From what I can see, to generate all legal moves in a position, a brute-force approach of trying all walls and then using A-star is used. Section 4.2 of [this](https://drive.google.com/file/d/18Yb-77b…
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- [x] Implement a moves lookup table for all pieces
- [x] Identify blocking pieces
- [x] Identify capture moves
- [ ] Add all pseudo legal moves to the movelist[] array
- [ ] Optional, add multith…
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Some illegal moves in shogi, xiangqi, and janggi currently are handled as legal, but then adjudicated as losing. This is not fully consistent as some illegal moves are detected early and correctly ide…
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The legal methods are called _constantly_. You can also imagine a number of cases (e.g. an AI searching for moves to apply) where legal would have to be applied very often.
Currently that code is i…
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The recognition of checkmate needs to be implemented.
A mate happens when there is no legal moves when the king is in check
A stalemate also needs to be implemented.
A stalemate can happen when a…