chess engine

Code, algorithms, languages, construction...
Post Reply
z3ngew
Posts: 2
Joined: Wed Jan 23, 2013 5:23 pm
Real Name: Ahmed Tarek

chess engine

Post by z3ngew » Sat Feb 02, 2013 8:26 pm

Hello everyone, i am making my own chess game using C#.NET, the problem is that i don't understand the decision tree structure. or example, what does the root contain (current postions) and what does the children of the root contains all the possible moves, Please Help

Thanks in advance,
z3ngew

CDaley11
Posts: 42
Joined: Thu Jan 10, 2013 6:23 am
Real Name: Christian Daley

Re: chess engine

Post by CDaley11 » Sun Feb 03, 2013 11:38 pm

I'm by no means an expert on chess programming, I've asked many questions on here before. But if you are confused by the search tree and terms used, don't worry thats all relatively simple to understand. The search tree basically works by assuming that both players will make the best moves that they can. The two popular algorithms for this are minimax and negamax. I reccommend using negamax, its really simpler to implement. Once you understand how that works then go for alpha-beta and other optimizations. I'm sure the other users on this forum will be able to help you more than I can.

http://chessprogramming.wikispaces.com/Negamax

z3ngew
Posts: 2
Joined: Wed Jan 23, 2013 5:23 pm
Real Name: Ahmed Tarek

Re: chess engine

Post by z3ngew » Mon Feb 04, 2013 9:50 pm

thank you CDaley for your support

Post Reply