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weil Chess960 Leben ins Schach bringt Die Computer Schach Experten Frank Schneider und Kai Skibbe im Interview (German) Complaints against the Chess programs LOOP and THINKER by David Levy, ICGA President, May 9, 2014.
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Allegations against two more Chess Engines – The LOOP Program by David Levy, ICGA president, » Thinker.ICGA/Rybka controversy: Feedback - Allegations against another Chess Engine – The LOOP Program by David Levy, ChessBase News, February 17, 2012.Compiler Problem by Fritz Reul, CCC, June 29, 2010.Board without color flags by Fritz Reul, CCC, Octo» Color Flipping.Iterative DTS by Fritz Reul, CCC, J» Parallel Search.doing undoing by Fritz Reul, CCC, » Make Move, Unmake Move.
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- Loop List available soon by Fritz Reul, CCC, October 11, 2005.
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Static Exchange Evaluation with αβ-Approach. As confirmed by David Levy, the ICGA has received a complaint on Loop by Fruit author Fabien Letouzey and an investigation has been started about this case, as already mentioned by Watkins in August 2011. One simply has to precompute an array of possible knight or king moves from each square, and do a simple array look up to find possible move locations.During the ICGA Investigations in 2011 concerning the Rybka Controversy and evaluation overlaps, 64-bit Loop was inspected by Mark Watkins who found congruence with the evaluation of Fruit 2.1. Move generation of knights and kings are trivial with bitboards (well they're simple with arrays too, but still faster here). In fiasco, I'm using a little endian bitboard representation (that is, A1 is the 0th bit, or 2^0, A7 is the 7th bit or 2^7, B1 is the 8th bit or 2^8 and H8 is the 63rd bit or 2^63).Ī sample default board representation might be: /* colours */īITBOARD black_pieces = 0xFFFF000000000000LLU īITBOARD black_pawns = 0xFF000000000000LLU īITBOARD black_knights = 0x4200000000000000LLU īITBOARD black_bishops = 0x2400000000000000LLU īITBOARD black_rooks = 0x8100000000000000LLU īITBOARD black_queens = 0x800000000000000LLU īITBOARD black_kings = 0x1000000000000000LLU Bitboards have a really high information density, and are easily manipulated on 64 bit machines. The nice thing about bitboards is that one has access to a multitude of information through simple (and fast!) bitwise operations (AND, OR, NOT, XOR and shifts). The idea is to represent the board in a series of 64 bit integers, as in the following sample board structure: #define BITBOARD unsigned long long Bitboard based engines aren't quite as straight forward as array based chess engines, but they offer benefits in both move generation and board evaluation. I've shifted my focus a little and am currently writing a bitboard based chess engine.