Blitzter

by titansareworst
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The Game
Artificial Intelligence
Documentation

 

This section describes in brief, and in detail, the techniques and algorithms used in Blitzter.  There will be a bibliography if I ever use any original ideas.  Everything stated and described in this section is either my own thoughts and ideas, or my own, unbiased adaption of a common algorithm or technique. 

 

Please e-mail me if you find any description difficult to understand, or any typos, or any inaccuracies.  I will do my best to fix these problems. 



 

The engine is split into two major modules, which are documented separately.  First is the chess game, involving move generation, move validation, piece moving and undoing, and special move generation (ie. castling, en passant, promotion).  Second is the artificial intelligence, including searching algorithms, quiescence searching, position analysis, hash tables, and history heuristic tables.