chess-engine | free chess engine library built to run | Game Engine library
kandi X-RAY | chess-engine Summary
kandi X-RAY | chess-engine Summary
A dependency-free chess engine library built to run anywhere.
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Trending Discussions on chess-engine
QUESTION
After a few days of my question being closed, and my edits that would answer all of the questions in the comments not being approved, I have decided to re-post with a few changes.
I am new to c++, but I am an experienced programmer. I am trying to create a chess engine, as I have done it in python but I want it faster. I am storing my chess board as a 2d array of Piece pointers.
chessBoard.h
...ANSWER
Answered 2021-Sep-09 at 18:49The objects bq_r
etc. defined in your Chess::Chess()
constructor have their lifetimes end when the constructor finishes, so the array is full of dangling pointers which can't validly be used.
I'd recommend instead:
QUESTION
I'm trying to make a chess engine.
...ANSWER
Answered 2021-Jan-08 at 22:07Generally, Python has a library named 'copy' which implements deepcopy of the basic objects. Try to use from copy import deepcopy
and override the __eq__
function of Board.
For more information, take a look at How can I create a copy of an object in Python?
QUESTION
My Problem: I am writing a chess engine in C++. Part of writing a chess engine is dealing with very large numbers (conceivably up to 2^63). I have a file that is running unit tests for my project, and when I try to run the build task to compile it to an executable, I am getting the following error:
...ANSWER
Answered 2020-Aug-12 at 04:41As user4581301 suggested, I had to not separate -Wa
and -mbig-obj
as two, independent options. Instead, I had to keep them as one option: -Wa,-mbig-obj
. This ran into an error, but, per this answer, adding --%
as the first argument, coupled with the aforementioned suggestion about the options, got my code finally compiling to an executable. Here is what the tasks.json
looks like after the changes:
QUESTION
I have a c++
console app project in visual studio 2019. Compiled, it gives a command line engine.exe
that sends output after user input and command execution and waits for another user input etc.
In fact engine.exe
is a chess engine that complies to the UCI interface standard, which among others forces the engine to be a command line executable and which allows to use the engine in the Arena Chess GUI, hence the chess
tag. (The c++
is because I coded the engine in c++
inside visual studio and because I guess that the answer will depend on visual studio c++
project settings.)
I can perfectely debug Engine.exe
from the command prompt by inputing a first move, waiting for engines's response etc. You can do as you would debug the standard console hello world in visual studio, no problem.
Now I am much more interested to debug Engine.exe
while using it from a chess GUI, namely Arena Chess GUI. But this does not work :
In the properties of the project used to compile my engine I put (the path to) arena.exe in the command to execute when the debug is launched, and then, when debug is triggered and arena opened, I load in Arena a new engine corresponding to my engine, I put breakpoints in my code but each has a "no symbols loaded".
I launch Arena, I load a new engine in it, the engine being the compiled debug version of my engine, and then in visual studio I make an "attach to process" and add Arena as process to attach to. Then the breakpoints in my code in visual studio have also "no symbols loaded".
I guess that the problem is that debugging a command line is impossible with visual studio outside of the windows cmd prompt, whereas you can debug a dll from any exe using it.
What is the standard way to proceed ?
Remark. I already posted my question on CSE here https://chess.stackexchange.com/questions/27911/debugging-my-chess-engine-through-the-arena-gui but finally think that it is more appropriate for SE as it formally does not depend on chess at all.
...ANSWER
Answered 2020-Jan-17 at 23:27The steps you listed would work if your engine was a DLL loaded by that Arena.
However, your engine.exe
will NOT be loaded by the Arena, but simply will get started with some unknown inter-process communication interface to pass information (moves) back and forth.
You have to attach the debugger to your engine, NOT to Arena.
Quick question: is your engine loaded just once on start or separately for each move?
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Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.
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