Answers:
您要使用哪种编程语言?
要在C#中实现位板,请使用System.UInt64。它可以容纳64位,每个棋盘正方形为1。此值类型适合许多快速的按位运算。
这是一个很好的位板教程。
这是我自己的C#国际象棋引擎的一些示例。从代码中可以看到,使用位板可能需要花费一些时间,但是它们通常非常快,特别是对于位置评估而言。
示例1-位板定义:
internal UInt64 WhiteKing;
internal UInt64 WhiteQueens;
internal UInt64 WhiteRooks;
internal UInt64 WhiteBishops;
internal UInt64 WhiteKnights;
internal UInt64 WhitePawns;
internal UInt64 WhitePieces;
示例2-位板初始化:
// Initialise piece bitboards using square contents.
private void InitPieceBitboards()
{
this.WhiteKing = 0;
this.WhiteQueens = 0;
this.WhiteRooks = 0;
this.WhiteBishops = 0;
this.WhiteKnights = 0;
this.WhitePawns = 0;
for (Int16 i = 0; i < 64; i++)
{
if (this.Squares[i] == Constants.WHITE_KING)
{
this.WhiteKing = this.WhiteKing | Constants.BITSET[i];
}
if (this.Squares[i] == Constants.WHITE_QUEEN)
{
this.WhiteQueens = this.WhiteQueens | Constants.BITSET[i];
}
if (this.Squares[i] == Constants.WHITE_ROOK)
{
this.WhiteRooks = this.WhiteRooks | Constants.BITSET[i];
}
if (this.Squares[i] == Constants.WHITE_BISHOP)
{
this.WhiteBishops = this.WhiteBishops | Constants.BITSET[i];
}
if (this.Squares[i] == Constants.WHITE_KNIGHT)
{
this.WhiteKnights = this.WhiteKnights | Constants.BITSET[i];
}
if (this.Squares[i] == Constants.WHITE_PAWN)
{
this.WhitePawns = this.WhitePawns | Constants.BITSET[i];
}
this.WhitePieces = this.WhiteKing | this.WhiteQueens |
this.WhiteRooks | this.WhiteBishops |
this.WhiteKnights | this.WhitePawns;
this.BlackPieces = this.BlackKing | this.BlackQueens |
this.BlackRooks | this.BlackBishops |
this.BlackKnights | this.BlackPawns;
this.SquaresOccupied = this.WhitePieces | this.BlackPieces;
}
}
示例3-移动生成:
// We can't capture one of our own pieces.
eligibleSquares = ~this.WhitePieces;
// Generate moves for white knights.
remainingKnights = this.WhiteKnights;
// Generate the moves for each knight...
while (remainingKnights != 0)
{
squareFrom = BitOps.BitScanForward(remainingKnights);
generatedMoves = Constants.ATTACKS_KNIGHT[squareFrom] & eligibleSquares;
while (generatedMoves != 0)
{
squareTo = BitOps.BitScanForward(generatedMoves);
moveList.Add(new Move(squareFrom, squareTo, Constants.WHITE_KNIGHT,
this.Squares[squareTo], Constants.EMPTY));
generatedMoves ^= Constants.BITSET[squareTo];
}
// Finished with this knight - move on to the next one.
remainingKnights ^= Constants.BITSET[squareFrom];
}
示例4-计算材料得分:
// Material score from scratch, in centipawns from White's perspective.
internal static Int32 ScoreMaterial(Board position)
{
return BitOps.BitCountWegner(position.WhitePawns) * Constants.VALUE_PAWN +
BitOps.BitCountWegner(position.WhiteKnights) * Constants.VALUE_KNIGHT +
BitOps.BitCountWegner(position.WhiteBishops) * Constants.VALUE_BISHOP +
BitOps.BitCountWegner(position.WhiteRooks) * Constants.VALUE_ROOK +
BitOps.BitCountWegner(position.WhiteQueens) * Constants.VALUE_QUEEN -
BitOps.BitCountWegner(position.BlackPawns) * Constants.VALUE_PAWN -
BitOps.BitCountWegner(position.BlackKnights) * Constants.VALUE_KNIGHT -
BitOps.BitCountWegner(position.BlackBishops) * Constants.VALUE_BISHOP -
BitOps.BitCountWegner(position.BlackRooks) * Constants.VALUE_ROOK -
BitOps.BitCountWegner(position.BlackQueens) * Constants.VALUE_QUEEN;
}
示例5-计算零件移动性:
// Calculate mobility score for white knights.
remainingPieces = position.WhiteKnights;
while (remainingPieces != 0)
{
squareFrom = BitOps.BitScanForward(remainingPieces);
mobilityKnight += BitOps.BitCountWegner(Constants.ATTACKS_KNIGHT[squareFrom]
& unoccupiedSquares);
remainingPieces ^= Constants.BITSET[squareFrom];
}