c# – 国际象棋编程(无AI) – 移动验证

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我正在尝试编写自己的国际象棋引擎(没有AI).
我知道有 Chess Game Starter Kit,我看了它的开始灵感.

但是我没有抓到的是我的非国王作品在哪里经过验证的动作(here is moves validation)阻止自己检查?

想象一下情况:
A5 – 对手开车
A4 – 我的主教
A3 – 我的国王

因为我要检查,所以我现在不能动我的主教.

或者您如何建议检查这种情况?

谢谢

解决方法

对于给定的棋盘位置,大多数国际象棋引擎仅通过生成伪合法移动开始.通过伪合法,我的意思是即使它会产生一个移动:

>让国王受到控制
>让国王受到制约
>正在遭受攻击的广场上的城堡

原因是性能.由于beta修剪,实际上不会搜索到许多动作,因此您可以通过避免全面检查移动有效性来节省时间.

对于搜索的每个移动,您需要检查它是否真的有效.这通常是通过将King的颜色和方块(以及King旁边的方块用于铸造移动)传递到IsAttacked方法来完成的.如果该方法返回true,则表示此移动无效,因此您不应将其包含在搜索中.

这是我自己的C#国际象棋引擎的IsAttacked方法.请记住,我的引擎是基于magic bitboard的,因此代码不能直接应用于您链接的国际象棋入门套件.除非你熟悉魔术位板,否则翻译不会是微不足道的.

// IsAttacked is primarily used as a move legality test to see if a set of 
// one or more squares is under attack from the side to move.
// It returns true as soon as an attack is detected,otherwise returns false.
// It can be used for check detection,castling legality,or simply to 
// detect whether a specific square is attacked.
internal bool IsAttacked(Board board,UInt64 targetSquares,bool whiteAttacking)
{
    UInt64 slidingAttackers; Int32 targetSquare;
    UInt64 remainingTargetSquares = targetSquares;

    // Test for attacks by WHITE on any of the target squares.
    if (whiteAttacking) 
    {
        // For the remaining target squares...
        while (remainingTargetSquares != 0)
        {
            // Find the next square in the list.
            targetSquare = BitOperations.BitScanForward(remainingTargetSquares);

            // Is this square attacked by a pawn,knight,or king?
            if ((board.WhitePawns & Constants.BLACK_PAWN_ATTACKS[targetSquare]) != 0) return true;
            if ((board.WhiteKnights & Constants.KNIGHT_ATTACKS[targetSquare]) != 0) return true;
            if ((board.WhiteKing & Constants.KING_ATTACKS[targetSquare]) != 0) return true;

            // Is this square attacked by a queen or rook along a file or rank?
            slidingAttackers = board.WhiteQueens | board.WhiteRooks;
            if (slidingAttackers != 0)
            {
                if (this.RankMoves(board.OccupiedSquares,slidingAttackers,targetSquare) != 0) return true;
                if (this.FileMoves(board.OccupiedSquares,targetSquare) != 0) return true;
            }

            // Is this square attacked by a queen or bishop along a diagonal?
            slidingAttackers = board.WhiteQueens | board.WhiteBishops;
            if (slidingAttackers != 0)
            {
                if (this.DiagonalA8H1Moves(board.OccupiedSquares,targetSquare) != 0) return true;
                if (this.DiagonalA1H8Moves(board.OccupiedSquares,targetSquare) != 0) return true;
            }

            // This square isn't attacked - remove and move on to next target square.
            remainingTargetSquares ^= Constants.BITSET[targetSquare];
        }
    }

    // Test for attacks by BLACK on any of the target squares.
    else
    {
        // For the remaining target squares...
        while (remainingTargetSquares != 0)
        {
            // Find the next square in the list.
            targetSquare = BitOperations.BitScanForward(remainingTargetSquares);

            // Is this square attacked by a pawn,or king?
            if ((board.BlackPawns & Constants.WHITE_PAWN_ATTACKS[targetSquare]) != 0) return true;
            if ((board.BlackKnights & Constants.KNIGHT_ATTACKS[targetSquare]) != 0) return true;
            if ((board.BlackKing & Constants.KING_ATTACKS[targetSquare]) != 0) return true;

            // Is this square attacked by a queen or rook along a file or rank?
            slidingAttackers = board.BlackQueens | board.BlackRooks;
            if (slidingAttackers != 0)
            {
                if (this.RankMoves(board.OccupiedSquares,targetSquare) != 0) return true;
            }

            // Is this square attacked by a queen or bishop along a diagonal?
            slidingAttackers = board.BlackQueens | board.BlackBishops;
            if (slidingAttackers != 0)
            {
                if (this.DiagonalA8H1Moves(board.OccupiedSquares,targetSquare) != 0) return true;
            }

            // This square isn't attacked - remove and move on to next target square.
            remainingTargetSquares ^= Constants.BITSET[targetSquare];
        }
    }

    // None of the target squares are attacked.
    return false;
}

这是为White生成伪合法铸造移动的代码片段:

// If White can still castle kingside...
if ((board.WhiteCastlingStatus & Board.EnumCastlingStatus.CanCastleOO) != 0)
{
    // And the White kingside castling squares (F1/G1) aren't occupied...
    if ((Constants.MASK_FG[Constants.WHITE_MOVE] & board.OccupiedSquares) == 0)
    {
        board.MoveBuffer[moveIndex++] = Constants.WHITE_CASTLING_OO;
    }
}

// If White can still castle queenside...
if ((board.WhiteCastlingStatus & Board.EnumCastlingStatus.CanCastleOOO) != 0)
{
    // And the White queenside castling squares (D1/C1/B1) aren't occupied...
    if ((Constants.MASK_BD[Constants.WHITE_MOVE] & board.OccupiedSquares) == 0)
    {
        board.MoveBuffer[moveIndex++] = Constants.WHITE_CASTLING_OOO;
    }
}

这里是检查伪合法铸造移动是否实际合法的代码

// Checks whether the King is moving from or into check.
// Checks whether the King is moving across attacked squares.
internal bool IsCastlingMoveLegal(Board board,Move move)
{
    if (move.IsCastlingOO)
    {
        if (move.IsWhiteMove)
        {
            // Are any of the White kingside castling squares (E1/F1/G1) attacked?
            return !this.IsAttacked(board,Constants.MASK_EG[Constants.WHITE_MOVE],false);
        }
        else
        {
            // Are any of the Black kingside castling squares (E8/F8/G8) attacked?
            return !this.IsAttacked(board,Constants.MASK_EG[Constants.BLACK_MOVE],true);
        }
    }
    else if (move.IsCastlingOOO)
    {
        if (move.IsWhiteMove)
        {
            // Are any of the White queenside castling squares (E1/D1/C1) attacked?
            return !this.IsAttacked(board,Constants.MASK_CE[Constants.WHITE_MOVE],false);
        }
        else
        {
            // Are any of the Black queenside castling squares (E8/D8/C8) attacked?
            return !this.IsAttacked(board,Constants.MASK_CE[Constants.BLACK_MOVE],true);
        }
    }
    // Not a castling move!
    else
    {
        Debug.Assert(false,"Not a castling move!");
        return true;
    }
}

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