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Bitboard
A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or determine moves or plays in the game. Bits in the same bitboard relate to each other by the rules of the game, often forming a game position when taken together. Other bitboards are commonly used as masks to transform or answer queries about positions. Bitboards are applicable to any game whose progress is represented by the state of, or presence of pieces on, discrete spaces of a gameboard, by mapping of the space states to bits in the data structure. Bitboards are a more efficient alternative board representation to the traditional ''mailbox'' representation, where each piece or space on the board is an array element. Bitboards are especially effective when the associated bits of various related states on the board fit into a single wo ...
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Board Representation (chess)
Board representation in computer chess is a data structure in a chess program representing the position on the chessboard and associated game state. Board representation is fundamental to all aspects of a chess program including move generation, the evaluation function, and making and unmaking moves (i.e. search) as well as maintaining the state of the game during play. Several different board representations exist. Chess programs often utilize more than one board representation at different times, for efficiency. Execution efficiency and memory footprint are the primary factors in choosing a board representation; secondary considerations are effort required to code, test and debug the application. Early programs used piece lists and square lists, both array based. Most modern implementations use a more elaborate but more efficient bit array approach called ''bitboards'' which map bits of a 64-bit word or double word to squares of the board. Board state A full description ...
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Bit Array
A bit array (also known as bitmask, bit map, bit set, bit string, or bit vector) is an array data structure that compactly stores bits. It can be used to implement a simple set data structure. A bit array is effective at exploiting bit-level parallelism in hardware to perform operations quickly. A typical bit array stores ''kw'' bits, where ''w'' is the number of bits in the unit of storage, such as a byte or word, and ''k'' is some nonnegative integer. If ''w'' does not divide the number of bits to be stored, some space is wasted due to internal fragmentation. Definition A bit array is a mapping from some domain (almost always a range of integers) to values in the set . The values can be interpreted as dark/light, absent/present, locked/unlocked, valid/invalid, et cetera. The point is that there are only two possible values, so they can be stored in one bit. As with other arrays, the access to a single bit can be managed by applying an index to the array. Assuming its size ( ...
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Bitwise Operation
In computer programming, a bitwise operation operates on a bit string, a bit array or a binary numeral (considered as a bit string) at the level of its individual bits. It is a fast and simple action, basic to the higher-level arithmetic operations and directly supported by the processor. Most bitwise operations are presented as two-operand instructions where the result replaces one of the input operands. On simple low-cost processors, typically, bitwise operations are substantially faster than division, several times faster than multiplication, and sometimes significantly faster than addition. While modern processors usually perform addition and multiplication just as fast as bitwise operations due to their longer instruction pipelines and other architectural design choices, bitwise operations do commonly use less power because of the reduced use of resources. Bitwise operators In the explanations below, any indication of a bit's position is counted from the right (least signi ...
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Glossary Of Chess
This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like ''#fork, fork'' and ''#pin, pin''. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named #opening, opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants. A B , "lightning"] A #fast chess, fast form of chess with a very short #time control, time limit, usually three or five minutes per player for the entire game. With the advent of electronic #chess clock, chess clocks, the time remaining is often incremented by one or two seconds per move.Schiller 2003, p. 398 C ...
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ICGA Journal
The ''ICGA Journal'' is a quarterly academic journal published by the International Computer Games Association. It was renamed in 2000. Its previous name was the ''ICCA Journal'' of the International Computer Chess Association, which was founded in 1977. The journal covers computer analysis on two-player games, especially games with perfect information such as chess, checkers, and Go. It has been the primary outlet for publication of articles on solved games, including the development of endgame tablebases in chess and other games. For example, John W. Romein and Henri E. Bal reported in the journal in 2002 that they had solved Awari and, in 2015, David J. Wu reported his solution for the Arimaa Challenge.{{cite journal , first=David J. , last=Wu , year=2015 , title=Designing a Winning Arimaa Program , journal=ICGA Journal , volume=38 , number=1 , pages=19–40 , doi=10.3233/ICG-2015-38104 , url=https://icosahedral.net/downloads/djwu2015arimaa.pdf From 1983 till 2015 ''ICGA Jou ...
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ICCA Journal
The ''ICGA Journal'' is a quarterly academic journal published by the International Computer Games Association. It was renamed in 2000. Its previous name was the ''ICCA Journal'' of the International Computer Chess Association, which was founded in 1977. The journal covers computer analysis on two-player games, especially games with perfect information such as chess, checkers, and Go. It has been the primary outlet for publication of articles on solved games, including the development of endgame tablebases in chess and other games. For example, John W. Romein and Henri E. Bal reported in the journal in 2002 that they had solved Awari and, in 2015, David J. Wu reported his solution for the Arimaa Challenge.{{cite journal , first=David J. , last=Wu , year=2015 , title=Designing a Winning Arimaa Program , journal=ICGA Journal , volume=38 , number=1 , pages=19–40 , doi=10.3233/ICG-2015-38104 , url=https://icosahedral.net/downloads/djwu2015arimaa.pdf From 1983 till 2015 ''ICGA Jou ...
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Springer Verlag
Springer Science+Business Media, commonly known as Springer, is a German multinational publishing company of books, e-books and peer-reviewed journals in science, humanities, technical and medical (STM) publishing. Originally founded in 1842 in Berlin, it expanded internationally in the 1960s, and through mergers in the 1990s and a sale to venture capitalists it fused with Wolters Kluwer and eventually became part of Springer Nature in 2015. Springer has major offices in Berlin, Heidelberg, Dordrecht, and New York City. History Julius Springer founded Springer-Verlag in Berlin in 1842 and his son Ferdinand Springer grew it from a small firm of 4 employees into Germany's then second largest academic publisher with 65 staff in 1872.Chronology
". Springer Science+Business Media.
In 1964, Springer expanded its business internationally, o ...
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Reversi
Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. Othello, a variant with a fixed initial setup of the board, was patented in 1971. Basics There are sixty-four identical game pieces called ''disks'', which are light on one side and dark on the other. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color. The objective of the game is to have the majority of disks turned to display one's color when the last playable empty square is filled. History Original version Englishmen Lewis Waterman and John W. Mollett both claim to have invented the game of Reversi in 1883, each denouncing the other as a fraud. The game gained considerable popularity in England at the end of the 19th century ...
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Conway's Game Of Life
The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine. Rules The universe of the Game of Life is an infinite, two-dimensional orthogonal grid of square ''cells'', each of which is in one of two possible states, ''live'' or ''dead'' (or ''populated'' and ''unpopulated'', respectively). Every cell interacts with its eight '' neighbours'', which are the cells that are horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur: # Any live cell with fewer than two live neighbours dies, as if by underpopulation. # Any live cell with two or three live neig ...
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Connect Four
Connect Four (also known as Connect 4, Four Up, Plot Four, Find Four, Captain's Mistress, Four in a Row, Drop Four, and Gravitrips in the Soviet Union) is a two-player connection board game, in which the players choose a color and then take turns dropping colored tokens into a seven-column, six-row vertically suspended grid. The pieces fall straight down, occupying the lowest available space within the column. The objective of the game is to be the first to form a horizontal, vertical, or diagonal line of four of one's own tokens. Connect Four is a solved game. The first player can always win by playing the right moves. The game was first sold under the ''Connect Four'' trademark by Milton Bradley in February 1974. Gameplay A gameplay example (right), shows the first player starting Connect Four by dropping one of their yellow discs into the center column of an empty game board. The two players then alternate turns dropping one of their discs at a time into an unfilled colum ...
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Chess (Northwestern University)
Chess was a pioneering chess program from the 1970s, written by Larry Atkin, David Slate and Keith Gorlen at Northwestern University. Chess ran on Control Data Corporation's line of supercomputers. Work on the program began in 1968 while the authors were graduate students at the university. The first competitive version was Chess 2.0 which gradually evolved to Chess 3.6 and was rewritten as the 4.x series. It dominated the first computer chess tournaments, such as the World Computer Chess Championship and ACM's North American Computer Chess Championship. NWU Chess adopted several innovative or neglected techniques including bitboard data structures, iterative deepening, transposition tables, and an early form of forward pruning later called futility pruning. The 4.x versions were the first programs to abandon selective search in favor of full-width fixed-depth searching. In 1976, Chess 4.5 won the Class B section of the Paul Masson American Class Championships, the first time a ...
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