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Arimaa >> Bot Development >> Data Structure for storing possible move generated
(Message started by: adityajoshi on Nov 12th, 2014, 11:34am)

Title: Data Structure for storing possible move generated
Post by adityajoshi on Nov 12th, 2014, 11:34am
Hi all!! I am an amateur Arimaa bot developer.I am trying to implement a basic Arimaa bot using bit-boards.The problem I am facing is that i am not able to find a suitable data structure for storing all possible moves from given board position(which are needed to implement move search like alpha beta algorithm). Can anyone suggest suitable data structures ?  

Title: Re: Data Structure for storing possible move gener
Post by nbarriga on Nov 12th, 2014, 8:11pm
If you are using C++, I use an std::vector.


Title: Re: Data Structure for storing possible move gener
Post by half_integer on Nov 16th, 2014, 8:21pm
I am also using a vector of Move objects, actually an array of four vectors, one each for Moves with 1-4 steps.  I pre-size the vectors to avoid most occurrences of resizing.

Moves are simply an array of Steps.  Steps are a few ints which encode the expected things like origin square, move type, and piece being moved.

A Move has a maximum of 4 Steps if you don't record the captures, and 8 Steps if you do.



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