A quick overview for those who are interested ... A traditional Chess program has 3 parts:
Move Generation - Given a position, find all legal moves for the side on the move.
Search - Recursively play out moves and counter-moves to find the best sequence (called the PV or Principal Variation.)
Evaluation - At the leaf nodes on the end of each search path, evaluate the position. This function returns a number - the more positive, the better for player 1, the more negative, the better for player 2.
Chess variants. To program a chess variant, you definitely need to change Move Generation. You probably also need to change the Evaluation function. If nothing else, at least give material values to the new piece types. This is the most pronounced of all the evaluation terms. But other things may need to be altered -- for example, pawn structure is important, but should not apply to Berolina Chess.
The Search is typically extended by something called a Quiescent Search. The Evaluation function cannot reliably detect pins, forks, hanging material, etc., which would all affect the evaluation a lot. So, the Evaluation function can only be used on "quiet" ("quiescent") positions. So after the search function searches all legal moves to the desired depth, it then hands off to Quiescent Search, which continues searching recursively, but searches only captures (and, in some programs, checking moves too, but this isn't common in chess variant engines.) This way, all exchanges in progress are played out and hanging pieces are captured before the position is evaluated.
So, with that background on Quiescent Search ... Remember how I said the Search function doesn't need to change for different variants? Well, that's not entirely true. For some variants, like Shogi (or other variants with drops), or double-move variants, there are no "quiet" positions. So traditional Quiescent Search doesn't work. Other approaches must be taken. ChessV doesn't modify the Search function for different variants at all. That's why it doesn't play Shogi. It does play Marseillais Chess, but I haven't modified the Search, I'm basically just sweeping the issues under the rug... I don't know how Zillions-of-Games works for certain, but I believe it has no Quiescent Search function at all. It modifies the Move Generator to support different games, but there is no variant-specific Search or Evaluation.
ChessV handles the Evaluation by building it from various elements that can be turned on, off, or configured. (Pawn structure, king safety, outposts, colorbinding, open file bonuses, castling rights, etc.) You can find out basically everything ChessV does for every game it plays by looking at the Game Reference: http://www.chessv.org/reference/games/
A quick overview for those who are interested ... A traditional Chess program has 3 parts:
Move Generation - Given a position, find all legal moves for the side on the move.
Search - Recursively play out moves and counter-moves to find the best sequence (called the PV or Principal Variation.)
Evaluation - At the leaf nodes on the end of each search path, evaluate the position. This function returns a number - the more positive, the better for player 1, the more negative, the better for player 2.
Chess variants. To program a chess variant, you definitely need to change Move Generation. You probably also need to change the Evaluation function. If nothing else, at least give material values to the new piece types. This is the most pronounced of all the evaluation terms. But other things may need to be altered -- for example, pawn structure is important, but should not apply to Berolina Chess.
The Search is typically extended by something called a Quiescent Search. The Evaluation function cannot reliably detect pins, forks, hanging material, etc., which would all affect the evaluation a lot. So, the Evaluation function can only be used on "quiet" ("quiescent") positions. So after the search function searches all legal moves to the desired depth, it then hands off to Quiescent Search, which continues searching recursively, but searches only captures (and, in some programs, checking moves too, but this isn't common in chess variant engines.) This way, all exchanges in progress are played out and hanging pieces are captured before the position is evaluated.
So, with that background on Quiescent Search ... Remember how I said the Search function doesn't need to change for different variants? Well, that's not entirely true. For some variants, like Shogi (or other variants with drops), or double-move variants, there are no "quiet" positions. So traditional Quiescent Search doesn't work. Other approaches must be taken. ChessV doesn't modify the Search function for different variants at all. That's why it doesn't play Shogi. It does play Marseillais Chess, but I haven't modified the Search, I'm basically just sweeping the issues under the rug... I don't know how Zillions-of-Games works for certain, but I believe it has no Quiescent Search function at all. It modifies the Move Generator to support different games, but there is no variant-specific Search or Evaluation.
ChessV handles the Evaluation by building it from various elements that can be turned on, off, or configured. (Pawn structure, king safety, outposts, colorbinding, open file bonuses, castling rights, etc.) You can find out basically everything ChessV does for every game it plays by looking at the Game Reference: http://www.chessv.org/reference/games/