Now the rooks can move too! While it is only a small improvement, the rooks can now also be moved by picoEngine, which is a great step forward. Overall, that […]
Make a move picoEngine….
For the first time ever, picoEngine made it’s very own move. While no where near as important as my children taking their first steps, it was really a monumental moment […]
picoEngine meets Bob Seger….
Okay, so not really. Bob Seger once had a hit called “Night moves” which is what I just added to my picoEngine: knight moves. As always, you can check through […]
Is the king safe, picoEngine?
One of the really important rules of playing chess, in fact, the rule upon which the entire game hinges, is king safety. You can’t make a move that puts your […]
Once again, and from the top, picoEngine.
Last time I mentioned how the UCI (Universal Chess Interface) required two types of input, the FEN input, and a move by move input style. The second is rather interesting, […]
picoEngine Meets FEN
One of the more interesting parts to programming chess engines, is using the UCI, Universal Chess Interface. In that interface standard are very specific settings. One of those is that […]
Blindfold Chess, Mr. picoEngine?
While building the picoEngine in C++, I will often be wondering what the engine is thinking. One of the problems is that I can not “see” the engine’s board, so […]
Shaken or Stirred, picoEngine?
Well, more like Random or Normal, actually. I’m off to a bit of a slow start, but I am making progress on the picoEngine. Here you can see picoEngine’s “many” […]
Building picoEngine, a UCI Compatible Chess Engine
When I started programming, one of my early ideas was to build a chess engine. What sounds more sophisticated for a programmer, than building something like that? It just sounds […]