DocumentCode
2520880
Title
A storage structure and capture judging algorithm of realizing the computer game program of Surakarta chess
Author
Zhang, Liqun ; Ding, Lili
Author_Institution
Vocational & Tech. Coll., Liaoning Shihua Univ., Fushun, China
fYear
2011
fDate
23-25 May 2011
Firstpage
3442
Lastpage
3445
Abstract
Surakarta chess is one of Computer Olympiad chesses. Chessboard, chessman, and chess rule, the three key elements of Surakarta chess, are introduced. The logical structure of Surakarta chess is studied. A storage structure of realizing the computer game program of Surakarta chess is presented. Representation of chessboard and chessman are presented by using the storage structure. The capture circular queue concept is advanced, and the move judging algorithm and capture judging algorithm are implemented, and the chess rules are realized. The finding shows that the storage structure of realizing the computer game program of Surakarta chess is efficient and reliable. The move judging algorithm and capture judging algorithm run accurately and fast. This storage structure and capture judging algorithm have referential value to accomplish the computer game programs of other sorts of chesses.
Keywords
computer games; storage management; Computer Olympiad chess; Surakarta chess; capture circular queue concept; capture judging algorithm; chess rule; chessboard; chessman; computer game program; logical structure; move judging algorithm; storage structure; Algorithm design and analysis; Arrays; Computers; Games; Heuristic algorithms; Indexes; Orbits; Capture judging algorithm; Circular queue; Computer game; Storage structure;
fLanguage
English
Publisher
ieee
Conference_Titel
Control and Decision Conference (CCDC), 2011 Chinese
Conference_Location
Mianyang
Print_ISBN
978-1-4244-8737-0
Type
conf
DOI
10.1109/CCDC.2011.5968711
Filename
5968711
Link To Document