шахматы на python код

Шахматы на python код

Python Easy Chess GUI

A Chess GUI based from Python using PySimpleGUI and Python-Chess modules. Users can also load a chess engine and play with it. This program is based on a demo chess against ai from PySimpleGUI.

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If you want to run from the python source the following are required or see the installation section below.

Or you can just download the executable file along with other files such as book and images.

1. Save games to repertoire pgn files

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2. Install uci engine of your choice

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2.1 It is recommended to configure the engine setting after installation

Configure engine via Engine->Manage->Edit, select engine and press modify.

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3. Need book assistance? Right-click on BOOK 2 and press show

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4. Need what engine adviser will think about the position? Right-click on Adviser and press start

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To set opponent engine book options

To Hide/Unhide engine search info

To Hide/Unhide Book info

To request Adviser search info

To select opponent engine

To set time control of engine

To set time control of user

To delete engine from config file

About

A Chess GUI based from Python using PySimpleGUI and Python-Chess.

Источник

Making Chess in Python

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шахматы на python код. Смотреть фото шахматы на python код. Смотреть картинку шахматы на python код. Картинка про шахматы на python код. Фото шахматы на python код

I will first describe what’s happening and then show the code afterward.

This is a large project that me and a friend in school conducted. This is pretty funny because we had plans on doing this over several months and 7 days later we have the entire thing completed. I must say, this would not have been possible if it weren’t for the help of my friend Edwin. Firstly we abstracted the entire game since this is a very complex game to code and we decided that I would be responsible for the interface(what the user can see) while Edwin was responsible for the actual behaviour of each piece. They both have their own forms of difficulties to make and we did have to co-ordinate a lot so it wasn’t like we didn’t help each other make each other’s parts eg. i did teach him a bit of list comprehension to speed up his code while he exposed my pretty stupid mistake of doing column row instead of row column.

This code is everything that I wrote alongside some of the dictionary and methods above it. First we create the window object which is the window that comes up when we run the chess game on. We set the dimensions to 800×800 which is the tuple argument which we passed into it. We specifically chose 800 x 800 because the images for the chess pieces that we hard were all 100×100 which meant it would fit perfectly if the board was 800×800.

The main thing that makes my program work are these node objects and they are just the containers which hold the chess pieces(they are simulated as the tiles of the chess board in this case. They have their attributes which are their row, column,x,y co-ordinates. We need these separately because all these nodes are going to be stored in a 8×8 2d list so if we call it we would need to call it using its row and col numbers while if we were drawing it onto the screen we need its x,y pixel values(we could just do row*100 but that would risk us forgetting to add that 1 time in the entire code and watching the entire thing break).

The draw function is used to used to draw the tile onto the screen(so the black and white pattern) while the setup method is used to draw any images onto the screen if we had a piece on the screen at that position. You draw onto the screen using blit.

Draw grid draws the boundaries to the grid(so the black horizontal and vertical lines that separate the tiles) and draw grid and make grid is creating the 2d list which are going to use to access all the nodes later. Update display is used to update the screen every-time the tick. I think to avoid the CPU being overloaded, we chose to run the program at 20fps which is ofc completely unreasonable for chess but we didn’t want too much delay.

When the user clicks on the screen, we need to figure out what tile they have clicked on which is what find_node does. Display_potential_moves is a function edwin made but it just takes a list of potential moves and for those moves, changes the colour of the tile so that it stands out.

Do_move is used to acc make the swap on the screen but swapping the values on my dictionary, when the screen updates, this change will be visible on the screen.

remove_highlight is used because it is hard to remove the highlights for specific tiles so we decided to just to redraw the black colours for all the tiles instead.

The main function then contains a lot fo standard logic which I would hope you would have a grasp on if you know pygame. I will attach a video here too just incase you don’t

If I were to explain the entirety of the code, this would take hours on hours to write so I am going to explain the functions and any complex concepts which may be in them and leave you to solve out the rest.

We used pygame to write this program since it can easily give us the interface and I have experience from my A* algorithm on how to make a grid so most of the grid is just recycled code from that.

Except from the starting order dict, all of this was edwins code and all of it used for the move calculations. Theoretically you could have done this with only one of either a dictionary or a 2d list like he has done but since we both needed access to an array for our parts while we were coding and we couldn’t share a python script, we made our own versions. Edwin makes a class for the pieces since it is easier to manage and at the bottom he is setting up his 2d list so all the pieces are in their starting positions. In my dictionary, I hard wrote all the positions automatically since I needed to put the name of each of the individual image files into the load. pygame.image.load() is going to load an image onto the python file and then we only need to draw the image onto the screen. It is better this way than loading the image and then drawing because it means we only need to load the image once for the entire program and then just translate this image onto new positions on the screen.

The rest of edwins code is pretty self-explanatory and is just choosing the correct positions that each piece can move to and then putting those ‘legal’ tiles on the chessboard for us to use on the interface as a way of highlighting the board.

Источник

python-chess: a chess library for Python¶

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Introduction¶

python-chess is a chess library for Python, with move generation, move validation, and support for common formats. This is the Scholar’s mate in python-chess:

Installing¶

Download and install the latest release:

Documentation¶

Features¶

Supports Python 3.7+. Includes mypy typings.

IPython/Jupyter Notebook integration. SVG rendering docs.

шахматы на python код. Смотреть фото шахматы на python код. Смотреть картинку шахматы на python код. Картинка про шахматы на python код. Фото шахматы на python код

Chess variants: Standard, Chess960, Suicide, Giveaway, Atomic, King of the Hill, Racing Kings, Horde, Three-check, Crazyhouse. Variant docs.

Make and unmake moves.

Show a simple ASCII board.

Detects checkmates, stalemates and draws by insufficient material.

Detects repetitions. Has a half-move clock.

With the new rules from July 2014, a game ends as a draw (even without a claim) once a fivefold repetition occurs or if there are 75 moves without a pawn push or capture. Other ways of ending a game take precedence.

Detects checks and attacks.

Parses and creates SAN representation of moves.

Parses and creates FENs, extended FENs and Shredder FENs.

Parses and creates EPDs.

Reads Polyglot opening books. Docs.

Reads and writes PGNs. Supports headers, comments, NAGs and a tree of variations. Docs.

Probe Gaviota endgame tablebases (DTM, WDL). Docs.

Probe Syzygy endgame tablebases (DTZ, WDL). Docs.

Selected projects¶

If you like, share interesting things you are using python-chess for, for example:

A website to probe Syzygy endgame tablebases

A human-like neural network chess engine

Oppinionated wrapper to use python-chess from the R programming language

Deep learning for Crazyhouse

A GUI to play against UCI chess engines

A multi-agent reinforcement learning environment

a stand-alone chess computer based on DGT board – http://www.picochess.org/

a bridge between Lichess API and chess engines – https://github.com/careless25/lichess-bot

an HTTP microservice to render board images – https://github.com/niklasf/web-boardimage

building a toy chess engine with alpha-beta pruning, piece-square tables, and move ordering – https://healeycodes.com/building-my-own-chess-engine/

Django Rest Framework API for multiplayer chess – https://github.com/WorkShoft/capablanca-api

Acknowledgements¶

Thanks to the Stockfish authors and thanks to Sam Tannous for publishing his approach to avoid rotated bitboards with direct lookup (PDF) alongside his GPL2+ engine Shatranj. Some move generation ideas are taken from these sources.

Thanks to Ronald de Man for his Syzygy endgame tablebases. The probing code in python-chess is very directly ported from his C probing code.

Thanks to Kristian Glass for transferring the namespace chess on PyPI.

Источник

Шахматы на python код

python-chess: a chess library for Python

python-chess is a chess library for Python, with move generation, move validation, and support for common formats. This is the Scholar’s mate in python-chess:

Download and install the latest release:

Supports Python 3.7+. Includes mypy typings.

IPython/Jupyter Notebook integration. SVG rendering docs.

шахматы на python код. Смотреть фото шахматы на python код. Смотреть картинку шахматы на python код. Картинка про шахматы на python код. Фото шахматы на python код

Chess variants: Standard, Chess960, Suicide, Giveaway, Atomic, King of the Hill, Racing Kings, Horde, Three-check, Crazyhouse. Variant docs.

Make and unmake moves.

Show a simple ASCII board.

Detects checkmates, stalemates and draws by insufficient material.

Detects repetitions. Has a half-move clock.

With the new rules from July 2014, a game ends as a draw (even without a claim) once a fivefold repetition occurs or if there are 75 moves without a pawn push or capture. Other ways of ending a game take precedence.

Detects checks and attacks.

Parses and creates SAN representation of moves.

Parses and creates FENs, extended FENs and Shredder FENs.

Parses and creates EPDs.

Reads Polyglot opening books. Docs.

Reads and writes PGNs. Supports headers, comments, NAGs and a tree of variations. Docs.

Probe Gaviota endgame tablebases (DTM, WDL). Docs.

Probe Syzygy endgame tablebases (DTZ, WDL). Docs.

If you like, share interesting things you are using python-chess for, for example:

A website to probe Syzygy endgame tablebases

A human-like neural network chess engine

Oppinionated wrapper to use python-chess from the R programming language

Deep learning for Crazyhouse

A GUI to play against UCI chess engines

A multi-agent reinforcement learning environment

Thanks to the Stockfish authors and thanks to Sam Tannous for publishing his approach to avoid rotated bitboards with direct lookup (PDF) alongside his GPL2+ engine Shatranj. Some move generation ideas are taken from these sources.

Thanks to Ronald de Man for his Syzygy endgame tablebases. The probing code in python-chess is very directly ported from his C probing code.

Thanks to Kristian Glass for transferring the namespace chess on PyPI.

python-chess is licensed under the GPL 3 (or any later version at your option). Check out LICENSE.txt for the full text.

About

A chess library for Python, with move generation and validation, PGN parsing and writing, Polyglot opening book reading, Gaviota tablebase probing, Syzygy tablebase probing, and UCI/XBoard engine communication

Источник

Шахматы

Здравствуйте. Решал вот эту задачу:


Совсем недавно Вася занялся программированием и решил реализовать собственную программу для игры в шахматы. Но у него возникла проблема определения правильности хода конем, который делает пользователь. Т.е. если пользователь вводит значение «C7-D5», то программа должна определить это как правильный ход, если же введено «E2-E4», то ход неверный. Так же нужно проверить корректность записи ввода: если например, введено «D9-N5», то программа должна определить данную запись как ошибочную. Помогите ему осуществить эту проверку!

Входные данные
В единственной строке входного файла INPUT.TXT записан текст хода (непустая строка), который указал пользователь. Пользователь не может ввести строку, длиннее 5 символов.

Выходные данные
В выходной файл OUTPUT.TXT нужно вывести «YES», если указанный ход конем верный, если же запись корректна (в смысле правильности записи координат), но ход невозможен, то нужно вывести «NO». Если же координаты не определены или заданы некорректно, то вывести сообщение «ERROR».

Рассчитывал просто пройти и решать дальше, но постоянно не проходит седьмой тест.
Подскажите, что неверно. Вот код:

Помощь в написании контрольных, курсовых и дипломных работ здесь.

Шахматы
Вы уже сделали большую часть работы по реализации отдельных механик игры в шахматы. Остался.

Почти шахматы
Переработайте приведённую в уроке программу «шахматы» таким образом, чтобы фигуры (за исключением.

шахматы на python код. Смотреть фото шахматы на python код. Смотреть картинку шахматы на python код. Картинка про шахматы на python код. Фото шахматы на python кодШахматы на пайтоне
Хочу написать шахматы на пайтоне. Код прилагаю ниже. Как вынести фигуры в отдельный класс от.

Шахматы на доске
есть задача: Вам дана расстановка n фигур на доске, Программа получает на вход n пар чисел.

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