Chess CPP SE Document
Chess CPP SE Document
Chess CPP SE Document
Practical File
On
Software Engineering Lab (BT CS 606A)
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INDEX
8. Testing 29-32
9. Future Scope
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Lab 1
The problem statement for Chess Engine can be understand with the help of
following questions.
Q1. What is the problem that needs to be solved?
The problem to be solved in building an open-source chess engine is to
create a program capable of playing chess at a high level of proficiency.
This involves developing algorithms and heuristics that can efficiently
search through the vast number of possible moves and positions in a
game of chess, evaluate the strength of different positions, and select
the best moves to make. Additionally, the engine must be optimized for
performance to ensure that it can analyze positions quickly and
accurately, making it suitable for use in various applications such as game
analysis, computer chess competitions, and chess training tools.
Access to the source code provides a valuable resource for students,
hobbyists, and aspiring developers to learn about chess programming,
algorithms, and software development practices. It serves as a practical
example for studying and understanding complex systems. Overall, the
purpose of making a chess engine open source is not only to solve the
problem of creating a proficient engine but also to foster collaboration,
transparency, community engagement, education, and accessibility.
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Q4. What kind of issues/problems can be overcome/solved using this project?
The development of an open-source chess engine like Stockfish
can help overcome or solve various problems and issues in several
domains:
1. Chess Education and Training: Chess engines provide valuable tools
for players of all skill levels to improve their game. Beginners can use
them to learn basic tactics and strategies, while advanced players can
analyze their games to identify strengths, weaknesses, and areas for
improvement. By making the engine open source, developers can
customize it to create educational resources tailored to different skill
levels and learning objectives.
2. Game Analysis and Study: Chess enthusiasts, coaches, and analysts
often use engines to analyze games, study openings, and explore new
variations.
3. Research in Artificial Intelligence: Chess engines serve as
benchmarks and testbeds for research in artificial intelligence and
machine learning. The algorithms and techniques developed for chess
programming can be applied to other domains, such as optimization,
decision-making, and pattern recognition. Open-source engines
provide researchers with access to state-of-the-art algorithms and
codebases, facilitating collaboration and innovation in AI research.
4. Fostering Transparency and Collaboration: Open-source
development promotes transparency by making the engine's source
code accessible to everyone.
5. Accessibility and Inclusivity: Chess engines democratize access to
high-level chess analysis and play by providing free, open-source
software that anyone can use and contribute to.
6. Software Engineering and Development Practices: Contributing to an
open-source project like a chess engine provides valuable experience
in software engineering and development practices.
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Lab 2
Aim: To perform requirement analysis and develop SRS documents.
1. Introduction
1.1 Purpose
The purpose of this document is to outline the requirements for the
development of an open-source chess engine. The engine aims to provide a
competitive level of chess play, incorporating adaptive properties, advanced
evaluation techniques, and community-driven development.
In the current project, the objective is to develop an open-source chess
engine that addresses the complexities and challenges inherent in computer
chess programming. The primary goal is to create a chess-playing program
capable of competing at a high level while incorporating adaptive properties
to improve its performance over time.
1.2 Scope
The project will involve conducting a literature survey, proposing an
algorithm based on the findings, developing and implementing the chess
engine, and integrating adaptive properties for continuous improvement.
The software will be released as open-source, encouraging collaboration
and contribution from the chess community.
1.3 Customers
The primary stakeholders for this project include chess enthusiasts, players,
coaches, and developers within the chess community. The project aims to
address their needs for a high-quality, open-source chess engine that offers
competitive gameplay and fosters collaboration and innovation.
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2. Functional Requirements
2.1 Move Generation
The engine shall be capable of generating legal moves for a given
chess position.
It shall consider the rules of chess, including piece movements,
capturing, and special moves such as castling and pawn promotion.
2.2 Position Evaluation
The engine shall evaluate the strength of a given position based on
advanced evaluation techniques.
Evaluation criteria shall include material balance, piece activity, pawn
structure, king safety, and positional advantages.
2.3 Search Algorithm
The engine shall implement a search algorithm (e.g., minimax with
alpha-beta pruning or iterative deepening ) to explore the game tree
and select the best move.
It shall incorporate optimization techniques to improve search
efficiency, such as transposition tables and parallel processing.
2.4Adaptive Properties
The engine shall incorporate adaptive properties to learn and
improve its gameplay strategy over time.
2.5 User Interface
The engine shall provide a user-friendly interface for interacting with
the program.
2.6 Integration with External Software
The engine shall be compatible with external chess GUIs and
protocols, such as Universal Chess Interface (UCI) or Chess Engine
Communication Protocol (CECP).
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3. Non-Functional Requirements
3.1 Performance
The engine shall analyze positions quickly and accurately, with
competitive performance against other chess engines.
It shall optimize resource usage and scalability to handle deep
positions and complex endgames efficiently.
3.2 Robustness
The engine shall be robust against errors, handling edge cases and
unexpected inputs gracefully.
It shall undergo extensive testing to ensure correctness and reliability
under various conditions.
3.3 Portability
The engine shall be compatible with multiple platforms and
architectures, including Windows, macOS, Linux, x86, and ARM.
It shall utilize cross-platform libraries and tools to facilitate portability
and maintainability.
4. Constraints
The project shall adhere to legal and ethical standards, including
compliance with chess federations' rules and regulations.
4. Platform
The chess engine shall be developed to run on multiple platforms, including
Windows, macOS, and Linux. It should be compatible with various
architectures, such as x86 and ARM, to ensure broad accessibility.
5. Stakeholder Requirements
Developers:
coding standard: C++ coding style defined by .clang-format.
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version control: git and github.
Users:
ease of installation and download.
multilingual documentation.
Chess Community:
educational resource: chessprogramming wiki.
6. Development Responsibility
I would be developing the software and I am responsible for the creation
of test cases documentation and other related part of the software.
7. Glossary
UCI: Universal Chess Interface, a protocol for communication between
chess engines and graphical user interfaces.
CECP: Chess Engine Communication Protocol, a standard for
communication between chess engines and graphical user interfaces.
8. Idea Discussion
The idea for the project originated from the desire to provide an
accessible, high-quality chess engine to the community.
9. Deliverables
The deliverables for the project include
Source code
User interface design
Test cases.
Documentation
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10. Risk Management
10.1 Risk Identification
Potential risks for the project include technical challenges in
algorithm design and implementation, resource constraints,
community engagement issues, and legal or ethical considerations.
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Lab 3
Theory
DFD (Data Flow Diagram) is a visual representation of data flows within a
software system. In this representation, processes are depicted as bubbles or
rectangles, with data stores as parallel lines or rectangles and data
sources/destinations as squares.
DFDs can be used for modelling the logical and physical aspects of a system,
and they are useful for understanding system requirements, improving
communication between development teams and stakeholders, and identifying
potential bottlenecks.
Advantages:
1. DFDs provide a clear and concise representation of data flows within a
system.
2. DFDs help identify and analyse system processes, inputs, outputs, and
data stores.
3. DFDs are easy to understand, even for non-technical stakeholders.
4. DFDs can help identify potential problems, bottlenecks, and areas for
improvement.
5. DFDs can be used to document system requirements, design, and
implementation.
Disadvantages:
1. DFDs can be time-consuming to create and maintain.
2. DFDs may not be suitable for complex systems with multiple
interdependent processes.
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3. DFDs may oversimplify the system and ignore important details or
nuances.
4. DFDs may not be able to represent some types of data flow, such as
asynchronous or real-time data flows.
5. DFDs may not be suitable for systems that are constantly changing or
evolving.
Common Example:
Level 0 DFD:
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Level 1 DFD:
Level 2 DFD:
1. Game Configuration System
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2. Chess board Management System
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4. A.I.
5. Game Report
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6. Chess Board
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Lab 4
Aim: Implement Use Case Diagram for your project.
Theory:
The use case diagram shows what actions a user can take and how they can
interact with the program. It also shows the consequences of doing certain
actions, where they would lead you to and what is included in performing an
action.
Advantages:
Communication: Use case diagrams help to communicate the
requirements and functionalities of the system to stakeholders.
Easy to understand: They are easy to understand for non-technical
stakeholders.
Focus on user requirements: Use case diagrams focus on user
requirements and help to ensure that the system meets those
requirements.
Scenarios: They provide a clear understanding of different scenarios in
which the system will be used.
Disadvantages:
Limited detail: Use case diagrams provide a high-level overview of the
system and may not provide enough detail for complex systems.
Time-consuming: Developing use case diagrams can be time-consuming
and may require multiple iterations.
Ambiguity: The use case diagram may not provide a clear understanding
of the system if there is ambiguity in the requirements.
Complexity: Use case diagrams can become complex if the system has
many actors and use cases.
In conclusion, use case diagrams are a useful tool for modelling the interactions
between actors and the system.
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Use case Diagram
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Lab 5
Theory:
The class diagram is the way to depict the relationships between various
modules of any system. Here, we see about the classes and the relationship
involved in School Management System.
Classes:
square_t: represent square in a chess board
Move: represent a move in chess.
board_state_t: represents board state like halfmove count, castling rights
and en passant possible square.
board_t: represents a board. Has all the functions required for
maintaining a chess board position.
Engine: represents an entity which is responsible for generating best
moves.
UCI: this is main class which handle the user input and display output.
Attributes
Square_t:
o Rank: vertical marking of chess board i.e. a,b,c,d etc.
o File: horizontal marking of chess board i.e. 1,2,3 etc.
Move: from, to, promotion, capture, en_passant
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Board_state_t: rights, ep_sq, halfmove_count
Board_t: board, turn, white_king, black_king, board_state
Engine: board, start_time, best_move, limits
UCI: board, engine, thread
Methods
Square_t:
o Inbound: return if the sq is valid
Board_t:
o Is_sq_attacked_by: return if the square is attacked by any piece of
given color
o Generate_psuedo_legal_moves: generate moves according to
simple rules but doesn’t check if the move will leave the king in
check
Engine:
o Iterative_deepening: call the alpha beta search algorithm with
increasing depth
o Absearch: main alpha beta search algorithm
UCI:
o Process_command: process user input and call the appropriate
function
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Class Diagram
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Lab 6
Aim: To draw state chart and activity diagram for the problem statement.
State Chart
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Activity Diagram
3. It may contain action nodes, control nodes, or object nodes. The control
flow of activity is represented by control nodes and object nodes that
illustrates the objects used within an activity. The activities are initiated
at the initial node and are terminated at the final node.
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Lab 7
Theory:
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Sequence diagram for making a normal move
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Sequence diagram for castling king
Collaboration diagram
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Lab 8
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1. Black Box Testing: This testing technique is used in covering the unit
tests for input, user interface, and output parts.
2. White Box Testing: This technique is used in testing the functional
behaviour of the system by giving the input and checking the
functionality output including the internal design structure and code
of the modules.
3. Gray Box Testing: This technique is used in executing the relevant test
cases, test methods, test functions, and analysing the code
performance for the modules.
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Modules Testing
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Complete software test
Strategic Test
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Lab 9
Aim: Future Scope
Future Scope
1. Performance Optimization
Despite current optimizations, there may still be room to improve the
engine's efficiency, particularly in terms of search speed and evaluation
accuracy.
Potential Improvements: Investigate more advanced search algorithms,
parallelization techniques, or hardware acceleration to further enhance
performance.
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