How to resolve the algorithm Generate random chess position step by step in the Julia programming language
How to resolve the algorithm Generate random chess position step by step in the Julia programming language
Table of Contents
Problem Statement
Generate a random chess position in FEN format.
The position does not have to be realistic or even balanced, but it must comply to the following rules:
No requirement is made regarding the probability distribution of your method, but your program should be able to span a reasonably representative sample of all possible positions. For instance, programs that would always generate positions with say five pieces on the board, or with kings on a corner, would not be considered truly random.
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Generate random chess position step by step in the Julia programming language
The provided Julia code is a module named Chess
that defines functions for placing pieces on a chessboard and printing the board. Let's break down the code step by step:
-
Module Declaration:
module Chess using Printf
This declares a module named
Chess
and imports thePrintf
module for printing purposes. -
Structs:
struct King end struct Pawn end
Two structs,
King
andPawn
, are defined to represent the chess pieces. These structs are empty because they don't have any data fields. -
Function
placepieces!(grid, ::King)
: This function is used to place two kings on the chessboard (grid
). It generates random positions for the kings such that they are not too close to each other. Therand
function is used to generate random numbers within the specified ranges. -
Function
placepieces!(grid, ch)
: This function places a piece represented by the characterch
on the chessboard. It generates a random position for the piece and checks if that position is empty before placing it. -
Function
placepieces!(grid, ch, ::Pawn)
: This function places pawns on the chessboard. It generates random positions for the pawns, ensuring they are not on the first or last row (i.e., they are not on the edges of the board). -
Function
randposition!(grid)
: This function calls the otherplacepieces!
functions to randomly place all the pieces (kings, pawns, rooks, knights, bishops, and queens) on the chessboard. It first places the kings using theKing
struct, then iterates over a list of pawn character representations to place pawns, and finally places other pieces using their character representations. -
Function
printgrid(grid)
: This function prints the chessboard to the console. It iterates over the rows and columns of the board, joining the pieces in each row into a string and then joining the rows into a newline-separated string. -
Main Code:
grid = fill(' ', 8, 8) Chess.randposition!(grid) Chess.printgrid(grid)
This code creates an 8x8 chessboard filled with spaces, calls the
randposition!
function to randomly place pieces on the board, and then calls theprintgrid
function to print the resulting board.
Source code in the julia programming language
module Chess
using Printf
struct King end
struct Pawn end
function placepieces!(grid, ::King)
axis = axes(grid, 1)
while true
r1, c1, r2, c2 = rand(axis, 4)
if r1 != r2 && abs(r1 - r2) > 1 && abs(c1 - c2) > 1
grid[r1, c1] = '♚'
grid[r2, c2] = '♔'
return grid
end
end
end
function placepieces!(grid, ch)
axis = axes(grid, 1)
while true
r, c = rand(axis, 2)
if grid[r, c] == ' '
grid[r, c] = ch
return grid
end
end
end
function placepieces!(grid, ch, ::Pawn)
axis = axes(grid, 1)
while true
r, c = rand(axis, 2)
if grid[r, c] == ' ' && r ∉ extrema(axis)
grid[r, c] = ch
return grid
end
end
end
function randposition!(grid)
placepieces!(grid, King())
foreach("♙♙♙♙♙♙♙♙♙♟♟♟♟♟♟♟♟") do ch
placepieces!(grid, ch, Pawn())
end
foreach("♖♘♗♕♗♘♖♜♞♝♛♝♞♜") do ch
placepieces!(grid, ch)
end
return grid
end
printgrid(grid) = println(join((join(grid[r, :], ' ') for r in 1:size(grid, 1)), '\n'))
end # module Chess
grid = fill(' ', 8, 8)
Chess.randposition!(grid)
Chess.printgrid(grid)
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