By Tim Hartnell
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It starts with the squares in front of the starting position of the two key pawns followed by the squares either side of those, before moving back to look at the squares where the key pawns begin the game. Once you've worked through this list, you may well want to modify this sequence. This array, more than any other, determines the kind of game the computer will play. If you don't agree with the sequence I've set up, by all means change it and see what effect this has on the game the computer plays.
H . C·C· C · C H . . • . · H· · H· · H H· C · H· 1 2 3 4 5 6· 7 8· 8 7 6 5 4 3 2 1 1 2 3 4 5 6 7 8 8 7 6 5 4 3 2 1 · ·C . · H. . • . $. . $. · 4 5 6 8 1 2 K H H H 3 8 7 6 5 4 3 COMPUTER: 8 HUMAN: 9 2 1 7 1 2 3 4 5 6 7 8 8 K K 7 6 5 4 3 H 2 1 1 48 ···. · · . $· · $· C. . 2 3 4· 5 6 7 8 K 8 7 6 5 4 3 2 1 COHPUTER: 9 HUMAN: 10 8 7 6 5 4 3 2 1 234 5 6 7 8 • K • • H • COHPUTER: 11 HUMAN: 10 1 234 5 6 7 8 8 7 2 8 7 6 5 4 3 2 1 1 6 • $ • • K • $ • 1 1 234 5 6 7 8 5 4 3 • K • . $ 8 7 6 5 • 4 3 • $ • .
First it goes to the subroutine from line 350 which checks to see if the intended destination square is under attack. On returning from that destination it checks (line 1850) to see if MM is equal to one. If it is, the computer knows the move it is considering has been approved, and so moves to the section of code which actually makes the move. If Y is greater than 20, which means 20 moves have been tried without success, then this also triggers a return, so a new piece can be tried. If both these conditions are found to be false, the computer goes back to line 1800 to get a new knight move at random.
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