Chess960 (#106)

There are a surprising number of ways to think about this problem, each
leading
to a different solution. Let’s examine several.

First, you can think of this as a constraints problem. We have the
rules of a
board setup which are the constraints and any board meeting those rules
is one
of the 960 positions. Way back when we did the Constraint Processing
Ruby Q.,
I learned that the Amb library is a fun way to handle such problems.
Here’s my
solution, using Amb:

require "amb"

setup = Amb.new
count = 0
seen  = Hash.new
begin
  squares = Array.new(8) { setup.choose(*%w[r n b q k b n r]) }

  %w[r n b].each do |piece|
    setup.assert(squares.select { |s| s == piece }.size == 2)
  end
  %w[k q].each do |piece|
    setup.assert(squares.select { |s| s == piece }.size == 1)
  end
  king = squares.index("k")
  setup.assert(squares.index("r") < king)
  setup.assert(squares.rindex("r") > king)
  setup.assert((squares.index("b") + squares.rindex("b")) % 2 == 1)
  board = squares.join(' ')
  setup.assert(seen[board].nil?)

  puts "#{count += 1}: #{board}"

  seen[board] = true
  setup.failure
rescue
  # do nothing, we're done
end

What I really love above this approach is that it requires almost no
thought.
All I am doing here is translating the rules to code. Ruby and Amb do
the rest.

The above code works by building an Amb object that is considering piece
placement in eight squares. After that, I define the rules for
placement.

Since I gave it all eight pieces as possible choices for each square,
the first
two rules have to establish the allowed counts for each piece. This
prevents
Amb from building a position of eight rooks or similar wrong setups.

For the next two rules I locate the king and verify that we have a rook
to the
left of him as well as to the right. The following rule adds the
locations of
the two bishops and verifies that we got an odd number. This ensures
the
bishops are on different colors, since an even plus an odd will be odd
but even
plus even or odd plus odd both yield even numbers. This group of rules
covers
the constraints from the quiz description.

The final rule prevents duplicate positions being found. It’s needed
because
positions like the following example seem different to the computer, but
not to
a chess player:

N1 B1 B2 R1 K R2 Q N2
N2 B2 B1 R2 K R1 Q N1

With the rules in place, Amb will have found a viable solution. I print
that
out, then manually trigger a failure(), to cause it to find another.
When it
fails to find one an Exception will be thrown. I catch that and exit
quietly
since we will have seen all 960 positions at that point.

The downside of this approach is that Amb uses Ruby’s continuations to
under the
hood to backtrack and find new solutions. Those are a bit on the slow
side and
this simple script of mine takes about six and a half minutes to
complete, on my
box. One solution to this is just to generate the positions once and
cache them
for future runs but there were other solutions that could think a lot
faster.

For a faster solution, let’s shift how we are thinking about the
problem.
Another approach is to think of this challenge as a permutations
problem. We
really just need to examine all possible permutations of the eight
pieces and
select those that match the quiz rules. Multiple solutions did this,
including
the following code from David T.:

def permutation(pieces)
 return [pieces] if pieces.length <= 1
 result = []
 pieces.uniq.each do |p|
   _pieces = pieces.dup
   _pieces.delete_at(pieces.index(p))
   permutation(_pieces).each do |perm|
     result << (perm << p)
   end
 end
 result
end

results = permutation("RNBKQBNR".split(//)).select do |position|
 r1 = position.index('R')
 r2 = position.rindex('R')
 b1 = position.index('B')
 b2 = position.rindex('B')
 k = position.index('K')
 r1 < k && k < r2 && ((b1+b2) % 2 != 0)
end

puts "Total positions = #{results.length}"
puts results[rand(results.length)].join(' ')

The permutation() method here is a recursive generator of all possible
permutations. It works by adding each() uniq() piece to all possible
smaller
permutations. Those are found by removing one piece from the set each
time and
recursing.

The rest of the code calls that method and then select()s the positions
matching
the quiz rules. Those rules are almost identical to my implementation
of them
that we examined earlier.

This code does the same thing as mine but runs in under a second on my
box.

Shifting the approach again, several methods have been developed to help
players
create positions using these rules as needed, some using dice.
Bodlaender’s
dice-rolling method is a pretty easy system to translate into code and
Jamie
Macey did just that:

class Chess960
 attr_reader :board_id, :board

 def initialize
   @board = generate_board(bodlaender_line)
 end

 def generate_board(white)
   # Black's starting line is mirror of white's
   black = white.map{|piece| piece.downcase}

   # middle of board is always the same
   middle = [
     %w(p p p p p p p p),
     %w(_ _ _ _ _ _ _ _),
     %w(_ _ _ _ _ _ _ _),
     %w(_ _ _ _ _ _ _ _),
     %w(_ _ _ _ _ _ _ _),
     %w(P P P P P P P P)
   ]

   # add back rows
   [black] + middle + [white]
 end

 def bodlaender_line
   free = (0...8).to_a
   white = []

   dark_bishop = rand(4) * 2
   light_bishop = rand(4) * 2 + 1
   white[dark_bishop] = 'B'
   white[light_bishop] = 'B'
   free.delete(dark_bishop)
   free.delete(light_bishop)

   queen = rand(6)
   white[free[queen]] = 'Q'
   free.delete_at(queen)

   knight1 = rand(5)
   white[free[knight1]] = 'N'
   free.delete_at(knight1)
   knight2 = rand(4)
   white[free[knight2]] = 'N'
   free.delete_at(knight2)

   white[free[0]] = 'R'
   white[free[1]] = 'K'
   white[free[2]] = 'R'
   white
 end
end

The first two methods are trivial with initialize() kicking off the
process and
generate_board() building a board representation. The interesting stuff
happens
in bodlaender_line().

This algorithm works with a collection of free indices and an Array of
the final
piece arrangement. As pieces are placed in the Array, those indices are
pulled
from the free list so they won’t be reused.

The first step is to place both bishops. That’s done by choosing a
random
number between one and four and placing it on the selected light or dark
square.
After that, a random selection places the queen on one of the six
remaining
squares. The same technique is used to place the knights on the
remaining five
and then four squares. That leaves us three empty squares which must be
R, K,
and R, in that order, to satisfy the rules.

Making one more leap of thought with regard to this problem, there has
been an
effort to enumerate all 960 positions. This has a lot of value to chess
players
since we can record the game using our usual techniques and just add a
note
like, “Started from Chess960 position #351.” Even better, once you have
a
system for enumerating the positions, you can use that system to build
the
entire list or select a position. Morton G. gave us the code for
that:

class Chess960
   BISHOP_TABLE = [
      "BB------", #0
      "B--B----", #1
      "B----B--", #2
      "B------B", #3
      "-BB-----", #4
      "--BB----", #5
      "--B--B--", #6
      "--B----B", #7
      "-B--B---", #8
      "---BB---", #9
      "----BB--", #10
      "----B--B", #11
      "-B----B-", #12
      "---B--B-", #13
      "-----BB-", #14
      "------BB"  #15
   ]

   N5N_TABLE = [
      "NN---", #0
      "N-N--", #1
      "N--N-", #2
      "N---N", #3
      "-NN--", #4
      "-N-N-", #5
      "-N--N", #6
      "--NN-", #7
      "--N-N", #8
      "---NN"  #9
   ]

   # ...

The official numbering scheme, invented by Reinhard Scharnagl, works by
using
simple charts to position the pieces. Above you can see Morton’s
translation of
the two charts he will use, giving piece placements and their indices.
The
knight charts are narrower because they are placed after the bishops and
queen,
taking three squares out of consideration.

Here’s the main algorithm from Morton’s code (with a minor fix from me):

   # ...

   def initialize(number)
      q, @bishop_index = number.divmod 16
      @knight_index, @queen_index = q.divmod 6
      @white_pieces = BISHOP_TABLE[@bishop_index].split('')
      @white_pieces[nth_dash(@queen_index)] = 'Q'
      knights = N5N_TABLE[@knight_index]
      m = knights.index('N')
      n = knights.index('N', m + 1)
      m, n = nth_dash(m), nth_dash(n)
      @white_pieces[m] = 'N'
      @white_pieces[n] = 'N'
      @white_pieces[@white_pieces.index('-')] = 'R'
      @white_pieces[@white_pieces.index('-')] = 'K'
      @white_pieces[@white_pieces.index('-')] = 'R'
   end

   def nth_dash(n)
      dashes = []
      @white_pieces.each_with_index { |ch, i| dashes << i if ch == '-' 

}
dashes[n]
end

   # ...

Most of the clever work is done in initialize(). First, a little math
is used
to find the lookup index on the bishop’s chart, an index for the queen,
and an
index on the knight’s chart. The row selected from the bishop’s chart
becomes
the basis for the final arrangement of pieces and nth_dash() is used to
properly
slot the queen in that template. The knight’s are then pulled from
their chart
by index and nth_dash() is again used to place them. The three squares
left
then must be a rook, king, and rook in that order.

The rest of Morton’s code is just for displaying the results:

   # ...

   def inspect
      @white_pieces.join
   end

   def to_s
      white_pieces = @white_pieces.join + "\n"
      white_pawns = 'P' * 8 + "\n"
      black_pieces = white_pieces.downcase
      black_pawns = 'p' * 8 + "\n"
      empty = ('.' * 8 + "\n") * 4
      black_pieces + black_pawns + empty + white_pawns + white_pieces
   end
end

if __FILE__ == $0
   begin
      if ARGV.empty? then n = 1 + rand(960)
      else
         n = ARGV.first.to_i
         raise StandardError unless (1..960).include?(n)
      end
      puts "Initial position #{n}"
      print Chess960.new(n).to_s
   rescue StandardError
      puts "Usage:  #{$PROGRAM_NAME} [<integer>]"
      puts "where <integer> is in 1..960"
      puts "Omitting <integer> produces a random initial position"
   end
end

If you want to read more about the systems for assigning pieces, check
out:

http://en.wikipedia.org/wiki/Chess960_starting_position

and:

http://en.wikipedia.org/wiki/Chess960_Enumbering_Scheme

There were a lot more creative elements in the solutions I didn’t cover.
Jamie
Macey even built a complete Camping application to display the
positions.
Definitely take the time to look over them. It’s worth it.

My thanks to all for another great quiz. I’m a big chess nut some
problems like
this always thrill me.

There will be no Ruby Q. tomorrow. I’ll be busy having a merry
Christmas and
I wish the same for others. See you in a week!

On Dec 21, 2006, at 8:37 AM, Ruby Q. wrote:

    knights = N5N_TABLE[@knight_index]
 def nth_dash(n)
    dashes = []
    @white_pieces.each_with_index { |ch, i| dashes << i if ch ==  

‘-’ }
dashes[n]
end

If you’re going to make the change

  • q, @bishop_index = (number - 1).divmod 16
  • q, @bishop_index = number.divmod 16

then, to maintain consistency, you’ve got to make the following
changes as well:

if FILE == $0
begin

  •          if ARGV.empty? then n = 1 + rand(960)
    
  •          if ARGV.empty? then n = rand(960)
    
    else
       n = ARGV.first.to_i
  •         raise StandardError unless (1..960).include?(n)
    
  •         raise StandardError unless (0..959).include?(n)
    
    end
    puts "Initial position #{n}"
    print Chess960.new(n).to_s
 rescue StandardError
    puts "Usage:  #{$PROGRAM_NAME} [<integer>]"
  •      puts "where <integer> is in 1..960"
    
  •      puts "where <integer> is in 0..959"
    
    puts "Omitting <integer> produces a random initial position"
 end

end

Regards, Morton

We’re currently wondering why none of the published solutions take the
approach of:

First, place king between b to g, inclusive.

  • Place rook on left of king.
  • Place rook on right of king.
  • Place bishop in empty black sqaure.
  • Place bishop in empty white square.
  • Fill remaining squares with knights and queen.

Note that the number of permutations generated there are VASTLY lowered
as compared to the “generate everything, then throw away everything
invalid” approach.

It also seems to be the common sense approach in my office…

(Red rag, have you met Mr Bull?)

On Dec 21, 2006, at 11:10 AM, rik wrote:

Note that the number of permutations generated there are VASTLY
lowered
as compared to the “generate everything, then throw away everything
invalid” approach.

It also seems to be the common sense approach in my office…

Well, Jamie M.'s dice rolling solution is fairly similar. The
order is different but it works the same.

Jamie’s implementation requires even fewer decisions though, since
three whole pieces are placed without any random maneuvering. I
guess, in that respect, it seems pretty “common sensical” to me.

James Edward G. II

rik wrote:

Note that the number of permutations generated there are VASTLY lowered
as compared to the “generate everything, then throw away everything
invalid” approach.

It also seems to be the common sense approach in my office…

(Red rag, have you met Mr Bull?)

Did you look at my first solution?

That’s what I did in my first solution (+take account on symmetry and
only
generate half
of the solutions), but it does not preserve the so-thought-of “official”
numbering scheme.
Yes, that is the obvious solution.

Heck I cannot see if my first solution is posted bc my IP’s internet
filter filters just my
posts. Did I write something obscene?

Pedro.

Did you look at my first solution?

Apparently not well enough.

On Dec 21, 2006, at 9:24 AM, Morton G. wrote:

    @white_pieces = BISHOP_TABLE[@bishop_index].split('')
 end
  •          if ARGV.empty? then n = rand(960)
    
    print Chess960.new(n).to_s
 rescue StandardError
    puts "Usage:  #{$PROGRAM_NAME} [<integer>]"
  •    puts "where <integer> is in 1..960"
    
  •    puts "where <integer> is in 0..959"
    
    puts "Omitting <integer> produces a random initial position"
 end

end

You’re absolutely right. Thanks for pointing that out.

James Edward G. II