Chess player

From Rosetta Code
This task has been flagged for clarification due to it being believed to be too difficult to implement in a reasonable amount of effort in more than one (usually very specialised) language. It may need to be divided into multiple tasks or modified substantially so that multiple implementations are practical, and that may cause code on this page in its current state to be flagged incorrect afterwards. See this page's Talk page for discussion.
Chess player is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

In the early times, chess used to be the prime example of artificial intelligence. Nowadays, some chess programs can beat a human master, and simple implementations can be written in a few pages of code.

Write a program which plays chess against a human player.
No need for graphics -- a textual user interface is sufficient.

Rather than implementing a complete monolithic program, you may wish to tackle one of the simpler sub-tasks:

  1. Chess player/Move generation
  2. Chess player/Search and evaluation
  3. Chess player/Program options and user interface

or use those components as part of a complete program, demonstrating your language's support for modularity.

BASIC

Works with: QBasic

El código es de Dean Menezes

Encontrado en: http://www.petesqbsite.com/sections/express/issue23/Tut_QB_Chess.txt

DEFINT A-Z

DECLARE SUB SQUARE (A, B, C)
DECLARE SUB SHOWMAN (A, B, FLAG)
DECLARE SUB SHOWBD ()
DECLARE SUB IO (A, B, X, Y, RESULT)
DECLARE FUNCTION INCHECK (X)
DECLARE SUB MAKEMOVE (A, B, X, Y)
DECLARE SUB KNIGHT (A, B, XX(), YY(), NDX)
DECLARE SUB KING (A, B, XX(), YY(), NDX)
DECLARE SUB QUEEN (A, B, XX(), YY(), NDX)
DECLARE SUB ROOK (A, B, XX(), YY(), NDX)
DECLARE SUB BISHOP (A, B, XX(), YY(), NDX)
DECLARE SUB MOVELIST (A, B, XX(), YY(), NDX)
DECLARE SUB PAWN (A, B, XX(), YY(), NDX)
DECLARE FUNCTION EVALUATE (ID, PRUNE)

DIM SHARED BOARD(0 TO 7, 0 TO 7)
DIM SHARED BESTA(0 TO 7), BESTB(0 TO 7), BESTX(0 TO 7), BESTY(0 TO 7)
DIM SHARED LEVEL, MAXLEVEL, SCORE, CFLAG
CFLAG = 0
LEVEL = 0
MAXLEVEL = 5

DATA -500,-270,-300,-900,-7500,-300,-270,-500
DATA -100,-100,-100,-100, -100,-100,-100,-100
DATA 0, 0, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 0, 0, 0, 0, 0
DATA 0, 0, 0, 0, 0, 0, 0, 0
DATA 100, 100, 100, 100, 100, 100, 100, 100
DATA 500, 270, 300, 900, 5000, 300, 270, 500
FOR X = 0 TO 7
    FOR Y = 0 TO 7
        READ Z
        BOARD(X, Y) = Z
    NEXT Y
NEXT X

A = -1
RESULT = 0

DO
    SCORE = 0
    CALL IO(A, B, X, Y, RESULT)
    CLS
    CALL SHOWBD
    RESULT = EVALUATE(-1, 10000)
    A = BESTA(1)
    B = BESTB(1)
    X = BESTX(1)
    Y = BESTY(1)
LOOP
end

SUB BISHOP (A, B, XX(), YY(), NDX)
    ID = SGN(BOARD(B, A))
    FOR DXY = 1 TO 7
        X = A - DXY
        Y = B + DXY
        IF X < 0 OR X > 7 OR Y < 0 OR Y > 7 THEN EXIT FOR
        GOSUB 3
        IF BOARD(Y, X) THEN EXIT FOR
    NEXT
    FOR DXY = 1 TO 7
        X = A + DXY
        Y = B + DXY
        IF X < 0 OR X > 7 OR Y < 0 OR Y > 7 THEN EXIT FOR
        GOSUB 3
        IF BOARD(Y, X) THEN EXIT FOR
    NEXT
    FOR DXY = 1 TO 7
        X = A - DXY
        Y = B - DXY
        IF X < 0 OR X > 7 OR Y < 0 OR Y > 7 THEN EXIT FOR
        GOSUB 3
        IF BOARD(Y, X) THEN EXIT FOR
    NEXT
    FOR DXY = 1 TO 7
        X = A + DXY
        Y = B - DXY
        IF X < 0 OR X > 7 OR Y < 0 OR Y > 7 THEN EXIT FOR
        GOSUB 3
        IF BOARD(Y, X) THEN EXIT FOR
    NEXT
    EXIT SUB
3 REM
    IF ID <> SGN(BOARD(Y, X)) THEN
        NDX = NDX + 1
        XX(NDX) = X
        YY(NDX) = Y
    END IF
    RETURN
END SUB

FUNCTION EVALUATE (ID, PRUNE)
    DIM XX(0 TO 26), YY(0 TO 26)
    LEVEL = LEVEL + 1
    BESTSCORE = 10000 * ID
    FOR B = 7 TO 0 STEP -1
        FOR A = 7 TO 0 STEP -1
            IF SGN(BOARD(B, A)) <> ID THEN GOTO 1
            IF (LEVEL = 1) THEN CALL SHOWMAN(A, B, 8)
            CALL MOVELIST(A, B, XX(), YY(), NDX)
            FOR I = 0 TO NDX
                X = XX(I)
                Y = YY(I)
                IF LEVEL = 1 THEN
                    LOCATE 1, 1
                    PRINT "TRYING: "; CHR$(65 + A); 8 - B; "- "; CHR$(65 + X); 8 - Y
                    CALL SHOWMAN(X, Y, 8)
                END IF
                OLDSCORE = SCORE
                MOVER = BOARD(B, A)
                TARGET = BOARD(Y, X)
                CALL MAKEMOVE(A, B, X, Y)
                IF (LEVEL < MAXLEVEL) THEN SCORE = SCORE + EVALUATE(-ID, BESTSCORE - TARGET + ID * (8 - ABS(4 - X) - ABS(4 - Y)))
                SCORE = SCORE + TARGET - ID * (8 - ABS(4 - X) - ABS(4 - Y))
                IF (ID < 0 AND SCORE > BESTSCORE) OR (ID > 0 AND SCORE < BESTSCORE) THEN
                    BESTA(LEVEL) = A
                    BESTB(LEVEL) = B
                    BESTX(LEVEL) = X
                    BESTY(LEVEL) = Y
                    BESTSCORE = SCORE
                    IF (ID < 0 AND BESTSCORE >= PRUNE) OR (ID > 0 AND BESTSCORE <= PRUNE) THEN
                        BOARD(B, A) = MOVER
                        BOARD(Y, X) = TARGET
                        SCORE = OLDSCORE
                        IF (LEVEL = 1) THEN CALL SHOWMAN(X, Y, 0)
                        IF (LEVEL = 1) THEN CALL SHOWMAN(A, B, 0)
                        LEVEL = LEVEL - 1
                        EVALUATE = BESTSCORE
                        EXIT FUNCTION
                    END IF
                END IF
                BOARD(B, A) = MOVER
                BOARD(Y, X) = TARGET
                SCORE = OLDSCORE
                IF (LEVEL = 1) THEN CALL SHOWMAN(X, Y, 0)
            NEXT
1
            IF (LEVEL = 1) THEN CALL SHOWMAN(A, B, 0)
        NEXT
    NEXT
    LEVEL = LEVEL - 1
    EVALUATE = BESTSCORE
END FUNCTION

FUNCTION INCHECK (X)
    DIM XX(27), YY(27), NDX
    FOR B = 0 TO 7
        FOR A = 0 TO 7
            IF BOARD(B, A) >= 0 THEN GOTO 6
            CALL MOVELIST(A, B, XX(), YY(), NDX)
            FOR I = 0 TO NDX STEP 1
                X = XX(I)
                Y = YY(I)
                IF BOARD(Y, X) = 5000 THEN
                    PRINT "YOU ARE IN CHECK!"
                    PRINT " "
                    PRINT " "
                    INCHECK = 1
                    EXIT FUNCTION
                END IF
            NEXT
6             '
        NEXT
    NEXT
    INCHECK = 0
END FUNCTION

SUB IO (A, B, X, Y, RESULT)
    DIM XX(0 TO 26), YY(0 TO 26)
    CLS
    IF A >= 0 THEN
        IF RESULT < -2500 THEN
            PRINT "I RESIGN"
            SLEEP
            SYSTEM
        END IF
        PIECE = BOARD(Y, X)
        CALL MAKEMOVE(A, B, X, Y)
        PRINT "MY MOVE: "; CHR$(65 + A); 8 - B; "- "; CHR$(65 + X); 8 - Y
        IF PIECE THEN
            PRINT "I TOOK YOUR ";
            IF PIECE = 100 THEN PRINT "PAWN"
            IF PIECE = 270 THEN PRINT "KNIGHT"
            IF PIECE = 300 THEN PRINT "BISHOP"
            IF PIECE = 500 THEN PRINT "ROOK"
            IF PIECE = 900 THEN PRINT "QUEEN"
            IF PIECE = 5000 THEN PRINT "KING"
        END IF
        NULL = INCHECK(0)
    END IF
    DO
        CALL SHOWBD
        LOCATE 24, 1
        INPUT "YOUR MOVE: ", IN$
        IF UCASE$(IN$) = "QUIT" THEN CLS : END
        IF UCASE$(IN$) = "O-O" OR IN$ = "0-0" THEN
            IF CFLAG THEN GOTO 16
            IF BOARD(7, 7) <> 500 THEN GOTO 16
            IF BOARD(7, 6) OR BOARD(7, 5) THEN GOTO 16
            BOARD(7, 6) = 5000
            BOARD(7, 4) = 0
            BOARD(7, 5) = 500
            BOARD(7, 7) = 0
            CFLAG = 1
            EXIT SUB
        END IF
        IF UCASE$(IN$) = "O-O-O" OR IN$ = "0-0-0" THEN
            IF CFLAG THEN GOTO 16
            IF BOARD(7, 0) <> 500 THEN GOTO 16
            IF BOARD(7, 1) OR BOARD(7, 2) OR BOARD(7, 3) THEN GOTO 16
            BOARD(7, 2) = 5000
            BOARD(7, 4) = 0
            BOARD(7, 3) = 500
            BOARD(7, 0) = 0
            CFLAG = 1
            EXIT SUB
        END IF
        IF LEN(IN$) < 5 THEN GOTO 16
        B = 8 - (ASC(MID$(IN$, 2, 1)) - 48)
        A = ASC(UCASE$(MID$(IN$, 1, 1))) - 65
        X = ASC(UCASE$(MID$(IN$, 4, 1))) - 65
        Y = 8 - (ASC(MID$(IN$, 5, 1)) - 48)
        IF B > 7 OR B < 0 OR A > 7 OR A < 0 OR X > 7 OR X < 0 OR Y > 7 OR Y < 0 THEN GOTO 16
        IF BOARD(B, A) <= 0 THEN GOTO 16
        CALL MOVELIST(A, B, XX(), YY(), NDX)
        FOR K = 0 TO NDX STEP 1
            IF X = XX(K) AND Y = YY(K) THEN
                MOVER = BOARD(B, A)
                TARGET = BOARD(Y, X)
                CALL MAKEMOVE(A, B, X, Y)
                LOCATE 1, 1
                IF INCHECK(0) = 0 THEN EXIT SUB
                BOARD(B, A) = MOVER
                BOARD(Y, X) = TARGET
                GOTO 16
            END IF
        NEXT
16 '
CLS
    LOOP
END SUB

SUB KING (A, B, XX(), YY(), NDX)
    ID = SGN(BOARD(B, A))
    FOR DY = -1 TO 1
        IF B + DY < 0 OR B + DY > 7 THEN GOTO 12
        FOR DX = -1 TO 1
            IF A + DX < 0 OR A + DX > 7 THEN GOTO 11
            IF ID <> SGN(BOARD(B + DY, A + DX)) THEN
                NDX = NDX + 1
                XX(NDX) = A + DX
                YY(NDX) = B + DY
            END IF
11             '
        NEXT
12         '
    NEXT
END SUB

SUB KNIGHT (A, B, XX(), YY(), NDX)
    ID = SGN(BOARD(B, A))
    X = A - 1
    Y = B - 2
    GOSUB 5
    X = A - 2
    Y = B - 1
    GOSUB 5
    X = A + 1
    Y = B - 2
    GOSUB 5
    X = A + 2
    Y = B - 1
    GOSUB 5
    X = A - 1
    Y = B + 2
    GOSUB 5
    X = A - 2
    Y = B + 1
    GOSUB 5
    X = A + 1
    Y = B + 2
    GOSUB 5
    X = A + 2
    Y = B + 1
    GOSUB 5
    EXIT SUB
5     '
    IF X < 0 OR X > 7 OR Y < 0 OR Y > 7 THEN RETURN
    IF ID <> SGN(BOARD(Y, X)) THEN NDX = NDX + 1: XX(NDX) = X: YY(NDX) = Y
    RETURN
END SUB

SUB MAKEMOVE (A, B, X, Y)
    BOARD(Y, X) = BOARD(B, A)
    BOARD(B, A) = 0
    IF Y = 0 AND BOARD(Y, X) = 100 THEN BOARD(Y, X) = 900
    IF Y = 7 AND BOARD(Y, X) = -100 THEN BOARD(Y, X) = -900
END SUB

SUB MOVELIST (A, B, XX(), YY(), NDX)
    PIECE = INT(ABS(BOARD(B, A)))
    NDX = -1
    IF PIECE = 100 THEN
        CALL PAWN(A, B, XX(), YY(), NDX)
        ELSEIF PIECE = 270 THEN CALL KNIGHT(A, B, XX(), YY(), NDX)
        ELSEIF PIECE = 300 THEN CALL BISHOP(A, B, XX(), YY(), NDX)
        ELSEIF PIECE = 500 THEN CALL ROOK(A, B, XX(), YY(), NDX)
        ELSEIF PIECE = 900 THEN CALL QUEEN(A, B, XX(), YY(), NDX)
        ELSE CALL KING(A, B, XX(), YY(), NDX)
    END IF
END SUB

SUB PAWN (A, B, XX(), YY(), NDX)
    ID = SGN(BOARD(B, A))
    IF (A - 1) >= 0 AND (A - 1) <= 7 AND (B - ID) >= 0 AND (B - ID) <= 7 THEN
        IF SGN(BOARD((B - ID), (A - 1))) = -ID THEN
            NDX = NDX + 1
            XX(NDX) = A - 1
            YY(NDX) = B - ID
        END IF
    END IF
    IF (A + 1) >= 0 AND (A + 1) <= 7 AND (B - ID) >= 0 AND (B - ID) <= 7 THEN
        IF SGN(BOARD((B - ID), (A + 1))) = -ID THEN
            NDX = NDX + 1
            XX(NDX) = A + 1
            YY(NDX) = B - ID
        END IF
    END IF
    IF A >= 0 AND A <= 7 AND (B - ID) >= 0 AND (B - ID) <= 7 THEN
        IF BOARD((B - ID), A) = 0 THEN
            NDX = NDX + 1
            XX(NDX) = A
            YY(NDX) = B - ID
            IF (ID < 0 AND B = 1) OR (ID > 0 AND B = 6) THEN
                IF BOARD((B - ID - ID), A) = 0 THEN
                    NDX = NDX + 1
                    XX(NDX) = A
                    YY(NDX) = B - 2 * ID
                END IF
            END IF
        END IF
    END IF
END SUB

SUB QUEEN (A, B, XX(), YY(), NDX)
    CALL BISHOP(A, B, XX(), YY(), NDX)
    CALL ROOK(A, B, XX(), YY(), NDX)
END SUB

SUB ROOK (A, B, XX(), YY(), NDX)
    ID = SGN(BOARD(B, A))
    FOR X = A - 1 TO 0 STEP -1
        IF ID <> SGN(BOARD(B, X)) THEN
            NDX = NDX + 1
            XX(NDX) = X
            YY(NDX) = B
        END IF
        IF (BOARD(B, X)) THEN EXIT FOR
    NEXT
    FOR X = A + 1 TO 7 STEP 1
        IF ID <> SGN(BOARD(B, X)) THEN
            NDX = NDX + 1
            XX(NDX) = X
            YY(NDX) = B
        END IF
        IF (BOARD(B, X)) THEN EXIT FOR
    NEXT
    FOR Y = B - 1 TO 0 STEP -1
        IF ID <> SGN(BOARD(Y, A)) THEN
            NDX = NDX + 1
            XX(NDX) = A
            YY(NDX) = Y
        END IF
        IF (BOARD(Y, A)) THEN EXIT FOR
    NEXT
    FOR Y = B + 1 TO 7 STEP 1
        IF ID <> SGN(BOARD(Y, A)) THEN
            NDX = NDX + 1
            XX(NDX) = A
            YY(NDX) = Y
        END IF
        IF (BOARD(Y, A)) THEN EXIT FOR
    NEXT
END SUB

SUB SHOWBD
    LOCATE 3, 30
    COLOR 7, 0
    PRINT "A  B  C  D  E  F  G  H"
    FOR K = 0 TO 25
        LOCATE 4, 28 + K
        COLOR 6, 0
        PRINT CHR$(220)
    NEXT
    FOR B = 0 TO 7
        LOCATE 2 * B + 5, 26
        COLOR 7, 0
        PRINT CHR$(56 - B)
        LOCATE 2 * B + 5, 28
        COLOR 6, 0
        PRINT CHR$(219)
        LOCATE 2 * B + 6, 28
        COLOR 6, 0
        PRINT CHR$(219)
        FOR A = 0 TO 7
            IF ((A + B) MOD 2) THEN
                COLOUR = 8
                ELSE COLOUR = 12
            END IF
            CALL SQUARE(3 * A + 31, 2 * B + 5, COLOUR)
        NEXT
        LOCATE 2 * B + 5, 53
        COLOR 6, 0
        PRINT CHR$(219)
        LOCATE 2 * B + 6, 53
        COLOR 6, 0
        PRINT CHR$(219)
        LOCATE 2 * B + 6, 55
        COLOR 7, 0
        PRINT CHR$(56 - B)
    NEXT
    FOR K = 0 TO 25
        LOCATE 21, 28 + K
        COLOR 6, 0
        PRINT CHR$(223)
    NEXT
    LOCATE 22, 30
    COLOR 7, 0
    PRINT "A  B  C  D  E  F  G  H"
    FOR B = 0 TO 7
        FOR A = 0 TO 7
            CALL SHOWMAN(A, B, 0)
        NEXT
    NEXT
    COLOR 7, 0
END SUB

SUB SHOWMAN (A, B, FLAG)
    IF BOARD(B, A) < 0 THEN BACK = 0
    IF BOARD(B, A) > 0 THEN BACK = 7
    FORE = 7 - BACK + FLAG
    IF BOARD(B, A) = 0 THEN
        IF (A + B) AND 1 THEN BACK = 8 ELSE BACK = 12
        FORE = BACK + -1 * (FLAG > 0)
    END IF
    N$ = " "
    PIECE = INT(ABS(BOARD(B, A)))
    IF PIECE = 0 THEN N$ = CHR$(219)
    IF PIECE = 100 THEN N$ = "P"
    IF PIECE = 270 THEN N$ = "N"
    IF PIECE = 300 THEN N$ = "B"
    IF PIECE = 500 THEN N$ = "R"
    IF PIECE = 900 THEN N$ = "Q"
    IF PIECE = 5000 OR PIECE = 7500 THEN N$ = "K"
    LOCATE 2 * B + 5 - (BOARD(B, A) > 0), 3 * A + 30
    COLOR FORE, BACK
    PRINT N$
    LOCATE 1, 1
    COLOR 7, 0
END SUB

SUB SQUARE (A, B, C)
    MT$ = CHR$(219)
    MT$ = MT$ + MT$ + MT$
    LOCATE B, A - 2
    COLOR C, C
    PRINT MT$
    LOCATE B + 1, A - 2
    COLOR C, C
    PRINT MT$
    COLOR 7, 0
END SUB

Go

There are a number of open source Chess programs written in Go on Github.

Rather than spend a lot of time trying to write my own (likely mediocre) program, I thought I'd simply post a link to notnil/chess which explains its various capabilities quite well. However, you need to look at the code itself to see that it can cope with all types of move including castling, en passant capture and promotion to a piece of the player's choice.

Perl

Primarily written to see if I could find all moves with one regex. The answer was "mostly", the main problem being some moves require history (the current state of the board is not sufficient for castling and en passant). I also wanted to try different methods of making moves. It does not play well, but then neither do I.

#!/usr/bin/perl

use strict;
use warnings;
use Tk;
use Tk::ROText;
use List::Util qw( any sum0 shuffle first );

my $startingposition = our $board = <<END;
rnbqkbnr
pppppppp
--------
--------
--------
--------
PPPPPPPP
RNBQKBNR
END

my $size = 80;
my $message = 'Initializing...';
my ($from, $moving, $over);
my (%legal, %canmove, @previous, $castleleft, $castleright, $enpassant);
my @location = map { my $row = $_; map "$_$row", 'a' .. 'i' } reverse 1 .. 8;
my %values = qw( - 0 p 100 n 350 b 350 r 525 q 1e3 k 1e4);
my %names = qw(p pawn r rook n knight b bishop q queen k king);
our @moves;

my $g = qr/.{8}/s;
my $gm = qr/.{9}/s;
my $gp = qr/.{7}/s;
my $gpp = qr/.{6}/s;

my $opp = qr/[a-z]/;
my $oppe = qr/[a-z-]/;
my $whitemoves = qr/(?|
    (?| # forward
      (Q|R) (?: -* | $g (?:- $g)* ) ($oppe) # rectangular
    | (Q|B) (?: $gp (?:- $gp)* | $gm (?:- $gm)* ) ($oppe) # diagonal
    | (K) (?: | $gp | $g | $gm ) ($oppe)
    | (N) (?: $gm . $g | $gp . $g | . $gm | $gpp (?=..) ) ($oppe)
    ) (?{ push @moves, [$1, @-[1,2], $2] })
  |
    (?| # backward
      ($oppe) (?: -* | $g (?:- $g)* ) (Q|R) # rectangular
    | ($oppe) (?: $gp (?:- $gp)* | $gm (?:- $gm)* ) (Q|B) # diagonal
    | ($oppe) (?: | $gp | $g | $gm ) (K)
    | ($oppe) (?: $gm . $g | $gp . $g | . $gm | $gpp (?=..) ) (N)
    | (-) $g (P)
    | ($opp) (?: $gm | $gp ) (P)
    ) (?{ push @moves, [$2, @-[2,1], $1] })
  |
    (-) $g (-) $g (P) .*\n.{8}$ (?{ push @moves, [$3, @-[3,1], $1, $-[2]] })
  ) (*FAIL) /x;

$opp = qr/[A-Z]/;
$oppe = qr/[A-Z-]/;
my $blackmoves = qr/(?|
    (?| # forward
      (q|r) (?: -* | $g (?:- $g)* ) ($oppe) # rectangular
    | (q|b) (?: $gp (?:- $gp)* | $gm (?:- $gm)* ) ($oppe) # diagonal
    | (k) (?: | $gp | $g | $gm ) ($oppe)
    | (n) (?: $gm . $g | $gp . $g | . $gm | $gpp (?=..) ) ($oppe)
    | (p) $g (-)
    | (p) (?: $gm | $gp ) ($opp)
    ) (?{ push @moves, [$1, @-[1,2], $2] })
  |
    ^.{8}\n.* (p) $g (-) $g (-) (?{ push @moves, [$1, @-[1,3], $3, $-[2]] })
  |
    (?| # backward
      ($oppe) (?: -* | $g (?:- $g)* ) (q|r) # rectangular
    | ($oppe) (?: $gp (?:- $gp)* | $gm (?:- $gm)* ) (q|b) # diagonal
    | ($oppe) (?: | $gp | $g | $gm ) (k)
    | ($oppe) (?: $gm . $g | $gp . $g | . $gm | $gpp (?=..) ) (n)
    ) (?{ push @moves, [$2, @-[2,1], $1] })
  ) (*FAIL) /x;

my $mw = MainWindow->new;
$mw->title( 'Chess' );
my $label = $mw->Label( -textvariable => \$message, -font => 'times 20',
  )->pack(-fill => 'x');
$mw->Frame(-height => 20, -bg => 'darkblue',
  )->pack(-fill => 'x', -expand => 1);
my $grid = $mw->Frame->pack;
my @squares = map { my $me = $_; $_ % 9 == 8 ? 'oops' :
  do { my $w = $grid->Canvas( -width => $size, -height => $size,
    -bd => 0, -relief => 'flat', -highlightthickness => 0,
    -bg => ($_ % 9 + int $_ / 9) % 2 ? 'brown3' : 'brown2',
    )->grid( -row => 1 + int $_ / 9, -column => 1 + $_ % 9 );
    $w->Tk::bind('<ButtonRelease-4>' => sub{$w->yviewMoveto(0)} );
    $w->Tk::bind('<ButtonRelease-5>' => sub{$w->yviewMoveto(0)} );
    $w->Tk::bind('<1>' => sub { click($me) } );
    $w }
  } 0 .. 71;
for my $n (0 .. 7)
  {
  $grid->Label(-text => $n + 1,
    )->grid( -row => 8 - $n, -column => $_) for 0, 9;
  $grid->Label(-text => ('a' ... 'h')[$n],
    )->grid( -row => $_, -column => 1 + $n) for 0, 9;
  }
$mw->Frame(-height => 20, -bg => 'darkblue',
  )->pack(-fill => 'x', -expand => 1);
$mw->Button(-text => $_->[0], -command => $_->[1], -font => 24,
  )->pack( -side => 'left', -fill => 'x', -expand => 1) for
    [Restart => \&restart],
    ['Previous State' => \&previous],
    ['Random Move' => \&random],
    [Help => \&help],
    [Exit => sub {$mw->destroy}];

restart();

MainLoop;
-M $0 < 0 and exec $0, @ARGV;

sub restart
  {
  $from = $over = undef;
  $enpassant = -1;
  $castleleft = $castleright = 1;
  @previous =
    [ ($board = $startingposition), $castleleft, $castleright, $enpassant ];
  show( $board );
  $message = (incheck($board, 1) && "** IN CHECK ** ") . 'White to move';
  $label->configure(-bg => 'gray85');
  $label->configure(-fg => 'black');
  findlegal();
  }

sub previous
  {
  $over and $mw->bell, return;
  @previous and ($board, $castleleft, $castleright, $enpassant) =
    @{ pop @previous };
  show($board);
  findlegal();
  }

sub random
  {
  $over || keys %legal == 0 and $mw->bell, return;
  ($from, my $to) = split ' ', (keys %legal)[rand keys %legal];
# ($from, my $to) = map @$_,
#   (sort { $values{substr $board, $b->[1], 1} <=>
#     $values{substr $board, $a->[1], 1} }
#   map [ split ],
#   shuffle keys %legal)[0];
  $moving = substr $board, $from, 1;
  click($to);
  }

sub click
  {
  $over and $mw->bell, return;
  my $pos = shift;
  my $piece = substr $board, $pos, 1;
  if( defined $from )
    {
    if( $piece eq 'R' and $legal{"$from $pos"} and $from == 67 and
      $pos == 63 || $pos == 70 ) # castle
      {
      push @previous, [ $board, $castleleft, $castleright, $enpassant ];
      $pos == 63 ? $board =~ s/R---K/--KR-/ : $board =~ s/K--R/-RK-/;
      $castleright = $castleleft = 0;
      playblack();
      }
    elsif( $pos == $enpassant and $piece eq '-' and
      $from == $enpassant + 8 and substr($board, $from, 1) eq 'P' )
      {
      substr($board, $enpassant, 10) =~ s/-(.{7})Pp/P$1--/s
        or die "enpassant";
      $enpassant = -1;
      playblack();
      }
    elsif( $pos == $enpassant and $piece eq '-' and
      $from == $enpassant + 10 and substr($board, $from, 1) eq 'P' )
      {
      substr($board, $enpassant, 11) =~ s/-(.{8})pP/P$1--/s
        or die "enpassant";
      $enpassant = -1;
      playblack();
      }
    elsif( $piece =~ /[a-z-]/ and $legal{"$from $pos"} )
      {
      push @previous, [ $board, $castleleft, $castleright, $enpassant ];
      substr $board, $from, 1, '-';
      substr $board, $pos, 1, $moving;
      1 while $board =~ s/^.*\KP/Q/; # promotion
      $board =~ s/p(?=.*$)/q/g; # promotion
      $from == 67 and $castleleft = $castleright = 0; # no castle king
      $from == 63 and $castleleft = 0; # left rook
      $from == 70 and $castleright = 0; # right rook
      playblack();
      }
    else { $mw->bell }
    $from = $piece = undef;
    if( not $over )
      {
      $message = 'White to move';
      $label->configure(-bg => 'gray85');
      findlegal();
      if( ! $over and incheck($board, 1) )
        {
        $message =~ s/^/** IN CHECK ** /;
        $label->configure(-bg => 'yellow');
        }
      }
    show($board);
    }
  elsif( $piece =~ /[A-Z]/ and $canmove{$pos} )
    {
    $from = $pos;
    $moving = $piece;
    $message = "White moving $names{lc $moving} from $location[$from]";
    $squares[$from]->itemconfigure('all', -fill => 'yellow');
    }
  else
    {
    $piece =~ /[A-Z]/ and $mw->bell;
    $from = $piece = undef;
    findlegal();
    $message = 'White to move';
    show($board);
    }
  }

sub scale { map $size * $_ >> 3, @_ };

sub show
  {
  while( $board =~ /./g )
    {
    my $c = $squares[ my $pos = $-[0] ];
    my $char = uc $&;
    my $color = $& =~ /[A-Z]/ ? 'white' : 'black';
    $c->delete('all');
    if( $char eq 'P' )
      {
      $c->createOval(scale(3, 3, 5, 5));
      $c->createArc(scale(2, 4.8, 6, 9), -start => 0, -extent => 180);
      $c->itemconfigure('all', -outline => undef);
      }
    elsif( $char eq 'N' )
      {
      $c->createPolygon( scale(2, 7, 1, 4, 3, 1, 7, 4, 6, 5, 4, 4, 5.5, 7));
      }
    elsif( $char eq 'K' )
      {
      $c->createPolygon( scale(1, 7, 3.5, 4, 3.5, 3, 2.5, 3, 2.5,
        2, 3.5, 2, 3.5, 1, 4.5, 1, 4.5, 2, 5.5, 2, 5.5, 3, 4.5, 3, 4.5,
        4, 7, 7));
      $c->createArc( scale(1, 4, 4, 10), -start => 60, -extent => 120,
        -outline => undef);
      $c->createArc( scale(4, 4, 7, 10), -start => 0, -extent => 120,
        -outline => undef);
      }
    elsif( $char eq 'Q' )
      {
      $c->createPolygon( scale(2, 7, 1, 2, 3, 5, 4, 1, 5, 5, 7, 2, 6, 7));
      }
    elsif( $char eq 'R' )
      {
      $c->createPolygon( scale(1, 7, 2, 3, 1, 3, 1, 1,
        2, 1, 2, 2, 3, 2, 3, 1, 5, 1, 5, 2, 6, 2, 6, 1,
        7, 1, 7, 3, 6, 3, 7, 7));
      }
    elsif( $char eq 'B' )
      {
      $c->createPolygon(scale(3, 7, 2, 6, 4, 1, 6, 6, 5, 7));
      $c->createOval(scale(3.5, 1, 4.5, 2), -outline => undef);
      }
    $c->itemconfigure('all', -fill => $color);
    }
  }

sub newboard
  {
  my ($piece, $from, $to, $was) = @{ +shift };
  my $newboard = $board;
  substr $newboard, $from, 1, '-';
  substr $newboard, $to, 1, $piece;
  $newboard;
  }

sub incheck # board, 1=whiteincheck 0=blackincheck
  {
  my ($newboard, $who) = @_;
  local @moves;
  $newboard =~ ( $who ? $blackmoves : $whitemoves );
  any { $_->[3] =~ /k/i } @moves;
  }

sub blink
  {
  my $pos = shift;
  $message = 'Black moving...';
  for ( ('green', 'red') x 2 )
    {
    $squares[$pos]->itemconfigure('all', -fill => $_);
    $mw->update;
    select undef, undef, undef, 0.1;
    }
  }

sub findlegal
  {
  local @moves;
  $board =~ $whitemoves;
  %legal = %canmove = ();
  $legal{ $_->[1] . ' ' . $_->[2] } = $canmove{$_->[1]} = 1 for
    grep { ! incheck(newboard($_), 1) } @moves;
  @moves = ();
  if( $castleleft and $board =~ /R---K...\n\z/ )
    {
    $board =~ $blackmoves;
    my $attack = any { $_->[2] =~ /6[567]/ } @moves;
    $attack or $legal{"67 63"} = $canmove{67} = 1;
    }
  if( $castleright and $board =~ /K--R\n\z/ )
    {
    @moves or $board =~ $blackmoves;
    my $attack = any { $_->[2] =~ /6[789]/ } @moves;
    $attack or $legal{"67 70"} = $canmove{67} = 1;
    }
  if( $enpassant > 0 )
    {
    substr($board, $enpassant + $_, 1) eq 'P' and
      $legal{$enpassant + $_ . " $enpassant"} = $canmove{$enpassant + $_} = 1
      for 8, 10;
    }
  if( not %legal )
    {
    $over = 1;
    $message = incheck($board, 1) ? "CHECKMATE" : "DRAW";
    $label->configure(-bg => 'red');
    $label->configure(-fg => 'white');
    }
  }

sub islegal { $legal{"@_"} }

sub score
  {
  my $bb = newboard(shift);
  sum0 map(-$values{+lc}, $bb =~ /[A-Z]/g), map $values{$_}, $bb =~ /[a-z]/g;
  }

sub lookahead
  {
  my $bb = shift;
  local @moves;
  $bb =~ $blackmoves;
# print "black moves : " . @moves, "\n";
  my @bbest;
  for my $bmove ( @moves )
    {
    my $freedom;
    local $board = newboard($bmove);
    local @moves;
    $board =~ $whitemoves;
    $freedom = @moves;
    my @wbest;
    for my $wmove ( @moves )
      {
      local $board = newboard($wmove);
      local @moves;
      $board =~ $blackmoves;
      my @bbest2;
      for my $bmove2 ( @moves )
        {
        push @bbest2, [ $bmove, score($bmove2), $freedom ];
        }
      push @wbest, first { not incheck( newboard($wmove, 0) ) }
        sort { $b->[1] <=> $a->[1] } shuffle @bbest2;
      }
    push @bbest, first { not incheck( newboard($bmove, 1) ) }
      sort { $a->[1] <=> $b->[1] }
      grep defined $_->[1],
      shuffle @wbest;
    }
  map $_->[0], sort { $b->[1] <=> $a->[1] or $b->[2] <=> $a->[2] }
    grep defined $_->[1],
    shuffle @bbest;
  }

sub playblack
  {
  show($board);
  $message = 'Black thinking...';
  $label->configure(-bg => 'gray85');
  $mw->update;
  @moves = lookahead($board);
  my $themove = first { ! incheck(newboard($_), 0) } @moves;
  if( not $themove )
    {
    $over = 1;
    $message = incheck( $board, 0 ) ? "CHECKMATE" : "DRAW";
    $label->configure(-bg => 'red');
    $label->configure(-fg => 'white');
    return;
    }
  blink( $themove->[1] );
  $board = newboard $themove;
  $enpassant = $themove->[4] // -1;
  1 while $board =~ s/^.*\KP/Q/;
  $board =~ s/p(?=.*$)/q/g;
  show($board);
  }

sub help
  {
  my $help = $mw->Toplevel;
  $help->title("Chess Help");
  my $ro = $help->ROText( -font => 'times 14', -height => 12, -width => 60,
    )->pack;
  $help->Button(-text => 'Dismiss', -command => sub {$help->destroy},
    )->pack(-fill => 'x');
  $ro->insert(end => <<END);

You are playing White, the program is playing Black.

To move or capture : left click on piece to move,
   it should turn yellow if a legal move for that piece exists,
   then left click on the destination square.

To castle : left click on the King, then left click on a Rook.

To capture "en passant" : left click on your Pawn,
   then left click on the square the opponent's Pawn skipped over.
END
  }

Phix

Version 0.8.1+ contains demo\rosetta\chess.exw, a slightly cleaned-up copy of a 20-year old translation of TSCP.
It isn't particularly good (though perhaps a reasonable starting point for something better), at over 1,600 lines it does not really bear any useful comparison to the lisp version, and is simply not worth posting on this site, especially in light of potential copyright issues.

PicoLisp

This implementation supports all chess rules (including castling, pawn promotion and en passant), switching sides, unlimited undo/redo, and the setup, saving and loading of board positions to/from files.

# *Board a1 .. h8
# *White *Black *WKPos *BKPos *Pinned
# *Depth *Moved *Undo *Redo *Me *You

(load "@lib/simul.l")

### Fields/Board ###
# x y color piece whAtt blAtt

(setq *Board (grid 8 8))

(for (X . Lst) *Board
   (for (Y . This) Lst
      (=: x X)
      (=: y Y)
      (=: color (not (bit? 1 (+ X Y)))) ) )

(de *Straight `west `east `south `north)

(de *Diagonal
   ((This) (: 0 1  1  0 -1  1))   # Southwest
   ((This) (: 0 1  1  0 -1 -1))   # Northwest
   ((This) (: 0 1 -1  0 -1  1))   # Southeast
   ((This) (: 0 1 -1  0 -1 -1)) ) # Northeast

(de *DiaStraight
   ((This) (: 0 1  1  0 -1  1  0 -1  1))   # South Southwest
   ((This) (: 0 1  1  0 -1  1  0  1  1))   # West Southwest
   ((This) (: 0 1  1  0 -1 -1  0  1  1))   # West Northwest
   ((This) (: 0 1  1  0 -1 -1  0 -1 -1))   # North Northwest
   ((This) (: 0 1 -1  0 -1 -1  0 -1 -1))   # North Northeast
   ((This) (: 0 1 -1  0 -1 -1  0  1 -1))   # East Northeast
   ((This) (: 0 1 -1  0 -1  1  0  1 -1))   # East Southeast
   ((This) (: 0 1 -1  0 -1  1  0 -1  1)) ) # South Southeast


### Pieces ###
(de piece (Typ Cnt Fld)
   (prog1
      (def
         (pack (mapcar '((Cls) (cdr (chop Cls))) Typ))
         Typ )
      (init> @ Cnt Fld) ) )


(class +White)
# color ahead

(dm init> (Cnt Fld)
   (=: ahead north)
   (extra Cnt Fld) )

(dm name> ()
   (pack " " (extra) " ") )

(dm move> (Fld)
   (adjMove '*White '*WKPos whAtt- whAtt+) )


(class +Black)
# color ahead

(dm init> (Cnt Fld)
   (=: color T)
   (=: ahead south)
   (extra Cnt Fld) )

(dm name> ()
   (pack '< (extra) '>) )

(dm move> (Fld)
   (adjMove '*Black '*BKPos blAtt- blAtt+) )


(class +piece)
# cnt field attacks

(dm init> (Cnt Fld)
   (=: cnt Cnt)
   (move> This Fld) )

(dm ctl> ())


(class +King +piece)

(dm name> () 'K)

(dm val> () 120)

(dm ctl> ()
   (unless (=0 (: cnt)) -10) )

(dm moves> ()
   (make
      (unless
         (or
            (n0 (: cnt))
            (get (: field) (if (: color) 'whAtt 'blAtt)) )
         (tryCastle west T)
         (tryCastle east) )
      (try1Move *Straight)
      (try1Move *Diagonal) ) )

(dm attacks> ()
   (make
      (try1Attack *Straight)
      (try1Attack *Diagonal) ) )


(class +Castled)

(dm ctl> () 30)


(class +Queen +piece)

(dm name> () 'Q)

(dm val> () 90)

(dm moves> ()
   (make
      (tryMoves *Straight)
      (tryMoves *Diagonal) ) )

(dm attacks> ()
   (make
      (tryAttacks *Straight)
      (tryAttacks *Diagonal T) ) )


(class +Rook +piece)

(dm name> () 'R)

(dm val> () 47)

(dm moves> ()
   (make (tryMoves *Straight)) )

(dm attacks> ()
   (make (tryAttacks *Straight)) )


(class +Bishop +piece)

(dm name> () 'B)

(dm val> () 33)

(dm ctl> ()
   (when (=0 (: cnt)) -10) )

(dm moves> ()
   (make (tryMoves *Diagonal)) )

(dm attacks> ()
   (make (tryAttacks *Diagonal T)) )


(class +Knight +piece)

(dm name> () 'N)

(dm val> () 28)

(dm ctl> ()
   (when (=0 (: cnt)) -10) )

(dm moves> ()
   (make (try1Move *DiaStraight)) )

(dm attacks> ()
   (make (try1Attack *DiaStraight)) )


(class +Pawn +piece)

(dm name> () 'P)

(dm val> () 10)

(dm moves> ()
   (let (Fld1 ((: ahead) (: field))  Fld2 ((: ahead) Fld1))
      (make
         (and
            (tryPawnMove Fld1 Fld2)
            (=0 (: cnt))
            (tryPawnMove Fld2 T) )
         (tryPawnCapt (west Fld1) Fld2 (west (: field)))
         (tryPawnCapt (east Fld1) Fld2 (east (: field))) ) ) )

(dm attacks> ()
   (let Fld ((: ahead) (: field))
      (make
         (and (west Fld) (link @))
         (and (east Fld) (link @)) ) ) )


### Move Logic ###
(de inCheck (Color)
   (if Color (get *BKPos 'whAtt) (get *WKPos 'blAtt)) )

(de whAtt+ (This Pce)
   (=: whAtt (cons Pce (: whAtt))) )

(de whAtt- (This Pce)
   (=: whAtt (delq Pce (: whAtt))) )

(de blAtt+ (This Pce)
   (=: blAtt (cons Pce (: blAtt))) )

(de blAtt- (This Pce)
   (=: blAtt (delq Pce (: blAtt))) )

(de adjMove (Var KPos Att- Att+)
   (let (W (: field whAtt)  B (: field blAtt))
      (when (: field)
         (put @ 'piece NIL)
         (for F (: attacks) (Att- F This)) )
      (nond
         (Fld (set Var (delq This (val Var))))
         ((: field) (push Var This)) )
      (ifn (=: field Fld)
         (=: attacks)
         (put Fld 'piece This)
         (and (isa '+King This) (set KPos Fld))
         (for F (=: attacks (attacks> This)) (Att+ F This)) )
      (reAtttack W (: field whAtt) B (: field blAtt)) ) )

(de reAtttack (W W2 B B2)
   (for This W
      (unless (memq This W2)
         (for F (: attacks) (whAtt- F This))
         (for F (=: attacks (attacks> This)) (whAtt+ F This)) ) )
   (for This W2
      (for F (: attacks) (whAtt- F This))
      (for F (=: attacks (attacks> This)) (whAtt+ F This)) )
   (for This B
      (unless (memq This B2)
         (for F (: attacks) (blAtt- F This))
         (for F (=: attacks (attacks> This)) (blAtt+ F This)) ) )
   (for This B2
      (for F (: attacks) (blAtt- F This))
      (for F (=: attacks (attacks> This)) (blAtt+ F This)) ) )

(de try1Move (Lst)
   (for Dir Lst
      (let? Fld (Dir (: field))
         (ifn (get Fld 'piece)
            (link (list This (cons This Fld)))
            (unless (== (: color) (get @ 'color))
               (link
                  (list This
                     (cons (get Fld 'piece))
                     (cons This Fld) ) ) ) ) ) ) )

(de try1Attack (Lst)
   (for Dir Lst
      (and (Dir (: field)) (link @)) )  )

(de tryMoves (Lst)
   (for Dir Lst
      (let Fld (: field)
         (loop
            (NIL (setq Fld (Dir Fld)))
            (T (get Fld 'piece)
               (unless (== (: color) (get @ 'color))
                  (link
                     (list This
                        (cons (get Fld 'piece))
                        (cons This Fld) ) ) ) )
            (link (list This (cons This Fld))) ) ) ) )

(de tryAttacks (Lst Diag)
   (use (Pce Cls Fld2)
      (for Dir Lst
         (let Fld (: field)
            (loop
               (NIL (setq Fld (Dir Fld)))
               (link Fld)
               (T
                  (and
                     (setq Pce (get Fld 'piece))
                     (<> (: color) (get Pce 'color)) ) )
               (T (== '+Pawn (setq Cls (last (type Pce))))
                  (and
                     Diag
                     (setq Fld2 (Dir Fld))
                     (= (get Fld2 'y) (get ((get Pce 'ahead) Fld) 'y))
                     (link Fld2) ) )
               (T (memq Cls '(+Knight +Queen +King)))
               (T (and Pce (xor Diag (== Cls '+Bishop)))) ) ) ) ) )

(de tryPawnMove (Fld Flg)
   (unless (get Fld 'piece)
      (if Flg
         (link (list This (cons This Fld)))
         (for Cls '(+Queen +Knight +Rook +Bishop)
            (link
               (list This
                  (cons This)
                  (cons
                     (piece (list (car (type This)) Cls) (: cnt))
                     Fld ) ) ) ) ) ) )

(de tryPawnCapt (Fld1 Flg Fld2)
   (if (get Fld1 'piece)
      (unless (== (: color) (get @ 'color))
         (if Flg
            (link
               (list This
                  (cons (get Fld1 'piece))
                  (cons This Fld1) ) )
            (for Cls '(+Queen +Knight +Rook +Bishop)
               (link
                  (list This
                     (cons (get Fld1 'piece))
                     (cons This)
                     (cons
                        (piece (list (car (type This)) Cls) (: cnt))
                        Fld1 ) ) ) ) ) )
      (let? Pce (get Fld2 'piece)
         (and
            (== Pce (car *Moved))
            (= 1 (get Pce 'cnt))
            (isa '+Pawn Pce)
            (n== (: color) (get Pce 'color))
            (link (list This (cons Pce) (cons This Fld1))) ) ) ) )

(de tryCastle (Dir Long)
   (use (Fld1 Fld2 Fld Pce)
      (or
         (get (setq Fld1 (Dir (: field))) 'piece)
         (get Fld1 (if (: color) 'whAtt 'blAtt))
         (get (setq Fld2 (Dir Fld1)  Fld Fld2) 'piece)
         (when Long
            (or
               (get (setq Fld (Dir Fld)) 'piece)
               (get Fld (if (: color) 'whAtt 'blAtt)) ) )
         (and
            (== '+Rook (last (type (setq Pce (get (Dir Fld) 'piece)))))
            (=0 (get Pce 'cnt))
            (link
               (list This
                  (cons This)
                  (cons
                     (piece (cons (car (type This)) '(+Castled +King)) 1)
                     Fld2 )
                  (cons Pce Fld1) ) ) ) ) ) )

(de pinned (Fld Lst Color)
   (use (Pce L P)
      (and
         (loop
            (NIL (setq Fld (Dir Fld)))
            (T (setq Pce (get Fld 'piece))
               (and
                  (= Color (get Pce 'color))
                  (setq L
                     (make
                        (loop
                           (NIL (setq Fld (Dir Fld)))
                           (link Fld)
                           (T (setq P (get Fld 'piece))) ) ) )
                  (<> Color (get P 'color))
                  (memq (last (type P)) Lst)
                  (cons Pce L) ) ) )
         (link @) ) ) )


### Moves ###
# Move      ((p1 (p1 . f2))        . ((p1 . f1)))
# Capture   ((p1 (p2) (p1 . f2))   . ((p1 . f1) (p2 . f2)))
# Castle    ((K (K) (C . f2) (R . f4)) . ((R . f3) (K . f1)))
# Promote   ((P (P) (Q . f2))      . ((Q) (P . f1)))
# Capt/Prom ((P (p1) (P) (Q . f2)) . ((Q) (P . f1) (p1 . f2)))
(de moves (Color)
   (filter
      '((Lst)
         (prog2
            (move (car Lst))
            (not (inCheck Color))
            (move (cdr Lst)) ) )
      (mapcan
         '((Pce)
            (mapcar
               '((Lst)
                  (cons Lst
                     (flip
                        (mapcar
                           '((Mov) (cons (car Mov) (get Mov 1 'field)))
                           (cdr Lst) ) ) ) )
               (moves> Pce) ) )
         (if Color *Black *White) ) ) )

(de move (Lst)
   (if (atom (car Lst))
      (inc (prop (push '*Moved (pop 'Lst)) 'cnt))
      (dec (prop (pop '*Moved) 'cnt)) )
   (for Mov Lst
      (move> (car Mov) (cdr Mov)) ) )


### Evaluation ###
(de mate (Color)
   (and (inCheck Color) (not (moves Color))) )

(de battle (Fld Prey Attacker Defender)
   (use Pce
      (loop
         (NIL (setq Pce (mini 'val> Attacker)) 0)
         (setq Attacker (delq Pce Attacker))
         (NIL (and (asoq Pce *Pinned) (not (memq Fld @)))
            (max 0 (- Prey (battle Fld (val> Pce) Defender Attacker))) ) ) ) )

# Ref. Sargon, Dan and Kate Spracklen, Hayden 1978
(de cost (Color)
   (if (mate (not Color))
      -9999
      (setq *Pinned
         (make
            (for Dir *Straight
               (pinned *WKPos '(+Rook +Queen))
               (pinned *BKPos '(+Rook +Queen) T) )
            (for Dir *Diagonal
               (pinned *WKPos '(+Bishop +Queen))
               (pinned *BKPos '(+Bishop +Queen) T) ) ) )
      (let (Ctl 0  Mat 0  Lose 0  Win1 NIL  Win2 NIL  Flg NIL)
         (use (White Black Col Same B)
            (for Lst *Board
               (for This Lst
                  (setq White (: whAtt)  Black (: blAtt))
                  ((if Color inc dec) 'Ctl (- (length White) (length Black)))
                  (let? Val (and (: piece) (val> @))
                     (setq Col (: piece color)  Same (== Col Color))
                     ((if Same dec inc) 'Ctl (ctl> (: piece)))
                     (unless
                        (=0
                           (setq B
                              (if Col
                                 (battle This Val White Black)
                                 (battle This Val Black White) ) ) )
                        (dec 'Val 5)
                        (if Same
                           (setq
                              Lose (max Lose B)
                              Flg (or Flg (== (: piece) (car *Moved))) )
                           (when (> B Win1)
                              (xchg 'B 'Win1)
                              (setq Win2 (max Win2 B)) ) ) )
                     ((if Same dec inc) 'Mat Val) ) ) ) )
         (unless (=0 Lose) (dec 'Lose 5))
         (if Flg
            (* 4 (+ Mat Lose))
            (when Win2
               (dec 'Lose (>> 1 (- Win2 5))) )
            (+ Ctl (* 4 (+ Mat Lose))) ) ) ) )


### Game ###
(de display (Res)
   (when Res
      (disp *Board T
         '((This)
            (cond
               ((: piece) (name> @))
               ((: color) " - ")
               (T "   ") ) ) ) )
   (and (inCheck *You) (prinl "(+)"))
   Res )

(de moved? (Lst)
   (or
      (> 16 (length Lst))
      (find '((This) (n0 (: cnt))) Lst) ) )

(de bookMove (From To)
   (let Pce (get From 'piece)
      (list 0 (list (list Pce (cons Pce To)) (cons Pce From))) ) )

(de myMove ()
   (let? M
      (cadr
         (cond
            ((moved? (if *Me *Black *White))
               (game *Me *Depth moves move cost) )
            (*Me
               (if (member (get *Moved 1 'field 'x) (1 2 3 5))
                  (bookMove 'e7 'e5)
                  (bookMove 'd7 'd5) ) )
            ((rand T) (bookMove 'e2 'e4))
            (T (bookMove 'd2 'd4)) ) )
      (move (car (push '*Undo M)))
      (off *Redo)
      (cons
         (caar M)
         (cdr (asoq (caar M) (cdr M)))
         (pick cdr (cdar M)) ) ) )

(de yourMove (From To Cls)
   (when
      (find
         '((Mov)
            (and
               (== (caar Mov) (get From 'piece))
               (== To (pick cdr (cdar Mov)))
               (or
                  (not Cls)
                  (isa Cls (car (last (car Mov)))) ) ) )
         (moves *You) )
      (prog1 (car (push '*Undo @))
         (off *Redo)
         (move @) ) ) )

(de undo ()
   (move (cdr (push '*Redo (pop '*Undo)))) )

(de redo ()
   (move (car (push '*Undo (pop '*Redo)))) )

(de setup (Depth You Init)
   (setq *Depth (or Depth 5)  *You You  *Me (not You))
   (off *White *Black *Moved *Undo *Redo)
   (for Lst *Board
      (for This Lst (=: piece) (=: whAtt) (=: blAtt)) )
   (if Init
      (for L Init
         (with (piece (cadr L) 0 (car L))
            (unless (caddr L)
               (=: cnt 1)
               (push '*Moved This) ) ) )
      (mapc
         '((Cls Lst)
            (piece (list '+White Cls) 0 (car Lst))
            (piece '(+White +Pawn) 0 (cadr Lst))
            (piece '(+Black +Pawn) 0 (get Lst 7))
            (piece (list '+Black Cls) 0 (get Lst 8)) )
         '(+Rook +Knight +Bishop +Queen +King +Bishop +Knight +Rook)
         *Board ) ) )

(de main (Depth You Init)
   (setup Depth You Init)
   (display T) )

(de go Args
   (display
      (cond
         ((not Args) (xchg '*Me '*You) (myMove))
         ((== '- (car Args)) (and *Undo (undo)))
         ((== '+ (car Args)) (and *Redo (redo)))
         ((apply yourMove Args) (display T) (myMove)) ) ) )

# Print position to file
(de ppos (File)
   (out File
      (println
         (list 'main *Depth *You
            (lit
               (mapcar
                  '((This)
                     (list
                        (: field)
                        (val This)
                        (not (memq This *Moved)) ) )
                  (append *White *Black) ) ) ) ) ) )

Start:

$ pil chess.l -main +
   +---+---+---+---+---+---+---+---+
 8 |<R>|<N>|<B>|<Q>|<K>|<B>|<N>|<R>|
   +---+---+---+---+---+---+---+---+
 7 |<P>|<P>|<P>|<P>|<P>|<P>|<P>|<P>|
   +---+---+---+---+---+---+---+---+
 6 |   | - |   | - |   | - |   | - |
   +---+---+---+---+---+---+---+---+
 5 | - |   | - |   | - |   | - |   |
   +---+---+---+---+---+---+---+---+
 4 |   | - |   | - |   | - |   | - |
   +---+---+---+---+---+---+---+---+
 3 | - |   | - |   | - |   | - |   |
   +---+---+---+---+---+---+---+---+
 2 | P | P | P | P | P | P | P | P |
   +---+---+---+---+---+---+---+---+
 1 | R | N | B | Q | K | B | N | R |
   +---+---+---+---+---+---+---+---+
     a   b   c   d   e   f   g   h

Entering moves:

: (go e2 e4)

Undo moves:

: (go -)

Redo:

: (go +)

Switch sides:

: (go)

Save position to a file:

: (ppos "file")

Load position from file:

: (load "file")

Python

Library: pygame

"Python Chess" is a chess game at the PyGame-Website and Homepage.

Library: VPython

There is a 3D-Chess-Board in the VPython contributed section.

Library: python-chess

A very simple chess engine using python-chess. The computer plays Black. The program uses a two-ply search which computes material value for both sides and its own piece mobility after Black and White have made their moves.

The default Unicode board may look wonky and misaligned with certain terminal fonts. To use an ASCII board instead (like in the output shown below), set UNICODE = False. If your terminal uses dark mode, set DARKMODE = True.

Increasing RANDFAC, e.g. to 10 or even 100, creates more variety in computer moves, so that there is less repetition in games and openings.

The computer may say some things that allude to the chess game in 2001: A Space Odyssey, by the way.

# Simple Python chess engine
# Computer plays Black

import sys, random, chess
from collections import Counter

UNICODE  = True     # Print board with Unicode symbols?
DARKMODE = False    # Invert symbol colors?
RANDFAC  = 1        # Randomness factor

board = chess.Board()

def hal9000():
    print("Thank you for a very enjoyable game.")

def pboard():
    "Print board"
    if UNICODE and DARKMODE:
        print(board.unicode(invert_color=True))
    elif UNICODE:
        print(board.unicode())
    else:
        print(board)
pboard()

while not board.outcome():
    while True:
        try:
            move = input("Your move? ")
            if move in ("q", "quit", "resign", "exit"):
                hal9000()
                sys.exit()
            board.push_uci(move)
        except ValueError: print("Sorry?")
        else: break

    moves = {}
    for mymove in board.legal_moves:
        board.push(mymove)
        if board.result() == "0-1": # Can Black win? If so, end the game.
            print(mymove)
            pboard()
            print("I'm sorry, Frank. I think you missed it:")
            pm = board.peek()
            pn = chess.piece_name(board.piece_at(pm.to_square).piece_type)
            ps = chess.square_name(pm.to_square)
            print(f"{pn.capitalize()} to {ps}, mate.")
            hal9000()
            sys.exit()

        for yourmove in board.legal_moves:
            board.push(yourmove)
            if board.result() == "1-0": # Has White won? If so, avoid move.
                board.pop()
                moves[mymove] = -1000
                break
            v = Counter(board.fen().split()[0])
            p = (9 * (v['q']-v['Q']) + 5 * (v['r']-v['R']) + 3 * (v['b']-v['B'])
                + 3 * (v['n']-v['N']) + v['p'] - v['P'])
            mobility = len(list(board.legal_moves)) + RANDFAC * random.random()
            p += mobility / 1000
            #print(mymove, yourmove, p)
            old = moves.get(mymove, 1e6)
            if p < old: moves[mymove] = p
            board.pop()
        board.pop()
    try: sel = sorted(moves.items(), key=lambda item: -item[1])[0][0]
    except: break
    print(sel)
    board.push(sel)
    pboard()

print(f"Game finished, result is {board.result()}")
hal9000()
Output:
(in ASCII)
$ python3 simplechess.py 
r n b q k b n r
p p p p p p p p
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
P P P P P P P P
R N B Q K B N R
Your move? e2e4
e7e6
r n b q k b n r
p p p p . p p p
. . . . p . . .
. . . . . . . .
. . . . P . . .
. . . . . . . .
P P P P . P P P
R N B Q K B N R
Your move? g1f3
d8f6
r n b . k b n r
p p p p . p p p
. . . . p q . .
. . . . . . . .
. . . . P . . .
. . . . . N . .
P P P P . P P P
R N B Q K B . R
Your move?
…

Here is the PGN of a full game against Stockfish. Like many simple chess engines, it has an unfortunate tendency to rush out with its Queen early in the game, because that kind of move looks wonderful to the computer in terms of maximizing piece mobility. But unfortunately the Queen is often in danger there, leading to its loss:

[Event "Stockfish vs Python World Championship"]
[Site "Rosetta Code"]
[Date "2022.05.08"]
[Round "1"]
[White "Stockfish"]
[Black "Python Simple Chess"]
[Result "1-0"]

1.e4 e6 2.Nf3 Qf6 3.Nc3 Qf4 4.d4 Qg4 5.Be2 Qxg2 6.Rg1 Qh3 7.Bg5 Nc6 8.Rg3 
Qh5 9.Nh4 Qxg5 10.Rxg5 Bd6 11.Rxg7 Nf6 12.e5 Bxe5 13.dxe5 Nxe5 14.Qd4 Ke7 
15.Qxe5 Ne8 16.Qg5+ Kd6 17.O-O-O+ Kc6 18.Qb5# 1-0

Opening play could be improved a lot by using book moves, which is easy to do in python-chess with its Polyglot support.

Here is an example of a won game against a random mover chess bot, just to show this Python engine can actually win, provided its opponent is inept enough. (Human chess beginners tend to play on a random mover level, so this is a useful benchmark.)

[Event "Rosetta Code Chess Classics"]
[Site "Rosetta Code"]
[Date "2022.05.08"]
[Round "1"]
[White "Random Mover"]
[Black "Python Simple Chess"]
[Result "0-1"]

1.Nf3 e6 2.c4 Qf6 3.Ng1 Qf4 4.h4 Qxc4 5.e3 Qe4 6.Qg4 Qxg4 
7.Nh3 Qxh4 8.d3 Bb4+ 9.Bd2 Bd6 10.a4 Nc6 11.Bc3 Qg4 12.Ba5 Nxa5 
13.Be2 Qxg2 14.Ng1 Qxh1 15.b4 Qxg1+ 16.Bf1 Bxb4+ 17.Nc3 Bxc3+ 
18.Ke2 Bxa1 19.Kd2 Qxf1 20.Kc2 Qxf2+ 21.Kb1 Qb2# 0-1

Wren

Translation of: BASIC
Library: Wren-iterate
Library: Wren-fmt
Library: Wren-ioutil
Library: Wren-str
import "./iterate" for Stepped
import "./fmt" for Fmt
import "./ioutil" for Input, Output
import "./str" for Str

var Board = List.filled(8, null)

// initialize Board
var starting = [
    [-500, -270, -300, -900, -7500, -300, -270, -500],
    [-100, -100, -100, -100,  -100, -100, -100, -100],
    [   0,    0,    0,    0,     0,    0,    0,    0],
    [   0,    0,    0,    0,     0,    0,    0,    0],
    [   0,    0,    0,    0,     0,    0,    0,    0],
    [   0,    0,    0,    0,     0,    0,    0,    0],
    [ 100,  100,  100,  100,   100,  100,  100,  100],
    [ 500,  270,  300,  900,  5000,  300,  270,  500]
]
for (x in 0..7) {
    Board[x] = List.filled(8, 0)
    for (y in 0..7) Board[x][y] = starting[x][y]
}

// best moves
var BestA = List.filled(8, 0)
var BestB = List.filled(8, 0)
var BestX = List.filled(8, 0)
var BestY = List.filled(8, 0)

// current Levels
var Cflag = false
var Level = 0
var MaxLevel = 5
var Score = 0
var End = false

// helper classes
class Terminal {
    static clear() { 
        Output.fwrite("\e[2J")
        locate(1, 1)
    }

    static locate(r, c) {
        Output.fwrite("\e[%(r);%(c)H")
    }
}

class Color {
    static set(fore, back) {
        fore = (fore < 8) ? fore + 30 : fore + 82
        back = (back < 8) ? back + 40 : back + 92
        Output.fwrite("\e[%(fore);%(back)m")
    }

    static reset() {
        Output.fwrite("\e[39;49m")
    }
}

class Chess {
    // generate list of moves for bishop
    static bishop(a, b, xx, yy, ndx) {
        var id = Board[b][a].sign

        var f = Fn.new { |x, y|
            // make sure no piece of same color
            if (id != Board[y][x].sign) {
                ndx = ndx + 1
                xx[ndx] = x
                yy[ndx] = y
            }
        }

        // work out diagonal moves in each of four directions
        for (dxy in 1..7) {
            var x = a - dxy
            var y = b + dxy
            // stop if go off the board
            if (x < 0 || x > 7 || y < 0 || y > 7) break
            f.call(x, y)
            // stop when hit a piece
            if (Board[y][x] != 0) break
        }
        for (dxy in 1..7) {
            var x = a + dxy
            var y = b + dxy
            if (x < 0 || x > 7 || y < 0 || y > 7) break
            f.call(x, y)
            if (Board[y][x] != 0) break
        }
        for (dxy in 1..7) {
            var x = a - dxy
            var y = b - dxy
            if (x < 0 || x > 7 || y < 0 || y > 7) break
            f.call(x, y)
            if (Board[y][x] != 0) break
        }
        for (dxy in 1..7) {
            var x = a + dxy
            var y = b - dxy
            if (x < 0 || x > 7 || y < 0 || y > 7) break
            f.call(x, y)
            if (Board[y][x] != 0) break
        }
        return ndx
    }

    // evaluate possible moves
    static evaluate(id, prune) {
        var xx = List.filled(27, 0)
        var yy = List.filled(27, 0)
        Level = Level + 1 // update recursion level
        var bestScore = 10000 * id
        for (b in 7..0) { // loop through each square
            for (a in 7..0) {
                // if square doesn't have right color piece, go to next square
                if (Board[b][a].sign != id) {
                    if (Level == 1) showman(a, b, 0)
                    continue
                }
                if (Level == 1) showman(a, b, 8) // show move currently being tried
                var ndx = 0
                ndx = moveList(a, b, xx, yy, ndx) // get list of moves for current piece
                for (i in Stepped.ascend(0..ndx)) { // loop through each possible move
                    var x = xx[i]
                    var y = yy[i]
                    if (Level == 1) {
                        Terminal.locate(1, 1)
                        Fmt.print("Trying: $c$d-$c$d", 65+a, 8-b, 65+x, 8-y)
                        showman(x, y, 8)
                    }
                    var oldScore = Score
                    var mover = Board[b][a]    // store these locations
                    var target = Board[y][x]   // so we can set the move back
                    makeMove(a, b, x, y)       // make the move so we can evaluate
                    if (Level < MaxLevel) {
                        var p = bestScore - target + id*(8 - (4-x).abs - (4-y).abs)
                        Score = Score + evaluate(-id, p)
                    }
                    // work out score for move
                    Score = Score + target - id*(8 - (4-x).abs - (4-y).abs)
                    if ((id < 0 && Score > bestScore) || (id > 0 && Score < bestScore)) {
                        // update current best score
                        BestA[Level] = a
                        BestB[Level] = b
                        BestX[Level] = x
                        BestY[Level] = y
                        bestScore = Score
                        if ((id < 0 && bestScore >= prune) ||
                            (id > 0 && bestScore <= prune)) {
                            // prune to avoid wasting time
                            Board[b][a] = mover  // restore position prior to modification
                            Board[y][x] = target
                            Score = oldScore
                            if (Level == 1) showman(x, y, 0)
                            if (Level == 1) showman(a, b, 0)
                            Level = Level - 1
                            return bestScore
                        }
                    }
                    Board[b][a] = mover
                    Board[y][x] = target
                    Score = oldScore
                    if (Level == 1) showman(x, y, 0)
                }
                if (Level == 1) showman(a, b, 0)
            }
        }
        Level = Level - 1
        return bestScore
    }

    // determine whether 'in check' or not
    static inCheck() {
        var xx = List.filled(27, 0)
        var yy = List.filled(27, 0)
        var ndx = 0
        for (b in 0..7) {
            for (a in 0..7) {
                if (Board[b][a] >= 0) continue
                ndx = moveList(a, b, xx, yy, ndx)
                for (i in Stepped.ascend(0..ndx)) {
                    var x = xx[i]
                    var y = yy[i]
                    if (Board[y][x] == 5000) {
                        System.print("You are in check!\n\n")
                        return true
                    }
                }
            }
        }
        return false
    }

    // get player move
    static io(a, b, x, y, result) {
        var xx = List.filled(27, 0)
        var yy = List.filled(27, 0)
        Terminal.clear()
        if (a >= 0) {
            if (result < -2500) {
                System.print("I resign")
                End = true
                return
            }
            var piece = Board[y][x]
            makeMove(a, b, x, y)
            // show computer move
            Fmt.print("My move: $c$d-$c$d", 65+a, 8-b, 65+x, 8-y)
            if (piece != 0) {
                System.write("I took your ")
                System.print( (piece == 100)  ? "pawn"   :
                              (piece == 270)  ? "knight" :
                              (piece == 300)  ? "bishop" :
                              (piece == 500)  ? "rook"   :
                              (piece == 900)  ? "queen"  :
                              (piece == 5000) ? "king"   : "")       
            }
            inCheck()
        }
        while (true) {
            showbd()
            Terminal.locate(24, 1)
            var inp = Str.upper(Input.text("Your move (ex: E2-E4): "))
            if (inp == "QUIT") {
                Terminal.clear()
                End = true
                return
            }
            // castling, kingside rook 
            if (inp == "O-O" || inp == "0-0") {
                if (Cflag || Board[7][7] != 500 ||
                    Board[7][6] != 0 || Board[7, 5] != 0) {
                    Terminal.clear()
                    continue
                }
                Board[7][6] = 5000
                Board[7][4] = 0
                Board[7][5] = 500
                Board[7][7] = 0
                Cflag = true
                return
            }
            // castling, queenside rook
            if (inp == "O-O-O" || inp == "0-0-0") {
                if (Cflag || Board[7][0] != 500 ||
                    Board[7][1] != 0 || Board[7, 2] != 0 || Board[7][3] != 0) {
                    Terminal.clear()
                    continue
                }
                Board[7][2] = 5000
                Board[7][4] = 0
                Board[7][3] = 500
                Board[7][0] = 0
                Cflag = true
                return
            }
            if (inp.count < 5) {
                Terminal.clear()
                continue
            }
            b = 8 - (inp[1].bytes[0] - 48)
            a = inp[0].bytes[0] - 65
            x = inp[3].bytes[0] - 65
            y = 8 - (inp[4].bytes[0] - 48)
            if (b > 7 || b < 0 || a > 7 || a < 0 || x > 7 || 
                x < 0 || y > 7 || y < 0 || Board[b][a] <= 0) {
                Terminal.clear()
                continue
            }
            var ndx = 0
            ndx = moveList(a, b, xx, yy, ndx)
            // validate move
            for (k in Stepped.ascend(0..ndx)) {
                if (x == xx[k] && y == yy[k]) {
                    var mover = Board[b][a]
                    var target = Board[y][x]
                    makeMove(a, b, x, y)
                    Terminal.locate(1, 1)
                    // make sure move out of check
                    if (!inCheck()) return
                    Board[b][a] = mover // otherwise move out of check and reset board
                    Board[y][x] = target
                    Terminal.clear()
                    break
                }
            }
            Terminal.clear()
        }
        return
    }

    // generate list of moves for king
    static king(a, b, xx, yy, ndx) {
        var id = Board[b][a].sign
        // go through each of 8 possible moves, checking for same color and off board
        for (dy in -1..1) {
            if (b + dy < 0 || b + dy > 7) continue
            for (dx in -1..1) {
                if (a + dx < 0 || a + dx > 7) continue
                if (id != Board[b+dy][a+dx].sign) {
                    ndx = ndx + 1
                    xx[ndx] = a + dx
                    yy[ndx] = b + dy
                }
            }
        }
        return ndx
    }

    // generate list of moves for knight
    static knight(a, b, xx, yy, ndx) {
        var id = Board[b][a].sign  // get color

        var f = Fn.new { |x, y|
            // make sure on board
            if (x < 0 || x > 7 || y < 0 || y > 7) return
            // make sure no piece of same color
            if (id != Board[y][x].sign) {
                ndx = ndx + 1
                xx[ndx] = x
                yy[ndx] = y
            }
        }

        // work out each of the knight's eight moves
        f.call(a - 1, b - 2)   
        f.call(a - 2, b - 1) 
        f.call(a + 1, b - 2)
        f.call(a + 2, b - 1)
        f.call(a - 1, b + 2)
        f.call(a - 2, b + 1)
        f.call(a + 1, b + 2)
        f.call(a + 2, b + 1)
        return ndx
    }

    // make a move on the board
    static makeMove(a, b, x, y) {
        Board[y][x] = Board[b][a] // move piece to target square
        Board[b][a] = 0           // old square now empty
        if (y == 0 && Board[y][x] ==  100) Board[y][x] =  900 // pawn promoted
        if (y == 7 && Board[y][x] == -100) Board[y][x] = -900
    }

    // generate list of moves for current piece
    static moveList(a, b, xx, yy, ndx) {
        var piece = Board[b][a].abs.truncate // get value corresponding to piece
        ndx = -1
        // call proper move listing routine depending on piece
        if (piece == 100) {
            ndx = pawn(a, b, xx, yy, ndx)
        } else if (piece == 270) {
            ndx = knight(a, b, xx, yy, ndx)
        } else if (piece == 300) {
            ndx = bishop(a, b, xx, yy, ndx)
        } else if (piece == 500) {
            ndx = rook(a, b, xx, yy, ndx)
        } else if (piece == 900) {
            ndx = queen(a, b, xx, yy, ndx)
        } else {
            ndx = king(a, b, xx, yy, ndx)
        }
        return ndx
    }

    // generate list of moves for pawn
    static pawn(a, b, xx, yy, ndx) {
        var id = Board[b][a].sign  // get color
        if (a - 1 >= 0 && a - 1 <= 7 && b - id >= 0 && b - id <= 7) {
            // if there's a piece to capture, do so
            if (Board[b-id][a-1].sign == -id) {
                ndx = ndx + 1
                xx[ndx] = a - 1
                yy[ndx] = b - id
            }
        }
        if (a + 1 >= 0 && a + 1 <= 7 && b - id >= 0 && b - id <= 7) {
            if (Board[b-id][a+1].sign == -id) {
                ndx = ndx + 1
                xx[ndx] = a + 1
                yy[ndx] = b - id
            }
        }
        if (a >= 0 && a <= 7 && b - id >= 0 && b - id <= 7) {
           // make sure square is empty
           if (Board[b-id][a] == 0) {
                ndx = ndx + 1
                xx[ndx] = a
                yy[ndx] = b - id
                if ((id < 0 && b == 1) || (id > 0 && b == 6)) {
                    // if it's empty move two squares forward
                    if (Board[b-id-id][a] == 0) {
                        ndx = ndx + 1
                        xx[ndx] = a
                        yy[ndx] = b - 2*id
                    }
                }
            }
        }
        return ndx
    }

    // generate list of moves for queen
    static queen(a, b, xx, yy, ndx) {
        // queen's move = bishop + rook
        ndx = bishop(a, b, xx, yy, ndx)
        ndx = rook(a, b, xx, yy, ndx)
        return ndx
    }

    // generate list of moves for rook
    static rook(a, b, xx, yy, ndx) {
        var id = Board[b][a].sign
        // work out vert/horiz moves in each direction
        for (x in Stepped.descend(a-1..0)) {
            if (id != Board[b][x].sign) {
                // if no piece of same color
                ndx = ndx + 1
                xx[ndx] = x
                yy[ndx] = b
            }
            if (Board[b][x] != 0) break
        }
        for (x in Stepped.ascend(a+1..7)) {
            if (id != Board[b][x].sign) {
                ndx = ndx + 1
                xx[ndx] = x
                yy[ndx] = b
            }
            if (Board[b][x] != 0) break
        }
        for (y in Stepped.descend(b-1..0)) {
            if (id != Board[y][a].sign) {
                ndx = ndx + 1
                xx[ndx] = a
                yy[ndx] = y
            }
            if (Board[y][a] != 0) break
        }
        for (y in Stepped.ascend(b+1..7)) {
            if (id != Board[y][a].sign) {
                ndx = ndx + 1
                xx[ndx] = a
                yy[ndx] = y
            }
            if (Board[y][a] != 0) break
        }
        return ndx
    }

    // show board
    static showbd() {
        Terminal.locate(3, 30)
        Color.set(7, 0)
        System.print("A  B  C  D  E  F  G  H")
        for (k in 0..25) {
            Terminal.locate(4, 28 + k)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2584))
        }
        for (b in 0..7) {
            Terminal.locate(2*b + 5, 26)
            Color.set(7, 0)
            System.print(String.fromCodePoint(56 - b))
            Terminal.locate(2*b + 5, 28)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2588))      
            Terminal.locate(2*b + 6, 28)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2588))
            for (a in 0..7) {
                var colour = (((a + b) % 2) != 0) ? 8 : 9
                square(3*a + 31, 2*b + 5, colour)
            }
            Terminal.locate(2*b + 5, 53)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2588)) 
            Terminal.locate(2*b + 6, 53)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2588))
            Terminal.locate(2*b + 6, 55)
            Color.set(7, 0)
            System.print(String.fromCodePoint(56 - b))
        }
        for (k in 0..25) {
            Terminal.locate(21, 28 + k)
            Color.set(3, 0)
            System.print(String.fromCodePoint(0x2580))
        }
        Terminal.locate(22, 30)
        Color.set(7, 0)
        System.print("A  B  C  D  E  F  G  H")
        for (b in 0..7) {
            for (a in 0..7) showman(a, b, 0)
        }
        Color.set(7, 0)
    }

    // show piece
    static showman(a, b, flag) {
        var back = (Board[b][a] <= 0) ? 0 : 7
        var fore = 7 - back + flag
        if (Board[b][a] == 0) {
            back = (((a + b) & 1) != 0) ? 8 : 9
            fore = back + (-1) * ((flag > 0) ? -1 : 0)
        }
        var piece = Board[b][a].abs.truncate
        var n = (piece == 0)    ? String.fromCodePoint(0x2588) :
                (piece == 100)  ? "P" :
                (piece == 270)  ? "N" :
                (piece == 300)  ? "B" :
                (piece == 500)  ? "R" :
                (piece == 900)  ? "Q" :
                (piece == 5000) ? "K" :
                (piece == 7500) ? "K" : " "
        Terminal.locate(2*b + 5 - ((Board[b][a] > 0) ? -1 : 0), 3*a + 30)
        Color.set(fore, back)
        System.print(n)
        Terminal.locate(1, 1)
        Color.set(7, 0)
    }

    // display a square
    static square(a, b, c) {
        var mt = String.fromCodePoint(0x2588) * 3
        Terminal.locate(b, a - 2)
        Color.set(c, c)
        System.print(mt)
        Terminal.locate(b + 1, a - 2)
        Color.set(c, c)
        System.print(mt)
        Color.set(7, 0)
    }

    // start a game
    static start() {
        var a = -1
        var b =  0
        var x =  8
        var y =  8
        var result = 0
        while (true) {
            Score = 0
            io(a, b, x, y, result)       // get white's move
            if (End) {
                Color.reset()
                Terminal.clear()
                return
            }
            Terminal.clear()
            showbd()                     // update board to show white's move
            result = evaluate(-1, 10000) // get black's move
            a = BestA[1]                 // start column for black's move
            b = BestB[1]                 // start row for black's move
            x = BestX[1]                 // end column for black's move
            y = BestY[1]                 // end row for black's move
        }
    }
}

Chess.start()