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Chapter 17. Advanced Pointers > Data Structures for a Chess Program

17.10. Data Structures for a Chess Program

One of the classic problems in artificial intelligence is the game of chess. As this book goes to press, the Grandmaster who beat the world's best chess-playing computer last year has lost to the computer this year (1997).

We are going to design a data structure for a chess-playing program. In chess, you have several possible moves that you can make. Your opponent has many responses to which you have many answers, and so on, back and forth, for several levels of moves.


  

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