Abstract

Surakarta chess is one of Computer Olympiad chesses. Chessboard, chessman, and chess rule, the three key elements of Surakarta chess, are introduced. The logical structure of Surakarta chess is studied. A storage structure of realizing the computer game program of Surakarta chess is presented. Representation of chessboard and chessman are presented by using the storage structure. The capture circular queue concept is advanced, and the move judging algorithm and capture judging algorithm are implemented, and the chess rules are realized. The finding shows that the storage structure of realizing the computer game program of Surakarta chess is efficient and reliable. The move judging algorithm and capture judging algorithm run accurately and fast. This storage structure and capture judging algorithm have referential value to accomplish the computer game programs of other sorts of chesses.

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