Sapphire Chess
Sapphire Chess is a command line-based chess game with an algebraic notation input system, complete chess rules, a beautiful interface and a functional AI. It provides three game modes: Human vs. Human, Human vs. AI, and AI vs. AI.
Please, visit https://medium.com/@lucas.sorribes/nostromo-my-ruby-chess-journey-part-i-7ef544b547a5 for a very detailed account of how I wrote this game.
Supported Rubies: 3.1, 3.0, 2.7. The game has not been tested for older versions, but it might still work.
Current Features
- A beautiful board with easy-to-distinguish colors for white and black pieces.
- Fully functional AI
- Three levels of difficulty.
- Three game modes: human vs. computer, human vs. human.
- Full chess movement rules implementation, including castling and en passant, for both the human and the computer player.
- Accepts algebraic notation for movements, with human input validation.
- Material score display.
- Player's last move display.
Setup
Install with:
gem install 'saphhire-chess'
And execute from the command prompt with:
sapphire-chess
Currently, the icons are only loaded properly from within VS Code terminals, so, for the moment, I highly recommend executing this command from there.
You can also create a new .rb
file with this content and execute it:
require 'sapphire-chess'
Engine.new.play
Difficulty Mode
The difficulty mode is based on how many turns the computer can think ahead (the depth of the tree generated by AI#minimax
, max. 3), the aggressiveness of the pieces, and the enemy's carelessness.
My recommendation is to play the game on the hard mode, as this was the original intention when I designed it. I introduced the other difficulties based on the suggestions from those who weren't able to beat the machine. However, the hard mode, due to the current Minimax implementation, is a little slow; I'm working on ways to improve the performance of this method.
Screenshot
The AI
The AI is based on a Minimax algorithm with Alpha-Beta pruning. This algorithm generates possible outcomes (children) for a provisional move: Each branch represents the enemy's possible move in the next turn as an answer to the provisional move; (i.e.: if current player is white [the maximizing player], it generates every possible movement for the next player, black [the minimizing player], who will choose the best possible move, and so on.
The best (relative to each player) possible outcome for each move will determine what move is chosen) The Alpha-Beta 'prunes' the tree: it makes the search more efficient, removing unnecessary branches, resulting in a faster process.
Copyright © 2023 Lucas Sorribes, released under the MIT license.