Notes on Creating a 5×5 Shogi AI
I’ve been gradually working on an AI for “5×5 Shogi,” a subset of standard Shogi. Here are some notes on what I’ve learned. Data Structure Each piece is managed using bitboards. For example, if a Black pawn exists at position 7, it’s represented as bitboard[B_PAWN] = 0x40. The range of rooks and bishops is derived using AVX2’s _pext_u32 instruction [5]. Search Strategy The basic approach uses alpha-beta pruning for search. Additionally, legal moves are sorted while performing iterative deepening....