1 Aha! I knew there had to be a way. The old keyboard shortcutting
2 code (which uses chess-legal-plies) was just way to slow. On modern
3 machines you couldn't notice it, but on my 300 MHz laptop in battery
4 save mode, even with the byte-compiled files, I spent 1/4 of my time
5 looking at the hourglass cursor. So I kept chewing on the algorithm,
6 dropping the number of calls to chess-search-position (the biggest and
7 slowest function in all of chess.el) from 5400 calls down to 4300
8 calls. But still it was slow. Then I thought about it long and hard,
9 and realized chess-legal-plies was going about its whole job
10 backwards. Since that function is only used by keyboard shortcutting,
11 I found a way to optimize it for that task, while keeping it as
12 general as before (by adding a "piece-or-color" argument). The net
13 result is that I got the number of calls to chess-search-position down
14 to 797!! That's 5000 calls less. It dropped the number of uses of
15 `chess-incr-index' by 20,000. The new code is so fast I that when
16 it's byte-compiled, I never see an hourglass cursor, even on my
19 - Feature work remaining:
25 analysis/highlight tools
26 database interaction (chess-file.el, chess-scid.el)
28 ----------------------------------------------------------------------
30 - the game should go inactive once I lose by stalemate/checkmate
32 - detect draw/resign/abort/retract, etc., from ICS and common engines
34 - devise a better scheme for printing messages (use a catalog?) and
35 for when engines need to ask questions
37 - in chess-engine-filter and chess-ics-filter, if an error is
38 encountered, skip that line so the same error isn't triggered again
40 ----------------------------------------------------------------------
42 - Add support for adjournments; also, implement this is such a way
43 that an e-mail or postal game is basically a game that's adjourned
46 - There needs to be much more robustness; it's too easy to get the
47 game into an unplayable state right now
49 - Break my dependency on cl
51 - Use more asserts throughout the code
53 - Read-only mode needs to be a bit more vigorous. There's nothing
54 preventing the user from using M-x commands.
56 - Add an engine function for obtaining an evaluation of the current
57 position. Then, allow M-x chess to startup a non-game oriented
58 engine, solely for the purpose of submitting position evaluations,
59 and displaying the result in the modeline. (Also, look at crafty's
62 - Complete chess-pgn-mode
64 - Write a chess-database.el interface, and then add chess-lisp.el,
65 chess-file.el (PGN games in a flat file) and chess-scid.el
67 - Use MIME attachments (application/x-chess-pgn) for sending e-mail
68 chess games back and forth. Add code for special MIME handling of
71 - Copy some of ics.el's nicer functionality into chess-ics.el
73 - Add support for ICS observing
75 - Make the mode-line much more informative, with information on who is
78 - Turn on memory gc collection messages, and see how much of a pig
81 - Make as much of chess-game/ply/pos, etc., defsubst as possible.
83 - Create a series of generic functions and predicates, so that users
84 can say (chess-position OBJECT) or (chess-move OBJECT), without
85 needing to know the type of OBJECT.
87 - Change chess-display-set-... to chess-display-set, and make it use
88 the new generic functions.
90 - Use server-side sockets in chess-network, if Emacs supports it
92 - Support auto-saving of games to PGN, and saving them at appropriate
93 points; this will require database interaction support
95 - Allow ASCII displays to use a separate frame
97 - In edit mode, mouse-2 and mouse-3 should provide a drop-down list of
98 pieces the square can be set to. Cursor movement is really not the
99 best for chess-images. I still need to figure out how best to
100 handle cursor-type with that display.
102 - Still need to test many areas: position editing
104 - Implement engine options; then, in chess-puzzle set the option that
105 tells the engine not to resign.
107 - Add a display command for writing out the currently displayed game
108 to a file. It will use PGN for games, and FEN for positions.
110 - Remote displays are horribly insecure.
112 - When editing the board in display mode (or doing speculative moves),
113 doing them on a copy of the board with no hook except the display
114 hook. Then, if you like the result, it call be a `set' on the
115 original board from the copied board.
117 - Resize the chess board on a window resize event, if possible.
119 - Add chess-game-strip-annotations, for removing all annotations from
122 - Add a module for chatting between opponents
124 - Let the user specify a default size for the chess-images display
126 - Need to check for chess engine resignations
128 - Need a chess-clock.el module, especially for playing on ICS
130 - Port image display code to XEmacs
132 - Support chess by mail, with direct tie-ins to Gnus/RMAIL.
134 - Allow the opponent to give hints.
136 - Add a command that will load a saved game, continue it, and then
137 enter a move for whichever color is next to play. This would make
138 it trivial to add chess drivers to AIM, IRC, etc. The mere command
139 "!chess johnw37 Nf3" would mean: load the chess game johnw37, and
140 make my move as Nf3. It would also make chess by e-mail a snap to
143 - Add an analyze command that will indicate which pieces are defended,
144 how well, which are attacked, which moves would increase
145 defense/attack/both, etc. Basically, everything that can be known
146 about the current board, and one move ahead (on both sides).
148 - Add a warning mode that will use the results of an analysis to warn
149 the user (and ask for confirmation) before doing something that
150 might lead to an inferior position.
152 - Create chess-player.el, which creates persistent objects that
153 encapsulate information about any player: where he is, his name, his
154 opponent type, etc. This would maintain a log of games against that
155 player, their current chess rating, etc. Then, M-x chess would ask
156 you for a player, not an opponent.
158 - Add a Map command, that will colorize the squares depending on
159 whether they are reachable by either side. Green if reachable by
160 you, Red if by your opponent, and blue if by both. With a prefix
161 argument, colorize only the squares that have pieces on them. This
162 is a stable modes that remains in effect until turned off. It also
163 requires the ability to pass a color to the chessboard highlighting
166 - If a person selects a piece with the mouse, then uses right-click to
167 designate a target square, display the resulting board without
168 making a move. This requires copying chessboard-current-board to
169 chessboard-draft-board. If the user right-clicks without selecting
170 a piece, it will reset to chessboard-current-board and redraw.
172 - Using gnuplot-mode, allow evaluation trends to be plotted
176 profile, mem profile, doc, lint, checkdoc