<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Chess on Salman's Blog</title><link>https://salmanfs.ca/tags/chess/</link><description>Recent content in Chess on Salman's Blog</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Sun, 01 Jan 2017 03:20:50 +0000</lastBuildDate><atom:link href="https://salmanfs.ca/tags/chess/index.xml" rel="self" type="application/rss+xml"/><item><title>Shogi</title><link>https://salmanfs.ca/posts/shogi/</link><pubDate>Sun, 01 Jan 2017 03:20:50 +0000</pubDate><guid>https://salmanfs.ca/posts/shogi/</guid><description>&lt;p&gt;I was the team leader for a term project in a software engineering course. Our team of 5 developers designed, developed and tested a program to play Shogi, a Japanese variant of chess. We used Julia for programming , GTK+ library for the graphical user interface, SQLite3 for the database and Fossil for version control. Users had the option to play the game in multiplayer mode with another user on the same computer, over email or over the local area network. Players could play the game using the CLI (colorful ASCII art) or the GUI. The program included 4 game modes (minishogi, standard shogi, chu shogi and tenjiku shogi) and 5 difficulty levels (normal, hard, suicidal, protracted death and random). The different game modes meant different pieces and a unique set of permissible movements for each. The difficulty levels were for how challenging the AI would play against the user. We also setup a one-click installation procedure (Linux and Windows compatible) for the game to ease installation headaches for users (download dependencies, create a launcher icon, etc.).&lt;/p&gt;</description></item></channel></rss>