I have a chess variants engine that plays suicide chess and losers chess along with normal chess. I might, over time, add more variants to my engine. The engine is implemented completely in C++ with proper usage of OOP. My question is related to design of such a variant engine.
Initially the project started as a suicide-only engine while over time I added other flavors. For adding new variants, I experimented using polymorphism in C++ first. For instance, a MoveGenerator
abstract class had two subclasses SuicideMoveGenerator
and NormalMoveGenerator
and depending on the type of game chosen by user, a factory would instantiate the right subclass. But I found this to be much slower - obviously because instantiating classes containing virtual functions and calling virtual functions in tight loops are both quite inefficient.
But then it occurred to me to use C++ templates with template specialization for separating logic for different variants with maximum reuse of code. This also seemed very logical because dynamic linking is not really necessary in the context as once you choose the type of game, you basically stick with it until the end of the game. C++ template specialization provides exactly this - static polymorphism. The template parameter is either SUICIDE
or LOSERS
or NORMAL
.
enum GameType { LOSERS, NORMAL, SUICIDE };
So once user selects a game type, appropriate game object is instantiated and everything called from there will be appropriately templatized. For instance if user selects suicide chess, lets say:
ComputerPlayer<SUICIDE>
object is instantiated and that instantiation basically is linked to the whole control flow statically. Functions in ComputerPlayer<SUICIDE>
would work with MoveGenerator<SUICIDE>
, Board<SUICIDE>
and so on while corresponding NORMAL
one will appropriately work.
On a whole, this lets me instantiate the right templatize specialized class at the beginning and without any other if
conditions anywhere, the whole thing works perfectly. The best thing is there is no performance penalty at all!
The main downside with this approach however is that using templates makes your code a bit harder to read. Also template specialization if not appropriately handled can lead to major bugs.
I wonder what do other variant engine authors normally do for separation of logic (with good reuse of code)?? I found C++ template programming quite suitable but if there's anything better out there, I would be glad to embrace. In particular, I checked Fairymax engine by Dr. H G Muller but that uses config files for defining game rules. I don't want to do that because many of my variants have different extensions and by making it generic to the level of config-files the engine might not grow strong. Another popular engine Sjeng is littered with if
conditions everywhere and I personally feel thats not a good design.
Any new design insights would be very useful.