Glossary¶
- A*
An informed graph search algorithm that finds the shortest path using a heuristic to guide exploration.
- BFS
Breadth-First Search; explores all nodes at a given distance before proceeding further. Used here for parking-spot selection.
- Bitboard
A 64-bit integer where each bit represents one square of the chess board. Bit set = square occupied.
- Blocker
A piece that sits on an intermediate square of another piece’s intended movement path.
- BoardCoord
The
(row, col)struct representing a physical square on the board.- Chebyshev Distance
The maximum of $|\Delta r|$ and $|\Delta c|$ between two squares; equals the minimum number of king moves.
- FEN
Forsyth-Edwards Notation; used here to identify squares via two-character algebraic names (e.g.
e4).- Gantry
The motorised XY carriage beneath the board that moves a magnet to drag pieces.
- Manhattan Distance
The sum $|\Delta r| + |\Delta c|$; minimum steps if only orthogonal movement is allowed.
- MovePlan
The complete, ordered execution plan for one chess move on the physical board.
- Parking Spot
A temporary empty square to which a blocking piece is relocated while the primary move is executed.
- Path
An ordered sequence of
BoardCoordvalues (not including source) that the gantry head traverses.- PhysicalBoard
The occupancy-tracking class used during move planning; mutated on a temporary copy.
- PhysicalMove
A simple descriptor of a piece movement: source, destination, piece type, and capture flag.
- RelocationPlan
A plan to temporarily move a single blocker to a parking spot, including the route.
- Restoration
The return of a temporarily parked piece to its original square after the primary move completes.