Games::Go::SimpleBoard - represent a simple go board


   use Games::Go::SimpleBoard;


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Marker types for each board position (ORed together):

   MARK_B            # normal black stone
   MARK_W            # normal whit stone
   MARK_GRAYED       # in conjunction with MARK_[BW], grays the stone

   MARK_SMALL_B      # small stone, used for scoring or marking
   MARK_SMALL_W      # small stone, used for scoring or marking
   MARK_SMALL_GRAYED # in conjunction with MARK_SMALL_[BW], grays the stone

   MARK_TRIANGLE     # triangle mark
   MARK_SQUARE       # square mark
   MARK_CIRCLE       # circle mark
   MARK_CROSS        # cross mark

   MARK_LABEL        # a text label
   MARK_HOSHI        # this is a hoshi point (not used much)
   MARK_MOVE         # this is a regular move
   MARK_KO           # this is a ko position
   MARK_REDRAW       # ignored, can be used for your own purposes

   COLOUR_WHITE      # guaranteed to be 0
   COLOUR_BLACK      # guaranteed to be 1

   MOVE_HANDICAP     # used as "x-coordinate" for handicap moves
   MOVE_PASS         # can be used as "x-coordinate" for pass moves


my $board = new $size

Creates a new empty board of the given size.

$board->{size} stores the board size.

$board->{max} stores the maximum board coordinate (size-1).

$board->{captures}[COLOUR_xxx] stores the number of captured stones for the given colour.

$board->{board} stores a two-dimensional array with board contents.

$hint = $board->update ([update-structures...])

Each update-structure itself is also an array-ref:

   [$x, $y, $clr, $set, $label, $hint] # update or move
   [MOVE_HANDICAP, $handicap]          # black move, setup handicap
   [MOVE_PASS]                         # pass
   []                                  # also pass (deprecated!)

It changes the board or executes a move, by first clearing the bits specified in $clr, then setting bits specified in $set.

If $set includes MARK_LABEL, the label text must be given in $label.

If $set contains MARK_MOVE then surrounded stones will be removed from the board and (simple) Kos are detected and marked with square symbols and MARK_KO, after removing other marking symbols. The markings are also removed with the next next update structure that uses MARK_MOVE, so this flag is suited well for marking, well, moves. Note that you can make invalid "moves" (such as suicide) and update will try to cope with it. You can use is_valid_move to avoid making illegal moves.

For handicap "moves", currently only board sizes 9, 13 and 19 are supported and only handicap values from 2 to 9. The placement follows the IGS rules, if you want other placements, you have to set it up yourself.

This function modifies the $hint member of the specified structure to speed up repeated board generation and updates with the same update structures.

If the hint member is a reference the scalar pointed to by the reference is updated instead.

If all this hint member thing is confusing, just ignore it and specify it as undef or leave it out of the array entirely. Do make sure that you keep your update structures around as long as previous updates don't change, however, as regenerating a full board position from hinted update structures is much faster then recreating it from fresh update structures.

Example, make two silly moves:

  $board->update ([[0, 18, -1, MARK_B | MARK_MOVE],
                   [0, 17, -1, MARK_W | MARK_MOVE]]);
$board->is_valid_move ($colour, $x, $y[, $may_suicide])

Returns true if the move of the given colour on the given coordinates is valid or not. Kos are taken into account as long as they are marked with MARK_KO. Suicides are invalid unless $may_suicide is true (e.g. for new zealand rules)


Marc Lehmann <>