- branch:
checkpoint/01-path-bfs - commit:
43a1b93 - tag:
checkpoint-01-path-bfs
"We scraped a Quoridor site, but the real AI lives on a server. So we're building Titanium Engine in Rust — and the first thing a fast engine needs is: can each player still reach their goal?"
engine/src/board.rs— pawn positions, wall bitboards, 0-indexed internal coordsengine/src/grid.rs— O(1) wall tests,can_stepported from scraped JSengine/src/path.rs— stack BFS withu128visited mask (81 squares)
- Uniform step cost → BFS is correct and simple
- Same algorithm family as the scraped
isWallBlockingingameLogic.js - D* Lite is for incremental replanning when the board changes slightly — overkill for v1
cd engine
cargo test path::
cargo test board::Show test: start position distance 8 for both players.
- Walls stored as two
u64bitboards (horizontal + vertical) - Internal row 0 = UI row 1 (
e1) - Goal: sub-microsecond reachability checks for wall validation later
"Next we generate every legal pawn jump and wall — and prove it matches JavaScript."