Strengthening a C# Chess Rules Engine
Improved the game logic behind a C# chess application by separating board state, move generation, and legal-move validation into clearer, more dependable responsibilities.
TL;DR
- Problem: Interdependent chess rules made move validation and board-state changes increasingly difficult to reason about
- Solution: Reorganized the logic around explicit state, reusable move validation, and controlled move application
- Impact: Improved correctness, debuggability, and the foundation for continued rules-engine development
Technical Leadership
- Analyzed the rules engine as a state-management problem rather than treating each piece as an isolated collection of movement rules.
- Separated move evaluation from move execution so a proposed move could be inspected before it changed the active board.
- Reduced duplicated rule checks by moving shared validation into focused, reusable logic.
