draughts checkers - data structure and move generation
i have programmed my own chess engine that uses rotated bitboards and I was
wondering what the best data structure for checkers is and how such a data
structure can be used to allow fast generation of moves.
I am looking for a document like the one on rotated bitboards by Dr. Hyatt,
only, this time for checkers. I woke up with this question and... looked on
google, but did not find much.
Thanks in advance,