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There are several ways to create a chessboard in Python with the ability to drag pieces around. One way is to use a graphical user interface (GUI) library such as Pygame or tkinter. Here is an example of creating a chessboard using tkinter:

import tkinter as tk

class Chessboard:
    def __init__(self, master):
        self.master = master
        self.canvas = tk.Canvas(self.master, width=480, height=480, bg='white')
        self.canvas.pack()
        self.create_board()
        self.pieces = {} # dictionary to store the piece objects
        self.selected_piece = None # variable to store the currently selected piece
        self.canvas.bind('<Button-1>', self.select_piece) # bind left mouse button to select_piece method
        self.canvas.bind('<B1-Motion>', self.move_piece) # bind left mouse button drag to move_piece method
        self.canvas.bind('<ButtonRelease-1>', self.release_piece) # bind left mouse button release to release_piece method

    def create_board(self):
        for i in range(8):
            for j in range(8):
                if (i + j) % 2 == 0:
                    self.canvas.create_rectangle(i*60, j*60, (i+1)*60, (j+1)*60, fill='white')
                else:
                    self.canvas.create_rectangle(i*60, j*60, (i+1)*60, (j+1)*60, fill='gray')

    def select_piece(self, event):
        item = self.canvas.find_closest(event.x, event.y)[0] # get the closest object to the mouse click
        tags = self.canvas.gettags(item) # get the tags attached to that object
        if 'piece' in tags: # if the selected object is a piece
            self.selected_piece = item # store the selected piece object in selected_piece variable

    def move_piece(self, event):
        if self.selected_piece: # if there is a selected piece object
            self.canvas.coords(self.selected_piece, event.x-30, event.y-30, event.x+30, event.y+30) # move the piece object
        self.master.update() # update the display

    def release_piece(self, event):
        if self.selected_piece: # if there is a selected piece object
            item = self.canvas.find_closest(event.x, event.y)[0] # get the closest object to the mouse release
            tags = self.canvas.gettags(item) # get the tags attached to that object
            if 'square' in tags: # if the selected square is empty
                self.canvas.coords(self.selected_piece, item+15, item+15, item-15, item-15) # move the piece to the selected square
                self.canvas.dtag(self.selected_piece, 'piece') # remove the 'piece' tag from the original square
                self.canvas.addtag_withtag('piece', item) # add the 'piece' tag to the selected square
        self.selected_piece = None # reset the selected_piece variable

root = tk.Tk()
root.title('Chessboard')
chessboard = Chessboard(root)
root.mainloop()

In this example, we first create a Chessboard class that inherits from tkinter.Frame. We place a canvas on the frame where we create the chessboard using a nested loop. Each square is a rectangle with either white or gray color, depending on its position. We then attach event bindings to the canvas to detect mouse clicks, mouse drags, and mouse releases. When the left mouse button is clicked, we get the closest object to the mouse click and check if it is a piece object by checking for the 'piece' tag. If it is, we store the piece object in the selectedpiece variable. When the left mouse button is dragged, we move the selected piece object by changing its coordinates. We also call the update method of the tkinter.Tk object to update the display while the piece is being dragged. Finally, when the left mouse button is released, we get the closest object to the mouse release and check if it is a square object by checking for the 'square' tag. If it is, we move the selected piece object to the center of the square and update the tags of the original and selected squares to indicate whether they are occupied by a piece or not. We then reset the selectedpiece variable to None to indicate that there is no longer a selected piece.