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- #include "Minimax.h"
- #include "ChessGame.h"
- #include "Search.h"
- #include <iostream>
- #include <functional>
- #include <limits>
- #include <chrono>
- using namespace chessy;
- size_t chessy::perft(std::ostream& out, ChessGame& chessGame, int depth)
- {
- size_t result = 0;
- std::function<void(const MoveInfo&, ChessGame&, int, bool)> searcher;
- std::function<void(ChessGame&, int, bool)> iterate;
- // apply a move and search deeper
- searcher = [&result, &iterate] (const MoveInfo& mi, ChessGame& cg,
- int depth, bool print)
- {
- if (depth > 1) {
- UndoInfo ui = cg.doMove(mi);
- size_t interRes = result;
- iterate(cg, depth - 1, false);
- if (print)
- std::cout << mi.move.asString() << ": " <<
- (result - interRes) << std::endl;
- cg.undoMove(ui);
- }
- else {
- result++;
- }
- };
- // iterate through all positions in the current position
- iterate = [&searcher] (ChessGame& cg, int depth, bool print)
- {
- Search<decltype(searcher)&> search (searcher, cg);
- if (cg.getTurn() == WHITE_SIDE)
- search.iterateAll<WHITE_SIDE>(cg, depth, print);
- else
- search.iterateAll<BLACK_SIDE>(cg, depth, print);
- };
- using namespace std::chrono;
- auto begin = high_resolution_clock::now();
- iterate(chessGame, depth, true);
- auto end = high_resolution_clock::now();
- auto millis = duration_cast<milliseconds>(end - begin);
- double seconds = millis.count() / 1000.0;
- size_t nodesPerSecond = (result * 1000 * 1000 * 1000) /
- duration_cast<nanoseconds>(end - begin).count();
- out << "Searched " << result << " nodes in " << seconds <<
- " seconds. (at " << nodesPerSecond << " nodes per second)" << std::endl;
- return result;
- }
- #include <iostream>
- using namespace std;
- std::pair<Move, MoveValue> chessy::miniMax(ChessGame& cg, int depth)
- {
- std::vector<Move> moves;
- moves.reserve(200);
- if (cg.getTurn() == WHITE_SIDE)
- generateAllMoves<WHITE_SIDE>(cg, moves);
- else
- generateAllMoves<BLACK_SIDE>(cg, moves);
- const Board& b = cg.getBoard();
- auto isCheck = [&cg, &b] () {
- return cg.getTurn() == BLACK_SIDE ? b.isCheck<WHITE_SIDE>() :
- b.isCheck<BLACK_SIDE>();
- };
- Move bestMove{ 0, 0 };
- MoveValue alpha = -1e+30;
- MoveValue beta = 1e+30;
- for (Move move : moves) {
- MoveInfo mi{ move, cg };
- UndoInfo ui = cg.doMove(mi);
- MoveValue val;
- if (isCheck()) {
- cg.undoMove(ui);
- continue;
- }
- else {
- val = -negamaxImplementation(cg, depth - 1, -beta, -alpha);
- }
- //cout << move.asString() << ": " << val << ", " << best << ((val > best) ? " good" : " bad") << endl;
- //MoveValue val = 0.0;
- cg.undoMove(ui);
- if(val > alpha) {
- alpha = val;
- bestMove = move;
- }
- }
- return { bestMove, alpha }; //negamaxImplementation(chessGame, 5);
- }
- MoveValue chessy::negamaxImplementation(ChessGame& cg, int depth,
- chessy::MoveValue alpha, chessy::MoveValue beta)
- {
- if (depth <= 0) {
- if (cg.getTurn() == WHITE_SIDE)
- return evaluate<WHITE_SIDE>(cg);
- else
- return evaluate<BLACK_SIDE>(cg);
- }
- const Board& b = cg.getBoard();
- auto isCheck = [&cg, &b] () {
- return cg.getTurn() == BLACK_SIDE ? b.isCheck<WHITE_SIDE>() :
- b.isCheck<BLACK_SIDE>();
- };
- std::vector<Move> moves;
- if (cg.getTurn() == WHITE_SIDE)
- generateAllMoves<WHITE_SIDE>(cg, moves);
- else
- generateAllMoves<BLACK_SIDE>(cg, moves);
- bool thereIsMove = false;
- for (Move move : moves) {
- MoveInfo mi{ move, cg };
- UndoInfo ui = cg.doMove(mi);
- MoveValue val;
- if (isCheck())
- val = -1e+30;
- else {
- val = -negamaxImplementation(cg, depth - 1, -beta, -alpha);
- thereIsMove = true;
- }
- cg.undoMove(ui);
- if(val >= beta)
- return beta;
- if(val > alpha)
- alpha = val;
- }
- if (!thereIsMove)
- return 0.0;
- return alpha;
- }
- template<Side side>
- MoveValue chessy::evaluate(const ChessGame& game)
- {
- MoveValue piecePoints = 0;
- const Board& bd = game.getBoard();
- Bitboard p = bd.getPawns<side>();
- Bitboard n = bd.getKnights<side>();
- Bitboard b = bd.getBishops<side>();
- Bitboard r = bd.getRooks<side>();
- Bitboard q = bd.getQueens<side>();
- Bitboard k = bd.getKing<side>();
- for (auto pawn : PositionSet{ p })
- piecePoints += 0.5 / 8.0 * pawn.getRow() + 1.0;
- piecePoints += 1 * p.popcount();
- piecePoints += 3 * n.popcount();
- piecePoints += 3 * b.popcount();
- piecePoints += 4 * r.popcount();
- piecePoints += 6 * q.popcount();
- if (k == Bitboard(0ULL))
- piecePoints -= 100000;
- constexpr Side other = otherSide(side);
- p = bd.getPawns<other>();
- n = bd.getKnights<other>();
- b = bd.getBishops<other>();
- r = bd.getRooks<other>();
- q = bd.getQueens<other>();
- k = bd.getKing<other>();
- for (auto pawn : PositionSet{ p })
- piecePoints += 0.5 / 8.0 * (7 - pawn.getRow()) + 1.0;
- piecePoints -= 1 * p.popcount();
- piecePoints -= 3 * n.popcount();
- piecePoints -= 3 * b.popcount();
- piecePoints -= 4 * r.popcount();
- piecePoints -= 6 * q.popcount();
- if (k == Bitboard(0ULL))
- piecePoints += 100000;
- return piecePoints;
- }
- /*
- template MiniMax::BestMove MiniMax::minimax<WHITE_SIDE>(int);
- template MiniMax::BestMove MiniMax::minimax<BLACK_SIDE>(int);
- Move MiniMax::calculateBest(int depth)
- {
- if (game.getTurn() == WHITE_SIDE) {
- BestMove bm = minimax<WHITE_SIDE>(depth);
- return bm.move;
- }
- else
- return minimax<BLACK_SIDE>(depth).move;
- }
- template<Side side>
- float MiniMax::evaluate(void) const
- {
- int piecePoints = 0;
- Board& bd = game.getBoard();
- Bitboard p = bd.getPawns<side>();
- Bitboard n = bd.getKnights<side>();
- Bitboard b = bd.getBishops<side>();
- Bitboard r = bd.getRooks<side>();
- Bitboard q = bd.getQueens<side>();
- Bitboard k = bd.getKing<side>();
- piecePoints += 1 * p.popcount();
- piecePoints += 3 * n.popcount();
- piecePoints += 3 * b.popcount();
- piecePoints += 4 * r.popcount();
- piecePoints += 6 * q.popcount();
- if (k == Bitboard(0ULL))
- piecePoints -= 100000;
- const Side other = otherSide(side);
- p = bd.getPawns<other>();
- n = bd.getKnights<other>();
- b = bd.getBishops<other>();
- r = bd.getRooks<other>();
- q = bd.getQueens<other>();
- k = bd.getKing<other>();
- piecePoints -= 1 * p.popcount();
- piecePoints -= 3 * n.popcount();
- piecePoints -= 3 * b.popcount();
- piecePoints -= 4 * r.popcount();
- piecePoints -= 6 * q.popcount();
- if (k == Bitboard(0ULL))
- piecePoints += 100000;
-
- return piecePoints;
- }
- template<Side side>
- MiniMax::BestMove MiniMax::minimax(int depth)
- {
- if (depth == 0) {
- return { {0, 0}, -evaluate<side>() };
- }
- BestMove bestMove = { {0, 0}, -std::numeric_limits<float>::infinity() };
- Board& board = game.getBoard();
- Bitboard friends;
- Bitboard enemies;
- if (side == WHITE_SIDE) {
- friends = board.getWhites();
- enemies = board.getBlacks();
- }
- else {
- friends = board.getBlacks();
- enemies = board.getWhites();
- }
- const Board temp = board;
- PawnPushGenerator<side> mg{ game };
- for (Move push : mg) {
- Bitboard& pawns = board.getPawns<side>();
- Bitboard pTemp = pawns;
- pawns.applyMove(push);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = push;
- bestMove.overwriteIfBetter(m);
- pawns = pTemp;
- }
- PawnDoublePushGenerator<side> dp{ game };
- for (Move push : dp) {
- Bitboard& pawns = board.getPawns<side>();
- Bitboard pTemp = pawns;
- pawns.applyMove(push);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = push;
- bestMove.overwriteIfBetter(m);
- pawns = pTemp;
- }
- PawnCaptureGenerator<side, LEFT> pl{ game };
- for (Move capture : pl) {
- Bitboard& pawns = board.getPawns<side>();
- board.removeAt(capture.destination);
- pawns.applyMove(capture);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = capture;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
-
- PawnCaptureGenerator<side, RIGHT> pr{ game };
- for (Move capture : pr) {
- Bitboard& pawns = board.getPawns<side>();
- board.removeAt(capture.destination);
- pawns.applyMove(capture);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = capture;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- PromotionGenerator<side> pg{ game };
- for (Move promotion : pg) {
- Bitboard& pawns = board.getPawns<side>();
- board.removeAt(promotion.destination);
- pawns.applyMove(promotion);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = promotion;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- Bitboard& ns = board.getKnights<side>();
- PositionSet knights { ns };
- for (auto knight : knights) {
- for (auto pos : KnightMoveGenerator{ knight, friends }) {
- Move move = { knight, pos };
- board.removeAt(move.destination);
- ns.applyMove(move);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- }
- Bitboard& bs = board.getBishops<side>();
- PositionSet bishops { bs };
- for (auto bishop : bishops) {
- for (auto pos : PrimitiveBishopMoveGenerator{ bishop, enemies, friends }) {
- Move move = { bishop, pos };
- board.removeAt(move.destination);
- bs.applyMove(move);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- }
- Bitboard& rs = board.getRooks<side>();
- PositionSet rooks { rs };
- for (auto rook : rooks) {
- for (auto pos : PrimitiveRookMoveGenerator{ rook, enemies, friends }) {
- Move move = { rook, pos };
- board.removeAt(move.destination);
- rs.applyMove(move);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- }
- Bitboard& qs = board.getQueens<side>();
- PositionSet queens { qs };
- for (auto queen : queens) {
- for (auto pos : PrimitiveQueenMoveGenerator{ queen, enemies, friends }) {
- Move move = { queen, pos };
- board.removeAt(move.destination);
- qs.applyMove(move);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- }
- Bitboard& king = board.getKing<side>();
- Index kingIndex = king.getLeastSignificantBit();
- for (auto pos : KingMoveGenerator{ king, friends }) {
- Move move = { kingIndex, pos };
- board.removeAt(pos);
- king.applyMove(move);
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- //if (depth >= 3)
- // std::cout << m.move.asString() << " " << bestMove.value << " -> " << m.value << std::endl;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- if (side == WHITE_SIDE) {
- if (game.getCanCastleKingSide(side)) {
- if((board.getWhites().bits & 0x6) == 0) {
- Move kingMove = {3, 1};
- Move rookMove = {0, 2};
- king.applyMove(kingMove);
- rs.applyMove(rookMove);
- board = temp;
- }
- }
- }
- for (auto pos : CastlingGenerator<side>{ game }) {
- Move move = { kingIndex, pos };
- king.applyMove(move);
-
- BestMove m = minimax<otherSide(side)>(depth - 1);
- m.move = move;
- //if (depth >= 3)
- // std::cout << m.move.asString() << " " << bestMove.value << " -> " << m.value << std::endl;
- bestMove.overwriteIfBetter(m);
- board = temp;
- }
- float v = evaluate<side>();
- bestMove.value *= 0.9f;
- bestMove.value += v * 0.2f;
- return -bestMove;
- }
- */
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