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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;
-
- 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 = [&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);
- orderMoves<WHITE_SIDE>(cg, moves);
- }
- else {
- generateAllMoves<BLACK_SIDE>(cg, moves);
- orderMoves<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);
- }
-
-
- cg.undoMove(ui);
- if(val > alpha) {
- alpha = val;
- bestMove = move;
- }
- }
- return { bestMove, alpha };
- }
- 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] (Side turn) {
- return turn == BLACK_SIDE ? b.isCheck<WHITE_SIDE>() :
- b.isCheck<BLACK_SIDE>();
- };
- std::vector<Move> moves;
- if (cg.getTurn() == WHITE_SIDE) {
- generateAllMoves<WHITE_SIDE>(cg, moves);
- orderMoves<WHITE_SIDE>(cg, moves);
- }
- else {
- generateAllMoves<BLACK_SIDE>(cg, moves);
- orderMoves<BLACK_SIDE>(cg, moves);
- }
- bool thereIsMove = false;
- for (Move move : moves) {
- MoveInfo mi{ move, cg };
- UndoInfo ui = cg.doMove(mi);
- MoveValue val;
- if (isCheck(cg.getTurn()))
- 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 isCheck(otherSide(cg.getTurn())) ? -1e+30 : 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 += 5 * r.popcount();
- piecePoints += 9 * q.popcount();
- 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 -= 5 * r.popcount();
- piecePoints -= 9 * q.popcount();
- return piecePoints;
- }
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