| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431 | #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);        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);        }        //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] (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;}/*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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