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- #include "Minimax.h"
- #include "ChessGame.h"
- #include <limits>
- using namespace chessy;
- template MiniMax::BestMove MiniMax::minimax<WHITE_SIDE>(int);
- template MiniMax::BestMove MiniMax::minimax<BLACK_SIDE>(int);
- #include <iostream>
- 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;
- }
- /*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;
- }*/
- float v = evaluate<side>();
- bestMove.value *= 0.9f;
- bestMove.value += v * 0.2f;
- return -bestMove;
- }
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