implemented alpha beta pruning

This commit is contained in:
Karma Riuk 2025-02-07 17:49:08 +01:00
parent 9942832b18
commit 10de9828be
6 changed files with 149 additions and 40 deletions

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@ -2,6 +2,7 @@
#include "controller/controller.hpp" #include "controller/controller.hpp"
#include "controller/human_vs_ai.hpp" #include "controller/human_vs_ai.hpp"
#include "controller/manual.hpp" #include "controller/manual.hpp"
#include "model/ais/ai.hpp"
#include "model/perft/perft.hpp" #include "model/perft/perft.hpp"
#include "view/gui.hpp" #include "view/gui.hpp"
#include "view/noop.hpp" #include "view/noop.hpp"
@ -23,9 +24,8 @@ int main(int argc, char* argv[]) {
Board b = Board::setup_fen_position(pos); Board b = Board::setup_fen_position(pos);
ai::v0_random p1(true, std::chrono::milliseconds(1000)); ai::v0_random p1(true, std::chrono::milliseconds(1000));
// ai::v1_simple p1(false, std::chrono::milliseconds(100000)); // ai::v1_pure_minimax p2(false, std::chrono::milliseconds(150000));
ai::v1_pure_minimax p2(false, std::chrono::milliseconds(150000)); ai::v2_alpha_beta p2(false, std::chrono::milliseconds(150000));
// ai::v0_random p2(false, std::chrono::milliseconds(10000));
NoOpView gui; NoOpView gui;
AIvsAIController manual(b, gui, p1, p2); AIvsAIController manual(b, gui, p1, p2);

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@ -43,4 +43,15 @@ namespace ai {
Move _search(const Board&) override; Move _search(const Board&) override;
int eval(const Board&) override; int eval(const Board&) override;
}; };
class v2_alpha_beta : public AI {
// looks two moves ahead, with alpha-beta pruning (no move ordering)
int _search(const Board&, int, int, int);
public:
v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
Move _search(const Board&) override;
int eval(const Board&) override;
};
} // namespace ai } // namespace ai

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@ -1,14 +1,13 @@
#include "../pieces/piece.hpp" #include "../pieces/piece.hpp"
#include "../utils/threadpool.hpp" #include "../utils/threadpool.hpp"
#include "../utils/utils.hpp"
#include "ai.hpp" #include "ai.hpp"
#include <map> #include <map>
#define MULTITHREADED 1 #define MULTITHREADED 1
static int INFINITY = std::numeric_limits<int>::max(); static int position_counter;
int position_counter;
Move ai::v1_pure_minimax::_search(const Board& b) { Move ai::v1_pure_minimax::_search(const Board& b) {
position_counter = 0; position_counter = 0;
@ -79,40 +78,6 @@ int ai::v1_pure_minimax::_search(const Board& b, int depth) {
return best_evaluation; return best_evaluation;
} }
static int PawnValue = 100;
static int KnightValue = 300;
static int BishopValue = 320;
static int RookValue = 500;
static int QueenValue = 900;
int count_material(const Board& b, int8_t colour) {
int ret = 0;
for (int i = 0; i < 64; i++) {
if (b.colour_at(i) == colour)
switch (b.piece_at(i)) {
case Piece::Pawn:
ret += PawnValue;
break;
case Piece::Knigt:
ret += KnightValue;
break;
case Piece::Bishop:
ret += BishopValue;
break;
case Piece::Rook:
ret += RookValue;
break;
case Piece::Queen:
ret += QueenValue;
break;
case Piece::King:
case Piece::None:
break;
}
}
return ret;
}
int ai::v1_pure_minimax::eval(const Board& b) { int ai::v1_pure_minimax::eval(const Board& b) {
position_counter++; position_counter++;
int white_eval = count_material(b, Colour::White); int white_eval = count_material(b, Colour::White);

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@ -0,0 +1,93 @@
#include "../pieces/piece.hpp"
#include "../utils/threadpool.hpp"
#include "../utils/utils.hpp"
#include "ai.hpp"
#include <map>
#define MULTITHREADED 1
static int position_counter;
Move ai::v2_alpha_beta::_search(const Board& b) {
position_counter = 0;
std::vector<Move> moves = b.all_legal_moves();
Move best_move;
int best_eval = -INFINITY;
#if MULTITHREADED
ThreadPool pool(std::thread::hardware_concurrency());
std::cout << "Have to look at " << moves.size() << " moves" << std::endl;
std::map<Move, std::future<int>> futures;
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
futures.insert({move, pool.enqueue([&, tmp_board]() {
return _search(tmp_board, 3, -INFINITY, INFINITY);
})});
}
int counter = 0;
for (auto& [move, future] : futures) {
int eval = future.get();
counter++;
if (!am_white)
eval *= -1;
if (eval > best_eval) {
best_eval = eval;
best_move = move;
}
}
#else
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
std::cout << "Looking at " << move << std::endl;
int eval = _search(tmp_board, 3);
if (!am_white)
eval *= -1;
if (eval > best_eval) {
best_eval = eval;
best_move = move;
}
}
#endif
std::cout << "Looked at " << position_counter << " positions" << std::endl;
return best_move;
}
int ai::v2_alpha_beta::_search(const Board& b, int depth, int alpha, int beta) {
if (depth == 0 || stop_computation)
return eval(b);
if (b.no_legal_moves()) {
if (b.is_check())
return -INFINITY;
return 0;
}
std::vector<Move> moves = b.all_legal_moves();
Move best_move;
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
if (tmp_eval >= beta)
return beta;
alpha = std::max(alpha, tmp_eval);
}
return alpha;
}
int ai::v2_alpha_beta::eval(const Board& b) {
position_counter++;
int white_eval = count_material(b, Colour::White);
int black_eval = count_material(b, Colour::Black);
int evaluation = white_eval - black_eval;
int perspective = b.white_to_play ? 1 : -1;
return perspective * evaluation;
}

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@ -1,8 +1,38 @@
#include "utils.hpp" #include "utils.hpp"
#include "../board/board.hpp"
std::vector<int8_t> to_target_square(std::vector<Move> moves) { std::vector<int8_t> to_target_square(std::vector<Move> moves) {
std::vector<int8_t> ret; std::vector<int8_t> ret;
for (Move move : moves) for (Move move : moves)
ret.push_back(move.target_square); ret.push_back(move.target_square);
return ret; return ret;
} }
int count_material(const Board& b, int8_t colour) {
int ret = 0;
for (int i = 0; i < 64; i++) {
if (b.colour_at(i) == colour)
switch (b.piece_at(i)) {
case Piece::Pawn:
ret += PawnValue;
break;
case Piece::Knigt:
ret += KnightValue;
break;
case Piece::Bishop:
ret += BishopValue;
break;
case Piece::Rook:
ret += RookValue;
break;
case Piece::Queen:
ret += QueenValue;
break;
case Piece::King:
case Piece::None:
break;
}
}
return ret;
}

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@ -3,6 +3,16 @@
#include "move.hpp" #include "move.hpp"
#include <cstdint> #include <cstdint>
#include <limits>
#include <vector> #include <vector>
std::vector<int8_t> to_target_square(std::vector<Move>); std::vector<int8_t> to_target_square(std::vector<Move>);
int count_material(const Board&, int8_t);
const int INFINITY = std::numeric_limits<int>::max();
const int PawnValue = 100;
const int KnightValue = 300;
const int BishopValue = 320;
const int RookValue = 500;
const int QueenValue = 900;