fixed warnings
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62a35ecafd
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4eae988999
@ -46,31 +46,32 @@ namespace ai {
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class v2_alpha_beta : public AI {
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class v2_alpha_beta : public AI {
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// looks two moves ahead, with alpha-beta pruning (no move ordering)
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// looks two moves ahead, with alpha-beta pruning (no move ordering)
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int _search(const Board&, int, int, int);
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virtual int _search(const Board&, int, int, int);
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public:
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public:
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v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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Move _search(const Board&) override;
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virtual Move _search(const Board&) override;
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int eval(const Board&) override;
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virtual int eval(const Board&) override;
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};
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};
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class v3_AB_ordering : public AI {
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class v3_AB_ordering : public AI {
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// looks two moves ahead, with alpha-beta pruning, with move ordering
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// looks two moves ahead, with alpha-beta pruning, with move ordering
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virtual int _search(const Board&, int, int, int);
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virtual int _ab_search(const Board&, int, int, int);
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public:
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public:
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v3_AB_ordering(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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v3_AB_ordering(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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Move _search(const Board&) override;
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virtual Move _search(const Board&) override;
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int eval(const Board&) override;
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virtual int eval(const Board&) override;
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};
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};
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class v4_search_captures : public v3_AB_ordering {
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class v4_search_captures : public v3_AB_ordering {
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protected:
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// same as v3, but looking at only at captures when leaf is reached,
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// same as v3, but looking at only at captures when leaf is reached,
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// until no captures are left
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// until no captures are left
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int _search(const Board&, int, int, int) override;
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virtual int _ab_search(const Board&, int, int, int) override;
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int _search_captures(const Board&, int, int);
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virtual int _search_captures(const Board&, int, int);
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public:
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public:
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v4_search_captures(bool w, std::chrono::milliseconds tt)
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v4_search_captures(bool w, std::chrono::milliseconds tt)
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@ -85,6 +86,7 @@ namespace ai {
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v5_better_endgame(bool w, std::chrono::milliseconds tt)
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v5_better_endgame(bool w, std::chrono::milliseconds tt)
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: v4_search_captures(w, tt) {}
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: v4_search_captures(w, tt) {}
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int eval(const Board&) override;
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virtual int eval(const Board&) override;
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};
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};
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};
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} // namespace ai
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} // namespace ai
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@ -25,9 +25,11 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
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std::map<Move, std::future<int>> futures;
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std::map<Move, std::future<int>> futures;
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for (const Move& move : moves) {
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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Board tmp_board = b.make_move(move);
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futures.insert({move, pool.enqueue([&, tmp_board]() {
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futures.insert(
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return _search(tmp_board, 3, -INFINITY, INFINITY);
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{move, pool.enqueue([&, tmp_board]() {
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})});
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return _ab_search(tmp_board, 3, -INFINITY, INFINITY);
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})}
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);
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}
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}
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int counter = 0;
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int counter = 0;
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@ -58,7 +60,7 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
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return best_move;
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return best_move;
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}
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}
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int ai::v3_AB_ordering::_search(
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int ai::v3_AB_ordering::_ab_search(
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const Board& b, int depth, int alpha, int beta
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const Board& b, int depth, int alpha, int beta
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) {
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) {
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if (depth == 0 || stop_computation)
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if (depth == 0 || stop_computation)
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@ -78,7 +80,7 @@ int ai::v3_AB_ordering::_search(
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Move best_move;
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Move best_move;
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for (const Move& move : moves) {
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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Board tmp_board = b.make_move(move);
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int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
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int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
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if (tmp_eval >= beta)
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if (tmp_eval >= beta)
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return beta;
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return beta;
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alpha = std::max(alpha, tmp_eval);
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alpha = std::max(alpha, tmp_eval);
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@ -9,7 +9,7 @@
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static int position_counter;
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static int position_counter;
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int ai::v4_search_captures::_search(
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int ai::v4_search_captures::_ab_search(
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const Board& b, int depth, int alpha, int beta
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const Board& b, int depth, int alpha, int beta
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) {
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) {
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if (depth == 0 || stop_computation)
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if (depth == 0 || stop_computation)
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@ -29,7 +29,7 @@ int ai::v4_search_captures::_search(
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Move best_move;
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Move best_move;
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for (const Move& move : moves) {
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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Board tmp_board = b.make_move(move);
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int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
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int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
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if (tmp_eval >= beta)
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if (tmp_eval >= beta)
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return beta;
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return beta;
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alpha = std::max(alpha, tmp_eval);
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alpha = std::max(alpha, tmp_eval);
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