made ai better at endgames (it's just a start)
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18
src/main.cpp
18
src/main.cpp
@ -13,24 +13,26 @@
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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// std::string pos =
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// std::string pos =
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// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 ";
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// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 ";
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// std::string pos = "8/6K1/5P2/8/1k6/8/8/8 w - - 0 1";
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std::string pos = "3r4/3r4/3k4/8/3K4/8/8/8 w - - 0 1";
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// pos for ai timing<
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// pos for ai timing<
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std::string pos =
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// std::string pos =
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"r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0 3";
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// "r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0
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// 3";
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Board b = Board::setup_fen_position(pos);
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Board b = Board::setup_fen_position(pos);
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000));
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// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000));
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// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000));
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// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000));
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ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000));
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// ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000));
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// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000));
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// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000));
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ai::v5_better_endgame p2(false, std::chrono::milliseconds(20000));
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// GUI gui;
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GUI gui;
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NoOpView gui;
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// NoOpView gui;
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AIvsAIController manual(b, gui, p1, p2);
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// AIvsAIController manual(b, gui, p1, p2);
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// HumanVsAIController manual(b, gui, p2);
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HumanVsAIController manual(b, gui, p2);
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Controller& controller = manual;
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Controller& controller = manual;
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@ -76,4 +76,15 @@ namespace ai {
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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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: v3_AB_ordering(w, tt) {}
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: v3_AB_ordering(w, tt) {}
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};
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};
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class v5_better_endgame : public v4_search_captures {
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// same as v4, but with a better evaluation function, that forces the
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// king towards the corner of the board for endgames
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public:
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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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int eval(const Board&) override;
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};
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} // namespace ai
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} // namespace ai
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52
src/model/ais/v5_better_endgames.cpp
Normal file
52
src/model/ais/v5_better_endgames.cpp
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@ -0,0 +1,52 @@
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#include "../pieces/piece.hpp"
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#include "../utils/utils.hpp"
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#include "ai.hpp"
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#include <algorithm>
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static int force_king_to_corner(
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int8_t attacking_king, int8_t defending_king, float endgame_weight
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) {
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int eval = 0;
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Coords def_xy = Coords::from_index(defending_king);
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Coords def_dist_to_center{
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std::max(3 - def_xy.x, def_xy.x - 4),
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std::max(3 - def_xy.y, def_xy.y - 4)
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};
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eval += def_dist_to_center.x + def_dist_to_center.y;
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// make attacking king go closer to defending king to cut off escape routes
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Coords attack_xy = Coords::from_index(attacking_king);
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Coords dist_between_kings{
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std::abs(attack_xy.x - def_xy.x),
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std::abs(attack_xy.y - def_xy.y)
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};
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int distance = dist_between_kings.x + dist_between_kings.y;
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eval += 14 - distance;
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return (int) (eval * 10 * endgame_weight);
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}
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static float endgame_phase_weight(int material_count_no_pawns) {
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static int endgame_material_start =
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RookValue * 2 + BishopValue + KnightValue;
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float multiplier = 1.f / endgame_material_start;
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return 1.f - std::min(1.f, material_count_no_pawns * multiplier);
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}
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int ai::v5_better_endgame::eval(const Board& b) {
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int old_eval = v4_search_captures::eval(b);
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Colour attacking_colour = b.white_to_play ? White : Black;
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Colour defending_colour = b.white_to_play ? Black : White;
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return old_eval
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+ force_king_to_corner(
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b.get_king_of(attacking_colour),
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b.get_king_of(defending_colour),
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endgame_phase_weight(
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count_material(b, attacking_colour, false)
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+ count_material(b, defending_colour, false)
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)
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);
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}
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@ -8,7 +8,6 @@
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struct Board {
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struct Board {
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private:
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private:
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int8_t get_king_of(int8_t) const;
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bool _no_legal_moves_for(Colour) const;
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bool _no_legal_moves_for(Colour) const;
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bool _is_check_for(Colour) const;
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bool _is_check_for(Colour) const;
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bool nlm = false, check = false;
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bool nlm = false, check = false;
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@ -25,6 +24,7 @@ struct Board {
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static Board setup_fen_position(std::string fen);
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static Board setup_fen_position(std::string fen);
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int8_t get_king_of(int8_t) const;
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Board skip_turn() const;
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Board skip_turn() const;
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Board make_move(Move, bool = true) const;
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Board make_move(Move, bool = true) const;
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std::string to_fen() const;
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std::string to_fen() const;
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@ -26,10 +26,13 @@ int piece_value(Piece p) {
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}
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}
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}
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}
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int count_material(const Board& b, int8_t colour) {
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int count_material(const Board& b, int8_t colour, bool count_pawns) {
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int ret = 0;
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int ret = 0;
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for (int i = 0; i < 64; i++)
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for (int i = 0; i < 64; i++) {
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if (b.piece_at(i) == Pawn && !count_pawns)
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continue;
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if (b.colour_at(i) == colour)
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if (b.colour_at(i) == colour)
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ret += piece_value(b.piece_at(i));
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ret += piece_value(b.piece_at(i));
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}
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return ret;
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return ret;
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}
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}
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@ -7,7 +7,7 @@
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#include <vector>
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#include <vector>
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std::vector<int8_t> to_target_square(std::vector<Move>);
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std::vector<int8_t> to_target_square(std::vector<Move>);
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int count_material(const Board&, int8_t);
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int count_material(const Board&, int8_t, bool = true);
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int piece_value(Piece);
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int piece_value(Piece);
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const int INFINITY = std::numeric_limits<int>::max();
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const int INFINITY = std::numeric_limits<int>::max();
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