fixed a bunch of issues with the move generation
This commit is contained in:
parent
4bb068b2a5
commit
84d73511d2
145
src/ai/ai.py
Normal file
145
src/ai/ai.py
Normal file
@ -0,0 +1,145 @@
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from collections import defaultdict
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import time
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from tqdm import tqdm
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from logic.board import INITIAL_BOARD, Board
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from logic.move import Move
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from logic.pieces.piece import Colour
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pos2expected = {
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# -- Position 1
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"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1": {
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1: 20,
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2: 400,
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3: 8_902,
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4: 197_281,
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},
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# -- Position 2
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"r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1": {
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1: 48,
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2: 2_039,
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3: 97_862,
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4: 4_085_603,
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},
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# pos 2 after f3f6
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"r3k2r/p1ppqpb1/bn2pQp1/3PN3/1p2P3/2N4p/PPPBBPPP/R3K2R b KQkq - 0 1": {
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2: 2_111,
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3: 77_838,
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},
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# pos 2 after f3f6 and e7d8
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"r2qk2r/p1pp1pb1/bn2pQp1/3PN3/1p2P3/2N4p/PPPBBPPP/R3K2R w KQkq - 1 2": {
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2: 1843,
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},
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}
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tick = "\033[92m✔️\033[0m" # Green Tick
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cross = "\033[91m❌\033[0m" # Red Cross
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res = defaultdict(lambda : 0)
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def peft(pos: str):
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global res
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expected = pos2expected[pos]
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board = Board.setup_FEN_position(pos)
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for depth in expected:
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with tqdm(total=expected[depth], desc=f"Depth: {depth}") as bar:
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start = time.process_time()
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moves = move_generation_test(bar, board, depth, depth)
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bar.close()
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elapsed = time.process_time() - start
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elapsed *= 1_000
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print("Depth:", depth, end=" ")
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print("Result:", moves, end=" ")
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if moves == expected[depth]:
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print(f"{tick}", end=" ")
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else:
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print(f"{cross} (expected {expected[depth]})", end=" ")
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print("positions Time:", int(elapsed), "milliseconds")
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if moves != expected[depth]:
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print()
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for key, value in res.items():
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print(f"{key}: {value}")
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def move_generation_test(bar, board: Board, depth: int, max_depth, first = None):
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global res
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if first is None:
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res = defaultdict(lambda : 0)
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if board.is_terminal():
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# bar.update(1)
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# res[first] += 1
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return 0
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if depth == 0:
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res[first] += 1
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bar.update(1)
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return 1
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moves = board.legal_moves()
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if depth == 1:
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res[first] += len(moves)
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bar.update(len(moves))
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return len(moves)
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num_pos = 0
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for move in moves:
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tmp_board = board.make_move(move)
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if first is None:
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first = move.piece.pos.to_algebraic() + move.pos.to_algebraic()
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if first == "f7h8":
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print(tmp_board.legal_moves())
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num_pos += move_generation_test(bar, tmp_board, depth - 1, max_depth, first = first)
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if depth == max_depth:
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first = None
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return num_pos
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def play_game(board: Board, strategies: dict, verbose: bool = False) -> Board:
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"""Play a turn-taking game. `strategies` is a {player_name: function} dict,
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where function(state) is used to get the player's move."""
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state = board
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move_counter = 1
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while not (board.is_checkmate_for(board._turn) or board.is_stalemate_for(board._turn)):
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player = board._turn
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move = strategies[player](state)
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state = board.make_move(move)
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if verbose:
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if player == Colour.WHITE:
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print(str(move_counter) + ".", move, end=" ")
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else:
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print(move)
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return state
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def minmax_search(state: Board) -> tuple[float, Move]:
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"""Search game tree to determine best move; return (value, move) pair."""
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return _max_value(state) if state._turn == Colour.WHITE else _min_value(state)
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def _max_value(state: Board) -> tuple[float, Move]:
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if state.is_terminal():
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return state.utility(), None
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v, move = -float("inf"), None
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for a in state.legal_moves():
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v2, _ = _min_value(state.make_move(a))
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if v2 > v:
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v, move = v2, a
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return v, move
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def _min_value(state: Board) -> tuple[float, Move]:
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if state.is_terminal():
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return state.utility(), None
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v, move = float("inf"), None
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for a in state.legal_moves():
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v2, _ = _min_value(state.make_move(a))
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if v2 < v:
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v, move = v2, a
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return v, move
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@ -248,6 +248,12 @@ class Board:
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ret._white_castling_rights.remove(CastleSide.Queen)
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ret._white_castling_rights.remove(CastleSide.Queen)
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elif piece.pos.x == 7 and CastleSide.King in ret._white_castling_rights:
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elif piece.pos.x == 7 and CastleSide.King in ret._white_castling_rights:
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ret._white_castling_rights.remove(CastleSide.King)
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ret._white_castling_rights.remove(CastleSide.King)
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if move.is_capturing and move.pos.y == 7 and move.pos in self._black and type(self._black[move.pos]) == Rook:
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if move.pos.x == 0 and CastleSide.Queen in ret._black_castling_rights:
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ret._black_castling_rights.remove(CastleSide.Queen)
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elif move.pos.x == 7 and CastleSide.King in ret._black_castling_rights:
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ret._black_castling_rights.remove(CastleSide.King)
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else:
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else:
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if type(piece) == King:
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if type(piece) == King:
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ret._black_castling_rights = set()
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ret._black_castling_rights = set()
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@ -258,6 +264,11 @@ class Board:
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elif piece.pos.x == 7 and CastleSide.King in ret._black_castling_rights:
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elif piece.pos.x == 7 and CastleSide.King in ret._black_castling_rights:
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ret._black_castling_rights.remove(CastleSide.King)
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ret._black_castling_rights.remove(CastleSide.King)
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if move.is_capturing and move.pos.y == 0 and move.pos in self._white and type(self._white[move.pos]) == Rook:
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if move.pos.x == 0 and CastleSide.Queen in ret._white_castling_rights:
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ret._white_castling_rights.remove(CastleSide.Queen)
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elif move.pos.x == 7 and CastleSide.King in ret._white_castling_rights:
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ret._white_castling_rights.remove(CastleSide.King)
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return ret
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return ret
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@ -309,7 +320,7 @@ class Board:
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ret += " "
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ret += " "
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if self._en_passant_target is not None:
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if self._en_passant_target is not None:
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pos = self._en_passant_target.pos
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pos = Position(self._en_passant_target.pos.x, self._en_passant_target.pos.y)
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pos.y += -1 if self._en_passant_target.colour == Colour.WHITE else 1
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pos.y += -1 if self._en_passant_target.colour == Colour.WHITE else 1
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ret += pos.to_algebraic()
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ret += pos.to_algebraic()
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else:
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else:
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@ -322,6 +333,28 @@ class Board:
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return ret
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return ret
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_fen_pos = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
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def legal_moves(self) -> list[Move]:
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ret = []
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pieces = self._white if self._turn == Colour.WHITE else self._black
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for piece in pieces.values():
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ret += piece.legal_moves(self)
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return ret
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def is_terminal(self) -> bool:
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return self.is_stalemate_for(Colour.WHITE) or self.is_stalemate_for(Colour.BLACK) or self.is_checkmate_for(Colour.WHITE) or self.is_checkmate_for(Colour.BLACK)
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def utility(self) -> int:
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if self.is_stalemate_for(Colour.WHITE) or self.is_stalemate_for(Colour.BLACK):
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return 0
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if self.is_checkmate_for(Colour.WHITE):
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return 1
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if self.is_checkmate_for(Colour.BLACK):
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return -1
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raise ValueError("Cannot determine the utility of board become it neither checkmate nor stalemate for either players")
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_fen_pos = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
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_fen_pos = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
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INITIAL_BOARD = Board.setup_FEN_position(_fen_pos)
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INITIAL_BOARD = Board.setup_FEN_position(_fen_pos)
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@ -32,10 +32,19 @@ class Move:
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return "O-O-O"
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return "O-O-O"
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ret = ""
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ret = ""
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if type(self.piece).__name__ != "Pawn":
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if type(self.piece).__name__ == "Pawn":
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if self.is_capturing:
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ret += self.piece.pos.to_algebraic()[0]
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ret += "x"
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ret += self.pos.to_algebraic()
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else:
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ret += self.pos.to_algebraic()
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else:
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ret += self.piece.letter().upper()
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ret += self.piece.letter().upper()
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if self.is_capturing:
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ret += str(self.pos)
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ret += "x"
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ret += str(self.pos)
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return ret
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return ret
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def __repr__(self) -> str:
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def __repr__(self) -> str:
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@ -17,7 +17,7 @@ class Bishop(Piece):
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# looking north west
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# looking north west
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ret.extend(self._look_direction(board, -1, 1))
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ret.extend(self._look_direction(board, -1, 1))
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if not looking_for_check and board.is_check_for(self.colour):
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return self.keep_only_blocking(ret, board)
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return ret
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return ret
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@ -47,7 +47,7 @@ class King(Piece):
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if CastleSide.Queen in castling_rights:
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if CastleSide.Queen in castling_rights:
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clear = True
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clear = True
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for dx in range(1, 3):
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for dx in range(1, 4):
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x = self.pos.x - dx
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x = self.pos.x - dx
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y = self.pos.y
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y = self.pos.y
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@ -57,7 +57,7 @@ class King(Piece):
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move = self._move_for_position(board, x, y)
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move = self._move_for_position(board, x, y)
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board_after_move = board.make_move(move)
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board_after_move = board.make_move(move)
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if board_after_move.is_check_for(self.colour):
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if dx < 3 and board_after_move.is_check_for(self.colour):
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clear = False
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clear = False
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break
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break
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@ -16,7 +16,7 @@ class Knight(Piece):
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if move is not None:
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if move is not None:
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ret.append(move)
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ret.append(move)
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if not looking_for_check and board.is_check_for(self.colour):
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return self.keep_only_blocking(ret, board)
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return ret
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return ret
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@ -71,7 +71,7 @@ class Pawn(Piece):
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else:
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else:
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ret.append(Move(self, pos, becomes_en_passant_target=dy==2))
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ret.append(Move(self, pos, becomes_en_passant_target=dy==2))
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if not looking_for_check and board.is_check_for(self.colour):
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return self.keep_only_blocking(ret, board)
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return ret
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return ret
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@ -29,7 +29,7 @@ class Queen(Piece):
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# looking north
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# looking north
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ret.extend(self._look_direction(board, 0, 1))
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ret.extend(self._look_direction(board, 0, 1))
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if not looking_for_check and board.is_check_for(self.colour):
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return self.keep_only_blocking(ret, board)
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return ret
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return ret
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@ -17,7 +17,7 @@ class Rook(Piece):
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# looking north
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# looking north
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ret.extend(self._look_direction(board, 0, 1))
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ret.extend(self._look_direction(board, 0, 1))
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if not looking_for_check and board.is_check_for(self.colour):
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if not looking_for_check:# and board.is_check_for(self.colour):
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return self.keep_only_blocking(ret, board)
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return self.keep_only_blocking(ret, board)
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return ret
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return ret
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18
src/main.py
18
src/main.py
@ -1,13 +1,27 @@
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import time
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from pprint import pprint
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from tqdm import tqdm
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from ai.ai import move_generation_test
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from controller.controller import Controller
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from controller.controller import Controller
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from logic.board import INITIAL_BOARD
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from logic.board import INITIAL_BOARD, Board
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from logic.position import Position
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from view.gui import GUI
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from view.gui import GUI
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from view.tui import TUI
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from view.tui import TUI
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from ai.ai import peft
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if __name__ == "__main__":
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if __name__ == "__main__":
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board = INITIAL_BOARD
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board = INITIAL_BOARD
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pos = "r3k2r/p1ppqpb1/bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPBBPPP/R3K2R w KQkq - 0 1"
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board = Board.setup_FEN_position(pos)
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view = GUI()
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view = GUI()
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controller = Controller(board, view)
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controller = Controller(board, view)
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view.show()
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# view.show()
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# exit()
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peft(pos)
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