made the thinking time of AIs common to all of them
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74e4d596a7
commit
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@ -5,13 +5,15 @@
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#include "view/noop.hpp"
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#include "view/view.hpp"
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#include <chrono>
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int main(int argc, char* argv[]) {
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std::string pos =
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"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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Board b = Board::setup_fen_position(pos);
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ai::v0_random ai;
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ai::v0_random ai(std::chrono::milliseconds(500));
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GUI gui;
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HumanVsAIController manual(b, gui, ai);
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23
cpp/src/model/ais/ai.cpp
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23
cpp/src/model/ais/ai.cpp
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@ -0,0 +1,23 @@
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#include "ai.hpp"
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#include <thread>
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Move ai::AI::search(const Board& b, bool am_white) {
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Move result;
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// Start computation in a separate thread
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std::thread computation_thread([&]() { result = _search(b, am_white); });
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// Start a timer thread to stop computation after given time
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std::thread timer_thread([&]() {
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std::this_thread::sleep_for(thinking_time);
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stop_computation = true;
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});
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// Wait for computation thread to finish
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computation_thread.join();
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// Ensure timer thread is also stopped
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timer_thread.join();
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return result;
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}
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@ -3,16 +3,28 @@
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#include "../board/board.hpp"
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#include <atomic>
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#include <chrono>
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namespace ai {
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struct AI {
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class AI {
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protected:
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std::chrono::milliseconds thinking_time;
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virtual Move _search(const Board&, bool = false) = 0;
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public:
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AI(std::chrono::milliseconds tt): thinking_time(tt) {}
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std::atomic<bool> stop_computation = false;
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virtual Move search(const Board&, bool = false) = 0;
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Move search(const Board& b, bool am_white = false);
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virtual int eval(const Board&) = 0;
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};
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struct v0_random : public AI {
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Move search(const Board&, bool) override;
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v0_random(std::chrono::milliseconds tt): AI(tt) {}
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Move _search(const Board&, bool) override;
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int eval(const Board&) override {
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return 0;
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@ -23,7 +35,9 @@ namespace ai {
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int _search(const Board&, int);
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public:
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Move search(const Board&, bool) override;
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v1_simple(std::chrono::milliseconds tt): AI(tt) {}
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Move _search(const Board&, bool) override;
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int eval(const Board&) override;
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};
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} // namespace ai
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@ -1,6 +1,8 @@
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#include "ai.hpp"
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Move ai::v0_random::search(const Board& b, bool) {
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#include <thread>
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Move ai::v0_random::_search(const Board& b, bool) {
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std::vector<Move> moves = b.all_legal_moves();
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return moves[rand() % moves.size()];
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@ -7,7 +7,7 @@
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static int INFINITY = std::numeric_limits<int>::max();
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Move ai::v1_simple::search(const Board& b, bool am_black) {
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Move ai::v1_simple::_search(const Board& b, bool am_black) {
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ThreadPool pool(std::thread::hardware_concurrency());
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std::vector<Move> moves = b.all_legal_moves();
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