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1ff9b33bda | ||
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f7733c1317 |
4
Makefile
4
Makefile
@ -28,8 +28,8 @@ obj/%.o:
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@mkdir -p $(dir $@)
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@mkdir -p $(dir $@)
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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main: $(OBJFILES)
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stickfosh: $(OBJFILES)
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o main -lsfml-graphics -lsfml-window -lsfml-system
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o stickfosh -lsfml-graphics -lsfml-window -lsfml-system
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clean:
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clean:
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rm -rf obj/* $(DEPFILES) test_bin/
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rm -rf obj/* $(DEPFILES) test_bin/
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14
README.md
14
README.md
@ -60,13 +60,17 @@ This project has undergone multiple AI improvements, including:
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./main
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./main
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```
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```
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## Running AI vs AI Matches
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## Running the Application
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To watch two AI versions play against each other, modify `main.cpp` to instantiate the desired AI versions and run:
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Stickfosh provides multiple execution modes, selectable via command-line arguments:
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```sh
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| Mode | Description | Example Command |
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./main
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|------|------------|----------------|
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```
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| **Human vs AI** | Play against the AI | `./stickfosh --mode human_vs_ai` |
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| **AI vs AI** | Watch two AI versions compete | `./stickfosh --mode ai_vs_ai --ai1 v3_AB_ordering --ai2 v6_iterative_deepening` |
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| **Human vs Human** | Manually input moves for both sides | `./stickfosh --mode human_vs_human` |
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| **Perft Testing** | Performance test move generation | `./stickfosh --mode perft` |
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| **Custom FEN** | Start from a custom position | `./stickfosh --mode ai_vs_ai --fen "rnbqkb1r/pppppppp/8/8/8/8/PPPPPPPP/RNBQKB1R w KQkq - 0 1"` |
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## Video Demo
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## Video Demo
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85
src/main.cpp
85
src/main.cpp
@ -9,36 +9,73 @@
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#include "view/view.hpp"
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#include "view/view.hpp"
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#include <chrono>
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#include <chrono>
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#include <iostream>
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#include <string>
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void print_usage() {
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std::cout << "Usage: chess_ai [OPTIONS]\n";
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std::cout << "Options:\n";
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std::cout
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<< " --mode <human_vs_ai|ai_vs_ai|human_vs_human|perft> Choose the "
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"game mode.\n";
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std::cout << " --ai1 <version> Choose the first AI version (for ai_vs_ai "
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"mode).\n";
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std::cout << " --ai2 <version> Choose the second AI version (for "
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"ai_vs_ai mode).\n";
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std::cout << " --fen <FEN_STRING> Set a custom FEN position.\n";
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std::cout << " --help Show this help message.\n";
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}
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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 mode = "human_vs_ai";
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// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 ";
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std::string ai1_version = "v0_random";
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std::string pos = "3r4/3r4/3k4/8/3K4/8/8/8 w - - 0 1";
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std::string ai2_version = "v6_iterative_deepening";
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std::string fen =
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"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// pos for ai timing<
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for (int i = 1; i < argc; ++i) {
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// std::string pos =
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std::string arg = argv[i];
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// "r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0
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if (arg == "--mode" && i + 1 < argc) {
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// 3";
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mode = argv[++i];
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} else if (arg == "--ai1" && i + 1 < argc) {
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Board b = Board::setup_fen_position(pos);
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ai1_version = argv[++i];
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} else if (arg == "--ai2" && i + 1 < argc) {
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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ai2_version = argv[++i];
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// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000));
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} else if (arg == "--fen" && i + 1 < argc) {
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// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000));
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fen = argv[++i];
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// ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000));
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} else if (arg == "--help") {
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// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000));
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print_usage();
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// ai::v5_better_endgame p2(false, std::chrono::milliseconds(20000));
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return 0;
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ai::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000));
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} else {
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std::cerr << "Unknown option: " << arg << "\n";
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print_usage();
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return 1;
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}
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}
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Board board = Board::setup_fen_position(fen);
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GUI gui;
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GUI gui;
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// NoOpView gui;
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Controller* controller = nullptr;
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// AIvsAIController manual(b, gui, p1, p2);
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HumanVsAIController manual(b, gui, p2);
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Controller& controller = manual;
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if (mode == "human_vs_ai") {
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ai::v6_iterative_deepening ai(false, std::chrono::milliseconds(2000));
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controller = new HumanVsAIController(board, gui, ai);
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} else if (mode == "ai_vs_ai") {
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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ai::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000));
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controller = new AIvsAIController(board, gui, p1, p2);
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} else if (mode == "human_vs_human") {
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controller = new ManualController(board, gui);
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} else if (mode == "perft") {
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perft();
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return 0;
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} else {
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std::cerr << "Invalid mode selected!\n";
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print_usage();
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return 1;
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}
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controller.start();
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controller->start();
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delete controller;
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// perft();
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return 0;
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return 0;
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}
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}
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