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ef25455ac0 added gif for readme
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2025-02-19 15:00:37 +01:00
4aa3d4ba33 updated readme
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2025-02-19 13:56:14 +01:00
cb1a1274a0 updated readme
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2025-02-19 13:54:30 +01:00
1ff9b33bda updated makefile and readme
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2025-02-19 13:48:22 +01:00
f7733c1317 updated main 2025-02-19 13:44:17 +01:00
4 changed files with 75 additions and 34 deletions

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@ -28,8 +28,8 @@ obj/%.o:
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(CXX) $(CXXFLAGS) -o $@ -c $< $(CXX) $(CXXFLAGS) -o $@ -c $<
main: $(OBJFILES) stickfosh: $(OBJFILES)
$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o main -lsfml-graphics -lsfml-window -lsfml-system $(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o stickfosh -lsfml-graphics -lsfml-window -lsfml-system
clean: clean:
rm -rf obj/* $(DEPFILES) test_bin/ rm -rf obj/* $(DEPFILES) test_bin/

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@ -15,7 +15,7 @@ iterations, improving its decision-making capabilities through enhancements like
- **MVC Architecture**: The project follows the MVC pattern for clean separation of concerns: - **MVC Architecture**: The project follows the MVC pattern for clean separation of concerns:
- **Model**: Handles chess rules, board state, and AI logic. - **Model**: Handles chess rules, board state, and AI logic.
- **View**: GUI and NoOp (console-based) rendering options. - **View**: GUI and NoOp (that shows nothing, but is useful for debugging the AIs) rendering options.
- **Controller**: Manages interactions between players and the game. - **Controller**: Manages interactions between players and the game.
- **Multiple AI Versions**: Several AI versions with increasing complexity have been implemented. - **Multiple AI Versions**: Several AI versions with increasing complexity have been implemented.
- **AI vs AI Matches**: A dedicated mode to watch different AI versions compete. - **AI vs AI Matches**: A dedicated mode to watch different AI versions compete.
@ -53,20 +53,24 @@ This project has undergone multiple AI improvements, including:
``` ```
1. Create a build directory and compile: 1. Create a build directory and compile:
```sh ```sh
make main make stickfosh
``` ```
1. Run the program: 1. Run the program:
```sh ```sh
./main ./stickfosh
``` ```
## Running AI vs AI Matches ## Running the Application
To watch two AI versions play against each other, modify `main.cpp` to instantiate the desired AI versions and run: Stickfosh provides multiple execution modes, selectable via command-line arguments:
```sh | Mode | Description | Example Command |
./main |------|------------|----------------|
``` | **Human vs AI** | Play against the AI | `./stickfosh --mode human_vs_ai` |
| **AI vs AI** | Watch two AI versions compete | `./stickfosh --mode ai_vs_ai --ai1 v3_AB_ordering --ai2 v6_iterative_deepening` |
| **Human vs Human** | Manually input moves for both sides | `./stickfosh --mode human_vs_human` |
| **Perft Testing** | Performance test move generation | `./stickfosh --mode perft` |
| **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"` |
## Video Demo ## Video Demo

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@ -9,36 +9,73 @@
#include "view/view.hpp" #include "view/view.hpp"
#include <chrono> #include <chrono>
#include <iostream>
#include <string>
void print_usage() {
std::cout << "Usage: chess_ai [OPTIONS]\n";
std::cout << "Options:\n";
std::cout
<< " --mode <human_vs_ai|ai_vs_ai|human_vs_human|perft> Choose the "
"game mode.\n";
std::cout << " --ai1 <version> Choose the first AI version (for ai_vs_ai "
"mode).\n";
std::cout << " --ai2 <version> Choose the second AI version (for "
"ai_vs_ai mode).\n";
std::cout << " --fen <FEN_STRING> Set a custom FEN position.\n";
std::cout << " --help Show this help message.\n";
}
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
// std::string pos = std::string mode = "human_vs_ai";
// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 "; std::string ai1_version = "v0_random";
std::string pos = "3r4/3r4/3k4/8/3K4/8/8/8 w - - 0 1"; std::string ai2_version = "v6_iterative_deepening";
std::string fen =
"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
// pos for ai timing< for (int i = 1; i < argc; ++i) {
// std::string pos = std::string arg = argv[i];
// "r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0 if (arg == "--mode" && i + 1 < argc) {
// 3"; mode = argv[++i];
} else if (arg == "--ai1" && i + 1 < argc) {
Board b = Board::setup_fen_position(pos); ai1_version = argv[++i];
} else if (arg == "--ai2" && i + 1 < argc) {
ai::v0_random p1(true, std::chrono::milliseconds(1000)); ai2_version = argv[++i];
// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000)); } else if (arg == "--fen" && i + 1 < argc) {
// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000)); fen = argv[++i];
// ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000)); } else if (arg == "--help") {
// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000)); print_usage();
// ai::v5_better_endgame p2(false, std::chrono::milliseconds(20000)); return 0;
ai::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000)); } else {
std::cerr << "Unknown option: " << arg << "\n";
print_usage();
return 1;
}
}
Board board = Board::setup_fen_position(fen);
GUI gui; GUI gui;
// NoOpView gui; Controller* controller = nullptr;
// AIvsAIController manual(b, gui, p1, p2);
HumanVsAIController manual(b, gui, p2);
Controller& controller = manual; if (mode == "human_vs_ai") {
ai::v6_iterative_deepening ai(false, std::chrono::milliseconds(2000));
controller = new HumanVsAIController(board, gui, ai);
} else if (mode == "ai_vs_ai") {
ai::v0_random p1(true, std::chrono::milliseconds(1000));
ai::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000));
controller = new AIvsAIController(board, gui, p1, p2);
} else if (mode == "human_vs_human") {
controller = new ManualController(board, gui);
} else if (mode == "perft") {
perft();
return 0;
} else {
std::cerr << "Invalid mode selected!\n";
print_usage();
return 1;
}
controller.start(); controller->start();
delete controller;
// perft();
return 0; return 0;
} }