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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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stickfosh: $(OBJFILES)
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main: $(OBJFILES)
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o stickfosh -lsfml-graphics -lsfml-window -lsfml-system
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o main -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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85
README.md
85
README.md
@ -1,86 +1,3 @@
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# Stickfosh
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# Stickfosh
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> [Stockfish](https://stockfishchess.org), but worse :)
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> Stockfish, but worse :)
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## Overview
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This project is a **Chess AI** built using the **Model-View-Controller (MVC)
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pattern**. It provides a modular framework for playing chess, allowing both
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**human vs AI** and **AI vs AI** matches. The AI has undergone several
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iterations, improving its decision-making capabilities through enhancements like
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**alpha-beta pruning**, **move ordering**, **iterative deepening**, and
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**transposition tables**.
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## Features
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- **MVC Architecture**: The project follows the MVC pattern for clean separation of concerns:
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- **Model**: Handles chess rules, board state, and AI logic.
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- **View**: GUI and NoOp (that shows nothing, but is useful for debugging the AIs) rendering options.
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- **Controller**: Manages interactions between players and the game.
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- **Multiple AI Versions**: Several AI versions with increasing complexity have been implemented.
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- **AI vs AI Matches**: A dedicated mode to watch different AI versions compete.
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- **Human vs AI Mode**: Play against the AI using a graphical interface.
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- **FEN Support**: Load chess positions using FEN notation.
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- **Performance Testing (Perft)**: Built-in performance testing for move generation.
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## AI Iterations
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This project has undergone multiple AI improvements, including:
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1. **v0 Random AI**: Selects moves randomly.
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1. **v1 Pure Minimax**: Implements basic minimax search.
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1. **v2 Alpha-Beta Pruning**: Optimizes minimax with pruning.
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1. **v3 Move Ordering**: Prioritizes moves to improve search efficiency.
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1. **v4 Search Captures**: Enhances move ordering by focusing on captures.
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1. **v5 Better Endgame**: Introduces heuristics for endgame play.
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1. **v6 Iterative Deepening**: Dynamically adjusts search depth for better performance.
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1. **v7 Transposition Tables**: Caches board states to reduce redundant computations.
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## Installation & Usage
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### Prerequisites
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- C++ Compiler (C++17 or later)
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- `make`
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- SFML (for GUI rendering)
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### Build Instructions
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1. Clone the repository:
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```sh
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git clone https://github.com/karma-riuk/stickfosh.git
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cd stickfosh
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```
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1. Create a build directory and compile:
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```sh
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make stickfosh
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```
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1. Run the program:
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```sh
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./stickfosh
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```
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## Running the Application
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Stickfosh provides multiple execution modes, selectable via command-line arguments:
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| Mode | Description | Example Command |
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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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<!-- [](https://www.youtube.com/watch?v=XXXXXXXXXX) -->
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<!-- *Click the image above to watch a video of two AI versions competing!* -->
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## Future Improvements
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- Implement **opening book** for better early-game decisions.
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- Enhance **evaluation function** with more advanced heuristics.
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- Introduce **neural network-based AI** for machine-learning-driven play.
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- Introduce **Monte-Carlo Tree Search** for stochastic driven play.
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Before Width: | Height: | Size: 3.8 MiB |
84
src/main.cpp
84
src/main.cpp
@ -9,73 +9,33 @@
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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 mode = "human_vs_ai";
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// std::string pos =
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std::string ai1_version = "v0_random";
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// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 ";
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std::string ai2_version = "v6_iterative_deepening";
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// std::string pos = "8/6K1/5P2/8/1k6/8/8/8 w - - 0 1";
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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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for (int i = 1; i < argc; ++i) {
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// pos for ai timing<
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std::string arg = argv[i];
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std::string pos =
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if (arg == "--mode" && i + 1 < argc) {
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"r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0 3";
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mode = argv[++i];
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} else if (arg == "--ai1" && i + 1 < argc) {
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ai1_version = argv[++i];
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} else if (arg == "--ai2" && i + 1 < argc) {
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ai2_version = argv[++i];
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} else if (arg == "--fen" && i + 1 < argc) {
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fen = argv[++i];
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} else if (arg == "--help") {
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print_usage();
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return 0;
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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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Board b = Board::setup_fen_position(pos);
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GUI gui;
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Controller* controller = nullptr;
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if (mode == "human_vs_ai") {
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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ai::v6_iterative_deepening ai(false, std::chrono::milliseconds(2000));
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// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000));
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controller = new HumanVsAIController(board, gui, ai);
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// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000));
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} else if (mode == "ai_vs_ai") {
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ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000));
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000));
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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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// GUI gui;
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delete controller;
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NoOpView gui;
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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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controller.start();
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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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@ -4,10 +4,7 @@
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#include <ostream>
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#include <ostream>
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#include <thread>
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#include <thread>
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static long int position_counter = 0;
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Move ai::AI::search(const Board& b) {
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Move ai::AI::search(const Board& b) {
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position_counter = 0;
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Move result;
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Move result;
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std::condition_variable cv;
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std::condition_variable cv;
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@ -50,13 +47,6 @@ Move ai::AI::search(const Board& b) {
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// Ensure timer thread is also stopped
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// Ensure timer thread is also stopped
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timer_thread.join();
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timer_thread.join();
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std::cout << "Took " << elapsed << " ms, " << "Looked at "
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std::cout << "Took " << elapsed << " ms" << std::endl;
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<< position_counter << " positions" << std::endl;
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return result;
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return result;
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}
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}
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int ai::AI::eval(const Board& b) {
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int ret = _eval(b);
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position_counter++;
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return ret;
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}
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@ -20,9 +20,8 @@ namespace ai {
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std::atomic<bool> stop_computation = false;
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std::atomic<bool> stop_computation = false;
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Move search(const Board& b);
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Move search(const Board& b);
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int eval(const Board&);
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virtual int _eval(const Board&) = 0;
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virtual int eval(const Board&) = 0;
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};
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};
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struct v0_random : public AI {
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struct v0_random : public AI {
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@ -30,7 +29,7 @@ namespace ai {
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Move _search(const Board&) override;
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Move _search(const Board&) override;
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int _eval(const Board&) override {
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int eval(const Board&) override {
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return 0;
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return 0;
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};
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};
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};
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};
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@ -42,63 +41,39 @@ namespace ai {
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v1_pure_minimax(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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v1_pure_minimax(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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Move _search(const Board&) override;
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Move _search(const Board&) override;
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int _eval(const Board&) override;
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int eval(const Board&) override;
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};
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};
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class v2_alpha_beta : public AI {
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class v2_alpha_beta : public AI {
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// looks two moves ahead, with alpha-beta pruning (no move ordering)
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// looks two moves ahead, with alpha-beta pruning (no move ordering)
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virtual int _search(const Board&, int, int, int);
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int _search(const Board&, int, int, int);
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public:
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public:
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v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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virtual Move _search(const Board&) override;
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Move _search(const Board&) override;
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virtual int _eval(const Board&) override;
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int eval(const Board&) override;
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};
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};
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class v3_AB_ordering : public AI {
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class v3_AB_ordering : public AI {
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// looks two moves ahead, with alpha-beta pruning, with move ordering
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// looks two moves ahead, with alpha-beta pruning, with move ordering
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virtual int _ab_search(const Board&, int, int, int);
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virtual int _search(const Board&, int, int, int);
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public:
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public:
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v3_AB_ordering(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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v3_AB_ordering(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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virtual Move _search(const Board&) override;
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Move _search(const Board&) override;
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virtual int _eval(const Board&) override;
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int eval(const Board&) override;
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};
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};
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class v4_search_captures : public v3_AB_ordering {
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class v4_search_captures : public v3_AB_ordering {
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protected:
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// same as v3, but looking at only at captures when leaf is reached,
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// same as v3, but looking at only at captures when leaf is reached,
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// until no captures are left
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// until no captures are left
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virtual int _ab_search(const Board&, int, int, int) override;
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int _search(const Board&, int, int, int) override;
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virtual int _search_captures(const Board&, int, int);
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int _search_captures(const Board&, int, int);
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public:
|
public:
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v4_search_captures(bool w, std::chrono::milliseconds tt)
|
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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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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||||||
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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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|
||||||
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virtual int _eval(const Board&) override;
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};
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|
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class v6_iterative_deepening : public v5_better_endgame {
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// same as v5, but instead of just looking 2 moves ahead, it does
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// iterative depening until and keeps on searching until the thinking
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|
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// time runs out
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||||||
public:
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v6_iterative_deepening(bool w, std::chrono::milliseconds tt)
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: v5_better_endgame(w, tt) {}
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virtual Move _search(const Board&) override;
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};
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} // namespace ai
|
} // namespace ai
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@ -7,7 +7,10 @@
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|||||||
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|
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#define MULTITHREADED 1
|
#define MULTITHREADED 1
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||||||
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|
static int position_counter = 0;
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Move ai::v1_pure_minimax::_search(const Board& b) {
|
Move ai::v1_pure_minimax::_search(const Board& b) {
|
||||||
|
position_counter = 0;
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std::vector<Move> moves = b.all_legal_moves();
|
std::vector<Move> moves = b.all_legal_moves();
|
||||||
|
|
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Move best_move;
|
Move best_move;
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||||||
@ -49,6 +52,7 @@ Move ai::v1_pure_minimax::_search(const Board& b) {
|
|||||||
}
|
}
|
||||||
}
|
}
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||||||
#endif
|
#endif
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||||||
|
std::cout << "Looked at " << position_counter << " positions" << std::endl;
|
||||||
return best_move;
|
return best_move;
|
||||||
}
|
}
|
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|
|
||||||
@ -74,7 +78,8 @@ int ai::v1_pure_minimax::_search(const Board& b, int depth) {
|
|||||||
return best_evaluation;
|
return best_evaluation;
|
||||||
}
|
}
|
||||||
|
|
||||||
int ai::v1_pure_minimax::_eval(const Board& b) {
|
int ai::v1_pure_minimax::eval(const Board& b) {
|
||||||
|
position_counter++;
|
||||||
int white_eval = count_material(b, Colour::White);
|
int white_eval = count_material(b, Colour::White);
|
||||||
int black_eval = count_material(b, Colour::Black);
|
int black_eval = count_material(b, Colour::Black);
|
||||||
|
|
||||||
|
@ -7,7 +7,11 @@
|
|||||||
|
|
||||||
#define MULTITHREADED 1
|
#define MULTITHREADED 1
|
||||||
|
|
||||||
|
|
||||||
|
static int position_counter = 0;
|
||||||
|
|
||||||
Move ai::v2_alpha_beta::_search(const Board& b) {
|
Move ai::v2_alpha_beta::_search(const Board& b) {
|
||||||
|
position_counter = 0;
|
||||||
std::vector<Move> moves = b.all_legal_moves();
|
std::vector<Move> moves = b.all_legal_moves();
|
||||||
|
|
||||||
Move best_move;
|
Move best_move;
|
||||||
@ -49,6 +53,7 @@ Move ai::v2_alpha_beta::_search(const Board& b) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
std::cout << "Looked at " << position_counter << " positions" << std::endl;
|
||||||
return best_move;
|
return best_move;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -74,7 +79,8 @@ int ai::v2_alpha_beta::_search(const Board& b, int depth, int alpha, int beta) {
|
|||||||
return alpha;
|
return alpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
int ai::v2_alpha_beta::_eval(const Board& b) {
|
int ai::v2_alpha_beta::eval(const Board& b) {
|
||||||
|
position_counter++;
|
||||||
int white_eval = count_material(b, Colour::White);
|
int white_eval = count_material(b, Colour::White);
|
||||||
int black_eval = count_material(b, Colour::Black);
|
int black_eval = count_material(b, Colour::Black);
|
||||||
|
|
||||||
|
@ -8,14 +8,12 @@
|
|||||||
|
|
||||||
#define MULTITHREADED 1
|
#define MULTITHREADED 1
|
||||||
|
|
||||||
|
|
||||||
|
static int position_counter;
|
||||||
|
|
||||||
Move ai::v3_AB_ordering::_search(const Board& b) {
|
Move ai::v3_AB_ordering::_search(const Board& b) {
|
||||||
|
position_counter = 0;
|
||||||
std::vector<Move> moves = b.all_legal_moves();
|
std::vector<Move> moves = b.all_legal_moves();
|
||||||
std::sort(moves.begin(), moves.end(), [&](Move& m1, Move& m2) {
|
|
||||||
int score = m1.score_guess(b) - m2.score_guess(b);
|
|
||||||
if (!am_white)
|
|
||||||
score *= -1;
|
|
||||||
return score < 0;
|
|
||||||
});
|
|
||||||
|
|
||||||
Move best_move;
|
Move best_move;
|
||||||
int best_eval = -INFINITY;
|
int best_eval = -INFINITY;
|
||||||
@ -27,11 +25,9 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
|
|||||||
std::map<Move, std::future<int>> futures;
|
std::map<Move, std::future<int>> futures;
|
||||||
for (const Move& move : moves) {
|
for (const Move& move : moves) {
|
||||||
Board tmp_board = b.make_move(move);
|
Board tmp_board = b.make_move(move);
|
||||||
futures.insert(
|
futures.insert({move, pool.enqueue([&, tmp_board]() {
|
||||||
{move, pool.enqueue([&, tmp_board]() {
|
return _search(tmp_board, 3, -INFINITY, INFINITY);
|
||||||
return _ab_search(tmp_board, 3, -INFINITY, INFINITY);
|
})});
|
||||||
})}
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int counter = 0;
|
int counter = 0;
|
||||||
@ -58,10 +54,11 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
std::cout << "Looked at " << position_counter << " positions" << std::endl;
|
||||||
return best_move;
|
return best_move;
|
||||||
}
|
}
|
||||||
|
|
||||||
int ai::v3_AB_ordering::_ab_search(
|
int ai::v3_AB_ordering::_search(
|
||||||
const Board& b, int depth, int alpha, int beta
|
const Board& b, int depth, int alpha, int beta
|
||||||
) {
|
) {
|
||||||
if (depth == 0 || stop_computation)
|
if (depth == 0 || stop_computation)
|
||||||
@ -75,16 +72,13 @@ int ai::v3_AB_ordering::_ab_search(
|
|||||||
|
|
||||||
std::vector<Move> moves = b.all_legal_moves();
|
std::vector<Move> moves = b.all_legal_moves();
|
||||||
std::sort(moves.begin(), moves.end(), [&](Move& m1, Move& m2) {
|
std::sort(moves.begin(), moves.end(), [&](Move& m1, Move& m2) {
|
||||||
int score = m1.score_guess(b) - m2.score_guess(b);
|
return m1.score_guess(b) > m2.score_guess(b);
|
||||||
if (!am_white)
|
|
||||||
score *= -1;
|
|
||||||
return score < 0;
|
|
||||||
});
|
});
|
||||||
|
|
||||||
Move best_move;
|
Move best_move;
|
||||||
for (const Move& move : moves) {
|
for (const Move& move : moves) {
|
||||||
Board tmp_board = b.make_move(move);
|
Board tmp_board = b.make_move(move);
|
||||||
int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
|
int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
|
||||||
if (tmp_eval >= beta)
|
if (tmp_eval >= beta)
|
||||||
return beta;
|
return beta;
|
||||||
alpha = std::max(alpha, tmp_eval);
|
alpha = std::max(alpha, tmp_eval);
|
||||||
@ -92,7 +86,8 @@ int ai::v3_AB_ordering::_ab_search(
|
|||||||
return alpha;
|
return alpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
int ai::v3_AB_ordering::_eval(const Board& b) {
|
int ai::v3_AB_ordering::eval(const Board& b) {
|
||||||
|
position_counter++;
|
||||||
int white_eval = count_material(b, Colour::White);
|
int white_eval = count_material(b, Colour::White);
|
||||||
int black_eval = count_material(b, Colour::Black);
|
int black_eval = count_material(b, Colour::Black);
|
||||||
|
|
||||||
|
@ -6,7 +6,10 @@
|
|||||||
|
|
||||||
#define MULTITHREADED 1
|
#define MULTITHREADED 1
|
||||||
|
|
||||||
int ai::v4_search_captures::_ab_search(
|
|
||||||
|
static int position_counter;
|
||||||
|
|
||||||
|
int ai::v4_search_captures::_search(
|
||||||
const Board& b, int depth, int alpha, int beta
|
const Board& b, int depth, int alpha, int beta
|
||||||
) {
|
) {
|
||||||
if (depth == 0 || stop_computation)
|
if (depth == 0 || stop_computation)
|
||||||
@ -26,7 +29,7 @@ int ai::v4_search_captures::_ab_search(
|
|||||||
Move best_move;
|
Move best_move;
|
||||||
for (const Move& move : moves) {
|
for (const Move& move : moves) {
|
||||||
Board tmp_board = b.make_move(move);
|
Board tmp_board = b.make_move(move);
|
||||||
int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
|
int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
|
||||||
if (tmp_eval >= beta)
|
if (tmp_eval >= beta)
|
||||||
return beta;
|
return beta;
|
||||||
alpha = std::max(alpha, tmp_eval);
|
alpha = std::max(alpha, tmp_eval);
|
||||||
|
@ -1,52 +0,0 @@
|
|||||||
#include "../pieces/piece.hpp"
|
|
||||||
#include "../utils/utils.hpp"
|
|
||||||
#include "ai.hpp"
|
|
||||||
|
|
||||||
#include <algorithm>
|
|
||||||
|
|
||||||
static int force_king_to_corner(
|
|
||||||
int8_t attacking_king, int8_t defending_king, float endgame_weight
|
|
||||||
) {
|
|
||||||
int eval = 0;
|
|
||||||
Coords def_xy = Coords::from_index(defending_king);
|
|
||||||
|
|
||||||
Coords def_dist_to_center{
|
|
||||||
std::max(3 - def_xy.x, def_xy.x - 4),
|
|
||||||
std::max(3 - def_xy.y, def_xy.y - 4)
|
|
||||||
};
|
|
||||||
eval += def_dist_to_center.x + def_dist_to_center.y;
|
|
||||||
|
|
||||||
// make attacking king go closer to defending king to cut off escape routes
|
|
||||||
Coords attack_xy = Coords::from_index(attacking_king);
|
|
||||||
Coords dist_between_kings{
|
|
||||||
std::abs(attack_xy.x - def_xy.x),
|
|
||||||
std::abs(attack_xy.y - def_xy.y)
|
|
||||||
};
|
|
||||||
int distance = dist_between_kings.x + dist_between_kings.y;
|
|
||||||
eval += 14 - distance;
|
|
||||||
|
|
||||||
return (int) (eval * 10 * endgame_weight);
|
|
||||||
}
|
|
||||||
|
|
||||||
static float endgame_phase_weight(int material_count_no_pawns) {
|
|
||||||
static int endgame_material_start =
|
|
||||||
RookValue * 2 + BishopValue + KnightValue;
|
|
||||||
|
|
||||||
float multiplier = 1.f / endgame_material_start;
|
|
||||||
return 1.f - std::min(1.f, material_count_no_pawns * multiplier);
|
|
||||||
}
|
|
||||||
|
|
||||||
int ai::v5_better_endgame::_eval(const Board& b) {
|
|
||||||
int old_eval = v4_search_captures::_eval(b);
|
|
||||||
Colour attacking_colour = b.white_to_play ? White : Black;
|
|
||||||
Colour defending_colour = b.white_to_play ? Black : White;
|
|
||||||
return old_eval
|
|
||||||
+ force_king_to_corner(
|
|
||||||
b.get_king_of(attacking_colour),
|
|
||||||
b.get_king_of(defending_colour),
|
|
||||||
endgame_phase_weight(
|
|
||||||
count_material(b, attacking_colour, false)
|
|
||||||
+ count_material(b, defending_colour, false)
|
|
||||||
)
|
|
||||||
);
|
|
||||||
}
|
|
@ -1,43 +0,0 @@
|
|||||||
#include "../pieces/piece.hpp"
|
|
||||||
#include "../utils/threadpool.hpp"
|
|
||||||
#include "../utils/utils.hpp"
|
|
||||||
#include "ai.hpp"
|
|
||||||
|
|
||||||
#include <map>
|
|
||||||
|
|
||||||
Move ai::v6_iterative_deepening::_search(const Board& b) {
|
|
||||||
ThreadPool pool(std::thread::hardware_concurrency());
|
|
||||||
std::vector<Move> moves = b.all_legal_moves();
|
|
||||||
|
|
||||||
Move best_move;
|
|
||||||
int best_eval = -INFINITY;
|
|
||||||
|
|
||||||
std::map<Move, std::future<int>> futures;
|
|
||||||
int depth;
|
|
||||||
for (depth = 1; !stop_computation; depth++) {
|
|
||||||
for (const Move& move : moves) {
|
|
||||||
Board tmp_board = b.make_move(move);
|
|
||||||
futures.insert(
|
|
||||||
{move, pool.enqueue([&, tmp_board]() {
|
|
||||||
return _ab_search(tmp_board, depth, -INFINITY, INFINITY);
|
|
||||||
})}
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
int counter = 0;
|
|
||||||
for (auto& [move, future] : futures) {
|
|
||||||
int eval = future.get();
|
|
||||||
counter++;
|
|
||||||
if (!am_white)
|
|
||||||
eval *= -1;
|
|
||||||
if (eval > best_eval) {
|
|
||||||
best_eval = eval;
|
|
||||||
best_move = move;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
futures.clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Went up until depth: " << depth << std::endl;
|
|
||||||
return best_move;
|
|
||||||
}
|
|
@ -8,6 +8,7 @@
|
|||||||
|
|
||||||
struct Board {
|
struct Board {
|
||||||
private:
|
private:
|
||||||
|
int8_t get_king_of(int8_t) const;
|
||||||
bool _no_legal_moves_for(Colour) const;
|
bool _no_legal_moves_for(Colour) const;
|
||||||
bool _is_check_for(Colour) const;
|
bool _is_check_for(Colour) const;
|
||||||
bool nlm = false, check = false;
|
bool nlm = false, check = false;
|
||||||
@ -24,7 +25,6 @@ struct Board {
|
|||||||
|
|
||||||
static Board setup_fen_position(std::string fen);
|
static Board setup_fen_position(std::string fen);
|
||||||
|
|
||||||
int8_t get_king_of(int8_t) const;
|
|
||||||
Board skip_turn() const;
|
Board skip_turn() const;
|
||||||
Board make_move(Move, bool = true) const;
|
Board make_move(Move, bool = true) const;
|
||||||
std::string to_fen() const;
|
std::string to_fen() const;
|
||||||
|
@ -24,31 +24,3 @@ int Move::score_guess(const Board& b) const {
|
|||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
Move Move::from_string(std::string move) {
|
|
||||||
if (!(4 <= move.size() && move.size() <= 5))
|
|
||||||
throw std::invalid_argument("Move must be 4 or 5 characters long");
|
|
||||||
Move ret;
|
|
||||||
ret.source_square = Coords::from_algebraic(move.substr(0, 2)).to_index();
|
|
||||||
ret.target_square = Coords::from_algebraic(move.substr(2, 2)).to_index();
|
|
||||||
if (move.size() == 5)
|
|
||||||
switch (move[4]) {
|
|
||||||
case 'n':
|
|
||||||
ret.promoting_to = Knigt;
|
|
||||||
break;
|
|
||||||
case 'b':
|
|
||||||
ret.promoting_to = Bishop;
|
|
||||||
break;
|
|
||||||
case 'r':
|
|
||||||
ret.promoting_to = Rook;
|
|
||||||
break;
|
|
||||||
case 'q':
|
|
||||||
ret.promoting_to = Queen;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw std::invalid_argument("Promotion piece must be one of 'nbrq'"
|
|
||||||
);
|
|
||||||
}
|
|
||||||
ret.target_square = Coords::from_algebraic(move.substr(2, 2)).to_index();
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
|
@ -15,8 +15,6 @@ struct Move {
|
|||||||
|
|
||||||
int score_guess(const Board&) const;
|
int score_guess(const Board&) const;
|
||||||
|
|
||||||
static Move from_string(std::string);
|
|
||||||
|
|
||||||
std::string to_string() const {
|
std::string to_string() const {
|
||||||
std::stringstream ss;
|
std::stringstream ss;
|
||||||
ss << Coords::from_index(source_square)
|
ss << Coords::from_index(source_square)
|
||||||
|
@ -26,13 +26,10 @@ int piece_value(Piece p) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int count_material(const Board& b, int8_t colour, bool count_pawns) {
|
int count_material(const Board& b, int8_t colour) {
|
||||||
int ret = 0;
|
int ret = 0;
|
||||||
for (int i = 0; i < 64; i++) {
|
for (int i = 0; i < 64; i++)
|
||||||
if (b.piece_at(i) == Pawn && !count_pawns)
|
|
||||||
continue;
|
|
||||||
if (b.colour_at(i) == colour)
|
if (b.colour_at(i) == colour)
|
||||||
ret += piece_value(b.piece_at(i));
|
ret += piece_value(b.piece_at(i));
|
||||||
}
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
@ -7,7 +7,7 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
std::vector<int8_t> to_target_square(std::vector<Move>);
|
std::vector<int8_t> to_target_square(std::vector<Move>);
|
||||||
int count_material(const Board&, int8_t, bool = true);
|
int count_material(const Board&, int8_t);
|
||||||
int piece_value(Piece);
|
int piece_value(Piece);
|
||||||
|
|
||||||
const int INFINITY = std::numeric_limits<int>::max();
|
const int INFINITY = std::numeric_limits<int>::max();
|
||||||
|
@ -1,13 +0,0 @@
|
|||||||
#include "../src/model/board/board.hpp"
|
|
||||||
#include "lib.hpp"
|
|
||||||
|
|
||||||
int main() {
|
|
||||||
std::string str_move = "a2a3";
|
|
||||||
ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
|
|
||||||
|
|
||||||
str_move = "b2f4";
|
|
||||||
ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
|
|
||||||
|
|
||||||
str_move = "a2a1r";
|
|
||||||
ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
|
|
||||||
}
|
|
Loading…
x
Reference in New Issue
Block a user