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81
README.md
81
README.md
@ -1,3 +1,82 @@
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# Stickfosh
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> Stockfish, but worse :)
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> [Stockfish](https://stockfishchess.org), 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 (console-based) 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 main
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```
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1. Run the program:
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```sh
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./main
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```
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## Running AI vs AI Matches
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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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```sh
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./main
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```
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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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|
@ -27,7 +27,8 @@ int main(int argc, char* argv[]) {
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// ai::v2_alpha_beta p2(false, std::chrono::milliseconds(20000));
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// ai::v3_AB_ordering p2(false, std::chrono::milliseconds(20000));
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// ai::v4_search_captures p2(false, std::chrono::milliseconds(20000));
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ai::v5_better_endgame p2(false, std::chrono::milliseconds(20000));
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// ai::v5_better_endgame p2(false, std::chrono::milliseconds(20000));
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ai::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000));
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GUI gui;
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// NoOpView gui;
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|
@ -4,7 +4,10 @@
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#include <ostream>
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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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position_counter = 0;
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Move result;
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std::condition_variable cv;
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@ -47,6 +50,13 @@ Move ai::AI::search(const Board& b) {
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// Ensure timer thread is also stopped
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timer_thread.join();
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std::cout << "Took " << elapsed << " ms" << std::endl;
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std::cout << "Took " << elapsed << " ms, " << "Looked at "
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<< position_counter << " positions" << std::endl;
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return result;
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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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|
@ -20,8 +20,9 @@ namespace ai {
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std::atomic<bool> stop_computation = false;
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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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struct v0_random : public AI {
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@ -29,7 +30,7 @@ namespace ai {
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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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};
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};
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@ -41,36 +42,37 @@ namespace ai {
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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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int eval(const Board&) override;
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int _eval(const Board&) override;
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};
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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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int _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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v2_alpha_beta(bool w, std::chrono::milliseconds tt): AI(w, tt) {}
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Move _search(const Board&) override;
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int eval(const Board&) override;
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virtual Move _search(const Board&) override;
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virtual int _eval(const Board&) override;
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};
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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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virtual int _search(const Board&, int, int, int);
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virtual int _ab_search(const Board&, int, int, int);
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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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Move _search(const Board&) override;
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int eval(const Board&) override;
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virtual Move _search(const Board&) override;
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virtual int _eval(const Board&) override;
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};
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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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// until no captures are left
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int _search(const Board&, int, int, int) override;
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int _search_captures(const Board&, int, int);
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virtual int _ab_search(const Board&, int, int, int) override;
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virtual int _search_captures(const Board&, int, int);
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public:
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v4_search_captures(bool w, std::chrono::milliseconds tt)
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@ -85,6 +87,18 @@ namespace ai {
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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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int eval(const Board&) override;
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virtual int _eval(const Board&) override;
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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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// 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
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@ -7,10 +7,7 @@
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#define MULTITHREADED 1
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static int position_counter = 0;
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Move ai::v1_pure_minimax::_search(const Board& b) {
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position_counter = 0;
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std::vector<Move> moves = b.all_legal_moves();
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Move best_move;
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@ -52,7 +49,6 @@ Move ai::v1_pure_minimax::_search(const Board& b) {
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}
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}
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#endif
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std::cout << "Looked at " << position_counter << " positions" << std::endl;
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return best_move;
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}
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@ -78,8 +74,7 @@ int ai::v1_pure_minimax::_search(const Board& b, int depth) {
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return best_evaluation;
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}
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int ai::v1_pure_minimax::eval(const Board& b) {
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position_counter++;
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int ai::v1_pure_minimax::_eval(const Board& b) {
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int white_eval = count_material(b, Colour::White);
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int black_eval = count_material(b, Colour::Black);
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|
@ -7,11 +7,7 @@
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#define MULTITHREADED 1
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static int position_counter = 0;
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Move ai::v2_alpha_beta::_search(const Board& b) {
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position_counter = 0;
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std::vector<Move> moves = b.all_legal_moves();
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Move best_move;
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@ -53,7 +49,6 @@ Move ai::v2_alpha_beta::_search(const Board& b) {
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}
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}
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#endif
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std::cout << "Looked at " << position_counter << " positions" << std::endl;
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return best_move;
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}
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@ -79,8 +74,7 @@ int ai::v2_alpha_beta::_search(const Board& b, int depth, int alpha, int beta) {
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return alpha;
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}
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int ai::v2_alpha_beta::eval(const Board& b) {
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position_counter++;
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int ai::v2_alpha_beta::_eval(const Board& b) {
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int white_eval = count_material(b, Colour::White);
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int black_eval = count_material(b, Colour::Black);
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|
@ -8,12 +8,14 @@
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#define MULTITHREADED 1
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static int position_counter;
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Move ai::v3_AB_ordering::_search(const Board& b) {
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position_counter = 0;
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std::vector<Move> moves = b.all_legal_moves();
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std::sort(moves.begin(), moves.end(), [&](Move& m1, Move& m2) {
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int score = m1.score_guess(b) - m2.score_guess(b);
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if (!am_white)
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score *= -1;
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return score < 0;
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});
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Move best_move;
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int best_eval = -INFINITY;
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@ -25,9 +27,11 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
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std::map<Move, std::future<int>> futures;
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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futures.insert({move, pool.enqueue([&, tmp_board]() {
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return _search(tmp_board, 3, -INFINITY, INFINITY);
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})});
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futures.insert(
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{move, pool.enqueue([&, tmp_board]() {
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return _ab_search(tmp_board, 3, -INFINITY, INFINITY);
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})}
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);
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}
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int counter = 0;
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@ -54,11 +58,10 @@ Move ai::v3_AB_ordering::_search(const Board& b) {
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}
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}
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#endif
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std::cout << "Looked at " << position_counter << " positions" << std::endl;
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return best_move;
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}
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int ai::v3_AB_ordering::_search(
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int ai::v3_AB_ordering::_ab_search(
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const Board& b, int depth, int alpha, int beta
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) {
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if (depth == 0 || stop_computation)
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@ -72,13 +75,16 @@ int ai::v3_AB_ordering::_search(
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std::vector<Move> moves = b.all_legal_moves();
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std::sort(moves.begin(), moves.end(), [&](Move& m1, Move& m2) {
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return m1.score_guess(b) > m2.score_guess(b);
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int score = m1.score_guess(b) - m2.score_guess(b);
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if (!am_white)
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score *= -1;
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return score < 0;
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});
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Move best_move;
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
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int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
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if (tmp_eval >= beta)
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return beta;
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alpha = std::max(alpha, tmp_eval);
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@ -86,8 +92,7 @@ int ai::v3_AB_ordering::_search(
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return alpha;
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}
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int ai::v3_AB_ordering::eval(const Board& b) {
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position_counter++;
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int ai::v3_AB_ordering::_eval(const Board& b) {
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int white_eval = count_material(b, Colour::White);
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int black_eval = count_material(b, Colour::Black);
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|
@ -6,10 +6,7 @@
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#define MULTITHREADED 1
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static int position_counter;
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|
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int ai::v4_search_captures::_search(
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int ai::v4_search_captures::_ab_search(
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const Board& b, int depth, int alpha, int beta
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) {
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if (depth == 0 || stop_computation)
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@ -29,7 +26,7 @@ int ai::v4_search_captures::_search(
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Move best_move;
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for (const Move& move : moves) {
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Board tmp_board = b.make_move(move);
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int tmp_eval = -_search(tmp_board, depth - 1, -beta, -alpha);
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int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
|
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if (tmp_eval >= beta)
|
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return beta;
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alpha = std::max(alpha, tmp_eval);
|
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|
@ -36,8 +36,8 @@ static float endgame_phase_weight(int material_count_no_pawns) {
|
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return 1.f - std::min(1.f, material_count_no_pawns * multiplier);
|
||||
}
|
||||
|
||||
int ai::v5_better_endgame::eval(const Board& b) {
|
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int old_eval = v4_search_captures::eval(b);
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int ai::v5_better_endgame::_eval(const Board& b) {
|
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int old_eval = v4_search_captures::_eval(b);
|
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Colour attacking_colour = b.white_to_play ? White : Black;
|
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Colour defending_colour = b.white_to_play ? Black : White;
|
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return old_eval
|
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|
43
src/model/ais/v6_iterative_deepening.cpp
Normal file
43
src/model/ais/v6_iterative_deepening.cpp
Normal file
@ -0,0 +1,43 @@
|
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#include "../pieces/piece.hpp"
|
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#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;
|
||||
}
|
@ -24,3 +24,31 @@ int Move::score_guess(const Board& b) const {
|
||||
|
||||
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;
|
||||
}
|
||||
|
@ -15,6 +15,8 @@ struct Move {
|
||||
|
||||
int score_guess(const Board&) const;
|
||||
|
||||
static Move from_string(std::string);
|
||||
|
||||
std::string to_string() const {
|
||||
std::stringstream ss;
|
||||
ss << Coords::from_index(source_square)
|
||||
|
13
tests/move.cpp
Normal file
13
tests/move.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#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());
|
||||
}
|
Reference in New Issue
Block a user