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4
Makefile
4
Makefile
@ -28,8 +28,8 @@ obj/%.o:
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@mkdir -p $(dir $@)
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$(CXX) $(CXXFLAGS) -o $@ -c $<
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main: $(OBJFILES)
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o main -lsfml-graphics -lsfml-window -lsfml-system
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stickfosh: $(OBJFILES)
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$(CXX) $(CXXFLAGS) $(OBJFILES) $(LOADLIBES) $(LDLIBS) -o stickfosh -lsfml-graphics -lsfml-window -lsfml-system
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clean:
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rm -rf obj/* $(DEPFILES) test_bin/
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85
README.md
85
README.md
@ -1,3 +1,86 @@
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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 (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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BIN
res/stickfosh.gif
Normal file
BIN
res/stickfosh.gif
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Binary file not shown.
After Width: | Height: | Size: 3.8 MiB |
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 <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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// std::string pos =
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// "r2qkb1r/2p1pppp/p1n1b3/1p6/B2P4/2P1P3/P4PPP/R1BQK1NR w KQkq - 0 9 ";
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std::string pos = "3r4/3r4/3k4/8/3K4/8/8/8 w - - 0 1";
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std::string mode = "human_vs_ai";
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std::string ai1_version = "v0_random";
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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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// std::string pos =
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// "r3k2r/p1ppqpb1/Bn2pnp1/3PN3/1p2P3/2N2Q1p/PPPB1PPP/R3K2R b KQkq - 0
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// 3";
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Board b = Board::setup_fen_position(pos);
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ai::v0_random p1(true, std::chrono::milliseconds(1000));
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// ai::v1_pure_minimax p2(false, std::chrono::milliseconds(20000));
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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::v6_iterative_deepening p2(false, std::chrono::milliseconds(2000));
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for (int i = 1; i < argc; ++i) {
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std::string arg = argv[i];
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if (arg == "--mode" && i + 1 < argc) {
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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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GUI gui;
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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 = nullptr;
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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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// perft();
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controller->start();
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delete controller;
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return 0;
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}
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Move ai::v3_AB_ordering::_search(const Board& b) {
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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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@ -69,7 +75,10 @@ int ai::v3_AB_ordering::_ab_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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#include <map>
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static int position_counter = 0;
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Move ai::v6_iterative_deepening::_search(const Board& b) {
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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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return ret;
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}
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Move Move::from_string(std::string move) {
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if (!(4 <= move.size() && move.size() <= 5))
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throw std::invalid_argument("Move must be 4 or 5 characters long");
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Move ret;
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ret.source_square = Coords::from_algebraic(move.substr(0, 2)).to_index();
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ret.target_square = Coords::from_algebraic(move.substr(2, 2)).to_index();
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if (move.size() == 5)
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switch (move[4]) {
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case 'n':
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ret.promoting_to = Knigt;
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break;
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case 'b':
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ret.promoting_to = Bishop;
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break;
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case 'r':
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ret.promoting_to = Rook;
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break;
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case 'q':
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ret.promoting_to = Queen;
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break;
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default:
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throw std::invalid_argument("Promotion piece must be one of 'nbrq'"
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);
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}
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ret.target_square = Coords::from_algebraic(move.substr(2, 2)).to_index();
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return ret;
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}
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int score_guess(const Board&) const;
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static Move from_string(std::string);
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std::string to_string() const {
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std::stringstream ss;
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ss << Coords::from_index(source_square)
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13
tests/move.cpp
Normal file
13
tests/move.cpp
Normal file
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#include "../src/model/board/board.hpp"
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#include "lib.hpp"
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int main() {
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std::string str_move = "a2a3";
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ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
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str_move = "b2f4";
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ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
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str_move = "a2a1r";
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ASSERT_EQUALS(str_move, Move::from_string(str_move).to_string());
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}
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