stickfosh/src/model/ais/v3_AB_ordering.cpp
2025-02-16 11:13:59 +01:00

105 lines
2.7 KiB
C++

#include "../pieces/piece.hpp"
#include "../utils/threadpool.hpp"
#include "../utils/utils.hpp"
#include "ai.hpp"
#include <algorithm>
#include <map>
#define MULTITHREADED 1
Move ai::v3_AB_ordering::_search(const Board& b) {
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;
int best_eval = -INFINITY;
#if MULTITHREADED
ThreadPool pool(std::thread::hardware_concurrency());
std::cout << "Have to look at " << moves.size() << " moves" << std::endl;
std::map<Move, std::future<int>> futures;
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
futures.insert(
{move, pool.enqueue([&, tmp_board]() {
return _ab_search(tmp_board, 3, -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;
}
}
#else
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
std::cout << "Looking at " << move << std::endl;
int eval = _search(tmp_board, 3);
if (!am_white)
eval *= -1;
if (eval > best_eval) {
best_eval = eval;
best_move = move;
}
}
#endif
return best_move;
}
int ai::v3_AB_ordering::_ab_search(
const Board& b, int depth, int alpha, int beta
) {
if (depth == 0 || stop_computation)
return eval(b);
if (b.no_legal_moves()) {
if (b.is_check())
return -INFINITY;
return 0;
}
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;
for (const Move& move : moves) {
Board tmp_board = b.make_move(move);
int tmp_eval = -_ab_search(tmp_board, depth - 1, -beta, -alpha);
if (tmp_eval >= beta)
return beta;
alpha = std::max(alpha, tmp_eval);
}
return alpha;
}
int ai::v3_AB_ordering::_eval(const Board& b) {
int white_eval = count_material(b, Colour::White);
int black_eval = count_material(b, Colour::Black);
int evaluation = white_eval - black_eval;
int perspective = b.white_to_play ? 1 : -1;
return perspective * evaluation;
}