chess_inator/src/search.rs

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/*
This file is part of chess_inator.
chess_inator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version.
chess_inator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with chess_inator. If not, see https://www.gnu.org/licenses/.
Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
*/
//! Game-tree search.
use crate::eval::{Eval, EvalInt};
use crate::movegen::{Move, MoveGen, ToUCIAlgebraic};
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use crate::Board;
use std::cmp::max;
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// min can't be represented as positive
const EVAL_WORST: EvalInt = -(EvalInt::MAX);
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const EVAL_BEST: EvalInt = EvalInt::MAX;
#[cfg(test)]
mod test_eval_int {
use super::*;
#[test]
fn test_eval_worst_best_symm() {
// int limits will bite you if you don't test this
assert_eq!(EVAL_WORST, -EVAL_BEST);
assert_eq!(-EVAL_WORST, EVAL_BEST);
}
}
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/// Search the game tree to find the absolute (positive good) eval for the current player.
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///
/// # Arguments
///
/// * board: board position to analyze.
/// * depth: how deep to analyze the game tree.
/// * alpha: best score (absolute, from current player perspective) guaranteed for current player.
/// * beta: best score (absolute, from current player perspective) guaranteed for other player.
fn minmax(board: &mut Board, depth: usize, alpha: Option<EvalInt>, beta: Option<EvalInt>) -> EvalInt {
// default to worst, then gradually improve
let mut alpha = alpha.unwrap_or(EVAL_WORST);
// our best is their worst
let beta = beta.unwrap_or(EVAL_BEST);
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if depth == 0 {
let eval = board.eval();
match board.turn {
crate::Color::White => return eval,
crate::Color::Black => return -eval,
}
}
let mvs: Vec<_> = board.gen_moves().into_iter().collect();
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let mut abs_best = EVAL_WORST;
if mvs.is_empty() {
if board.is_check(board.turn) {
return EVAL_WORST;
} else {
// stalemate
return 0;
}
}
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for mv in mvs {
let anti_mv = mv.make(board);
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let abs_score = -minmax(board, depth - 1, Some(-beta), Some(-alpha));
abs_best = max(abs_best, abs_score);
alpha = max(alpha, abs_best);
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anti_mv.unmake(board);
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if alpha >= beta {
// alpha-beta prune.
//
// Beta represents the best eval that the other player can get in sibling branches
// (different moves in the parent node). Alpha >= beta means the eval here is _worse_
// for the other player, so they will never make the move that leads into this branch.
// Therefore, we stop evaluating this branch at all.
break;
}
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}
abs_best
}
/// Find the best move for a position (internal interface).
fn search(board: &mut Board) -> Option<Move> {
const DEPTH: usize = 4;
let mvs: Vec<_> = board.gen_moves().into_iter().collect();
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// absolute eval value
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let mut best_eval = EVAL_WORST;
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let mut best_mv: Option<Move> = None;
for mv in mvs {
let anti_mv = mv.make(board);
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let abs_eval = -minmax(board, DEPTH, None, None);
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if abs_eval >= best_eval {
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best_eval = abs_eval;
best_mv = Some(mv);
}
anti_mv.unmake(board);
}
best_mv
}
/// Find the best move.
pub fn best_move(board: &mut Board) -> Option<Move> {
search(board)
}