stub: check extension
it does find mate in 4 often but it's broken for actually playing
This commit is contained in:
parent
86e5780f26
commit
b9c4e03ae6
@ -466,6 +466,9 @@ pub struct Board {
|
||||
|
||||
/// Hash state to incrementally update.
|
||||
zobrist: Zobrist,
|
||||
|
||||
/// Last captured square
|
||||
recap_sq: Option<Square>,
|
||||
}
|
||||
|
||||
impl Board {
|
||||
@ -541,6 +544,7 @@ impl Board {
|
||||
castle: CastleRights(self.castle.0),
|
||||
eval: Default::default(),
|
||||
zobrist: Zobrist::default(),
|
||||
recap_sq: self.recap_sq.map(|sq| sq.mirror_vert()),
|
||||
};
|
||||
|
||||
new_board.castle.0.reverse();
|
||||
|
@ -93,6 +93,8 @@ pub struct AntiMove {
|
||||
castle: CastleRights,
|
||||
/// En passant target square prior to this move.
|
||||
ep_square: Option<Square>,
|
||||
/// En passant target square prior to this move.
|
||||
recap_sq: Option<Square>,
|
||||
}
|
||||
|
||||
impl AntiMove {
|
||||
@ -104,6 +106,7 @@ impl AntiMove {
|
||||
pos.half_moves = self.half_moves;
|
||||
pos.castle = self.castle;
|
||||
pos.ep_square = self.ep_square;
|
||||
pos.recap_sq = self.recap_sq;
|
||||
|
||||
/// Restore captured piece at a given square.
|
||||
macro_rules! cap_sq {
|
||||
@ -182,6 +185,7 @@ impl Move {
|
||||
half_moves: pos.half_moves,
|
||||
castle: pos.castle,
|
||||
ep_square: pos.ep_square,
|
||||
recap_sq: pos.recap_sq,
|
||||
};
|
||||
|
||||
// undo hashes (we will update them at the end of this function)
|
||||
@ -191,6 +195,9 @@ impl Move {
|
||||
let ep_square = pos.ep_square;
|
||||
pos.ep_square = None;
|
||||
|
||||
// reset recapture square
|
||||
pos.recap_sq = None;
|
||||
|
||||
if pos.turn == Color::Black {
|
||||
pos.full_moves += 1;
|
||||
}
|
||||
@ -235,6 +242,9 @@ impl Move {
|
||||
col: pc_src.col,
|
||||
},
|
||||
);
|
||||
if cap_pc.is_some() {
|
||||
pos.recap_sq = Some(self.dest);
|
||||
}
|
||||
anti_move.cap = cap_pc.map(|pc| pc.pc);
|
||||
}
|
||||
MoveType::Normal => {
|
||||
@ -243,6 +253,9 @@ impl Move {
|
||||
|
||||
let pc_dest: Option<ColPiece> = pos.get_piece(self.dest);
|
||||
anti_move.cap = pc_dest.map(|pc| pc.pc);
|
||||
if pc_dest.is_some() {
|
||||
pos.recap_sq = Some(self.dest);
|
||||
}
|
||||
|
||||
let (src_row, src_col) = self.src.to_row_col_signed();
|
||||
let (dest_row, dest_col) = self.dest.to_row_col_signed();
|
||||
@ -1431,4 +1444,15 @@ mod tests {
|
||||
assert_eq!(mv.to_uci_algebraic(), tc);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_recap_sq() {
|
||||
let mut board = Board::from_fen("R1b2r1k/6pp/2pqQ3/2n2P2/5P1b/1rN1Pp2/1P5P/2B2KNR b - - 1 22").unwrap();
|
||||
let mv = Move::from_uci_algebraic("c8e6").unwrap();
|
||||
let anti_mv = mv.make(&mut board);
|
||||
let dest_sq: Square = "e6".parse().unwrap();
|
||||
assert_eq!(board.recap_sq, Some(dest_sq));
|
||||
anti_mv.unmake(&mut board);
|
||||
assert_eq!(board.recap_sq, None);
|
||||
}
|
||||
}
|
||||
|
170
src/search.rs
170
src/search.rs
@ -110,6 +110,8 @@ pub struct SearchConfig {
|
||||
pub alpha_beta_on: bool,
|
||||
/// Limit regular search depth
|
||||
pub depth: usize,
|
||||
/// Limit quiescence search depth
|
||||
pub qdepth: usize,
|
||||
/// Enable transposition table.
|
||||
pub enable_trans_table: bool,
|
||||
/// Transposition table size (2^n where this is n)
|
||||
@ -122,6 +124,7 @@ impl Default for SearchConfig {
|
||||
alpha_beta_on: true,
|
||||
// try to make this even to be more conservative and avoid horizon problem
|
||||
depth: 10,
|
||||
qdepth: 6,
|
||||
enable_trans_table: true,
|
||||
transposition_size: 24,
|
||||
}
|
||||
@ -155,26 +158,35 @@ fn move_priority(board: &mut Board, mv: &Move, state: &mut EngineState) -> EvalI
|
||||
eval
|
||||
}
|
||||
|
||||
/// State specifically for a minmax call.
|
||||
struct MinmaxState {
|
||||
/// how many plies left to search in this call
|
||||
depth: usize,
|
||||
/// best score (absolute, from current player perspective) guaranteed for current player.
|
||||
alpha: Option<EvalInt>,
|
||||
/// best score (absolute, from current player perspective) guaranteed for other player.
|
||||
beta: Option<EvalInt>,
|
||||
/// quiescence search flag
|
||||
quiesce: bool,
|
||||
/// how recently (plies) in quiescence search was there check
|
||||
was_qcheck: u8,
|
||||
}
|
||||
|
||||
/// Search the game tree to find the absolute (positive good) move and corresponding eval for the
|
||||
/// current player.
|
||||
///
|
||||
/// This also integrates quiescence search, which looks for a calm (quiescent) position where
|
||||
/// there are no recaptures, no checks.
|
||||
///
|
||||
/// # 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.
|
||||
///
|
||||
/// # Returns
|
||||
///
|
||||
/// The best line (in reverse move order), and its corresponding absolute eval for the current player.
|
||||
fn minmax(
|
||||
board: &mut Board,
|
||||
state: &mut EngineState,
|
||||
depth: usize,
|
||||
alpha: Option<EvalInt>,
|
||||
beta: Option<EvalInt>,
|
||||
) -> (Vec<Move>, SearchEval) {
|
||||
fn minmax(board: &mut Board, state: &mut EngineState, mm: MinmaxState) -> (Vec<Move>, SearchEval) {
|
||||
// these operations are relatively expensive, so only run them occasionally
|
||||
if state.node_count % (1 << 16) == 0 {
|
||||
// respect the hard stop if given
|
||||
@ -199,15 +211,36 @@ fn minmax(
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
if depth == 0 {
|
||||
let eval = board.eval() * EvalInt::from(board.turn.sign());
|
||||
return (Vec::new(), SearchEval::Exact(eval));
|
||||
// only determine if in check during qsearch
|
||||
let mut is_in_qcheck: bool = false;
|
||||
if mm.quiesce || mm.depth == 0 {
|
||||
is_in_qcheck = board.is_check(board.turn);
|
||||
}
|
||||
let is_in_qcheck = is_in_qcheck;
|
||||
|
||||
if mm.depth == 0 {
|
||||
if mm.quiesce {
|
||||
let eval = board.eval() * EvalInt::from(board.turn.sign());
|
||||
return (Vec::new(), SearchEval::Exact(eval));
|
||||
} else {
|
||||
return minmax(
|
||||
board,
|
||||
state,
|
||||
MinmaxState {
|
||||
depth: state.config.qdepth,
|
||||
alpha: mm.alpha,
|
||||
beta: mm.beta,
|
||||
quiesce: true,
|
||||
was_qcheck: mm.was_qcheck,
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// default to worst, then gradually improve
|
||||
let mut alpha = mm.alpha.unwrap_or(EVAL_WORST);
|
||||
// our best is their worst
|
||||
let beta = mm.beta.unwrap_or(EVAL_BEST);
|
||||
|
||||
let mut mvs: Vec<_> = board
|
||||
.gen_moves()
|
||||
@ -220,7 +253,7 @@ fn minmax(
|
||||
// get transposition table entry
|
||||
if state.config.enable_trans_table {
|
||||
if let Some(entry) = &state.cache[board.zobrist] {
|
||||
if entry.depth >= depth {
|
||||
if entry.depth >= mm.depth {
|
||||
if let SearchEval::Exact(_) | SearchEval::Upper(_) = entry.eval {
|
||||
// no point looking for a better move
|
||||
return (vec![entry.best_move], entry.eval);
|
||||
@ -237,18 +270,58 @@ fn minmax(
|
||||
let mut best_move: Option<Move> = None;
|
||||
let mut best_continuation: Vec<Move> = Vec::new();
|
||||
|
||||
if mvs.is_empty() {
|
||||
if board.is_check(board.turn) {
|
||||
let n_non_qmoves = mvs.len();
|
||||
|
||||
// determine moves are allowed in quiescence
|
||||
if mm.quiesce {
|
||||
mvs.retain(|(_priority, mv): &(EvalInt, Move)| -> bool {
|
||||
if let Some(recap_sq) = board.recap_sq {
|
||||
if mv.dest == recap_sq {
|
||||
//return true;
|
||||
}
|
||||
}
|
||||
|
||||
// allow responding to checks, and giving check again
|
||||
if mm.was_qcheck <= 2 || is_in_qcheck {
|
||||
return true;
|
||||
}
|
||||
|
||||
false
|
||||
});
|
||||
}
|
||||
|
||||
if n_non_qmoves == 0 {
|
||||
let is_in_check = if mm.quiesce {
|
||||
is_in_qcheck
|
||||
} else {
|
||||
board.is_check(board.turn)
|
||||
};
|
||||
|
||||
if is_in_check {
|
||||
return (Vec::new(), SearchEval::Checkmate(-1));
|
||||
} else {
|
||||
// stalemate
|
||||
return (Vec::new(), SearchEval::Exact(0));
|
||||
}
|
||||
} else if mvs.is_empty() {
|
||||
// pruned all the moves due to quiescence
|
||||
let eval = board.eval() * EvalInt::from(board.turn.sign());
|
||||
return (Vec::new(), SearchEval::Exact(eval));
|
||||
}
|
||||
|
||||
for (_priority, mv) in mvs {
|
||||
let anti_mv = mv.make(board);
|
||||
let (continuation, score) = minmax(board, state, depth - 1, Some(-beta), Some(-alpha));
|
||||
let (continuation, score) = minmax(
|
||||
board,
|
||||
state,
|
||||
MinmaxState {
|
||||
depth: mm.depth - 1,
|
||||
alpha: Some(-beta),
|
||||
beta: Some(-alpha),
|
||||
quiesce: mm.quiesce,
|
||||
was_qcheck: if is_in_qcheck { 1 } else { mm.was_qcheck + 1 },
|
||||
},
|
||||
);
|
||||
|
||||
// propagate hard stops
|
||||
if matches!(score, SearchEval::Stopped) {
|
||||
@ -279,11 +352,11 @@ fn minmax(
|
||||
|
||||
if let Some(best_move) = best_move {
|
||||
best_continuation.push(best_move);
|
||||
if state.config.enable_trans_table {
|
||||
if state.config.enable_trans_table && !mm.quiesce {
|
||||
state.cache[board.zobrist] = Some(TranspositionEntry {
|
||||
best_move,
|
||||
eval: abs_best,
|
||||
depth,
|
||||
depth: mm.depth,
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -306,42 +379,43 @@ pub type TranspositionTable = ZobristTable<TranspositionEntry>;
|
||||
|
||||
/// Iteratively deepen search until it is stopped.
|
||||
fn iter_deep(board: &mut Board, state: &mut EngineState) -> (Vec<Move>, SearchEval) {
|
||||
// always preserve two lines (1 is most recent)
|
||||
let (mut line1, mut eval1) = minmax(board, state, 1, None, None);
|
||||
let (mut line2, mut eval2) = (line1.clone(), eval1);
|
||||
let (mut prev_line, mut prev_eval) = minmax(
|
||||
board,
|
||||
state,
|
||||
MinmaxState {
|
||||
depth: 1,
|
||||
alpha: None,
|
||||
beta: None,
|
||||
quiesce: false,
|
||||
was_qcheck: 5,
|
||||
},
|
||||
);
|
||||
|
||||
for depth in 2..=state.config.depth {
|
||||
let (line, eval) = minmax(board, state, depth, None, None);
|
||||
|
||||
let mut have_to_ret = false;
|
||||
// depth of the line we're about to return.
|
||||
// our knock-off "quiescence" is skeptical of odd depths, so we need to know this.
|
||||
let mut ret_depth = depth;
|
||||
let (line, eval) = minmax(
|
||||
board,
|
||||
state,
|
||||
MinmaxState {
|
||||
depth,
|
||||
alpha: None,
|
||||
beta: None,
|
||||
quiesce: false,
|
||||
was_qcheck: 5,
|
||||
},
|
||||
);
|
||||
|
||||
if matches!(eval, SearchEval::Stopped) {
|
||||
ret_depth -= 1;
|
||||
have_to_ret = true;
|
||||
return (prev_line, prev_eval);
|
||||
} else {
|
||||
(line2, eval2) = (line1, eval1);
|
||||
(line1, eval1) = (line, eval);
|
||||
if let Some(soft_lim) = state.time_lims.soft {
|
||||
if Instant::now() > soft_lim {
|
||||
have_to_ret = true;
|
||||
return (line, eval);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if have_to_ret {
|
||||
if ret_depth & 1 == 1 && (EvalInt::from(eval1) - EvalInt::from(eval2) > 300) {
|
||||
// be skeptical if we move last and we suddenly earn a lot of
|
||||
// centipawns. this may be a sign of horizon problem
|
||||
return (line2, eval2);
|
||||
} else {
|
||||
return (line1, eval1);
|
||||
}
|
||||
(prev_line, prev_eval) = (line, eval);
|
||||
}
|
||||
}
|
||||
(line1, eval1)
|
||||
(prev_line, prev_eval)
|
||||
}
|
||||
|
||||
/// Deadlines for the engine to think of a move.
|
||||
|
Loading…
Reference in New Issue
Block a user