feat: quiescence search, lvv-mva

This commit is contained in:
dogeystamp 2024-11-04 14:08:29 -05:00
parent 0591f29c66
commit d1506e4d6c
2 changed files with 104 additions and 17 deletions

View File

@ -21,7 +21,7 @@ use crate::{
/// Piece enum specifically for promotions.
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord)]
enum PromotePiece {
pub enum PromotePiece {
Rook,
Bishop,
Knight,
@ -45,7 +45,7 @@ impl From<PromotePiece> for char {
}
}
struct NonPromotePiece;
pub struct NonPromotePiece;
impl TryFrom<Piece> for PromotePiece {
type Error = NonPromotePiece;
@ -84,7 +84,7 @@ pub struct AntiMove {
dest: Square,
src: Square,
/// Captured piece, always assumed to be of enemy color.
cap: Option<Piece>,
pub (crate) cap: Option<Piece>,
move_type: AntiMoveType,
/// Half-move counter prior to this move
half_moves: usize,
@ -150,7 +150,7 @@ impl AntiMove {
}
#[derive(PartialEq, Eq, PartialOrd, Ord, Debug, Clone, Copy)]
enum MoveType {
pub enum MoveType {
/// Pawn promotes to another piece.
Promotion(PromotePiece),
/// Capture, or push move. Includes castling and en-passant too.
@ -161,9 +161,9 @@ enum MoveType {
/// No checking is done when constructing this.
#[derive(PartialEq, Eq, PartialOrd, Ord, Debug, Clone, Copy)]
pub struct Move {
src: Square,
dest: Square,
move_type: MoveType,
pub src: Square,
pub dest: Square,
pub move_type: MoveType,
}
impl Move {

View File

@ -14,8 +14,8 @@ Copyright © 2024 dogeystamp <dogeystamp@disroot.org>
//! Game-tree search.
use crate::eval::{Eval, EvalInt};
use crate::movegen::{Move, MoveGen};
use crate::Board;
use crate::movegen::{Move, MoveGen, ToUCIAlgebraic};
use crate::{Board, Piece};
use std::cmp::max;
// min can't be represented as positive
@ -95,8 +95,10 @@ impl PartialOrd for SearchEval {
pub struct SearchConfig {
/// Enable alpha-beta pruning.
alpha_beta_on: bool,
/// Limit search depth (will probably change as quiescence search is implemented)
/// Limit regular search depth
depth: usize,
/// Limit quiescence search depth (extra depth on top of regular depth)
quiesce_depth: usize,
}
impl Default for SearchConfig {
@ -104,10 +106,88 @@ impl Default for SearchConfig {
SearchConfig {
alpha_beta_on: true,
depth: 5,
quiesce_depth: 2,
}
}
}
/// If a move is a capture, return which piece is capturing what.
fn move_get_capture(board: &mut Board, mv: &Move) -> Option<(Piece, Piece)> {
// TODO: en passant
board
.get_piece(mv.dest)
.map(|cap_pc| (board.get_piece(mv.src).unwrap().into(), cap_pc.into()))
}
/// Least valuable victim, most valuable attacker heuristic for captures.
fn lvv_mva_eval(src_pc: Piece, cap_pc: Piece) -> EvalInt {
let pc_values = [500, 300, 300, 20000, 900, 100];
pc_values[cap_pc as usize] - pc_values[src_pc as usize]
}
/// Assign a priority to a move based on how promising it is.
fn move_priority(board: &mut Board, mv: &Move) -> EvalInt {
// move eval
let mut eval: EvalInt = 0;
if let Some((src_pc, cap_pc)) = move_get_capture(board, mv) {
// least valuable victim, most valuable attacker
eval += lvv_mva_eval(src_pc, cap_pc)
}
eval
}
/// Search past the "horizon" caused by limiting the minmax depth.
///
/// We'll only search captures.
///
/// # Returns
///
/// Absolute (good for current side is positive) evaluation of the position.
fn quiesce(
board: &mut Board,
config: &SearchConfig,
depth: usize,
mut alpha: EvalInt,
beta: EvalInt,
) -> EvalInt {
if depth == 0 {
let eval = board.eval();
return eval * EvalInt::from(board.turn.sign());
}
let mut abs_best = None;
// sort moves by decreasing priority
let mut mvs: Vec<_> = board
.gen_moves()
.into_iter()
.collect::<Vec<_>>()
.into_iter()
.map(|mv| (move_priority(board, &mv), mv))
.collect();
mvs.sort_unstable_by_key(|mv| -mv.0);
for (_priority, mv) in mvs {
if move_get_capture(board, &mv).is_none() {
continue;
}
let anti_mv = mv.make(board);
let abs_score = -quiesce(board, config, depth - 1, -beta, -alpha);
anti_mv.unmake(board);
if let Some(abs_best_score) = abs_best {
abs_best = Some(max(abs_best_score, abs_score));
} else {
abs_best = Some(abs_score);
}
alpha = max(alpha, abs_best.unwrap());
if alpha >= beta && config.alpha_beta_on {
break;
}
}
abs_best.unwrap_or(board.eval() * EvalInt::from(board.turn.sign()))
}
/// Search the game tree to find the absolute (positive good) move and corresponding eval for the
/// current player.
///
@ -134,14 +214,19 @@ fn minmax(
let beta = beta.unwrap_or(EVAL_BEST);
if depth == 0 {
let eval = board.eval();
return (
Vec::new(),
SearchEval::Centipawns(eval * EvalInt::from(board.turn.sign())),
);
let eval = quiesce(board, config, config.quiesce_depth, alpha, beta);
return (Vec::new(), SearchEval::Centipawns(eval));
}
let mvs: Vec<_> = board.gen_moves().into_iter().collect();
// sort moves by decreasing priority
let mut mvs: Vec<_> = board
.gen_moves()
.into_iter()
.collect::<Vec<_>>()
.into_iter()
.map(|mv| (move_priority(board, &mv), mv))
.collect();
mvs.sort_unstable_by_key(|mv| -mv.0);
let mut abs_best = SearchEval::Centipawns(EVAL_WORST);
let mut best_move: Option<Move> = None;
@ -156,7 +241,7 @@ fn minmax(
}
}
for mv in mvs {
for (_priority, mv) in mvs {
let anti_mv = mv.make(board);
let (continuation, score) = minmax(board, config, depth - 1, Some(-beta), Some(-alpha));
let abs_score = score.increment();
@ -219,6 +304,7 @@ mod tests {
Some(SearchConfig {
alpha_beta_on: false,
depth: 3,
quiesce_depth: Default::default(),
}),
)
.unwrap();
@ -230,6 +316,7 @@ mod tests {
Some(SearchConfig {
alpha_beta_on: true,
depth: 3,
quiesce_depth: Default::default(),
}),
)
.unwrap();