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4ee30bd278 |
82
contrib/fast-chess-branch.sh
Executable file
82
contrib/fast-chess-branch.sh
Executable file
@ -0,0 +1,82 @@
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#!/bin/sh
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# Runs a fast-chess (https://github.com/Disservin/fastchess) tournament based
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# on two branches of the chess_inator
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# (https://github.com/dogeystamp/chess_inator) engine.
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#
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# Example usage:
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#
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# cd chess_tournaments
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# fast-chess-branch.sh quiescence no-quiescence -openings file=8moves_v3.pgn format=pgn order=random -each tc=300+0.1 -rounds 12 -repeat -concurrency 8 -recover -sprt elo0=0 elo1=10 alpha=0.05 beta=0.05
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#
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# Do not use `main` as a branch, or any other branch already checked out in
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# another directory. You need to be in a chess_inator Git repository to run
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# this script. Ensure that the repository you're in is a throw-away worktree.
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# Create one using
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#
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# git worktree add ../chess_tournaments
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#
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# inside the original chess_inator repo.
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# Also, get an opening book from Stockfish's books:
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#
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# curl -O https://github.com/official-stockfish/books/raw/refs/heads/master/8moves_v3.pgn.zip
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#
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# The sprt mode is a statistical hypothesis testing mode that will tell you how
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# probably the first branch is better than the second branch. The Elo ratings
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# given are the "indifference zone" where the result is acceptable. To check
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# that the engine hasn't had a regression, set them to [-10, 0]. To check for
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# an improvement, use [0, 10]. Alpha and beta are probabilities for statistical
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# errors. The tournament automatically ends when a statistically significant
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# result is obtained.
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#
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# By default, a PGN file will be exported with the games played, and the
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# fast-chess SPRT output will be appended. This comment may interfere with
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# importing the PGN. But Lichess will ignore it, so it's probably fine.
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set -e
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BRANCH1="$1"
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BRANCH2="$2"
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# if this line fails it's because you don't have enough arguments
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shift 2
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COMM1=$(git rev-parse --short "$BRANCH1")
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COMM2=$(git rev-parse --short "$BRANCH2")
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mkdir -p games
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PGN=games/"$BRANCH1"__"$BRANCH2".pgn
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rm -f engine1 engine2
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if [ -f "$PGN" ]; then
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rm -i "$PGN"
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fi
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git switch "$BRANCH1"
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cargo build --release
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cp target/release/chess_inator engine1
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git switch "$BRANCH2"
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cargo build --release
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cp target/release/chess_inator engine2
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OUTPUT=$(mktemp)
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fastchess \
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-engine cmd=engine1 name="c_i $BRANCH1 ($COMM1)" \
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-engine cmd=engine2 name="c_i $BRANCH2 ($COMM2)" \
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-pgnout file="$PGN" \
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timeleft=true \
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$@ \
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2>&1 | tee -a "$OUTPUT"
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printf "\n{" >> "$PGN"
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# match between ------- markers in fastchess output, strip newline and then output to PGN
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awk '/-{50}/{f+=1; print; next} f%2' "$OUTPUT" \
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| head -c -1 \
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>> "$PGN"
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printf "}" >> "$PGN"
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rm "$OUTPUT"
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39
contrib/tl_to_clk.py
Normal file
39
contrib/tl_to_clk.py
Normal file
@ -0,0 +1,39 @@
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# /usr/bin/env python
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"""
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Converts PGN files from fast-chess's `tl` time left notation to the standard `%clk` clock time notation.
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May be buggy; other comments may break this script.
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Takes stdin and converts to stdout.
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"""
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import sys
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import re
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pgn_value = sys.stdin.read()
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def convert(m: re.Match[str]) -> str:
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seconds_total = float(m.group(1))
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mins, secs = divmod(seconds_total, 60)
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hrs, mins = divmod(mins, 60)
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secs = round(secs, 4)
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mins = round(mins)
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hrs = round(hrs)
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return f"{{ [%clk {hrs}:{mins:02}:{secs}] }}"
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pgn_value = re.sub(
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pattern=r"{book}",
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repl="",
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string=pgn_value,
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)
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print(
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re.sub(
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pattern=r"{.*?tl=(.*?)s.*?}",
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repl=convert,
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string=pgn_value,
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)
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)
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@ -466,6 +466,9 @@ pub struct Board {
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/// Hash state to incrementally update.
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/// Hash state to incrementally update.
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zobrist: Zobrist,
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zobrist: Zobrist,
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/// Last captured square
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recap_sq: Option<Square>,
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}
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}
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impl Board {
|
impl Board {
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@ -541,6 +544,7 @@ impl Board {
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castle: CastleRights(self.castle.0),
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castle: CastleRights(self.castle.0),
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eval: Default::default(),
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eval: Default::default(),
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zobrist: Zobrist::default(),
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zobrist: Zobrist::default(),
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recap_sq: self.recap_sq.map(|sq| sq.mirror_vert()),
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};
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};
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new_board.castle.0.reverse();
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new_board.castle.0.reverse();
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151
src/search.rs
151
src/search.rs
@ -110,6 +110,8 @@ pub struct SearchConfig {
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pub alpha_beta_on: bool,
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pub alpha_beta_on: bool,
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/// Limit regular search depth
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/// Limit regular search depth
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pub depth: usize,
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pub depth: usize,
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/// Limit quiescence search depth
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pub qdepth: usize,
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/// Enable transposition table.
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/// Enable transposition table.
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pub enable_trans_table: bool,
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pub enable_trans_table: bool,
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/// Transposition table size (2^n where this is n)
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/// Transposition table size (2^n where this is n)
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@ -122,6 +124,7 @@ impl Default for SearchConfig {
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alpha_beta_on: true,
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alpha_beta_on: true,
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// try to make this even to be more conservative and avoid horizon problem
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// try to make this even to be more conservative and avoid horizon problem
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depth: 10,
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depth: 10,
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qdepth: 1,
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enable_trans_table: true,
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enable_trans_table: true,
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transposition_size: 24,
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transposition_size: 24,
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}
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}
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@ -155,26 +158,33 @@ fn move_priority(board: &mut Board, mv: &Move, state: &mut EngineState) -> EvalI
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eval
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eval
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}
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}
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/// State specifically for a minmax call.
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struct MinmaxState {
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/// how many plies left to search in this call
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depth: usize,
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/// best score (absolute, from current player perspective) guaranteed for current player.
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alpha: Option<EvalInt>,
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/// best score (absolute, from current player perspective) guaranteed for other player.
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beta: Option<EvalInt>,
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/// quiescence search flag
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quiesce: bool,
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}
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/// Search the game tree to find the absolute (positive good) move and corresponding eval for the
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/// Search the game tree to find the absolute (positive good) move and corresponding eval for the
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/// current player.
|
/// current player.
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///
|
///
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|
/// This also integrates quiescence search, which looks for a calm (quiescent) position where
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/// there are no recaptures.
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|
///
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/// # Arguments
|
/// # Arguments
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///
|
///
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/// * board: board position to analyze.
|
/// * board: board position to analyze.
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/// * depth: how deep to analyze the game tree.
|
/// * depth: how deep to analyze the game tree.
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/// * alpha: best score (absolute, from current player perspective) guaranteed for current player.
|
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/// * beta: best score (absolute, from current player perspective) guaranteed for other player.
|
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///
|
///
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/// # Returns
|
/// # Returns
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///
|
///
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/// The best line (in reverse move order), and its corresponding absolute eval for the current player.
|
/// The best line (in reverse move order), and its corresponding absolute eval for the current player.
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fn minmax(
|
fn minmax(board: &mut Board, state: &mut EngineState, mm: MinmaxState) -> (Vec<Move>, SearchEval) {
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board: &mut Board,
|
|
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state: &mut EngineState,
|
|
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depth: usize,
|
|
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alpha: Option<EvalInt>,
|
|
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beta: Option<EvalInt>,
|
|
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) -> (Vec<Move>, SearchEval) {
|
|
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// these operations are relatively expensive, so only run them occasionally
|
// these operations are relatively expensive, so only run them occasionally
|
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if state.node_count % (1 << 16) == 0 {
|
if state.node_count % (1 << 16) == 0 {
|
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// respect the hard stop if given
|
// respect the hard stop if given
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@ -199,16 +209,31 @@ fn minmax(
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}
|
}
|
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}
|
}
|
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|
|
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// default to worst, then gradually improve
|
if mm.depth == 0 {
|
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let mut alpha = alpha.unwrap_or(EVAL_WORST);
|
if mm.quiesce || board.recap_sq.is_none() {
|
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// our best is their worst
|
// if we're done with quiescence, static eval.
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let beta = beta.unwrap_or(EVAL_BEST);
|
// if there is no capture, skip straight to static eval.
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|
let eval = board.eval() * EvalInt::from(board.turn.sign());
|
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if depth == 0 {
|
return (Vec::new(), SearchEval::Exact(eval));
|
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let eval = board.eval() * EvalInt::from(board.turn.sign());
|
} else {
|
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return (Vec::new(), SearchEval::Exact(eval));
|
return minmax(
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|
board,
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|
state,
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|
MinmaxState {
|
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|
depth: state.config.qdepth,
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|
alpha: mm.alpha,
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|
beta: mm.beta,
|
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|
quiesce: true,
|
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|
},
|
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|
);
|
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|
}
|
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}
|
}
|
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|
|
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|
// default to worst, then gradually improve
|
||||||
|
let mut alpha = mm.alpha.unwrap_or(EVAL_WORST);
|
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|
// our best is their worst
|
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|
let beta = mm.beta.unwrap_or(EVAL_BEST);
|
||||||
|
|
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let mut mvs: Vec<_> = board
|
let mut mvs: Vec<_> = board
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.gen_moves()
|
.gen_moves()
|
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.into_iter()
|
.into_iter()
|
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@ -220,7 +245,7 @@ fn minmax(
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// get transposition table entry
|
// get transposition table entry
|
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if state.config.enable_trans_table {
|
if state.config.enable_trans_table {
|
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if let Some(entry) = &state.cache[board.zobrist] {
|
if let Some(entry) = &state.cache[board.zobrist] {
|
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if entry.depth >= depth {
|
if entry.is_qsearch == mm.quiesce && entry.depth >= mm.depth {
|
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if let SearchEval::Exact(_) | SearchEval::Upper(_) = entry.eval {
|
if let SearchEval::Exact(_) | SearchEval::Upper(_) = entry.eval {
|
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// no point looking for a better move
|
// no point looking for a better move
|
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return (vec![entry.best_move], entry.eval);
|
return (vec![entry.best_move], entry.eval);
|
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@ -237,18 +262,48 @@ fn minmax(
|
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let mut best_move: Option<Move> = None;
|
let mut best_move: Option<Move> = None;
|
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let mut best_continuation: Vec<Move> = Vec::new();
|
let mut best_continuation: Vec<Move> = Vec::new();
|
||||||
|
|
||||||
if mvs.is_empty() {
|
let n_non_qmoves = mvs.len();
|
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if board.is_check(board.turn) {
|
|
||||||
|
// determine moves that are allowed in quiescence
|
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|
if mm.quiesce {
|
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|
mvs.retain(|(_priority, mv): &(EvalInt, Move)| -> bool {
|
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|
if let Some(recap_sq) = board.recap_sq {
|
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|
if mv.dest == recap_sq {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
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|
false
|
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|
});
|
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|
}
|
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|
|
||||||
|
if n_non_qmoves == 0 {
|
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|
let is_in_check = board.is_check(board.turn);
|
||||||
|
|
||||||
|
if is_in_check {
|
||||||
return (Vec::new(), SearchEval::Checkmate(-1));
|
return (Vec::new(), SearchEval::Checkmate(-1));
|
||||||
} else {
|
} else {
|
||||||
// stalemate
|
// stalemate
|
||||||
return (Vec::new(), SearchEval::Exact(0));
|
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 {
|
for (_priority, mv) in mvs {
|
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let anti_mv = mv.make(board);
|
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,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
// propagate hard stops
|
// propagate hard stops
|
||||||
if matches!(score, SearchEval::Stopped) {
|
if matches!(score, SearchEval::Stopped) {
|
||||||
@ -283,7 +338,8 @@ fn minmax(
|
|||||||
state.cache[board.zobrist] = Some(TranspositionEntry {
|
state.cache[board.zobrist] = Some(TranspositionEntry {
|
||||||
best_move,
|
best_move,
|
||||||
eval: abs_best,
|
eval: abs_best,
|
||||||
depth,
|
depth: mm.depth,
|
||||||
|
is_qsearch: mm.quiesce,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -300,48 +356,49 @@ pub struct TranspositionEntry {
|
|||||||
eval: SearchEval,
|
eval: SearchEval,
|
||||||
/// depth of this entry
|
/// depth of this entry
|
||||||
depth: usize,
|
depth: usize,
|
||||||
|
/// is this score within the context of quiescence
|
||||||
|
is_qsearch: bool,
|
||||||
}
|
}
|
||||||
|
|
||||||
pub type TranspositionTable = ZobristTable<TranspositionEntry>;
|
pub type TranspositionTable = ZobristTable<TranspositionEntry>;
|
||||||
|
|
||||||
/// Iteratively deepen search until it is stopped.
|
/// Iteratively deepen search until it is stopped.
|
||||||
fn iter_deep(board: &mut Board, state: &mut EngineState) -> (Vec<Move>, SearchEval) {
|
fn iter_deep(board: &mut Board, state: &mut EngineState) -> (Vec<Move>, SearchEval) {
|
||||||
// always preserve two lines (1 is most recent)
|
let (mut prev_line, mut prev_eval) = minmax(
|
||||||
let (mut line1, mut eval1) = minmax(board, state, 1, None, None);
|
board,
|
||||||
let (mut line2, mut eval2) = (line1.clone(), eval1);
|
state,
|
||||||
|
MinmaxState {
|
||||||
|
depth: 1,
|
||||||
|
alpha: None,
|
||||||
|
beta: None,
|
||||||
|
quiesce: false,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
for depth in 2..=state.config.depth {
|
for depth in 2..=state.config.depth {
|
||||||
let (line, eval) = minmax(board, state, depth, None, None);
|
let (line, eval) = minmax(
|
||||||
|
board,
|
||||||
let mut have_to_ret = false;
|
state,
|
||||||
// depth of the line we're about to return.
|
MinmaxState {
|
||||||
// our knock-off "quiescence" is skeptical of odd depths, so we need to know this.
|
depth,
|
||||||
let mut ret_depth = depth;
|
alpha: None,
|
||||||
|
beta: None,
|
||||||
|
quiesce: false,
|
||||||
|
},
|
||||||
|
);
|
||||||
|
|
||||||
if matches!(eval, SearchEval::Stopped) {
|
if matches!(eval, SearchEval::Stopped) {
|
||||||
ret_depth -= 1;
|
return (prev_line, prev_eval);
|
||||||
have_to_ret = true;
|
|
||||||
} else {
|
} else {
|
||||||
(line2, eval2) = (line1, eval1);
|
|
||||||
(line1, eval1) = (line, eval);
|
|
||||||
if let Some(soft_lim) = state.time_lims.soft {
|
if let Some(soft_lim) = state.time_lims.soft {
|
||||||
if Instant::now() > soft_lim {
|
if Instant::now() > soft_lim {
|
||||||
have_to_ret = true;
|
return (line, eval);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
(prev_line, prev_eval) = (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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
(line1, eval1)
|
(prev_line, prev_eval)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Deadlines for the engine to think of a move.
|
/// Deadlines for the engine to think of a move.
|
||||||
|
Loading…
Reference in New Issue
Block a user