/* 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 */ //! Game-tree search. use crate::eval::{Eval, EvalInt}; use crate::movegen::{Move, MoveGen, ToUCIAlgebraic}; use crate::Board; use std::cmp::max; // min can't be represented as positive const EVAL_WORST: EvalInt = -(EvalInt::MAX); 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); } } /// Search the game tree to find the absolute (positive good) eval for the current player. /// /// # 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, beta: Option) -> 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); 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(); let mut abs_best = EVAL_WORST; if mvs.is_empty() { if board.is_check(board.turn) { return EVAL_WORST; } else { // stalemate return 0; } } for mv in mvs { let anti_mv = mv.make(board); let abs_score = -minmax(board, depth - 1, Some(-beta), Some(-alpha)); abs_best = max(abs_best, abs_score); alpha = max(alpha, abs_best); anti_mv.unmake(board); 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; } } abs_best } /// Find the best move for a position (internal interface). fn search(board: &mut Board) -> Option { const DEPTH: usize = 4; let mvs: Vec<_> = board.gen_moves().into_iter().collect(); // absolute eval value let mut best_eval = EVAL_WORST; let mut best_mv: Option = None; for mv in mvs { let anti_mv = mv.make(board); let abs_eval = -minmax(board, DEPTH, None, None); if abs_eval >= best_eval { 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 { search(board) }