refactoring: cleanup engine code and add alpha beta to readme

master
TiynGER 4 years ago
parent b7480a0cd4
commit 3c97395ce8

@ -38,7 +38,8 @@ Due to easier off the board checking a
### Engine
The engine uses a simple implementation of the
[NegaMax](https://www.chessprogramming.org/NegaMax)-algorithm.
[NegaMax](https://www.chessprogramming.org/NegaMax)-algorithm with
[Alpha-Beta-Pruning](https://www.chessprogramming.org/Alpha-Beta#Negamax_Framework).
For the evaluation function each piece has a corresponding value.
Additionally there are [piece-square tables](https://www.chessprogramming.org/Piece-Square_Tables)
to encurage putting pieces on active squares.

@ -667,8 +667,8 @@ proc genLegalKingMoves(chess: Chess, field: int, color: Color): seq[Move] =
proc genLegalMoves(chess: Chess, field: int, color: Color): seq[Move] =
## Generates all legal moves in a `chess` starting from `field` for a `color`.
var legal_moves = newSeq[Move]()
var target = ord(color) * chess.board[field]
if 0 < target and target < WEnPassant:
var target = abs(chess.board[field])
if WPawn <= target and target <= WKing:
legal_moves = case target:
of WPawn:
chess.genLegalPawnMoves(field, color)

@ -10,14 +10,15 @@ type
children: seq[Movetree]
const
PawnVal = 10 ## `PawnVal` is the engines value for a pawn.
KnightVal = 31 ## `KnightVal` is the engines value for a knight.
BishopVal = 33 ## `BishopVal` is the engines value for a bishop.
RookVal = 50 ## `RookVal` is the engines value for a rook.
QueenVal = 90 ## `QueenVal` is the engines value for a queen.
CheckmateVal = -10000 ## `CheckmateVal` is the engines value for a checkmate.
DrawVal = 0 ## `DrawVal` is the engines value for a draw.
LoVal = -1000000 ## `LoVal` is a value always lower than any evaluation.
PawnVal = 100 ## `PawnVal` is the engines value for a pawn.
KnightVal = 310 ## `KnightVal` is the engines value for a knight.
BishopVal = 330 ## `BishopVal` is the engines value for a bishop.
RookVal = 500 ## `RookVal` is the engines value for a rook.
QueenVal = 900 ## `QueenVal` is the engines value for a queen.
CheckmateVal = -100000 ## `CheckmateVal` is the engines value for a checkmate.
DrawVal = 0 ## `DrawVal` is the engines value for a draw.
HiVal = 10000 ## `LoVal` is a value always lower than any evaluation.
LoVal = -HiVal ## `LoVal` is a value always lower than any evaluation.
pawnTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -31,7 +32,7 @@ const
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `pawnTable` is the piece-square table for pawns.
] ## `pawnTable` is the piece-square table for pawns.
knightTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -45,7 +46,7 @@ const
0, -50, -40, -30, -30, -30, -30, -40, -50, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `knightTable` is the piece-square table for pawns.
] ## `knightTable` is the piece-square table for pawns.
bishopTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -59,7 +60,7 @@ const
0, -20, -10, -10, -10, -10, -10, -10, -20, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `bishopTable` is the piece-square table for pawns.
] ## `bishopTable` is the piece-square table for pawns.
rookTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -73,7 +74,7 @@ const
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `rookTable` is the piece-square table for pawns.
] ## `rookTable` is the piece-square table for pawns.
queenTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -87,7 +88,7 @@ const
0, -20, -10, -10, -5, -5, -10, -10, -20, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `queenTable` is the piece-square table for pawns.
] ## `queenTable` is the piece-square table for pawns.
kingTable = [
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
@ -101,49 +102,40 @@ const
0, -30, -40, -40, -50, -50, -40, -40, -30, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
] ## `kingTable` is the piece-square table for pawns.
] ## `kingTable` is the piece-square table for pawns.
proc pieceEval(chess: Chess): int =
## Returns the evaluation of existing pieces on the `board`
var evaluation = DrawVal
for ind, square in chess.board:
case square:
var evaluation: int
for ind, piece in chess.board:
let tmpEval = case piece:
of WPawn:
evaluation += ord(Color.White) * PawnVal
evaluation += ord(Color.White) * pawnTable[ind]
ord(Color.White) * PawnVal + ord(Color.White) * pawnTable[ind]
of WKnight:
evaluation += ord(Color.White) * KnightVal
evaluation += ord(Color.White) * knightTable[ind]
ord(Color.White) * KnightVal + ord(Color.White) * knightTable[ind]
of WBishop:
evaluation += ord(Color.White) * BishopVal
evaluation += ord(Color.White) * bishopTable[ind]
ord(Color.White) * BishopVal + ord(Color.White) * bishopTable[ind]
of WRook:
evaluation += ord(Color.White) * RookVal
evaluation += ord(Color.White) * rookTable[ind]
ord(Color.White) * RookVal + ord(Color.White) * rookTable[ind]
of WQueen:
evaluation += ord(Color.White) * QueenVal
evaluation += ord(Color.White) * queenTable[ind]
ord(Color.White) * QueenVal + ord(Color.White) * queenTable[ind]
of WKing:
evaluation += ord(Color.White) * kingTable[ind]
ord(Color.White) * kingTable[ind]
of BPawn:
evaluation += ord(Color.Black) * PawnVal
evaluation += ord(Color.Black) * pawnTable.reversed[ind]
ord(Color.Black) * PawnVal + ord(Color.Black) * pawnTable.reversed[ind]
of BKnight:
evaluation += ord(Color.Black) * KnightVal
evaluation += ord(Color.Black) * knightTable.reversed[ind]
ord(Color.Black) * KnightVal + ord(Color.Black) * knightTable.reversed[ind]
of BBishop:
evaluation += ord(Color.Black) * BishopVal
evaluation += ord(Color.Black) * bishopTable.reversed[ind]
ord(Color.Black) * BishopVal + ord(Color.Black) * bishopTable.reversed[ind]
of BRook:
evaluation += ord(Color.Black) * RookVal
evaluation += ord(Color.Black) * rookTable.reversed[ind]
ord(Color.Black) * RookVal + ord(Color.Black) * rookTable.reversed[ind]
of BQueen:
evaluation += ord(Color.Black) * QueenVal
evaluation += ord(Color.Black) * queenTable.reversed[ind]
ord(Color.Black) * QueenVal + ord(Color.Black) * queenTable.reversed[ind]
of BKing:
evaluation += ord(Color.White) * kingTable.reversed[ind]
ord(Color.White) * kingTable.reversed[ind]
else:
continue
DrawVal
evaluation += tmpEval
return evaluation
proc evaluate(chess: Chess): int =
@ -163,28 +155,23 @@ proc evaluate(chess: Chess): int =
evaluation = min(DrawVal, evaluation)
return evaluation
proc spanMoveTree(chess: Chess, depth: int): MoveTree =
## Create and return a Movetree of a given `chess` with a given maximum `depth`.
var mTree: MoveTree
mTree.chess = chess
if depth != 0 and not chess.isCheckmate(chess.toMove) and
not chess.isStalemate(chess.toMove):
let possibleMoves = chess.genLegalMoves(chess.toMove)
for move in possibleMoves:
var tmpChess = chess
tmpChess.checkedMove(move)
mTree.children.add(spanMoveTree(tmpChess, depth-1))
return mTree
proc negaMax(mTree: MoveTree): int =
## Return the value of the root node of a given `MoveTree`
if mTree.children == []:
return mTree.chess.evaluate()
var bestVal = LoVal
for child in mTree.children:
var tmpVal = -negaMax(child)
bestVal = max(bestVal, tmpVal)
return bestVal
proc negaMax(chess: Chess, depth: int, a: int, b: int): int =
## Return the value of a given `chess` with `depth` and `a` and `b` for alpha-beta
## pruning.
var alpha = a
var beta = b
if depth <= 0 or chess.isCheckmate(chess.toMove) or chess.isStalemate(chess.toMove):
return chess.evaluate()
let possibleMoves = chess.genLegalMoves(chess.toMove)
for move in possibleMoves:
var tmpChess = chess
tmpChess.checkedMove(move)
var tmpVal = -negaMax(tmpChess, depth - 1, -beta, -alpha)
if tmpVal >= beta:
return beta
if tmpVal > alpha:
alpha = tmpVal
return alpha
proc bestMove*(chess: Chess, depth: int): Move =
## Generate a MoveTree of a `chess` with a given `depth`, run negaMax and return
@ -196,8 +183,7 @@ proc bestMove*(chess: Chess, depth: int): Move =
for move in moves:
var tmpChess = chess
tmpChess.checkedMove(move)
var tmpMTree = tmpChess.spanMoveTree(depth)
var tmpEval = -tmpMTree.negaMax()
var tmpEval = -tmpChess.negaMax(depth, LoVal, HiVal)
echo("move:", moveToNotation(move), "; eval:", tmpEval)
if tmpEval > bestEval:
bestEval = tmpEval

@ -25,20 +25,6 @@ testSuite ChessTest of TestSuite:
var pieceEvaluation = self.chess.pieceEval()
self.check(pieceEvaluation == 0)
method testSpanMoveTree() =
self.chess = initChess([
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, WKing, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, BKing, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0
], Color.Black)
var mTree = self.chess.spanMoveTree(1)
self.check(mTree.children == [])
method testBestMoveProm() =
self.chess = initChess([
0, 0, 0, 0, 0, 0, 0, 0,

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