|
|
|
@ -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
|
|
|
|
|