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MoveTree.cpp
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1017 lines (702 loc) · 26.2 KB
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/*
* File: MoveTree.cpp
* Author: Flip4it chess
*
* Created on April 14, 2010, 4:04 AM
*/
#include "MoveTree.h"
#include <stdio.h>
#include "stuff.h"
#include "Tools.h"
#include <stdlib.h>
#include <list>
#include "time.h"
#include "Xboard.h"
extern FILE* debug_file;
extern Game joc;
extern Xboard xboard;
using namespace std;
MoveTree::MoveTree(){
nrNoduri=0;
}
//aloca memorie pentru un nod si face setarile de rigoare
MNode* MoveTree::creareNod(){
MNode *node;
node=(MNode*)malloc(sizeof(MNode));
node->parinte=NULL;
node->copii=(MNode**)malloc(MAX_COPII*sizeof(MNode*));
node->nrCopii=0;
node->nrMaxAlocat=MAX_COPII;
node->niv=0;
node->boardScore=UNDEFINED; // scorul intotdeauna pozitiv pe tabla
return node;
}
//adauga copilul copil la parintele parinte
MNode* MoveTree::adaugaCopil(MNode* tata, MNode* copil,COLOR culoare)
{
/*if(tata==NULL)
fprintf(debug_file,"Tata NULLLLL\n");
else
fprintf(debug_file,"Se adauga la parintele cu %d nr max_copii %d copii fiul ce are %d copii \n",tata->nrCopii,tata->nrMaxAlocat,copil->nrCopii);
*/
//trebuie realocat spatiu suplimentar pentru referinte catre copii
if(tata->nrCopii==tata->nrMaxAlocat)
{
// fprintf(debug_file, "se realoca spatiu\n");
// fprintf(debug_file, "nivel tata %d \n",tata->niv);
tata->copii=(MNode**)realloc(tata->copii,(tata->nrMaxAlocat+NR_REALLOC)*sizeof(MNode*));
tata->nrMaxAlocat=tata->nrMaxAlocat+NR_REALLOC;
}
//Evaluam copilul
copil->quickScore=copil->board.evaluateQuick(culoare);
//Cautam si introducem respectivul copil in vectorul de copii, pe pozitia buna;
short i;
for(i=0;i<tata->nrCopii;i++)
if(tata->copii[i]->quickScore > copil->quickScore)
break;
//Mutam elementele la dreapta si introducem copilul
short poz=i;
for(i=tata->nrCopii-1;i>=poz;i--)
tata->copii[i+1]=tata->copii[i];
//Punem elementul in pozitia finala
tata->copii[poz]=copil;
// tata->copii[tata->nrCopii]=copil;
//Actualizam restul datelor
tata->nrCopii=tata->nrCopii+1;
copil->niv=tata->niv+1;
copil->parinte=tata;
//returneaza copilul
return copil;
}
/* adauga/creeaza la arborele caracterizat de root un nou nivel, returneaza radacina;
* nivelul contine doar mutarile de atac si va fi folosit in Quiesence Search.*/
MNode* MoveTree::creareNivelAtac(MNode* nodRoot,COLOR culoare)
{
int i;
int pozPiesa,finalPozPiesa;
int movePositions[2];
PIECE piesa;
BITBOARD tablaPiese,mutari;
ChessBoard backup;
MNode *fiu_curent;
int pozKing=Tools::bitScan(nodRoot->board.board[culoare][KING]);
for(i=PAWN;i<=KING;i++)
{
// se iau toate piesele
piesa=i;
//fprintf(debug_file,"Pentru piesa:%d %d\n",piesa,culoare);
tablaPiese=nodRoot->board.board[culoare][piesa];
//fprintf(debug_file,"tabla piese\n");
//nodRoot->board.printBoard();
//Cat timp tabla mai are piese, pentru fiecare piese de un anumit tip se iau toate mutarile
while(tablaPiese)
{
//We find the position of the piece
pozPiesa=Tools::bitScan(tablaPiese);
//Stergem 1-ul de pe pozitia gasita
tablaPiese=tablaPiese & (~((U64)1<<pozPiesa));
//fprintf(debug_file,"piesa:%d %d de culoare %d\n",i,pozPiesa,culoare);
//if(nodRoot->board.canDoMove(pozPiesa,pozKing,culoare)==1)
{
if(culoare==WHITE)
mutari=nodRoot->board.getPieceMoves(pozPiesa,piesa,culoare) & nodRoot->board.getBlackBoard();
else
mutari=nodRoot->board.getPieceMoves(pozPiesa,piesa,culoare) & nodRoot->board.getWhiteBoard();
// se ia fiecare mutare
while(mutari)
{
//We find the final position of the piece
finalPozPiesa=Tools::bitScan(mutari);
//Stergem 1-ul de pe pozitia gasita
mutari=mutari & (~((U64)1<<finalPozPiesa));
movePositions[0]=pozPiesa;
movePositions[1]=finalPozPiesa;
//salvam tabla curenta
backup=nodRoot->board;
//efectuam "virtual" mutarea pe tabla backup pentru a verifica sahul
backup.doMove(movePositions[0],movePositions[1],piesa,culoare);
//fprintf(debug_file,"Incercam piesa %d: %d -> %d\n",piesa,movePositions[0],movePositions[1]);
//nodRoot->board.printBoard();
if(piesa==KING)
pozKing=finalPozPiesa;
//Daca e sah, anulam mutarea si trecem mai departe
if(backup.isCheck(culoare,pozKing))
{
//fprintf(debug_file,"INCORECTA mutarea %d : %d -> %d!\n\n",piesa,movePositions[0],movePositions[1]);
continue;
}
//salvam fiul
//Cream un nou nod;
nrNoduri++;
fiu_curent=creareNod();
fiu_curent->board=nodRoot->board;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
fiu_curent->movePositions[0]=movePositions[0];
fiu_curent->movePositions[1]=movePositions[1];
fiu_curent->movedPiece=i;
fiu_curent->board.doMove(movePositions[0],movePositions[1],i,culoare);
}
}
}
}
return nodRoot;
}
// adauga/creeaza la arborele caracterizat de root un nou nivel, returneaza radacina;
MNode* MoveTree::creareNivelTree(MNode* nodRoot,COLOR culoare)
{
//fprintf(debug_file,"New level\n");
int i;
int pozPiesa,finalPozPiesa;
int movePositions[2];
PIECE piesa;
BITBOARD tablaPiese,mutari;
ChessBoard backup;
MNode *fiu_curent;
int pozKing=Tools::bitScan(nodRoot->board.board[culoare][KING]);
for(i=PAWN;i<=KING;i++)
{
// se iau toate piesele
piesa=i;
//fprintf(debug_file,"Pentru piesa:%d %d\n",piesa,culoare);
tablaPiese=nodRoot->board.board[culoare][piesa];
//fprintf(debug_file,"tabla piese\n");
//nodRoot->board.printBoard();
//Cat timp tabla mai are piese, pentru fiecare piese de un anumit tip se iau toate mutarile
while(tablaPiese)
{
//We find the position of the piece
pozPiesa=Tools::bitScan(tablaPiese);
//Stergem 1-ul de pe pozitia gasita
tablaPiese=tablaPiese & (~((U64)1<<pozPiesa));
//fprintf(debug_file,"piesa:%d %d de culoare %d\n",i,pozPiesa,culoare);
//if(nodRoot->board.canDoMove(pozPiesa,pozKing,culoare)==1)
mutari=nodRoot->board.getPieceMoves(pozPiesa,piesa,culoare);
// se ia fiecare mutare
while(mutari)
{
//We find the final position of the piece
finalPozPiesa=Tools::bitScan(mutari);
//Stergem 1-ul de pe pozitia gasita
mutari=mutari & (~((U64)1<<finalPozPiesa));
movePositions[0]=pozPiesa;
movePositions[1]=finalPozPiesa;
//salvam tabla curenta
backup=nodRoot->board;
//efectuam "virtual" mutarea pe tabla backup pentru a verifica sahul
backup.doMove(movePositions[0],movePositions[1],piesa,culoare);
//fprintf(debug_file,"Incercam piesa %d: %d -> %d\n",piesa,movePositions[0],movePositions[1]);
//nodRoot->board.printBoard();
if(piesa==KING)
pozKing=finalPozPiesa;
//Daca e sah, anulam mutarea si trecem mai departe
if(backup.isCheck(culoare,pozKing))
{
//fprintf(debug_file,"INCORECTA mutarea %d : %d -> %d!\n\n",piesa,movePositions[0],movePositions[1]);
continue;
}
//salvam fiul
//Cream un nou nod;
nrNoduri++;
fiu_curent=creareNod();
fiu_curent->board=nodRoot->board;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
fiu_curent->movePositions[0]=movePositions[0];
fiu_curent->movePositions[1]=movePositions[1];
fiu_curent->movedPiece=piesa;
fiu_curent->board.doMove(movePositions[0],movePositions[1],piesa,culoare);
}
}
}
//Adaugam alte tipuri de mutari:
/*ROCADA*/
/*Daca movedPiece==KING si movePositions[1]=-1 => s-a facut rocada mica.
*Daca movedPiece==KING si movePositions[1]=-2 => s-a facut rocada mare.*/
ChessBoard nouaTabla=nodRoot->board;
if(culoare==WHITE)
{
if((nodRoot->board.getFlags() & F_CASTLINGW)!=0 && (nodRoot->board.getFlags() & F_CATLDONEW)==0) //daca nu a fost facuta si mai poate fi facuta
{
nouaTabla=nodRoot->board;
//si daca nu sunt piese acolo si nu s-a mutat tura stanga
if((nodRoot->board.getFlags() & F_CASTLR_L_W)==0 && (nodRoot->board.board[WHITE][ROOK] & ((U64)1)) && (nodRoot->board.getAllBoard() & ((U64)1<<1))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<2))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<3))==0)
//Si nu e sah pe nici una dintre pozitii
if(nodRoot->board.isCheck(WHITE,2)==0 && nodRoot->board.isCheck(WHITE,3)==0 && nodRoot->board.isCheck(WHITE,4)==0)
{
nouaTabla.board[WHITE][KING] =((U64)4); //setam regele pe poz finala
nouaTabla.board[WHITE][ROOK] |=((U64)8); //setam tura pe pozitia finala
nouaTabla.board[WHITE][ROOK] &=~((U64)1); //stergem tura de pe pozitia initiala
nouaTabla.setFlags(((nouaTabla.getFlags() | F_CATLDONEW) & ~F_CASTLINGW) | F_CASTLR_R_W);
// fprintf(debug_file,"Posibilitate ROCADA1:\n");
// nouaTabla.printBoard();
// nodRoot->board.printBoard();
//Adaugare nod
fiu_curent=creareNod();
fiu_curent->board=nouaTabla;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
fiu_curent->movePositions[0]=ROCADA_MARE;
fiu_curent->movedPiece=KING;
}
nouaTabla=nodRoot->board;
//si daca nu sunt piese acolo si nu s-a mutat tura dreapta
if((nodRoot->board.getFlags() & F_CASTLR_R_W)==0 && (nodRoot->board.board[WHITE][ROOK] & ((U64)1<<7)) && (nodRoot->board.getAllBoard() & ((U64)1<<5))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<6))==0)
//Si nu e sah pe nici una dintre pozitii
if(nodRoot->board.isCheck(WHITE,4)==0 && nodRoot->board.isCheck(WHITE,5)==0 && nodRoot->board.isCheck(WHITE,6)==0)
{
nouaTabla.board[WHITE][KING] =((U64)1<<6);
nouaTabla.board[WHITE][ROOK] |=((U64)1<<5);
nouaTabla.board[WHITE][ROOK] &=~((U64)1<<7);
nouaTabla.setFlags(((nouaTabla.getFlags() | F_CATLDONEW) & ~F_CASTLINGW) | F_CASTLR_R_W);
// fprintf(debug_file,"Posibilitate ROCADA2:\n");
// nouaTabla.printBoard();
// nodRoot->board.printBoard();
//Adaugare nod
fiu_curent=creareNod();
fiu_curent->board=nouaTabla;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
fiu_curent->movePositions[0]=ROCADA_MICA;
fiu_curent->movedPiece=KING;
}
}
}
else //Culoare neagra
{
if((nodRoot->board.getFlags() & F_CASTLINGB)!=0 && (nodRoot->board.getFlags() & F_CATLDONEB)==0) //daca nu a fost facuta si mai poate fi facuta
{
nouaTabla=nodRoot->board;
//si daca nu sunt piese acolo si nu s-a mutat tura stanga
if((nodRoot->board.getFlags() & F_CASTLR_L_B)==0 && (nodRoot->board.board[BLACK][ROOK] & ((U64)1<<56)) && (nodRoot->board.getAllBoard() & ((U64)1<<57))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<58))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<59))==0)
//Si nu e sah pe nici una dintre pozitii
if(nodRoot->board.isCheck(BLACK,58)==0 && nodRoot->board.isCheck(BLACK,59)==0 && nodRoot->board.isCheck(BLACK,60)==0)
{
nouaTabla.board[BLACK][KING] =((U64)1<<58);
nouaTabla.board[BLACK][ROOK] |=((U64)1<<59);
nouaTabla.board[BLACK][ROOK] &=~((U64)1<<56);
nouaTabla.setFlags(((nouaTabla.getFlags() | F_CATLDONEB) & ~F_CASTLINGB) | F_CASTLR_L_B);
// fprintf(debug_file,"Posibilitate ROCADA3:\n");
// nouaTabla.printBoard();
// nodRoot->board.printBoard();
//Adaugare nod
fiu_curent=creareNod();
fiu_curent->board=nouaTabla;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
fiu_curent->movePositions[0]=ROCADA_MARE;
fiu_curent->movedPiece=KING;
}
nouaTabla=nodRoot->board;
//si daca nu sunt piese acolo si nu s-a mutat tura dreapta
if((nodRoot->board.getFlags() & F_CASTLR_R_B)==0 && (nodRoot->board.board[BLACK][ROOK] & ((U64)1<<63)) && (nodRoot->board.getAllBoard() & ((U64)1<<61))==0 && (nodRoot->board.getAllBoard() & ((U64)1<<62))==0)
//Si nu e sah pe nici una dintre pozitii
if(nodRoot->board.isCheck(BLACK,60)==0 && nodRoot->board.isCheck(BLACK,61)==0 && nodRoot->board.isCheck(BLACK,62)==0)
{
nouaTabla.board[BLACK][KING] =((U64)1<<62);
nouaTabla.board[BLACK][ROOK] |=((U64)1<<61);
nouaTabla.board[BLACK][ROOK] &=~((U64)1<<63);
nouaTabla.setFlags(((nouaTabla.getFlags() | F_CATLDONEB) & ~F_CASTLINGB) | F_CASTLR_R_B);
//Adaugare nod
fiu_curent=creareNod();
fiu_curent->board=nouaTabla;
fiu_curent->niv=nodRoot->niv+1;
adaugaCopil(nodRoot,fiu_curent,culoare);
// fprintf(debug_file,"Posibilitate ROCADA din in4:\n");
// nouaTabla.printBoard();
// nodRoot->board.printBoard();
fiu_curent->movePositions[0]=ROCADA_MICA;
fiu_curent->movedPiece=KING;
}
}
}
return nodRoot;
}
// trebuie apelata cu rootul arborelui
/*
char* MoveTree::getTreeBestMove(MNode *nodRoot){
int i;
int poz=-1;
int aux;
int max=MIN;
fprintf(debug_file,"Evalaore tabla curenta %d\n",nodRoot->board.evaluateBoard(joc.colorEngine));
for(i=0;i<nodRoot->nrCopii;i++){
aux=NegaMax(nodRoot->copii[i],MIN,MAX,joc.colorEngine);
MNode *auxNode=nodRoot->copii[i];
fprintf(debug_file,"Evaluare tabla %d\n",auxNode->board.evaluateBoard(joc.colorEngine));
fprintf(debug_file," varianta %d cu valoarea %d %d(%d -> %d) adica %s:\n",poz,aux,auxNode->parinte->movedPiece,auxNode->movePositions[0],auxNode->movePositions[1],auxNode->board.getSANofMove(joc.colorEngine,auxNode->movePositions[0],auxNode->movePositions[1],auxNode->movedPiece));
if(aux>max)
{
max=aux;
poz=i;
}
}
MNode *chosenNode=nodRoot->copii[poz];
fprintf(debug_file,"S-a ales nodul %d varianta %d(%d -> %d) adica %s:\n",i,chosenNode->parinte->movedPiece,chosenNode->movePositions[0],chosenNode->movePositions[1],chosenNode->board.getSANofMove(joc.colorEngine,chosenNode->movePositions[0],chosenNode->movePositions[1],chosenNode->movedPiece));
chosenNode->board.printBoard();
return chosenNode->parinte->board.getSANofMove(joc.colorEngine,chosenNode->movePositions[0],chosenNode->movePositions[1],chosenNode->movedPiece);
}
*/
// Constructor pentru pozitia initiala a tablei
/*
void MoveTree::MakeTree(ChessBoard startBoard,int level)
{
MNode *parinte;
COLOR culoare=joc.colorEngine; //culoarea inversa pentru ca sa se inceapa cu generarea mutarilor noastre
int nivel_tree=0;
int onTime=1;
int i;
int j;
int k;
int l;
time_t startSeconds;
time_t curentSeconds;
root=creareNod();
root->board=startBoard;
root->parinte=NULL;
//fprintf(debug_file,"Placa de inceput:\n");
root->board.printBoard();
// se creaza primul nivel;
creareNivelTree(root,joc.colorEngine);
nivel_tree++;
startSeconds = time (NULL);
while(onTime==1 && nivel_tree<level)
{
parinte=root;
for(i=0;i<parinte->nrCopii;i++)
{
creareNivelTree(parinte->copii[i],1-culoare);
culoare=1-culoare;
}
//arborele acum are doua nivele (parinte=root);
nivel_tree++;
if(nivel_tree==level)
break;
// arbore 3 nivele
for(i=0;i<parinte->nrCopii;i++)
for(j=0;j<parinte->copii[i]->nrCopii;j++)
creareNivelTree(parinte->copii[i]->copii[j],culoare);
nivel_tree++;
if(nivel_tree==level)
break;
// nivelul 4
for(i=0;i<parinte->nrCopii;i++)
for(j=0;j<parinte->copii[i]->nrCopii;j++)
for(k=0;k<parinte->copii[i]->copii[j]->nrCopii;k++)
{
curentSeconds=time(NULL);
//daca generarea ia mai mult de MAX_CALC_TIME secunde
if(curentSeconds-startSeconds>MAX_CALC_TIME)
return;
else
creareNivelTree(parinte->copii[i]->copii[j]->copii[k],1-culoare);
}
nivel_tree++;
if(nivel_tree==level)
break;
//nivel 5
for(i=0;i<parinte->nrCopii;i++)
for(j=0;j<parinte->copii[i]->nrCopii;j++)
for(k=0;k<parinte->copii[i]->copii[j]->nrCopii;k++)
for(l=0;l<parinte->copii[i]->copii[j]->copii[k]->nrCopii;l++)
{
curentSeconds=time(NULL);
//daca generarea ia mai mult de MAX_CALC_TIME secunde
if(curentSeconds-startSeconds>MAX_CALC_TIME)
return;
else
creareNivelTree(parinte->copii[i]->copii[j]->copii[k]->copii[l],culoare);
}
nivel_tree++;
if(nivel_tree==level)
break;
}
}
*/
/*Actualizeaza arborele in functie de tabla curenta 'currentBoard'
*Se sterg ramurile inutile si se adauga noi nivele in arbore, pana se completeaza 'level' nivele;*/
void MoveTree::updateNewTree(ChessBoard currentBoard, int level)
{
//TODO
}
/*Obtine radacina arborelui MoveTree, de tip MNode.*/
MNode* MoveTree::getTree()
{
return root;
}
void MoveTree::eliberareNod(MNode* node)
{
// se elibereaza nodul doar daca este frunza (nu cumva sa se distruga arborele)
if(node->nrCopii==0)
{
node->board.~ChessBoard();
free(node->copii);
free(node);
}
}
void MoveTree::parcurge(MNode* rad,int level){
int i;
// fprintf(debug_file,"nodul se afla pe nivelul %d si are %d cu %d copii\n",level,rad->nrCopii,rad->nrMaxAlocat);
nrCopii++;
for(i=0;i<rad->nrCopii;i++)
{
// fprintf(debug_file,"\t Fiul are la randul sau %d %d \n ",rad->copii[i]->nrCopii,rad->copii[i]->nrMaxAlocat);
parcurge(rad->copii[i],level+1);
}
}
void MoveTree::Dispose(MNode *node,int level){
int i=0;
// node trebuie sa fie parinte
nrCopii++;
//fprintf(debug_file,"Numar stergeri :%d\n",nrCopii);
// fprintf(debug_file,"eliberare memorie nod nivel :%d %d nr copii %d\n",level,node->niv,node->nrCopii);
if(node->nrCopii==0)
{
//fprintf(debug_file,"eliberare nod frunza %d\n",node->nrCopii);
eliberareNod(node);
return;
}
else
{
//fprintf(debug_file,"eliberare nod intermediar %d\n",node->nrCopii);
for(i=0;i<node->nrCopii;i++){
// fprintf(debug_file,"apel pentru eliberare nod urmator %d\n",node->copii[i]->niv);
Dispose(node->copii[i],level+1);
}
node->nrCopii=0;
eliberareNod(node);
}
}
/* cod wiki
function negamax(node, depth, α, β, color)
if node is a terminal node or depth = 0
return color * the heuristic value of node
else
foreach child of node
α := max(α, -negamax(child, depth-1, -β, -α, -color))
{the following if statement constitutes alpha-beta pruning}
if α≥β
return α
return α
*/
int MoveTree::AlfaBeta(MNode* node, int alfa, int beta, COLOR color, int depth){
int i;
int score;
int poz;
int bestScore=MIN;
if(depth==0)
return node->board.evaluateBoard(color);
if(node->nrCopii==0)
creareNivelTree(node,1-color);
for(i=0;i<node->nrCopii;i++)
{
score=-AlfaBeta(node->copii[i],-beta,-alfa,1-color,depth-1);
if(score>=beta && node->parinte!=NULL )
return score; // fail soft
if(score>bestScore)
{
bestScore=score;
if(score>alfa)
{
alfa=score;
}
poz=i;
}
}
if(node->parinte==NULL)
return poz;
return bestScore;
}
int MoveTree::quesenceSearch(MNode* node,int alfa,int beta,COLOR color, int depth){
int i;
int score;
int bestScore=MIN;
// fprintf(debug_file,"S-a apelat quesenceSearch este nivelul %d in quesencesearch \n",depth);
// daca a ajuns la nivelul setat
if(depth==0)
return node->board.evaluateBoard(color);
if(node->nrCopii==0)
creareNivelAtac(node,color);
//daca nu mai are copii
if(node->nrCopii==0)
return node->board.evaluateBoard(color);
for(i=0;i<node->nrCopii;i++)
{
score=-quesenceSearch(node->copii[i],-beta,-alfa,1-color,depth-1);
if(score>=beta)
return score; // fail soft
if(score>bestScore)
{
bestScore=score;
if(score>alfa)
alfa=score;
}
}
return bestScore;
}
int MoveTree::NegaScout(MNode* node,int alfa,int beta,COLOR color,int depth, time_t maxDuration){
int i;
int poz=0;
int cur;
//facem verificarea de timp la nivelul final
if(depth==0)
{
currentTime=clock();
if(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)<=0)
{
// fprintf(debug_file,"break de pe nivelul %d %d\n",depthLimit,curentSeconds-startSeconds);
this->levelIncomplete=true;
onTime=0;
return node->board.evaluateBoard(color);
}
}
if(depth==0)
{
return quesenceSearch(node,-beta,-alfa,color,QUESENCE_LEVEL);
// daca nu este quit node
//return node->board.evaluateBoard(color);
}
// se creeaza copii pentru nodul curent, copii culoare opusa, alt nivel, celalat oponent
// daca nodul nu are copii deja creati, nod terminal, atunci se creeaza;
if(node->nrCopii==0)
creareNivelTree(node,color);
// daca suntem pe nivelul 0, punctul de plecare (tabla curenta) si nu se poate face nici o mutare
if(node->parinte==NULL)
if(node->nrCopii==0){
int pozKing;
// se obtine pozitia regelui a enginu-lui
pozKing=Tools::bitScan(node->board.board[joc.colorEngine][KING]);
if(node->board.isCheck(joc.colorEngine,pozKing)==1)
return CHECKMATE;
return DRAW;
}
//daca nu se trece mai departe, ei sunt deja creati
int b=beta;
//fprintf(debug_file,"La nivelul %d avem variantele :\n",ARB_DEPTH-depth);
for(i=0;i<node->nrCopii;i++)
{
//NegaScout
cur=-NegaScout(node->copii[i],-b,-alfa,1-color,depth-1,maxDuration);
if(cur>alfa)
{
alfa=cur;
maxScore=cur;
poz=i;
}
// fprintf(debug_file,"%d ",-alfa);
if(alfa>=beta && node->parinte!=NULL)
{
nrPrunninguri++;
return alfa; // beta cut-off
}
if(onTime==0)
return i;
}
if(node->parinte==NULL)
return poz;
levelIncomplete=false;
return alfa;
}
int MoveTree::negaMax2( int depth, MNode* rad,COLOR culoare )
{
if ( depth == 0 )
return rad->board.evaluateBoard(culoare);
int max = 1000000;
creareNivelTree(rad,1-culoare);
// fprintf(debug_file,"Copii lui - in numar de : %d\n",rad->nrCopii);
rad->board.printBoard();
int i=0,poz;
for (i=0;i<rad->nrCopii;i++)
{
int score = -negaMax2( depth - 1, rad->copii[i],1-culoare );
if( score < max )
{
max = score;
poz=i;
// fprintf(debug_file,"Score: %d\n",max);
// rad->copii[i]->board.printBoard();
}
}
if(depth==3)
copilToMove=poz;
// fprintf(debug_file,"\n\n\n\n\n\n\n\n\n\n_________________\nPe level %d S-a ajuns la maximul: %d\n",depth, max);
// rad->copii[poz]->board.printBoard();
return max;
}
char* MoveTree::IterativeDeepening(time_t maxDuration)
{
MNode* nodeRoot;
COLOR culoare=joc.colorEngine; //culoarea inversa pentru ca sa se inceapa cu generarea mutarilor noastre
// presepunem ca nivelele sunt generate complet
//fprintf(debug_file,"Starting Iterative deepening with duration: %d\n",(int)(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)));
int depthLimit;
int max;
int poz;
// cand incepe procesul
//startSeconds=time(NULL);
// cand incepe procesul
startTime=clock();
// se creeaza nodul radacina
nodeRoot=creareNod();
nodeRoot->board=joc.currentBoard;
nodeRoot->parinte=NULL;
root=nodeRoot;
// depthLimitul initial
depthLimit=ARB_DEPTH;
levelIncomplete=0;
onTime=1;
int pozFinal=0;
//depthLimit=2;
// iterative deepening
while(1)
{
fprintf(debug_file,"Starting Iterative deepening with duration %d for level %d\n",(int)(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)),depthLimit);
poz=0;
nrPrunninguri=0;
poz=NegaScout(nodeRoot,MIN,MAX,culoare,depthLimit-1,maxDuration);
fprintf(debug_file,"S-a ales pozitia %d \n",poz);
//Am primit sah mat
if(poz==CHECKMATE)
{
xboard.resignEngineToXboard();
fprintf(debug_file,"Am primit sah mat.\n");
xboard.getMoveFromXboard();
return NULL;
}
//Este pat (nu putem muta)
if(poz==DRAW)
{
xboard.resignEngineToXboard();
fprintf(debug_file,"Am primit draw. Nu putem muta.\n");
xboard.getMoveFromXboard();
return NULL;
}
fprintf(debug_file,"S-a ales pozitia %d \n",poz);
if(levelIncomplete==0)
{
pozFinal=poz;
}
if(levelIncomplete==false)
{
fprintf(debug_file,"-->S-a generat complet nivelul %d si mai sunt %d milisecunde.\n",depthLimit,(int)(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)));
}
else
fprintf(debug_file,"Nu s-a generat complet nivelul %d si timpul \"ramas\" este %d milisecunde.\n",depthLimit,(int)(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)));
//daca nu mai este timp, iesim;
if(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)<=0)
{
fprintf(debug_file,"S-a depasit timpul alocat. Time left: %d\n",(int)(maxDuration-(clock()-startTime)/(CLOCKS_PER_SEC/1000)));
break;
}
depthLimit++;
if(depthLimit==MAX_DEPTH)
break;
}