ai implemented, needs some perf tuning

This commit is contained in:
jackjohn7 2025-11-08 05:50:32 -06:00
parent 8c4b0fc1cd
commit 05536f0dc3
7 changed files with 310 additions and 23 deletions

1
Cargo.lock generated
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@ -244,6 +244,7 @@ version = "0.1.0"
dependencies = [ dependencies = [
"anyhow", "anyhow",
"criterion", "criterion",
"regex",
] ]
[[package]] [[package]]

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@ -8,11 +8,12 @@ name = "othello"
path = "src/lib.rs" path = "src/lib.rs"
[[bin]] [[bin]]
name = "othello-gui" name = "othello-cli"
path = "src/main.rs" path = "src/main.rs"
[dependencies] [dependencies]
anyhow = "1.0.100" anyhow = "1.0.100"
regex = "1.12.2"
[dev-dependencies] [dev-dependencies]
criterion = "0.7.0" criterion = "0.7.0"

81
src/ai.rs Normal file
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@ -0,0 +1,81 @@
use crate::{
board::{Board, explode_board},
game::{Game, Team},
};
/// Using alpha-beta pruning and the minimax algorithm, determine the best move
/// for a game with a recursion depth of `depth`.
pub fn alphabeta(game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Board, i8) {
if depth == 0 {
return (0, game.score().diff());
}
let moves = game.available();
if moves == 0 {
return (0, game.score().diff());
}
let mut best_move: Board = 0;
// I just establish a convention of maximizing for black and minimizing for white.
// I'm not sure if that's conventional or not, but it's what I chose.
match game.current_team {
Team::Black => {
for mv in explode_board(moves) {
let mut g = game.clone();
g.play(mv);
// maximize for the evaluation of subsequent moves
let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
if evaluation > alpha {
alpha = evaluation;
best_move = mv;
};
if beta <= alpha {
break;
}
}
(best_move, alpha)
}
Team::White => {
for mv in explode_board(moves) {
let mut g = game.clone();
g.play(mv);
// maximize for the evaluation of subsequent moves
let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
if evaluation < beta {
beta = evaluation;
best_move = mv;
};
if beta <= alpha {
break;
}
}
(best_move, beta)
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::board::view::View;
use crate::board::{BitBoard, squares::*};
use crate::game::Game;
#[test]
// just a sanity check to ensure that my AI performs up to snuff with another popular engine
fn opening() {
let mut game = Game::default();
println!("{}", game.board().render(View::RankAsc, vec![]));
game.play(D3);
let (best_move, _) = alphabeta(game.clone(), 12, i8::MIN + 1, i8::MAX - 1);
println!(
"dis:\n{}",
BitBoard {
boards: [0, best_move]
}
);
game.play(best_move);
println!("{}", game.board().render(View::RankAsc, vec![]));
assert_eq!(best_move, C3);
}
}

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@ -12,6 +12,64 @@ pub mod view;
pub type Board = u64; pub type Board = u64;
/// Represents the score at a given moment in the game. It is computed as
/// the number of black discs vs white discs. Structured as (black, white)
#[derive(Debug, PartialEq)]
pub struct Score(pub u8, pub u8);
impl Score {
/// Get black's current score
pub fn black(&self) -> u8 {
self.0
}
/// Get white's current score
pub fn white(&self) -> u8 {
self.1
}
/// Compute diff of evaluation. Useful for easily comparing a bunch of scores.
pub fn diff(&self) -> i8 {
self.0 as i8 - self.1 as i8
}
}
/// Explode a single board into an iterator over all of its excited one-hot
/// boards.
///
/// For example:
/// `0b1010` will explode into an iterator over `[0b0010, 0b1000]`.
///
/// The boards will be sorted by rank-ascending.
#[inline]
pub fn explode_board(mut b: Board) -> impl Iterator<Item = Board> {
// a naive solution would be to simply start at the rightmost bit and
// shift until we reach an excited bit, AND it for result, and store
// the current shift + 1 for the next iteration until `b` is zero. This
// is a bit wasteful, as we can abuse a handful of modular relationships
// with negation.
//
// we do this using the `u64::wrapping_neg` method.
// In two's-complement, negation can be used to isolate the least
// significant excited bit in a signed integer. For example,
// if `Board` were defined as `i64` instead, we could define LSB as
// `lsb = b & -b`. Since we're using `u64`, we can mimic this using
// `u64::wrapping_neg`.
std::iter::from_fn(move || {
// if we have no more excited bits, return None
if b == 0 {
None
} else {
// if we have more, continue isolating the LSB
let lsb = b & b.wrapping_neg();
// If you're skeptical of the claim above about these being
// equivalent, comment out the line above this and uncomment
// the line below this. They both pass the test.
// let lsb = (b as i64 & -(b as i64)) as u64;
b &= b - 1;
Some(lsb)
}
})
}
// Directions: // Directions:
// 7 8 9 // 7 8 9
// -1 0 1 // -1 0 1
@ -380,11 +438,14 @@ impl BitBoard {
} }
/// Compute the score (B, W) by counting the excited bits in each board. /// Compute the score (B, W) by counting the excited bits in each board.
pub fn score(&self) -> (u32, u32) { pub fn score(&self) -> Score {
// `u64::count_ones()` is implemented `unsafe` and makes use of primitives in the // `u64::count_ones()` is implemented `unsafe` and makes use of primitives in the
// low-level implementation of the language itself for maximum performance. Better // low-level implementation of the language itself for maximum performance. Better
// to use this than implement myself. // to use this than implement myself.
(self.boards[0].count_ones(), self.boards[1].count_ones()) Score(
self.boards[0].count_ones() as u8,
self.boards[1].count_ones() as u8,
)
} }
} }
@ -610,7 +671,6 @@ mod tests {
fn test_available_no_moves_surrounded() { fn test_available_no_moves_surrounded() {
// Black piece at b7 completely surrounded by white // Black piece at b7 completely surrounded by white
let bb = BitBoard::from_jon("www/wbw/www////").expect("Valid board"); let bb = BitBoard::from_jon("www/wbw/www////").expect("Valid board");
println!("dis:\n{}", bb);
// Black should have three moves in this position: d7, b5, and d5 // Black should have three moves in this position: d7, b5, and d5
assert_eq!(bb.available(Team::Black), D7 | B5 | D5); assert_eq!(bb.available(Team::Black), D7 | B5 | D5);
} }
@ -619,7 +679,6 @@ mod tests {
fn test_available_long_capture() { fn test_available_long_capture() {
// Black at a4, white at b4-f4, empty g4, black at h4 // Black at a4, white at b4-f4, empty g4, black at h4
let bb = BitBoard::from_jon("////bwwwww1b///").expect("Valid board"); let bb = BitBoard::from_jon("////bwwwww1b///").expect("Valid board");
println!("dis:\n{}", bb);
// Black can play at g4 to capture entire row of white pieces // Black can play at g4 to capture entire row of white pieces
assert_eq!(bb.available(Team::Black), G4); assert_eq!(bb.available(Team::Black), G4);
} }
@ -692,18 +751,27 @@ mod tests {
#[test] #[test]
fn play_works() { fn play_works() {
let mut bb = BitBoard::default(); let mut bb = BitBoard::default();
assert_eq!(bb.score(), (2, 2)); assert_eq!(bb.score(), Score(2, 2));
bb.play(Team::Black, E6); bb.play(Team::Black, E6);
assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | E4, D4)); assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | E4, D4));
assert_eq!(bb.score(), (4, 1)); assert_eq!(bb.score(), Score(4, 1));
bb.play(Team::White, F4); bb.play(Team::White, F4);
assert_eq!(bb, BitBoard::new(D5 | E6 | E5, D4 | E4 | F4)); assert_eq!(bb, BitBoard::new(D5 | E6 | E5, D4 | E4 | F4));
assert_eq!(bb.score(), (3, 3)); assert_eq!(bb.score(), Score(3, 3));
bb.play(Team::Black, G3); bb.play(Team::Black, G3);
assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | G3 | F4, D4 | E4)); assert_eq!(bb, BitBoard::new(D5 | E6 | E5 | G3 | F4, D4 | E4));
assert_eq!(bb.score(), (5, 2)); assert_eq!(bb.score(), Score(5, 2));
bb.play(Team::White, E7); bb.play(Team::White, E7);
assert_eq!(bb, BitBoard::new(D5 | G3 | F4, D4 | E4 | E5 | E6 | E7)); assert_eq!(bb, BitBoard::new(D5 | G3 | F4, D4 | E4 | E5 | E6 | E7));
assert_eq!(bb.score(), (3, 5)); assert_eq!(bb.score(), Score(3, 5));
}
#[test]
fn explode_works() {
let bb = BitBoard::default();
assert_eq!(
explode_board(bb.available(Team::Black)).collect::<Vec<Board>>(),
vec![D3, C4, F5, E6] // they are sorted in rank-ascending
);
} }
} }

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@ -1,18 +1,97 @@
use othello::{board::view::Overlay, game::Game}; use std::io;
use othello::{
ai::alphabeta,
board::{
Board, Score,
view::{Overlay, View},
},
game::Game,
};
use anyhow::Context;
use regex::Regex;
enum Action {
Play(Board),
Skip,
Ai,
}
const PLAY_RE: &str = r"^(play - )?([abcdefghABCDEFGH])(\d)$";
pub fn run() -> anyhow::Result<()> { pub fn run() -> anyhow::Result<()> {
let mut game = Game::default(); let mut game = Game::default();
let mut board_changed = true;
let play_re = Regex::new(PLAY_RE).unwrap();
while !game.is_complete() {
let legal_moves = game.available();
if board_changed {
let Score(b, w) = game.score();
println!("Score: (Black: {} , White: {}", b, w);
println!( println!(
"{}", "{}",
game.board().render( game.board().render(
game.current_team, View::RankAsc,
vec![Overlay( vec![Overlay(legal_moves, "\x1b[95m*\x1b[37m")]
game.board().available(game.current_team),
"\x1b[95m*\x1b[37m"
)]
) )
); );
board_changed = false;
}
let choice = loop {
println!("Please choose your action: [play - (move), skip, ai]");
let mut raw_input = String::new();
io::stdin()
.read_line(&mut raw_input)
.context("Failed to read input")?;
if let Some(captures) = play_re.captures(&raw_input.trim()) {
let file = captures.get(2).context("Failed to get file capture")?;
let rank = captures
.get(3)
.context("Failed to get rank capture")?
.as_str()
.parse::<u8>()
.context("Failed to parse rank")?;
break Action::Play(create_move(file.as_str(), rank));
}
match raw_input.as_str().trim() {
"skip" => break Action::Skip,
"ai" => break Action::Ai,
_ => println!("Invalid input"),
}
};
match choice {
Action::Play(mv) => {
if mv & legal_moves == 0 {
println!(
"Attempted illegal moves. Legal moves are indicated by asterisks (*)."
);
} else {
game.play(mv);
board_changed = true;
}
}
Action::Skip => {
if legal_moves != 0 {
println!("Cannot skip with legal moves available. Must choose `play` or `ai`.");
} else {
game.skip()
}
}
Action::Ai => {
let (mv, eval) = alphabeta(game.clone(), 12, i8::MIN + 1, i8::MAX - 1);
println!("beep. boop. eval = {eval}");
game.play(mv);
board_changed = true;
}
}
}
game.play(othello::board::squares::E6); game.play(othello::board::squares::E6);
println!(); println!();
println!( println!(
@ -28,3 +107,36 @@ pub fn run() -> anyhow::Result<()> {
Ok(()) Ok(())
} }
/// Convert a file and rank into an actual board
fn create_move(file: &str, rank: u8) -> Board {
1 << (match file {
"a" => 0,
"b" => 1,
"c" => 2,
"d" => 3,
"e" => 4,
"f" => 5,
"g" => 6,
"h" => 7,
_ => unreachable!("impossible file"),
} + (rank - 1) * 8) as Board
}
#[cfg(test)]
mod tests {
use super::*;
use othello::board::squares::*;
#[test]
fn create_move_works() {
assert_eq!(create_move("a", 1), A1);
assert_eq!(create_move("d", 3), D3);
assert_eq!(create_move("h", 8), H8);
}
#[test]
fn re_works() {
let play_re = Regex::new(PLAY_RE).unwrap();
assert!(play_re.is_match("play - d3"));
}
}

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@ -1,4 +1,4 @@
use crate::board::{BitBoard, Board}; use crate::board::{BitBoard, Board, Score};
#[repr(u8)] #[repr(u8)]
#[derive(Copy, Clone, Debug, PartialEq, Default)] #[derive(Copy, Clone, Debug, PartialEq, Default)]
@ -19,7 +19,8 @@ impl Team {
} }
} }
#[derive(Default)] #[derive(Default, Clone)]
// TODO: Look into potentially better memory alignment for this
pub struct Game { pub struct Game {
pub current_team: Team, pub current_team: Team,
board: BitBoard, board: BitBoard,
@ -42,9 +43,31 @@ impl Game {
Ok(()) Ok(())
} }
/// Skip the current player
pub fn skip(&mut self) {
self.current_team = self.current_team.next();
}
/// Copy the board
pub fn board(&self) -> BitBoard { pub fn board(&self) -> BitBoard {
self.board self.board
} }
/// Compute the available moves
pub fn available(&self) -> Board {
self.board.available(self.current_team)
}
/// Compute the score of the game
pub fn score(&self) -> Score {
self.board.score()
}
/// Determine whether or not the game has concluded
pub fn is_complete(&self) -> bool {
let score = self.board.score();
score.0 + score.1 == 64
}
} }
#[cfg(test)] #[cfg(test)]

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@ -1,2 +1,3 @@
pub mod ai;
pub mod board; pub mod board;
pub mod game; pub mod game;