fix and utilize transpposition tables, we skip many moves but I think we've probably slowed down in some ways too
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88131d9ab0
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6 changed files with 222 additions and 36 deletions
160
src/ai.rs
160
src/ai.rs
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@ -1,6 +1,7 @@
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use crate::{
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board::{Board, explode_board, squares::*},
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game::{Game, Team},
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table::{Bound, TTEntry, TTable},
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};
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/// Contains all corner squares
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@ -68,18 +69,26 @@ impl MoveRank {
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/// for a game with a recursion depth of `depth`.
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///
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/// We use a very simple evaluation heuristic: (Black squares - White squares).
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pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Board, i8) {
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pub fn alphabeta(
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mut game: Game,
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depth: u8,
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mut alpha: i8,
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mut beta: i8,
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tt: &mut TTable,
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) -> (Board, i8, u64) {
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let mut num_moves = 0;
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// if we reach our maximum recursion depth, return evaluation
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if depth == 0 {
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return (0, game.score().diff());
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return (0, game.score().diff(), num_moves);
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}
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let moves = game.available();
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if moves == 0 {
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// if no move, skip and continue recursion
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// this seems to technically introduce a bias against move-chains
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// that include skips. I haven't found it to be a big deal in play.
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game.skip();
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return (0, alphabeta(game, depth - 1, alpha, beta).1);
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return (0, alphabeta(game, depth - 1, alpha, beta, tt).1, num_moves);
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}
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// just initially assume that the best move is no move at all. This will
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@ -94,10 +103,51 @@ pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Boa
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// We do this by mapping moves to ranked moves and then sorting.
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let mut moves = explode_board(moves).map(MoveRank::from).collect::<Vec<_>>();
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moves.sort_unstable();
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let moves = moves
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let mut moves = moves
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.into_iter()
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.map(MoveRank::into_inner)
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.collect::<Vec<_>>();
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// copy our existing alpha/beta for the sake of classifying bounds
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let original_alpha = alpha;
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let original_beta = beta;
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// the brilliance here is that even if we don't have a perfect value
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// computed already, the imperfect values still help us get to better values
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// quicker.
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match tt.get(game.hash) {
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Some(entry) if entry.depth >= depth => {
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match entry.bound {
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// if we know this is exact, trust it without question
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Bound::Exact => return (entry.best_move, entry.evaluation, num_moves),
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// if we have lower or upper bounds that are more precise than
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// our existing alpha and beta values, accept the ones found in
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// the cache.
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Bound::Lower => alpha = alpha.max(entry.evaluation),
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Bound::Upper => beta = beta.min(entry.evaluation),
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}
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// if we have collapsed the window between alpha and beta, just
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// accept the cached entry.
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if alpha >= beta {
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return (entry.best_move, entry.evaluation, num_moves);
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}
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// otherwise, if our best move is available, move it to the front
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if let Some(best_move_idx) = moves.iter().position(|m| *m == entry.best_move) {
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moves[..=best_move_idx].rotate_right(1);
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}
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}
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Some(entry) => {
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// otherwise, if our best move is available, move it to the front
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if let Some(best_move_idx) = moves.iter().position(|m| *m == entry.best_move) {
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moves[..=best_move_idx].rotate_right(1);
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}
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}
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None => {}
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}
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num_moves = moves.len() as u64;
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// I just establish a convention of maximizing for black and minimizing for white.
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// I'm not sure if that's conventional or not, but it's what I chose.
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match game.current_team {
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@ -106,7 +156,8 @@ pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Boa
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let mut g = game.clone();
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g.play(mv);
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// maximize for the evaluation of subsequent moves
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let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
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let (_, evaluation, num_moves_sub) = alphabeta(g, depth - 1, alpha, beta, tt);
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num_moves += num_moves_sub;
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// if our evaluated move is superior to the alpha, update
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// it.
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if evaluation > alpha {
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@ -118,14 +169,30 @@ pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Boa
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break;
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}
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}
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(best_move, alpha)
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let bound = if alpha >= beta {
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Bound::Lower
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} else if alpha <= original_alpha {
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Bound::Upper
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} else {
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// i.e. alpha < beta || alpha < original_alpha
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Bound::Exact
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};
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tt.store(TTEntry {
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depth,
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evaluation: alpha,
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hash: game.hash,
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bound,
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best_move,
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});
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(best_move, alpha, num_moves)
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}
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Team::White => {
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for mv in moves {
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let mut g = game.clone();
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g.play(mv);
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// minimize for the evaluation of subsequent moves
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let evaluation = alphabeta(g, depth - 1, alpha, beta).1;
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let (_, evaluation, num_moves_sub) = alphabeta(g, depth - 1, alpha, beta, tt);
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num_moves += num_moves_sub;
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// if our evaluated move produces lower eval than the beta,
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// update beta.
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if evaluation < beta {
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@ -137,7 +204,21 @@ pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Boa
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break;
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}
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}
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(best_move, beta)
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let bound = if beta <= alpha {
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Bound::Upper
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} else if beta >= original_beta {
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Bound::Lower
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} else {
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Bound::Exact
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};
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tt.store(TTEntry {
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depth,
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evaluation: beta,
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hash: game.hash,
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bound,
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best_move,
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});
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(best_move, beta, num_moves)
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}
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}
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}
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@ -168,7 +249,8 @@ mod tests {
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fn assert_ai_move_is_legal(game: &Game, depth: u8) -> Board {
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let available = game.available();
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let best_move = alphabeta(game.clone(), depth, i8::MIN + 1, i8::MAX - 1).0;
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let mut tt = TTable::with_mb(2);
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let best_move = alphabeta(game.clone(), depth, i8::MIN + 1, i8::MAX - 1, &mut tt).0;
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assert_ne!(best_move, 0, "AI should return a move when one exists");
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assert_eq!(
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best_move & available,
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@ -182,8 +264,9 @@ mod tests {
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// just a sanity check to ensure that my AI performs up to snuff with another popular engine
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fn opening() {
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let mut game = Game::default();
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let mut tt = TTable::with_mb(24);
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game.play(D3);
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let (best_move, _) = alphabeta(game.clone(), 12, i8::MIN + 1, i8::MAX - 1);
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let (best_move, _, _) = alphabeta(game.clone(), 14, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert_eq!(best_move, C3);
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}
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@ -217,13 +300,65 @@ mod tests {
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#[test]
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fn ai_passes_when_no_moves_exist() {
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let board = BitBoard::from_jon("wwwwwwww/wwwwwwww/////").expect("Valid board");
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let mut tt = TTable::with_mb(2);
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let game = Game::from_parts(Team::Black, board);
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assert_eq!(game.available(), 0);
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let (mv, eval) = alphabeta(game.clone(), 4, i8::MIN + 1, i8::MAX - 1);
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let (mv, eval, _) = alphabeta(game.clone(), 4, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert_eq!(mv, 0);
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assert_eq!(eval, game.score().diff());
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}
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#[test]
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fn tt_exact_root_hit_eliminates_repeat_search() {
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let game = Game::default();
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let mut tt = TTable::with_mb(2);
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let (best_move, eval, first_considered) =
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alphabeta(game.clone(), 1, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert!(first_considered > 0);
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let (cached_move, cached_eval, second_considered) =
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alphabeta(game.clone(), 1, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert_eq!(cached_move, best_move);
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assert_eq!(cached_eval, eval);
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assert_eq!(second_considered, 0);
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}
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#[test]
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fn tt_lower_bound_hit_still_searches_with_wide_window() {
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let game = Game::default();
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let mut tt = TTable::with_mb(2);
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tt.store(TTEntry {
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bound: Bound::Lower,
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evaluation: 0,
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depth: 1,
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best_move: D3,
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hash: game.hash,
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});
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let (_, _, considered) = alphabeta(game.clone(), 1, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert!(considered > 0);
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}
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#[test]
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fn tt_upper_bound_hit_still_searches_with_wide_window() {
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let game = Game::default();
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let mut tt = TTable::with_mb(2);
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tt.store(TTEntry {
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bound: Bound::Upper,
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evaluation: 0,
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depth: 1,
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best_move: D3,
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hash: game.hash,
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});
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let (_, _, considered) = alphabeta(game.clone(), 1, i8::MIN + 1, i8::MAX - 1, &mut tt);
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assert!(considered > 0);
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}
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// I found that, despite the AI clobbering me, the AI could not
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// compete with itself very well. I'm honestly not quite sure why that is.
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#[test]
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@ -237,6 +372,7 @@ mod tests {
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(Team::Black, 123),
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(Team::White, 87132895),
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];
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let mut tt = TTable::with_mb(2);
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for (team, seed) in cases {
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let mut rng = StdRng::seed_from_u64(seed);
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@ -252,7 +388,7 @@ mod tests {
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continue;
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}
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let mv = if game.current_team == team {
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alphabeta(game.clone(), 8, i8::MIN + 1, i8::MAX - 1).0
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alphabeta(game.clone(), 8, i8::MIN + 1, i8::MAX - 1, &mut tt).0
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} else {
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random_move(&game, &mut rng)
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};
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