add zobrist hashing, WIP transposition table
This commit is contained in:
parent
aa562d4ab6
commit
88131d9ab0
9 changed files with 362 additions and 137 deletions
100
src/ai.rs
100
src/ai.rs
|
|
@ -142,106 +142,6 @@ pub fn alphabeta(mut game: Game, depth: u8, mut alpha: i8, mut beta: i8) -> (Boa
|
|||
}
|
||||
}
|
||||
|
||||
/// Using alpha-beta pruning with printing of intermediate data for debugging
|
||||
/// and monitoring purposes.
|
||||
pub fn alphabeta_with_printing(game: Game, depth: u8) -> (Board, i8) {
|
||||
let (b, moves, eval) = alphabeta_with_printing_inner(game, depth, i8::MIN + 1, i8::MAX - 1);
|
||||
println!("beep. boop. we assessed {} moves.", moves);
|
||||
(b, eval)
|
||||
}
|
||||
|
||||
/// Using alpha-beta pruning and the minimax algorithm, determine the best move
|
||||
/// for a game with a recursion depth of `depth`.
|
||||
///
|
||||
/// We use a very simple evaluation heuristic: (Black squares - White squares).
|
||||
fn alphabeta_with_printing_inner(
|
||||
mut game: Game,
|
||||
depth: u8,
|
||||
mut alpha: i8,
|
||||
mut beta: i8,
|
||||
) -> (Board, usize, i8) {
|
||||
// if we reach our maximum recursion depth, return evaluation
|
||||
if depth == 0 {
|
||||
return (0, 0, game.score().diff());
|
||||
}
|
||||
let moves = game.available();
|
||||
if moves == 0 {
|
||||
// if no move, skip and continue recursion
|
||||
// this seems to technically introduce a bias against move-chains
|
||||
// that include skips. I haven't found it to be a big deal in play.
|
||||
game.skip();
|
||||
return (
|
||||
0,
|
||||
0,
|
||||
alphabeta_with_printing_inner(game, depth - 1, alpha, beta).2,
|
||||
);
|
||||
}
|
||||
|
||||
// just initially assume that the best move is no move at all. This will
|
||||
// inevitably be corrected.
|
||||
let mut best_move: Board = 0;
|
||||
// we initially rank moves based on a couple basic heuristics:
|
||||
// - corner pieces are best
|
||||
// - edge pieces are great
|
||||
// - others considered last
|
||||
// This just allows us to prune the tree a bit more aggressively
|
||||
// since we're considering the "best" moves first.
|
||||
// We do this by mapping moves to ranked moves and then sorting.
|
||||
let mut moves = explode_board(moves).map(MoveRank::from).collect::<Vec<_>>();
|
||||
moves.sort();
|
||||
let moves = moves
|
||||
.into_iter()
|
||||
.map(MoveRank::into_inner)
|
||||
.collect::<Vec<_>>();
|
||||
let mut num_moves = moves.len();
|
||||
// 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 moves {
|
||||
let mut g = game.clone();
|
||||
g.play(mv);
|
||||
// maximize for the evaluation of subsequent moves
|
||||
let (_, num_moves_prime, evaluation) =
|
||||
alphabeta_with_printing_inner(g, depth - 1, alpha, beta);
|
||||
num_moves += num_moves_prime;
|
||||
// if our evaluated move is superior to the alpha, update
|
||||
// it.
|
||||
if evaluation > alpha {
|
||||
alpha = evaluation;
|
||||
best_move = mv;
|
||||
};
|
||||
// if our beta is less than alpha, prune the node.
|
||||
if beta <= alpha {
|
||||
break;
|
||||
}
|
||||
}
|
||||
(best_move, num_moves, alpha)
|
||||
}
|
||||
Team::White => {
|
||||
for mv in moves {
|
||||
let mut g = game.clone();
|
||||
g.play(mv);
|
||||
// minimize for the evaluation of subsequent moves
|
||||
let (_, num_moves_prime, evaluation) =
|
||||
alphabeta_with_printing_inner(g, depth - 1, alpha, beta);
|
||||
num_moves += num_moves_prime;
|
||||
// if our evaluated move produces lower eval than the beta,
|
||||
// update beta.
|
||||
if evaluation < beta {
|
||||
beta = evaluation;
|
||||
best_move = mv;
|
||||
};
|
||||
// if our beta is less than alpha, prune the node.
|
||||
if beta <= alpha {
|
||||
break;
|
||||
}
|
||||
}
|
||||
(best_move, num_moves, beta)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue