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Vatu/src/stats.rs

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Rust
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//! Board statistics used for heuristics.
use crate::board::*;
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use crate::rules::{GameState, get_player_moves, POS_MIN, POS_MAX};
/// Storage for board pieces stats.
#[derive(Debug, Clone, PartialEq)]
pub struct BoardStats {
pub num_pawns: i8,
pub num_bishops: i8,
pub num_knights: i8,
pub num_rooks: i8,
pub num_queens: i8,
pub num_kings: i8,
pub num_doubled_pawns: i8, // Pawns that are on the same file as a friend.
pub num_backward_pawns: i8, // Pawns behind all other pawns on adjacent files.
pub num_isolated_pawns: i8, // Pawns that have no friend pawns on adjacent files.
pub mobility: i32,
}
impl BoardStats {
pub const fn new() -> BoardStats {
BoardStats {
num_pawns: 0, num_bishops: 0, num_knights: 0, num_rooks: 0, num_queens: 0,
num_kings: 0, num_doubled_pawns: 0, num_backward_pawns: 0, num_isolated_pawns: 0,
mobility: 0,
}
}
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/// Create two new BoardStats objects from the board, for both sides.
///
/// The playing color will have its stats filled in the first
/// BoardStats object, its opponent in the second.
pub fn new_from(board: &Board, game_state: &GameState) -> (BoardStats, BoardStats) {
let mut stats = (BoardStats::new(), BoardStats::new());
let mut gs = game_state.clone();
stats.0.compute(board, &gs);
gs.color = opposite(gs.color);
stats.1.compute(board, &gs);
stats
}
/// Reset all stats to 0.
pub fn reset(&mut self) {
self.num_pawns = 0;
self.num_bishops = 0;
self.num_knights = 0;
self.num_rooks = 0;
self.num_queens = 0;
self.num_kings = 0;
self.num_doubled_pawns = 0;
self.num_backward_pawns = 0;
self.num_isolated_pawns = 0;
self.mobility = 0;
}
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/// Fill `stats` from given `board` and `game_state`.
///
/// Only the current playing side stats are created,
/// prepare the game_state accordingly.
pub fn compute(&mut self, board: &Board, game_state: &GameState) {
self.reset();
let color = game_state.color;
// Compute mobility for all pieces.
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self.mobility = get_player_moves(board, game_state, false).len() as i32;
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// Compute amount of each piece.
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for file in 0..8 {
for rank in 0..8 {
let square = sq(file, rank);
if board.is_empty(square) || board.get_color_on(square) != color {
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continue
}
match board.get_piece_on(square) {
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ROOK => self.num_rooks += 1,
KNIGHT => self.num_knights += 1,
BISHOP => self.num_bishops += 1,
QUEEN => self.num_queens += 1,
KING => self.num_kings += 1,
PAWN => {
self.num_pawns += 1;
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let pawn_bb = board.by_color_and_piece(color, PAWN);
// Check for doubled pawns.
let file_bb = FILES[file as usize];
if (pawn_bb ^ bit_pos(square)) & file_bb != 0 {
self.num_doubled_pawns += 1;
}
// Check for isolated and backward pawns.
let (iso_on_prev_file, bw_on_prev_file) = if file > POS_MIN {
self.find_isolated_and_backward(pawn_bb, square, color, file - 1)
} else {
(true, true)
};
let (iso_on_next_file, bw_on_next_file) = if file < POS_MAX {
self.find_isolated_and_backward(pawn_bb, square, color, file + 1)
} else {
(true, true)
};
if iso_on_prev_file && iso_on_next_file {
self.num_isolated_pawns += 1;
}
if bw_on_prev_file && bw_on_next_file {
self.num_backward_pawns += 1;
}
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},
_ => {}
}
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}
}
}
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/// Find isolated and backward pawns from `square` perspective.
///
/// `bb` is the bitboard of `color`. `square` is only used to have
/// the reference rank. `file` is the file to inspect. To detect
/// isolated and backward pawns, `bb` should be the bitboard of
/// pawns of `color`.
fn find_isolated_and_backward(
&mut self,
bb: Bitboard,
square: Square,
color: Color,
file: i8
) -> (bool, bool) {
if bb & FILES[file as usize] == 0 {
// If the piece is isolated for this file, it's backward as well.
(true, true)
} else {
let backward_file_bb = if color == WHITE {
before_on_file(file, sq_rank(square)) | bit_pos(sq(file, sq_rank(square)))
} else {
after_on_file(file, sq_rank(square)) | bit_pos(sq(file, sq_rank(square)))
};
(false, bb & backward_file_bb == 0)
}
}
}
impl std::fmt::Display for BoardStats {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(
f,
"{}P {}B {}N {}R {}Q {}K {}dp {}bp {}ip {}m",
self.num_pawns, self.num_bishops, self.num_knights, self.num_rooks,
self.num_queens, self.num_kings,
self.num_doubled_pawns, self.num_backward_pawns, self.num_isolated_pawns,
self.mobility
)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_compute_stats() {
// Check that initial stats are correct.
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let b = Board::new();
let gs = GameState::new();
let initial_stats = BoardStats {
num_pawns: 8,
num_bishops: 2,
num_knights: 2,
num_rooks: 2,
num_queens: 1,
num_kings: 1,
num_doubled_pawns: 0,
num_backward_pawns: 0,
num_isolated_pawns: 0,
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mobility: 20,
};
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let mut stats = BoardStats::new_from(&b, &gs);
assert!(stats.0 == stats.1);
assert!(stats.0 == initial_stats);
// Check that doubled pawns are correctly counted.
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let mut b = Board::new_empty();
b.set_square(D4, WHITE, PAWN);
b.set_square(D6, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 2);
// Add a pawn on another file, no changes expected.
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b.set_square(E6, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 2);
// Add a pawn backward in the d-file: there are now 3 doubled pawns.
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b.set_square(D2, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 3);
// Check that isolated and backward pawns are correctly counted.
assert_eq!(stats.0.num_isolated_pawns, 0);
assert_eq!(stats.0.num_backward_pawns, 2); // A bit weird?
// Protect d4 pawn with a friend in e3: it is not isolated nor backward anymore.
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b.set_square(E3, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 5);
assert_eq!(stats.0.num_isolated_pawns, 0);
assert_eq!(stats.0.num_backward_pawns, 1);
// Add an adjacent friend to d2 pawn: no pawns are left isolated or backward.
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b.set_square(C2, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 5);
assert_eq!(stats.0.num_isolated_pawns, 0);
assert_eq!(stats.0.num_backward_pawns, 0);
// Add an isolated/backward white pawn in a far file.
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b.set_square(A2, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 5);
assert_eq!(stats.0.num_isolated_pawns, 1);
assert_eq!(stats.0.num_backward_pawns, 1);
// Check for pawns that are backward but not isolated.
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let mut b = Board::new_empty();
// Here, d4 pawn protects both e5 and e3, but it is backward.
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b.set_square(D4, WHITE, PAWN);
b.set_square(E5, WHITE, PAWN);
b.set_square(E3, WHITE, PAWN);
stats.0.compute(&b, &gs);
assert_eq!(stats.0.num_doubled_pawns, 2);
assert_eq!(stats.0.num_isolated_pawns, 0);
assert_eq!(stats.0.num_backward_pawns, 1);
}
}