zobrist: add zobrist hashing to nodes

This commit is contained in:
dece 2020-07-01 23:50:10 +02:00
parent 94bd4ec01c
commit 412b019584
9 changed files with 1007 additions and 21 deletions

56
res/scripts/gen_zobrist_keys.py Executable file
View file

@ -0,0 +1,56 @@
#!/usr/bin/env python3
"""Generate Zobrist keys."""
import random
random.seed("vatu stop playing your queen first you have other pieces")
TEMPLATE = """\
pub const ZOBRIST_PIECES: [[[ZobristHash; 64]; 6]; 2] = [
{}
];
pub const ZOBRIST_BLACK_TURN: ZobristHash = {};
pub const ZOBRIST_CASTLE_WH_K: usize = 0;
pub const ZOBRIST_CASTLE_WH_Q: usize = 1;
pub const ZOBRIST_CASTLE_BL_K: usize = 2;
pub const ZOBRIST_CASTLE_BL_Q: usize = 3;
pub const ZOBRIST_CASTLES: [ZobristHash; 4] = [
{}
];
pub const ZOBRIST_EN_PASSANT: [ZobristHash; 8] = [
{}
];
"""
def gen_hash():
return random.getrandbits(64)
def gen_pieces_keys():
pieces_str = ""
for color in range(2):
pieces_str += " [\n"
for piece in range(6):
pieces_str += " [\n"
for square in range(64):
k = gen_hash()
pieces_str += " {},\n".format(k)
pieces_str += " ],\n"
pieces_str += " ],\n"
return pieces_str
print(
TEMPLATE.format(
gen_pieces_keys(),
gen_hash(),
"\n".join([" {},".format(gen_hash()) for _ in range(4)]),
"\n".join([" {},".format(gen_hash()) for _ in range(8)]),
)
)

View file

@ -190,10 +190,13 @@ impl Analyzer {
let mut best_score = MIN_F32; let mut best_score = MIN_F32;
let mut best_move = None; let mut best_move = None;
for m in &mut moves { for m in &mut moves {
node.apply_move(m); let hash_changes = node.apply_move(m);
let result = self.negamax(node, -beta, -alpha, depth + 1); let result = self.negamax(node, -beta, -alpha, depth + 1);
node.unmake_move(m); node.unmake_move(m, hash_changes);
let score = -result.0; let score = -result.0;
if self.debug && depth == 0 {
self.log(format!("move {} evaluated {}", m.to_uci_string(), score));
}
if score > best_score { if score > best_score {
best_score = score; best_score = score;
best_move = Some(m.to_owned()); best_move = Some(m.to_owned());

View file

@ -1,5 +1,6 @@
//! Basic type definitions and functions. //! Basic type definitions and functions.
// Reexport all precomputed board data for simplicity.
pub use crate::precomputed::*; pub use crate::precomputed::*;
/// Color type, used to index `Board.color`. /// Color type, used to index `Board.color`.

View file

@ -186,7 +186,9 @@ impl Engine {
/// Apply a series of moves to the current node. /// Apply a series of moves to the current node.
fn apply_moves(&mut self, moves: &mut Vec<Move>) { fn apply_moves(&mut self, moves: &mut Vec<Move>) {
moves.iter_mut().for_each(|m| m.apply_to(&mut self.node.board, &mut self.node.game_state)); for m in moves.iter_mut() {
m.apply_to(&mut self.node.board, &mut self.node.game_state);
}
} }
/// Start working on board, returning the best move found. /// Start working on board, returning the best move found.

View file

@ -11,6 +11,7 @@ pub mod precomputed;
pub mod rules; pub mod rules;
pub mod stats; pub mod stats;
pub mod uci; pub mod uci;
pub mod zobrist;
fn main() { fn main() {
let args = App::new("Vatu") let args = App::new("Vatu")

View file

@ -5,6 +5,7 @@ use std::fmt;
use crate::board::*; use crate::board::*;
use crate::castling::*; use crate::castling::*;
use crate::rules::GameState; use crate::rules::GameState;
use crate::zobrist::*;
/// A movement, with before/after positions and optional promotion. /// A movement, with before/after positions and optional promotion.
#[derive(Clone, PartialEq)] #[derive(Clone, PartialEq)]
@ -45,66 +46,106 @@ impl Move {
/// ///
/// Set automatic queen promotion for pawns, register captured /// Set automatic queen promotion for pawns, register captured
/// pieces and castle options. /// pieces and castle options.
pub fn apply_to(&mut self, board: &mut Board, game_state: &mut GameState) { pub fn apply_to(&mut self, board: &mut Board, game_state: &mut GameState) -> ZobristHash {
// Changes to a Zobrist hash due to this move.
let mut changes: ZobristHash = 0;
// Save current castling options to unmake later. // Save current castling options to unmake later.
self.old_castles = game_state.castling; self.old_castles = game_state.castling;
let piece = board.get_piece_on(self.source); let piece = board.get_piece_on(self.source);
// Handle king castling.
if piece == KING { if piece == KING {
// Handle king castling.
if let Some(castle) = self.get_castle() { if let Some(castle) = self.get_castle() {
match castle { match castle {
CASTLE_WH_K => { CASTLE_WH_K => {
board.move_square(E1, G1); board.move_square(E1, G1);
board.move_square(H1, F1); board.move_square(H1, F1);
game_state.castling &= !CASTLE_WH_MASK; game_state.castling &= !CASTLE_WH_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_Q];
} }
CASTLE_WH_Q => { CASTLE_WH_Q => {
board.move_square(E1, C1); board.move_square(E1, C1);
board.move_square(A1, D1); board.move_square(A1, D1);
game_state.castling &= !CASTLE_WH_MASK; game_state.castling &= !CASTLE_WH_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_Q];
} }
CASTLE_BL_K => { CASTLE_BL_K => {
board.move_square(E8, G8); board.move_square(E8, G8);
board.move_square(H8, F8); board.move_square(H8, F8);
game_state.castling &= !CASTLE_BL_MASK; game_state.castling &= !CASTLE_BL_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_Q];
} }
CASTLE_BL_Q => { CASTLE_BL_Q => {
board.move_square(E8, C8); board.move_square(E8, C8);
board.move_square(A8, D8); board.move_square(A8, D8);
game_state.castling &= !CASTLE_BL_MASK; game_state.castling &= !CASTLE_BL_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_Q];
} }
_ => { panic!("Invalid castle.") } _ => { panic!("Invalid castle.") }
} }
game_state.color = opposite(game_state.color); game_state.color = opposite(game_state.color);
return changes ^= ZOBRIST_BLACK_TURN;
return changes
} else { } else {
// If the king moved from starting square, remove it from castling options. // If the king moved from starting square, remove it from castling options.
if self.source == E1 { game_state.castling &= !CASTLE_WH_MASK; } if self.source == E1 {
else if self.source == E8 { game_state.castling &= !CASTLE_BL_MASK; } game_state.castling &= !CASTLE_WH_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_Q];
}
else if self.source == E8 {
game_state.castling &= !CASTLE_BL_MASK;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_K];
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_Q];
}
} }
} }
// Record captured piece if any. // Record captured piece if any.
if !board.is_empty(self.dest) { if !board.is_empty(self.dest) {
self.capture = Some(board.get_piece_on(self.dest)); let captured_piece = board.get_piece_on(self.dest);
changes ^= get_piece_hash(opposite(game_state.color), captured_piece, self.dest);
self.capture = Some(captured_piece);
} }
// Move the piece. // Move the piece and apply promotion if any.
board.move_square(self.source, self.dest); board.move_square(self.source, self.dest);
changes ^= get_piece_hash(game_state.color, piece, self.source);
// Apply promotion if any. if let Some(promotion_piece) = self.promotion {
if let Some(piece) = self.promotion { board.set_piece(self.dest, PAWN, promotion_piece);
board.set_piece(self.dest, PAWN, piece); changes ^= get_piece_hash(game_state.color, promotion_piece, self.dest);
} else {
changes ^= get_piece_hash(game_state.color, piece, self.dest);
} }
// If a rook moved, remove the castle side. // If a rook moved, remove the castle side.
if self.source == A1 || self.dest == A1 { game_state.castling &= !CASTLE_WH_Q; } if self.source == A1 || self.dest == A1 {
else if self.source == H1 || self.dest == H1 { game_state.castling &= !CASTLE_WH_K; } game_state.castling &= !CASTLE_WH_Q;
else if self.source == A8 || self.dest == A8 { game_state.castling &= !CASTLE_BL_Q; } changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_Q];
else if self.source == H8 || self.dest == H8 { game_state.castling &= !CASTLE_BL_K; } }
else if self.source == H1 || self.dest == H1 {
game_state.castling &= !CASTLE_WH_K;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_K];
}
else if self.source == A8 || self.dest == A8 {
game_state.castling &= !CASTLE_BL_Q;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_Q];
}
else if self.source == H8 || self.dest == H8 {
game_state.castling &= !CASTLE_BL_K;
changes ^= ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_K];
}
// Finally, switch to the opposing player in the game state. // Finally, switch to the opposing player in the game state.
game_state.color = opposite(game_state.color); game_state.color = opposite(game_state.color);
changes ^= ZOBRIST_BLACK_TURN;
// Return changes as a Zobrist hash.
changes
} }
/// Unmake a move. /// Unmake a move.

View file

@ -4,6 +4,7 @@ use crate::board;
use crate::movement::Move; use crate::movement::Move;
use crate::rules; use crate::rules;
use crate::stats; use crate::stats;
use crate::zobrist;
/// Analysis node: a board along with the game state. /// Analysis node: a board along with the game state.
#[derive(Clone, PartialEq)] #[derive(Clone, PartialEq)]
@ -12,6 +13,8 @@ pub struct Node {
pub board: board::Board, pub board: board::Board,
/// Game state. /// Game state.
pub game_state: rules::GameState, pub game_state: rules::GameState,
/// Zobrist hash of the node.
pub hash: zobrist::ZobristHash,
} }
impl Node { impl Node {
@ -20,16 +23,20 @@ impl Node {
Node { Node {
board: board::Board::new_empty(), board: board::Board::new_empty(),
game_state: rules::GameState::new(), game_state: rules::GameState::new(),
hash: zobrist::get_new_game_hash(),
} }
} }
/// Apply a move to this node. /// Apply a move to this node.
pub fn apply_move(&mut self, m: &mut Move) { pub fn apply_move(&mut self, m: &mut Move) -> zobrist::ZobristHash {
m.apply_to(&mut self.board, &mut self.game_state); let changes = m.apply_to(&mut self.board, &mut self.game_state);
self.hash ^= changes;
changes
} }
pub fn unmake_move(&mut self, m: &Move) { pub fn unmake_move(&mut self, m: &Move, changes: zobrist::ZobristHash) {
m.unmake(&mut self.board, &mut self.game_state); m.unmake(&mut self.board, &mut self.game_state);
self.hash ^= changes;
} }
/// Return player moves from this node. /// Return player moves from this node.

View file

@ -1,6 +1,7 @@
//! Ugly module with all kind of precomputed stuff. //! Ugly module with all kind of precomputed stuff.
use crate::board::{Square, Bitboard}; use crate::board::{Square, Bitboard};
use crate::zobrist::ZobristHash;
// Generated by gen_squares.py. // Generated by gen_squares.py.
pub const A1: Square = 0; pub const A1: Square = 0;
@ -480,3 +481,828 @@ pub const KNIGHT_RAYS: [Bitboard; 64] = [
0b00000000_00010000_10100000_00000000_00000000_00000000_00000000_00000000, 0b00000000_00010000_10100000_00000000_00000000_00000000_00000000_00000000,
0b00000000_00100000_01000000_00000000_00000000_00000000_00000000_00000000, 0b00000000_00100000_01000000_00000000_00000000_00000000_00000000_00000000,
]; ];
// Generated by gen_zobrist_keys.py.
pub const ZOBRIST_PIECES: [[[ZobristHash; 64]; 6]; 2] = [
[
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],
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6292834061292910612,
],
[
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2321317948404450511,
1690929461481693223,
5790862553086425076,
3831996358965766015,
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14849741581356091611,
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];
pub const ZOBRIST_BLACK_TURN: ZobristHash = 10021213122433903175;
pub const ZOBRIST_CASTLE_WH_K: usize = 0;
pub const ZOBRIST_CASTLE_WH_Q: usize = 1;
pub const ZOBRIST_CASTLE_BL_K: usize = 2;
pub const ZOBRIST_CASTLE_BL_Q: usize = 3;
pub const ZOBRIST_CASTLES: [ZobristHash; 4] = [
2292886189061561677,
1107787351814947557,
2627339987452959789,
9362433047582633881,
];
pub const ZOBRIST_EN_PASSANT: [ZobristHash; 8] = [
13446489326168201208,
16561127554913736295,
706457826239777201,
6940085010112087595,
16571136595117891883,
14041807556703902103,
8978789431920423267,
5492414369570698233,
];

49
src/zobrist.rs Normal file
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@ -0,0 +1,49 @@
//! Functions related to Zobrist hashes.
use crate::board::*;
pub type ZobristHash = u64;
pub fn get_new_game_hash() -> ZobristHash {
return
get_piece_hash(WHITE, ROOK, A1)
^ get_piece_hash(WHITE, KNIGHT, B1)
^ get_piece_hash(WHITE, BISHOP, C1)
^ get_piece_hash(WHITE, QUEEN, D1)
^ get_piece_hash(WHITE, KING, E1)
^ get_piece_hash(WHITE, BISHOP, F1)
^ get_piece_hash(WHITE, KNIGHT, G1)
^ get_piece_hash(WHITE, ROOK, H1)
^ get_piece_hash(WHITE, PAWN, A2)
^ get_piece_hash(WHITE, PAWN, B2)
^ get_piece_hash(WHITE, PAWN, C2)
^ get_piece_hash(WHITE, PAWN, D2)
^ get_piece_hash(WHITE, PAWN, E2)
^ get_piece_hash(WHITE, PAWN, F2)
^ get_piece_hash(WHITE, PAWN, G2)
^ get_piece_hash(WHITE, PAWN, H2)
^ get_piece_hash(BLACK, PAWN, A7)
^ get_piece_hash(BLACK, PAWN, B7)
^ get_piece_hash(BLACK, PAWN, C7)
^ get_piece_hash(BLACK, PAWN, D7)
^ get_piece_hash(BLACK, PAWN, E7)
^ get_piece_hash(BLACK, PAWN, F7)
^ get_piece_hash(BLACK, PAWN, G7)
^ get_piece_hash(BLACK, PAWN, H7)
^ get_piece_hash(BLACK, ROOK, A8)
^ get_piece_hash(BLACK, KNIGHT, B8)
^ get_piece_hash(BLACK, BISHOP, C8)
^ get_piece_hash(BLACK, QUEEN, D8)
^ get_piece_hash(BLACK, KING, E8)
^ get_piece_hash(BLACK, BISHOP, F8)
^ get_piece_hash(BLACK, KNIGHT, G8)
^ get_piece_hash(BLACK, ROOK, H8)
^ ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_K]
^ ZOBRIST_CASTLES[ZOBRIST_CASTLE_WH_Q]
^ ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_K]
^ ZOBRIST_CASTLES[ZOBRIST_CASTLE_BL_Q]
}
pub fn get_piece_hash(color: Color, piece: Piece, square: Square) -> ZobristHash {
ZOBRIST_PIECES[color][piece][square as usize]
}