stats: use new structures

This commit is contained in:
dece 2020-06-19 20:00:33 +02:00
parent 4cea0e34e9
commit 5b678dd595

View file

@ -1,7 +1,7 @@
//! Board statistics used for heuristics.
use crate::board::*;
use crate::rules::GameState;
use crate::rules::{GameState, get_player_moves};
/// Storage for board pieces stats.
#[derive(Debug, Clone, PartialEq)]
@ -27,6 +27,20 @@ impl BoardStats {
}
}
/// 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;
@ -48,86 +62,88 @@ impl BoardStats {
self.reset();
let color = game_state.color;
// Compute mobility for all pieces.
self.mobility = rules::get_player_moves(board, game_state, true).len() as i32;
self.mobility = get_player_moves(board, game_state, true).len() as i32;
// Compute amount of each piece.
for (piece, p) in get_piece_iterator(board) {
let (pos_f, pos_r) = p;
if piece == SQ_E || !is_color(piece, color) {
continue
}
match get_type(piece) {
SQ_R => stats.num_rooks += 1,
SQ_N => stats.num_knights += 1,
SQ_B => stats.num_bishops += 1,
SQ_Q => stats.num_queens += 1,
SQ_K => stats.num_kings += 1,
SQ_P => {
stats.num_pawns += 1;
let mut doubled = false;
let mut isolated = true;
let mut backward = true;
for r in 0..8 {
// Check for doubled pawns.
if
!doubled &&
is_piece(get_square(board, &(pos_f, r)), color|SQ_P) && r != pos_r
{
doubled = true;
}
// Check for isolated pawns.
if
isolated &&
(
// Check on the left file if not on a-file...
(
pos_f > POS_MIN &&
is_piece(get_square(board, &(pos_f - 1, r)), color|SQ_P)
) ||
// Check on the right file if not on h-file...
(
pos_f < POS_MAX &&
is_piece(get_square(board, &(pos_f + 1, r)), color|SQ_P)
)
)
{
isolated = false;
}
// Check for backward pawns.
if backward {
if color == SQ_WH && r <= pos_r {
if (
pos_f > POS_MIN &&
is_type(get_square(board, &(pos_f - 1, r)), SQ_P)
) || (
pos_f < POS_MAX &&
is_type(get_square(board, &(pos_f + 1, r)), SQ_P)
) {
backward = false;
}
} else if color == SQ_BL && r >= pos_r {
if (
pos_f > POS_MIN &&
is_type(get_square(board, &(pos_f - 1, r)), SQ_P)
) || (
pos_f < POS_MAX &&
is_type(get_square(board, &(pos_f + 1, r)), SQ_P)
) {
backward = false;
}
}
}
}
if doubled {
stats.num_doubled_pawns += 1;
}
if isolated {
stats.num_isolated_pawns += 1;
}
if backward {
stats.num_backward_pawns += 1;
}
},
_ => {}
for file in 0..8 {
for rank in 0..8 {
let square = sq(file, rank);
if board.is_empty(square) || board.get_color(square) != color {
continue
}
match board.get_piece(square) {
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;
// FIXME redo pawn stats properly
// let mut doubled = false;
// let mut isolated = true;
// let mut backward = true;
// for r in 0..8 {
// // Check for doubled pawns.
// if !doubled {
// let other_color = board.get_color(sq(file, r));
// is_piece(get_square(board, &(pos_f, r)), color|SQ_P) && r != pos_r
// doubled = true;
// }
// // Check for isolated pawns.
// if
// isolated &&
// (
// // Check on the left file if not on a-file...
// (
// pos_f > POS_MIN &&
// is_piece(get_square(board, &(pos_f - 1, r)), color|SQ_P)
// ) ||
// // Check on the right file if not on h-file...
// (
// pos_f < POS_MAX &&
// is_piece(get_square(board, &(pos_f + 1, r)), color|SQ_P)
// )
// )
// {
// isolated = false;
// }
// // Check for backward pawns.
// if backward {
// if color == SQ_WH && r <= pos_r {
// if (
// pos_f > POS_MIN &&
// is_type(get_square(board, &(pos_f - 1, r)), SQ_P)
// ) || (
// pos_f < POS_MAX &&
// is_type(get_square(board, &(pos_f + 1, r)), SQ_P)
// ) {
// backward = false;
// }
// } else if color == SQ_BL && r >= pos_r {
// if (
// pos_f > POS_MIN &&
// is_type(get_square(board, &(pos_f - 1, r)), SQ_P)
// ) || (
// pos_f < POS_MAX &&
// is_type(get_square(board, &(pos_f + 1, r)), SQ_P)
// ) {
// backward = false;
// }
// }
// }
// }
// if doubled {
// self.num_doubled_pawns += 1;
// }
// if isolated {
// self.num_isolated_pawns += 1;
// }
// if backward {
// self.num_backward_pawns += 1;
// }
},
_ => {}
}
}
}
}
@ -146,31 +162,6 @@ impl std::fmt::Display for BoardStats {
}
}
/// Create two new BoardStats objects from the board, for both sides.
///
/// See `compute_stats_into` for details.
pub fn compute_stats(board: &Board, game_state: &GameState) -> (BoardStats, BoardStats) {
let mut stats = (BoardStats::new(), BoardStats::new());
compute_stats_into(board, game_state, &mut stats);
stats
}
/// Compute stats for both the current player and its opponent.
///
/// The playing color will have its stats filled in the first
/// BoardStats object, its opponent in the second.
pub fn compute_stats_into(
board: &Board,
game_state: &rules::GameState,
stats: &mut (BoardStats, BoardStats)
) {
let mut gs = game_state.clone();
compute_color_stats_into(board, &gs, &mut stats.0);
gs.color = opposite(gs.color);
compute_color_stats_into(board, &gs, &mut stats.1);
}
#[cfg(test)]
mod tests {
use super::*;
@ -178,8 +169,8 @@ mod tests {
#[test]
fn test_compute_stats() {
// Check that initial stats are correct.
let b = new();
let gs = rules::GameState::new();
let b = Board::new();
let gs = GameState::new();
let initial_stats = BoardStats {
num_pawns: 8,
num_bishops: 2,
@ -192,56 +183,56 @@ mod tests {
num_isolated_pawns: 0,
mobility: 20,
};
let mut stats = compute_stats(&b, &gs);
let mut stats = BoardStats::new_from(&b, &gs);
eprintln!("{}", stats.0);
eprintln!("{}", stats.1);
assert!(stats.0 == stats.1);
assert!(stats.0 == initial_stats);
// Check that doubled pawns are correctly counted.
let mut b = new_empty();
set_square(&mut b, &pos("d4"), SQ_WH_P);
set_square(&mut b, &pos("d6"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
set_square(&mut b, &pos("e6"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
set_square(&mut b, &pos("d2"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
set_square(&mut b, &pos("e3"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
set_square(&mut b, &pos("c2"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
set_square(&mut b, &pos("a2"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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.
let mut b = new_empty();
let mut b = Board::new_empty();
// Here, d4 pawn protects both e5 and e3, but it is backward.
set_square(&mut b, &pos("d4"), SQ_WH_P);
set_square(&mut b, &pos("e5"), SQ_WH_P);
set_square(&mut b, &pos("e3"), SQ_WH_P);
compute_color_stats_into(&b, &gs, &mut stats.0);
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);