engine: correctly manage some go subcommands

This commit is contained in:
dece 2020-06-04 18:58:00 +02:00
parent 5771930e97
commit 8310e0c1e7
5 changed files with 205 additions and 67 deletions

View file

@ -196,7 +196,7 @@ pub fn apply_into(board: &mut Board, m: &Move) {
clear_square(board, &m.0)
}
pub fn draw(board: &Board) {
pub fn draw(board: &Board, f: &mut dyn std::io::Write) {
for r in (0..8).rev() {
let mut rank = String::with_capacity(8);
for f in 0..8 {
@ -212,9 +212,9 @@ pub fn draw(board: &Board) {
let piece = if is_color(s, SQ_WH) { piece.to_ascii_uppercase() } else { piece };
rank.push(piece);
}
println!("{} {}", r + 1, rank);
writeln!(f, "{} {}", r + 1, rank).unwrap();
}
println!(" abcdefgh");
writeln!(f, " abcdefgh").unwrap();
}
#[cfg(test)]

View file

@ -16,7 +16,7 @@ pub fn start_game(player_color: u8) {
let mut b = board::new();
let mut turn = board::SQ_WH;
loop {
board::draw(&b);
board::draw(&b, &mut io::stdout());
println!("");
let m = if turn == player_color {
println!("Player turn.");

View file

@ -1,6 +1,6 @@
//! Vatu engine.
use std::sync::mpsc;
use std::sync::{Arc, atomic, mpsc};
use std::thread;
use std::time;
@ -11,35 +11,68 @@ use crate::notation;
use crate::rules;
use crate::uci;
/// Analysis engine.
pub struct Engine {
board: board::Board, // Board to analyse.
color: u8, // Color to analyse.
castling: u8, // Castling state.
en_passant: Option<board::Pos>, // En passant state.
halfmove: i32, // Current half moves.
fullmove: i32, // Current full moves.
/// Current game state, starting point of further analysis.
state: GameState,
/// Communication mode.
mode: Mode,
/// If true, the engine is currently listening to incoming cmds.
listening: bool,
/// Shared flag to notify workers if they should keep working.
working: Arc<atomic::AtomicBool>,
}
pub enum Mode {
// No mode, sit here and do nothing.
/// Representation of a game state that can cloned to analysis workers.
///
/// It does not include various parameters such as clocks so that they
/// can be passed separately using `WorkArgs`.
#[derive(Clone)]
struct GameState {
board: board::Board,
color: u8,
castling: u8,
en_passant: Option<board::Pos>,
halfmove: i32,
fullmove: i32,
}
/// Engine communication mode.
enum Mode {
/// No mode, sit here and do nothing.
No,
// UCI mode: listen to Cmds, send Uci::Cmd::Engine commands.
Uci(mpsc::Sender<uci::Cmd>, mpsc::Receiver<Cmd>),
/// UCI mode: listen to Cmds, send Uci::Cmd::Engine commands.
///
/// First value is the Uci command sender to report results.
/// Second value is the receiver for all engine commands, whether
/// it's from the Uci controller or analysis workers. Third is the
/// sender that is passed to receive outer Uci and workers cmds.
Uci(mpsc::Sender<uci::Cmd>, mpsc::Receiver<Cmd>, mpsc::Sender<Cmd>),
}
/// Engine commands.
#[derive(Debug)]
pub enum Cmd {
// Commands that can be received by the engine.
UciChannel(mpsc::Sender<Cmd>), // Provide a sender to UCI to start receiving commands.
UciPosition(Vec<uci::PositionArgs>), // UCI "position" command.
UciGo(Vec<uci::GoArgs>), // UCI "go" command.
Stop, // Stop working ASAP.
TmpBestMove(Option<board::Move>), // Send best move found by analysis worker (TEMPORARY).
// Commands that can be sent by the engine.
BestMove(Option<board::Move>),
}
#[derive(Clone)]
struct WorkArgs {
move_time: i32,
white_time: i32,
black_time: i32,
white_inc: i32,
black_inc: i32,
}
pub const CASTLING_WH_K: u8 = 0b00000001;
pub const CASTLING_WH_Q: u8 = 0b00000010;
pub const CASTLING_BL_K: u8 = 0b00000100;
@ -50,14 +83,17 @@ pub const CASTLING_MASK: u8 = 0b00001111;
impl Engine {
pub fn new() -> Engine {
Engine {
state: GameState {
board: board::new_empty(),
color: board::SQ_WH,
castling: CASTLING_MASK,
en_passant: None,
halfmove: 0,
fullmove: 1,
},
mode: Mode::No,
listening: false,
working: Arc::new(atomic::AtomicBool::new(false)),
}
}
@ -69,9 +105,9 @@ impl Engine {
self.listening = true;
while self.listening {
match &self.mode {
Mode::Uci(_, rx) => {
Mode::Uci(_, rx, _) => {
match rx.recv() {
Ok(c) => self.handle_uci_command(&c),
Ok(c) => self.handle_command(&c),
Err(e) => eprintln!("Engine recv failure: {}", e),
}
}
@ -80,9 +116,22 @@ impl Engine {
}
}
/// Handle UCI commands passed as engine Cmds.
fn handle_command(&mut self, cmd: &Cmd) {
match cmd {
// UCI commands.
Cmd::UciPosition(args) => self.uci_position(&args),
Cmd::UciGo(args) => self.uci_go(&args),
Cmd::Stop => self.stop(),
// Workers commands.
Cmd::TmpBestMove(m) => self.reply(Cmd::BestMove(*m)),
_ => eprintln!("Not an engine input command: {:?}", cmd),
}
}
fn reply(&mut self, cmd: Cmd) {
match &self.mode {
Mode::Uci(tx, _) => {
Mode::Uci(tx, _, _) => {
tx.send(uci::Cmd::Engine(cmd)).unwrap();
}
_ => {}
@ -93,6 +142,7 @@ impl Engine {
///
/// For speed purposes, it assumes values are always valid.
fn apply_fen(&mut self, fen: &notation::Fen) {
eprintln!("Applying FEN {:?}", fen);
self.set_fen_placement(&fen.placement);
self.set_fen_color(&fen.color);
self.set_fen_castling(&fen.castling);
@ -102,13 +152,13 @@ impl Engine {
}
fn set_fen_placement(&mut self, placement: &str) {
self.board = board::new_from_fen(placement);
self.state.board = board::new_from_fen(placement);
}
fn set_fen_color(&mut self, color: &str) {
match color.chars().next().unwrap() {
'w' => self.color = board::SQ_WH,
'b' => self.color = board::SQ_BL,
'w' => self.state.color = board::SQ_WH,
'b' => self.state.color = board::SQ_BL,
_ => {}
}
}
@ -116,28 +166,28 @@ impl Engine {
fn set_fen_castling(&mut self, castling: &str) {
for c in castling.chars() {
match c {
'K' => self.castling |= CASTLING_WH_K,
'Q' => self.castling |= CASTLING_WH_Q,
'k' => self.castling |= CASTLING_BL_K,
'q' => self.castling |= CASTLING_BL_Q,
'K' => self.state.castling |= CASTLING_WH_K,
'Q' => self.state.castling |= CASTLING_WH_Q,
'k' => self.state.castling |= CASTLING_BL_K,
'q' => self.state.castling |= CASTLING_BL_Q,
_ => {}
}
}
}
fn set_fen_en_passant(&mut self, en_passant: &str) {
self.en_passant = match en_passant {
self.state.en_passant = match en_passant {
"-" => None,
p => Some(board::pos(p)),
};
}
fn set_fen_halfmove(&mut self, halfmove: &str) {
self.halfmove = halfmove.parse::<i32>().ok().unwrap();
self.state.halfmove = halfmove.parse::<i32>().ok().unwrap();
}
fn set_fen_fullmove(&mut self, fullmove: &str) {
self.fullmove = fullmove.parse::<i32>().ok().unwrap();
self.state.fullmove = fullmove.parse::<i32>().ok().unwrap();
}
fn apply_moves(&mut self, moves: &Vec<board::Move>) {
@ -145,20 +195,25 @@ impl Engine {
}
fn apply_move(&mut self, m: &board::Move) {
board::apply_into(&mut self.board, m);
board::apply_into(&mut self.state.board, m);
}
/// Start working on board, returning the best move found.
///
/// Stop working after `movetime` ms, or go on forever if it's -1.
pub fn work(&mut self, movetime: i32) -> Option<board::Move> {
// Stupid engine! Return a random move.
let moves = rules::get_player_legal_moves(&self.board, self.color);
let mut rng = rand::thread_rng();
let best_move = moves.iter().choose(&mut rng).and_then(|m| Some(*m));
// board::draw(&self.board);
thread::sleep(time::Duration::from_millis(movetime as u64));
best_move
fn work(&mut self, args: &WorkArgs) {
self.working.store(true, atomic::Ordering::Relaxed);
let state = self.state.clone();
let args = args.clone();
let working = self.working.clone();
let tx = match &self.mode { Mode::Uci(_, _, tx) => tx.clone(), _ => return };
thread::spawn(move || {
analyze(&state, &args, working, tx);
});
}
fn stop(&mut self) {
self.working.store(false, atomic::Ordering::SeqCst);
}
}
@ -168,20 +223,11 @@ impl Engine {
pub fn setup_uci(&mut self, uci_s: mpsc::Sender<uci::Cmd>) {
// Create a channel to receive commands from Uci.
let (engine_s, engine_r) = mpsc::channel();
uci_s.send(uci::Cmd::Engine(Cmd::UciChannel(engine_s))).unwrap();
self.mode = Mode::Uci(uci_s, engine_r);
uci_s.send(uci::Cmd::Engine(Cmd::UciChannel(engine_s.clone()))).unwrap();
self.mode = Mode::Uci(uci_s, engine_r, engine_s);
self.listen();
}
/// Handle UCI commands passed as engine Cmds.
fn handle_uci_command(&mut self, cmd: &Cmd) {
match cmd {
Cmd::UciPosition(args) => self.uci_position(&args),
Cmd::UciGo(args) => self.uci_go(&args),
_ => eprintln!("Not an UCI command: {:?}", cmd),
}
}
/// Update board state from a "position" command's args.
fn uci_position(&mut self, p_args: &Vec<uci::PositionArgs>) {
for arg in p_args {
@ -195,6 +241,11 @@ impl Engine {
},
uci::PositionArgs::Moves(moves) => {
self.apply_moves(&moves);
self.state.color = if moves.len() % 2 == 0 {
board::SQ_WH
} else {
board::SQ_BL
};
}
}
}
@ -202,15 +253,52 @@ impl Engine {
/// Start working using parameters passed with a "go" command.
fn uci_go(&mut self, g_args: &Vec<uci::GoArgs>) {
let mut movetime = -1;
let mut args = WorkArgs {
move_time: -1,
white_time: -1,
black_time: -1,
white_inc: -1,
black_inc: -1,
};
for arg in g_args {
match arg {
uci::GoArgs::MoveTime(ms) => movetime = *ms,
uci::GoArgs::Infinite => movetime = -1,
uci::GoArgs::MoveTime(ms) => args.move_time = *ms,
uci::GoArgs::Infinite => {}
uci::GoArgs::WTime(ms) => args.white_time = *ms,
uci::GoArgs::BTime(ms) => args.black_time = *ms,
uci::GoArgs::WInc(ms) => args.white_inc = *ms,
uci::GoArgs::BInc(ms) => args.black_inc = *ms,
_ => {}
}
}
let best_move = self.work(movetime);
self.reply(Cmd::BestMove(best_move));
self.work(&args);
}
}
fn analyze(
state: &GameState,
_args: &WorkArgs,
wip: Arc<atomic::AtomicBool>,
tx: mpsc::Sender<Cmd>,
) {
if !wip.load(atomic::Ordering::Relaxed) {
return;
}
// Stupid engine! Return a random move.
let moves = rules::get_player_legal_moves(&state.board, state.color);
let mut rng = rand::thread_rng();
let best_move = moves.iter().choose(&mut rng).and_then(|m| Some(*m));
thread::sleep(time::Duration::from_millis(1000u64));
tx.send(Cmd::TmpBestMove(best_move)).unwrap();
// thread::sleep(time::Duration::from_secs(1));
// for _ in 0..4 {
// let board = board.clone();
// let wip = wip.clone();
// thread::spawn(move || {
// analyze(&board, wip);
// });
// }
}

View file

@ -52,7 +52,8 @@ fn get_pawn_moves(board: &Board, at: &Pos, piece: u8) -> Vec<Move> {
return moves
}
let forward: Pos = (f, forward_r);
if is_empty(board, &forward) {
// If forward square is empty (and we are not jumping over an occupied square), add it.
if is_empty(board, &forward) && (i == 1 || is_empty(board, &(f, forward_r - 1))) {
moves.push((*at, forward))
}
// Check diagonals for pieces to attack.
@ -240,14 +241,18 @@ mod tests {
assert!(moves.contains( &(pos("e2"), pos("e4")) ));
// Check that a pawn cannot move forward if a piece is blocking its path.
// 1. black pawn 2 square forward:
// 1. black pawn 2 square forward; only 1 square forward available from start pos.
set_square(&mut b, &pos("e4"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
assert!(moves.len() == 1 && moves.contains( &(pos("e2"), pos("e3")) ));
// 2. black pawn 1 square forward:
// 2. black pawn 1 square forward; no square available.
set_square(&mut b, &pos("e3"), SQ_BL_P);
let moves = get_piece_moves(&b, &pos("e2"));
assert_eq!(moves.len(), 0);
// 3. remove the e4 black pawn; the white pawn should not be able to jump above e3 pawn.
clear_square(&mut b, &pos("e4"));
let moves = get_piece_moves(&b, &pos("e2"));
assert_eq!(moves.len(), 0);
// Check that a pawn can take a piece diagonally.
set_square(&mut b, &pos("f3"), SQ_BL_P);

View file

@ -63,6 +63,16 @@ pub enum PositionArgs {
/// Arguments for the go remote commands.
#[derive(Debug, Clone)]
pub enum GoArgs {
SearchMoves(Vec<board::Move>),
Ponder,
WTime(i32),
BTime(i32),
WInc(i32),
BInc(i32),
MovesToGo(i32),
Depth(i32),
Nodes(i32),
Mate(i32),
MoveTime(i32),
Infinite,
}
@ -165,7 +175,6 @@ impl Uci {
},
UciCmd::IsReady => if self.state == State::Ready { self.send_ready() },
UciCmd::UciNewGame => if self.state == State::Ready { /* Nothing to do. */ },
UciCmd::Stop => if self.state == State::Ready { /* Nothing to do. */ },
UciCmd::Position(args) => if self.state == State::Ready {
let args = engine::Cmd::UciPosition(args.to_vec());
self.engine_in.as_ref().unwrap().send(args).unwrap();
@ -173,7 +182,11 @@ impl Uci {
UciCmd::Go(args) => if self.state == State::Ready {
let args = engine::Cmd::UciGo(args.to_vec());
self.engine_in.as_ref().unwrap().send(args).unwrap();
self.state = State::Working;
}
UciCmd::Stop => if self.state == State::Working {
self.engine_in.as_ref().unwrap().send(engine::Cmd::Stop).unwrap();
},
UciCmd::Quit => return false,
UciCmd::Unknown(c) => { self.log(format!("Unknown command: {}", c)); }
}
@ -188,6 +201,7 @@ impl Uci {
self.engine_in = Some(s.to_owned());
}
engine::Cmd::BestMove(m) => {
self.state = State::Ready;
self.send_bestmove(m);
}
_ => {}
@ -287,13 +301,44 @@ fn parse_go_command(fields: &[&str]) -> UciCmd {
let mut subcommands = vec!();
while i < num_fields {
match fields[i] {
"infinite" => subcommands.push(GoArgs::Infinite),
"movetime" => {
i += 1;
let ms = fields[i].parse::<i32>().unwrap();
subcommands.push(GoArgs::MoveTime(ms));
subcommands.push(GoArgs::MoveTime(fields[i].parse::<i32>().unwrap()));
}
"infinite" => subcommands.push(GoArgs::Infinite),
f => return UciCmd::Unknown(format!("Unknown go subcommand: {}", f)),
"wtime" => {
i += 1;
subcommands.push(GoArgs::WTime(fields[i].parse::<i32>().unwrap()));
},
"btime" => {
i += 1;
subcommands.push(GoArgs::BTime(fields[i].parse::<i32>().unwrap()));
}
"winc" => {
i += 1;
subcommands.push(GoArgs::WInc(fields[i].parse::<i32>().unwrap()));
}
"binc" => {
i += 1;
subcommands.push(GoArgs::BInc(fields[i].parse::<i32>().unwrap()));
}
"movestogo" => {
i += 1;
subcommands.push(GoArgs::MovesToGo(fields[i].parse::<i32>().unwrap()));
}
"depth" => {
i += 1;
subcommands.push(GoArgs::Depth(fields[i].parse::<i32>().unwrap()));
}
"nodes" => {
i += 1;
subcommands.push(GoArgs::Nodes(fields[i].parse::<i32>().unwrap()));
}
"mate" => {
i += 1;
subcommands.push(GoArgs::Mate(fields[i].parse::<i32>().unwrap()));
}
f => eprintln!("Unknown go subcommand: {}", f),
}
i += 1;
}