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fn analyze( tx.send(engine::Cmd::Log(moves_str)).unwrap(); } - let (max_score, best_move) = minimax(node, 0, 2, board::is_white(node.game_state.color)); + let (max_score, best_move) = minimax( + node, + 0, + 3, + board::is_white(node.game_state.color), + &score_map, + ); if best_move.is_some() { let log_str = format!( @@ -145,12 +156,21 @@ fn minimax( node: &mut Node, depth: u32, max_depth: u32, - maximizing: bool + maximizing: bool, + score_map: &NodeEvalMap, ) -> (f32, Option) { + // If the node has already been analysed before, return its previous evaluation. + if let Some(score) = score_map.get(node) { + return (*score.value(), None) + } + // If we reached max depth, evaluate score for this board, store score and stop recursion. if depth == max_depth { let stats = stats::compute_stats(&node.board, &node.game_state); - return (evaluate(&stats), None); + let score = evaluate(&stats); + score_map.insert(node.clone(), score); + return (score, None); } + // Else, get the minimax score. let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 }; let mut minmax_move = None; let moves = rules::get_player_moves(&node.board, &node.game_state, true); @@ -158,13 +178,13 @@ fn minimax( let mut sub_node = node.clone(); rules::apply_move_to(&mut sub_node.board, &mut sub_node.game_state, &m); if maximizing { - let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, false); + let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, false, score_map); if score >= minmax { minmax = score; minmax_move = Some(m); } } else { - let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, true); + let (score, _) = minimax(&mut sub_node, depth + 1, max_depth, true, score_map); if score <= minmax { minmax = score; minmax_move = Some(m); diff --git a/src/engine.rs b/src/engine.rs index c49cca5..65fb800 100644 --- a/src/engine.rs +++ b/src/engine.rs @@ -6,6 +6,8 @@ use std::sync::{Arc, atomic, mpsc}; use std::thread; +use dashmap::DashMap; + use crate::analysis; use crate::board; use crate::notation; @@ -19,7 +21,7 @@ pub struct Engine { /// Current game state, starting point of further analysis. node: analysis::Node, /// Store already evaluated nodes with their score. - // score_map: Arc>>, + score_map: Arc>, /// Communication mode. mode: Mode, /// If true, the engine is currently listening to incoming cmds. @@ -77,7 +79,7 @@ impl Engine { Engine { debug: false, node: analysis::Node::new(), - // score_map: HashMap::with_capacity(2usize.pow(10)), + score_map: Arc::new(DashMap::with_capacity(2usize.pow(10))), mode: Mode::No, listening: false, working: Arc::new(atomic::AtomicBool::new(false)), @@ -179,11 +181,12 @@ impl Engine { self.working.store(true, atomic::Ordering::Relaxed); let mut node = self.node.clone(); let args = args.clone(); + let score_map = self.score_map.clone(); let working = self.working.clone(); let tx = match &self.mode { Mode::Uci(_, _, tx) => tx.clone(), _ => return }; let debug = self.debug; thread::spawn(move || { - analysis::analyze(&mut node, &args, working, tx, debug); + analysis::analyze(&mut node, &args, &score_map, working, tx, debug); }); } diff --git a/src/rules.rs b/src/rules.rs index d334235..b77fb22 100644 --- a/src/rules.rs +++ b/src/rules.rs @@ -220,7 +220,7 @@ pub fn get_castle_move(castle: u8) -> Move { /// see if P's king can be taken. Consider a call with true `commit` as /// a collection of attacked squares instead of legal move collection. pub fn get_player_moves(board: &Board, game_state: &GameState, commit: bool) -> Vec { - let mut moves = vec!(); + let mut moves = Vec::with_capacity(256); for r in 0..8 { for f in 0..8 { let p = (f, r);