stats: calculate mobility (slowwww)
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6f87c9343d
commit
fd63deb0c0
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@ -308,7 +308,7 @@ fn analyze(
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tx.send(Cmd::Log(moves_str)).unwrap();
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tx.send(Cmd::Log(moves_str)).unwrap();
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}
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}
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let (max_score, best_move) = minimax(node, 0, 3, board::is_white(node.game_state.color));
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let (max_score, best_move) = minimax(node, 0, 2, board::is_white(node.game_state.color));
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if best_move.is_some() {
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if best_move.is_some() {
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let log_str = format!(
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let log_str = format!(
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@ -343,7 +343,7 @@ fn minimax(
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maximizing: bool
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maximizing: bool
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) -> (f32, Option<rules::Move>) {
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) -> (f32, Option<rules::Move>) {
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if depth == max_depth {
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if depth == max_depth {
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let stats = stats::compute_stats(&node.board);
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let stats = stats::compute_stats(&node.board, &node.game_state);
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return (evaluate(&stats), None);
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return (evaluate(&stats), None);
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}
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}
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let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 };
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let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 };
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@ -417,11 +417,11 @@ mod tests {
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#[test]
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#[test]
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fn test_evaluate() {
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fn test_evaluate() {
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let mut node = Node::new();
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let mut node = Node::new();
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let stats = stats::compute_stats(&node.board);
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let stats = stats::compute_stats(&node.board, &node.game_state);
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assert_eq!(evaluate(&stats), 0.0);
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assert_eq!(evaluate(&stats), 0.0);
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rules::apply_move_to_board(&mut node.board, ¬ation::parse_move("d2d4"));
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rules::apply_move_to(&mut node.board, &mut node.game_state, ¬ation::parse_move("d2d4"));
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let stats = stats::compute_stats(&node.board);
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let stats = stats::compute_stats(&node.board, &node.game_state);
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assert_eq!(evaluate(&stats), 0.0);
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assert_eq!(evaluate(&stats), 0.0);
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}
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}
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}
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}
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47
src/stats.rs
47
src/stats.rs
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@ -57,23 +57,33 @@ impl std::fmt::Display for BoardStats {
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/// Create two new BoardStats objects from the board, for white and black.
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/// Create two new BoardStats objects from the board, for white and black.
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///
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///
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/// See `compute_stats_into` for details.
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/// See `compute_stats_into` for details.
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pub fn compute_stats(board: &Board) -> (BoardStats, BoardStats) {
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pub fn compute_stats(board: &Board, game_state: &rules::GameState) -> (BoardStats, BoardStats) {
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let mut stats = (BoardStats::new(), BoardStats::new());
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let mut stats = (BoardStats::new(), BoardStats::new());
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compute_stats_into(board, &mut stats);
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compute_stats_into(board, game_state, &mut stats);
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stats
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stats
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}
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}
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pub fn compute_stats_into(board: &Board, stats: &mut (BoardStats, BoardStats)) {
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pub fn compute_stats_into(
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compute_color_stats_into(board, &mut stats.0, SQ_WH);
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board: &Board,
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compute_color_stats_into(board, &mut stats.1, SQ_BL);
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game_state: &rules::GameState,
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stats: &mut (BoardStats, BoardStats)
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) {
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compute_color_stats_into(board, game_state, &mut stats.0, SQ_WH);
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compute_color_stats_into(board, game_state, &mut stats.1, SQ_BL);
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}
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}
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/// Update `stats` for `color` from given `board`
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/// Update `stats` for `color` from given `board`
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///
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///
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/// Refresh all stats *except* `mobility`.
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/// Refresh all stats *except* `mobility`.
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pub fn compute_color_stats_into(board: &Board, stats: &mut BoardStats, color: u8) {
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pub fn compute_color_stats_into(
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board: &Board,
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game_state: &rules::GameState,
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stats: &mut BoardStats,
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color: u8
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) {
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stats.reset();
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stats.reset();
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for (piece, (pos_f, pos_r)) in get_piece_iterator(board) {
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for (piece, p) in get_piece_iterator(board) {
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let (pos_f, pos_r) = p;
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if piece == SQ_E || !is_color(piece, color) {
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if piece == SQ_E || !is_color(piece, color) {
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continue
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continue
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}
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}
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@ -153,7 +163,7 @@ pub fn compute_color_stats_into(board: &Board, stats: &mut BoardStats, color: u8
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_ => {}
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_ => {}
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}
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}
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// Compute mobility for all pieces.
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// Compute mobility for all pieces.
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// stats.mobility +=
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stats.mobility += rules::get_piece_moves(board, &p, game_state, true).len() as i32;
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}
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}
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}
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}
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@ -165,6 +175,7 @@ mod tests {
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fn test_compute_stats() {
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fn test_compute_stats() {
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// Check that initial stats are correct.
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// Check that initial stats are correct.
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let b = new();
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let b = new();
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let gs = rules::GameState::new();
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let initial_stats = BoardStats {
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let initial_stats = BoardStats {
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num_pawns: 8,
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num_pawns: 8,
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num_bishops: 2,
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num_bishops: 2,
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@ -175,9 +186,11 @@ mod tests {
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num_doubled_pawns: 0,
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num_doubled_pawns: 0,
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num_backward_pawns: 0,
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num_backward_pawns: 0,
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num_isolated_pawns: 0,
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num_isolated_pawns: 0,
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mobility: 0,
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mobility: 20,
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};
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};
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let mut stats = compute_stats(&b);
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let mut stats = compute_stats(&b, &gs);
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eprintln!("{}", stats.0);
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eprintln!("{}", stats.1);
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assert!(stats.0 == stats.1);
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assert!(stats.0 == stats.1);
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assert!(stats.0 == initial_stats);
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assert!(stats.0 == initial_stats);
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@ -185,15 +198,15 @@ mod tests {
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let mut b = new_empty();
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let mut b = new_empty();
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set_square(&mut b, &pos("d4"), SQ_WH_P);
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set_square(&mut b, &pos("d4"), SQ_WH_P);
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set_square(&mut b, &pos("d6"), SQ_WH_P);
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set_square(&mut b, &pos("d6"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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// Add a pawn on another file, no changes expected.
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// Add a pawn on another file, no changes expected.
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set_square(&mut b, &pos("e6"), SQ_WH_P);
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set_square(&mut b, &pos("e6"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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// Add a pawn backward in the d-file: there are now 3 doubled pawns.
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// Add a pawn backward in the d-file: there are now 3 doubled pawns.
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set_square(&mut b, &pos("d2"), SQ_WH_P);
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set_square(&mut b, &pos("d2"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 3);
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assert_eq!(stats.0.num_doubled_pawns, 3);
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// Check that isolated and backward pawns are correctly counted.
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// Check that isolated and backward pawns are correctly counted.
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@ -201,19 +214,19 @@ mod tests {
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assert_eq!(stats.0.num_backward_pawns, 2); // A bit weird?
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assert_eq!(stats.0.num_backward_pawns, 2); // A bit weird?
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// Protect d4 pawn with a friend in e3: it is not isolated nor backward anymore.
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// Protect d4 pawn with a friend in e3: it is not isolated nor backward anymore.
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set_square(&mut b, &pos("e3"), SQ_WH_P);
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set_square(&mut b, &pos("e3"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 1);
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assert_eq!(stats.0.num_backward_pawns, 1);
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// Add an adjacent friend to d2 pawn: no pawns are left isolated or backward.
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// Add an adjacent friend to d2 pawn: no pawns are left isolated or backward.
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set_square(&mut b, &pos("c2"), SQ_WH_P);
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set_square(&mut b, &pos("c2"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 0);
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// Add an isolated/backward white pawn in a far file.
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// Add an isolated/backward white pawn in a far file.
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set_square(&mut b, &pos("a2"), SQ_WH_P);
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set_square(&mut b, &pos("a2"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_doubled_pawns, 5);
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assert_eq!(stats.0.num_isolated_pawns, 1);
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assert_eq!(stats.0.num_isolated_pawns, 1);
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assert_eq!(stats.0.num_backward_pawns, 1);
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assert_eq!(stats.0.num_backward_pawns, 1);
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@ -224,7 +237,7 @@ mod tests {
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set_square(&mut b, &pos("d4"), SQ_WH_P);
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set_square(&mut b, &pos("d4"), SQ_WH_P);
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set_square(&mut b, &pos("e5"), SQ_WH_P);
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set_square(&mut b, &pos("e5"), SQ_WH_P);
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set_square(&mut b, &pos("e3"), SQ_WH_P);
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set_square(&mut b, &pos("e3"), SQ_WH_P);
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compute_color_stats_into(&b, &mut stats.0, SQ_WH);
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compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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assert_eq!(stats.0.num_doubled_pawns, 2);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_isolated_pawns, 0);
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assert_eq!(stats.0.num_backward_pawns, 1);
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assert_eq!(stats.0.num_backward_pawns, 1);
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