stats: calculate mobility (slowwww)

This commit is contained in:
dece 2020-06-11 21:09:02 +02:00
parent 6f87c9343d
commit fd63deb0c0
2 changed files with 35 additions and 22 deletions

View file

@ -308,7 +308,7 @@ fn analyze(
tx.send(Cmd::Log(moves_str)).unwrap();
}
let (max_score, best_move) = minimax(node, 0, 3, board::is_white(node.game_state.color));
let (max_score, best_move) = minimax(node, 0, 2, board::is_white(node.game_state.color));
if best_move.is_some() {
let log_str = format!(
@ -343,7 +343,7 @@ fn minimax(
maximizing: bool
) -> (f32, Option<rules::Move>) {
if depth == max_depth {
let stats = stats::compute_stats(&node.board);
let stats = stats::compute_stats(&node.board, &node.game_state);
return (evaluate(&stats), None);
}
let mut minmax = if maximizing { MIN_F32 } else { MAX_F32 };
@ -417,11 +417,11 @@ mod tests {
#[test]
fn test_evaluate() {
let mut node = Node::new();
let stats = stats::compute_stats(&node.board);
let stats = stats::compute_stats(&node.board, &node.game_state);
assert_eq!(evaluate(&stats), 0.0);
rules::apply_move_to_board(&mut node.board, &notation::parse_move("d2d4"));
let stats = stats::compute_stats(&node.board);
rules::apply_move_to(&mut node.board, &mut node.game_state, &notation::parse_move("d2d4"));
let stats = stats::compute_stats(&node.board, &node.game_state);
assert_eq!(evaluate(&stats), 0.0);
}
}

View file

@ -57,23 +57,33 @@ impl std::fmt::Display for BoardStats {
/// Create two new BoardStats objects from the board, for white and black.
///
/// See `compute_stats_into` for details.
pub fn compute_stats(board: &Board) -> (BoardStats, BoardStats) {
pub fn compute_stats(board: &Board, game_state: &rules::GameState) -> (BoardStats, BoardStats) {
let mut stats = (BoardStats::new(), BoardStats::new());
compute_stats_into(board, &mut stats);
compute_stats_into(board, game_state, &mut stats);
stats
}
pub fn compute_stats_into(board: &Board, stats: &mut (BoardStats, BoardStats)) {
compute_color_stats_into(board, &mut stats.0, SQ_WH);
compute_color_stats_into(board, &mut stats.1, SQ_BL);
pub fn compute_stats_into(
board: &Board,
game_state: &rules::GameState,
stats: &mut (BoardStats, BoardStats)
) {
compute_color_stats_into(board, game_state, &mut stats.0, SQ_WH);
compute_color_stats_into(board, game_state, &mut stats.1, SQ_BL);
}
/// Update `stats` for `color` from given `board`
///
/// Refresh all stats *except* `mobility`.
pub fn compute_color_stats_into(board: &Board, stats: &mut BoardStats, color: u8) {
pub fn compute_color_stats_into(
board: &Board,
game_state: &rules::GameState,
stats: &mut BoardStats,
color: u8
) {
stats.reset();
for (piece, (pos_f, pos_r)) in get_piece_iterator(board) {
for (piece, p) in get_piece_iterator(board) {
let (pos_f, pos_r) = p;
if piece == SQ_E || !is_color(piece, color) {
continue
}
@ -153,7 +163,7 @@ pub fn compute_color_stats_into(board: &Board, stats: &mut BoardStats, color: u8
_ => {}
}
// Compute mobility for all pieces.
// stats.mobility +=
stats.mobility += rules::get_piece_moves(board, &p, game_state, true).len() as i32;
}
}
@ -165,6 +175,7 @@ mod tests {
fn test_compute_stats() {
// Check that initial stats are correct.
let b = new();
let gs = rules::GameState::new();
let initial_stats = BoardStats {
num_pawns: 8,
num_bishops: 2,
@ -175,9 +186,11 @@ mod tests {
num_doubled_pawns: 0,
num_backward_pawns: 0,
num_isolated_pawns: 0,
mobility: 0,
mobility: 20,
};
let mut stats = compute_stats(&b);
let mut stats = compute_stats(&b, &gs);
eprintln!("{}", stats.0);
eprintln!("{}", stats.1);
assert!(stats.0 == stats.1);
assert!(stats.0 == initial_stats);
@ -185,15 +198,15 @@ mod tests {
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
assert_eq!(stats.0.num_doubled_pawns, 3);
// Check that isolated and backward pawns are correctly counted.
@ -201,19 +214,19 @@ mod tests {
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
assert_eq!(stats.0.num_doubled_pawns, 5);
assert_eq!(stats.0.num_isolated_pawns, 1);
assert_eq!(stats.0.num_backward_pawns, 1);
@ -224,7 +237,7 @@ mod tests {
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, &mut stats.0, SQ_WH);
compute_color_stats_into(&b, &gs, &mut stats.0, SQ_WH);
assert_eq!(stats.0.num_doubled_pawns, 2);
assert_eq!(stats.0.num_isolated_pawns, 0);
assert_eq!(stats.0.num_backward_pawns, 1);