private void MakeMove(move_t m) { // start move log output string move = (this.Turn == Player.WHITE) ? "W" : "B"; move += ":\t"; // piece switch (this.Board.Grid[m.from.number][m.from.letter].piece) { case Piece.PAWN: move += "P"; break; case Piece.ROOK: move += "R"; break; case Piece.KNIGHT: move += "k"; break; case Piece.BISHOP: move += "B"; break; case Piece.QUEEN: move += "Q"; break; case Piece.KING: move += "K"; break; } // kill if (this.Board.Grid[m.to.number][m.to.letter].piece != Piece.NONE || LegalMoveSet.isEnPassant(this.Board, m)) { move += "x"; } // letter switch (m.to.letter) { case 0: move += "a"; break; case 1: move += "b"; break; case 2: move += "c"; break; case 3: move += "d"; break; case 4: move += "e"; break; case 5: move += "f"; break; case 6: move += "g"; break; case 7: move += "h"; break; } // number move += (m.to.number + 1).ToString(); // update board / make actual move this.Board = LegalMoveSet.move(this.Board, m); // if that move put someone in check if (LegalMoveSet.isCheck(this.Board, (Turn == Player.WHITE) ? Player.BLACK : Player.WHITE)) { move += "+"; } // show log this.m_UI.LogMove(move + "\n"); }
public List <position_t> Select(position_t pos) { // has previously selected something if (this.Board.Grid[this.Selection.number][this.Selection.letter].piece != Piece.NONE && this.Turn == this.Board.Grid[this.Selection.number][this.Selection.letter].player && (this.m_nPlayers == 2 || this.Turn == Player.WHITE)) { // get previous selections moves and determine if we chose a legal one by clicking List <position_t> moves = LegalMoveSet.getLegalMove(this.Board, this.Selection); foreach (position_t move in moves) { if (move.Equals(pos)) { // we selected a legal move so update the board MakeMove(new move_t(this.Selection, pos)); // If piece that was just moved is a king and it moved anyhthing other than 1 square, it was // a castling move, so we need to move the rook if (this.Board.Grid[pos.number][pos.letter].piece == Piece.KING && Math.Abs(pos.letter - this.Selection.letter) == 2) { int row = (this.Turn == Player.WHITE) ? 0 : 7; // Left rook if (pos.letter < 4) { LegalMoveSet.move(this.Board, new move_t(new position_t(0, row), new position_t(3, row))); } // right rook else { LegalMoveSet.move(this.Board, new move_t(new position_t(7, row), new position_t(5, row))); } } // finish move switchPlayer(); if (detectCheckmate()) { return(new List <position_t>()); } if (this.m_nPlayers == 1) // start ai { new Thread(AISelect).Start(); // thread turn } return(new List <position_t>()); } } } // first click, let's show possible moves if (this.Board.Grid[pos.number][pos.letter].player == this.Turn && (this.m_nPlayers == 2 || this.Turn == Player.WHITE)) { List <position_t> moves = LegalMoveSet.getLegalMove(this.Board, pos); this.Selection = pos; return(moves); } // reset this.Selection = new position_t(); return(new List <position_t>()); }
private static int mimaab(ChessBoard board, Player turn, int depth, int alpha, int beta) { // base case, at maximum depth return board fitness if (depth >= DEPTH) { return(board.fitness(MAX)); } else { List <ChessBoard> boards = new List <ChessBoard>(); // get available moves / board states from moves for the current player foreach (position_t pos in board.Pieces[turn]) { if (STOP) { return(-1); // interupts } List <position_t> moves = LegalMoveSet.getLegalMove(board, pos); foreach (position_t move in moves) { if (STOP) { return(-1); // interupts } ChessBoard b2 = LegalMoveSet.move(board, new move_t(pos, move)); boards.Add(b2); } } int a = alpha, b = beta; if (turn != MAX) // minimize { foreach (ChessBoard b2 in boards) { if (STOP) { return(-1); // interupt } b = Math.Min(b, mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, depth + 1, a, b)); if (a >= b) { return(a); } } return(b); } else // maximize { foreach (ChessBoard b2 in boards) { if (STOP) { return(-1); // interupt } a = Math.Max(a, mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, depth + 1, a, b)); if (a >= b) { return(b); } } return(a); } } }
public static move_t MiniMaxAB(ChessBoard board, Player turn) { RUNNING = true; // we've started running STOP = false; // no interupt command sent MAX = turn; // who is maximizing // gather all possible moves Dictionary <position_t, List <position_t> > moves = LegalMoveSet.getPlayerMoves(board, turn); // because we're threading safely store best result from each thread int[] bestresults = new int[moves.Count]; move_t[] bestmoves = new move_t[moves.Count]; // thread the generation of each move Parallel.ForEach(moves, (movelist, state, index) => { if (STOP) // interupt { state.Stop(); return; } // initialize thread best bestresults[index] = int.MinValue; bestmoves[index] = new move_t(new position_t(-1, -1), new position_t(-1, -1)); // for each move for the current piece(thread) foreach (position_t move in movelist.Value) { if (STOP) // interupt { state.Stop(); return; } // make initial move and start recursion ChessBoard b2 = LegalMoveSet.move(board, new move_t(movelist.Key, move)); int result = mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, 1, Int32.MinValue, Int32.MaxValue); // if result is better or best hasn't been set yet if (bestresults[index] < result || (bestmoves[index].to.Equals(new position_t(-1, -1)) && bestresults[index] == int.MinValue)) { bestresults[index] = result; bestmoves[index].from = movelist.Key; bestmoves[index].to = move; } } }); // interupted if (STOP) { return(new move_t(new position_t(-1, -1), new position_t(-1, -1))); } // find the best of the thread results int best = int.MinValue; move_t m = new move_t(new position_t(-1, -1), new position_t(-1, -1)); for (int i = 0; i < bestmoves.Length; i++) { if (best < bestresults[i] || (m.to.Equals(new position_t(-1, -1)) && !bestmoves[i].to.Equals(new position_t(-1, -1)))) { best = bestresults[i]; m = bestmoves[i]; } } return(m); }
private static List <position_t> Pawn(ChessBoard board, position_t pos, bool verify_check = true) { List <position_t> moves = new List <position_t>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == Piece.NONE) { return(moves); } // gather relative moves List <position_t> relative = new List <position_t>(); relative.Add(new position_t(-1, 1 * ((p.player == Player.BLACK) ? -1 : 1))); relative.Add(new position_t(0, 1 * ((p.player == Player.BLACK) ? -1 : 1))); relative.Add(new position_t(0, 2 * ((p.player == Player.BLACK) ? -1 : 1))); relative.Add(new position_t(1, 1 * ((p.player == Player.BLACK) ? -1 : 1))); // iterate moves foreach (position_t move in relative) { position_t moved = new position_t(move.letter + pos.letter, move.number + pos.number); // bounds check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // double forward move if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == Piece.NONE && Math.Abs(moved.number - pos.number) == 2) { // check the first step int step = -((moved.number - pos.number) / (Math.Abs(moved.number - pos.number))); bool hasnt_moved = pos.number == ((p.player == Player.BLACK) ? 6 : 1); if (board.Grid[moved.number + step][moved.letter].piece == Piece.NONE && hasnt_moved) { moves.Add(moved); } } // if it's not blocked we can move forward else if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == Piece.NONE) { moves.Add(moved); } // angled attack else if (moved.letter != pos.letter && board.Grid[moved.number][moved.letter].piece != Piece.NONE && board.Grid[moved.number][moved.letter].player != p.player) { moves.Add(moved); } // en passant else if (isEnPassant(board, new move_t(pos, moved))) { moves.Add(moved); } } if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { ChessBoard b2 = LegalMoveSet.move(board, new move_t(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
private static List <position_t> King(ChessBoard board, position_t pos, bool verify_check = true) { List <position_t> moves = new List <position_t>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == Piece.NONE) { return(moves); } // collect all relative moves possible List <position_t> relative = new List <position_t>(); relative.Add(new position_t(-1, 1)); relative.Add(new position_t(0, 1)); relative.Add(new position_t(1, 1)); relative.Add(new position_t(-1, 0)); relative.Add(new position_t(1, 0)); relative.Add(new position_t(-1, -1)); relative.Add(new position_t(0, -1)); relative.Add(new position_t(1, -1)); // Iterate moves foreach (position_t move in relative) { position_t moved = new position_t(move.letter + pos.letter, move.number + pos.number); // bound check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // if it's not blocked we can move if (board.Grid[moved.number][moved.letter].piece == Piece.NONE || board.Grid[moved.number][moved.letter].player != p.player) { if (verify_check) // make sure we don't put ourselves in check { ChessBoard b2 = LegalMoveSet.move(board, new move_t(pos, moved)); if (!isCheck(b2, p.player)) { moves.Add(moved); } } else { moves.Add(moved); } } } // Castling /* A king can only castle if: * king has not moved * rook has not moved * king is not in check * king does not end up in check * king does not pass through any other peieces * king does not pass through any squares under attack * king knows secret handshake */ if (verify_check) { if (!isCheck(board, p.player) && p.lastPosition.Equals(new position_t(-1, -1))) { bool castleRight = allowCastle(board, p.player, pos, true); bool castleLeft = allowCastle(board, p.player, pos, false); if (castleRight) { moves.Add(new position_t(6, pos.number)); } if (castleLeft) { moves.Add(new position_t(2, pos.number)); } } } return(moves); }