Exemple #1
0
        /// <summary>
        /// Recursively searches a tree node and gives the evaluation for this node assuming best play for each player
        /// </summary>
        /// <param name="node">Current node</param>
        /// <returns>Evaluation (pos: white advantage)</returns>
        private double RecursiveEvaluateNode(TreeNode node)
        {
            InterlockedEngineStats.Increment_NodesVisited();

            // End of recursion
            if (node.Children is null)
            {
                return(Evaluation.GetEvaluation(node.Board));
            }

            // Assume that the enemy (child node) will make a best move for him
            double enemySign     = GetSign(!node.Board.IsWhiteToMove);
            double bestEnemyMove = enemySign * WORST_SCORE;

            foreach (var childNode in node.Children)
            {
                double enemyScore = RecursiveEvaluateNode(childNode);
                if ((enemySign * enemyScore) > (enemySign * bestEnemyMove))
                {
                    bestEnemyMove = enemyScore;
                }
            }

            return(bestEnemyMove);
        }
Exemple #2
0
        /// <summary>
        /// Recursively searches a tree node and gives the evaluation for this node assuming best play for each player
        /// </summary>
        /// <param name="node">Current node</param>
        /// <returns>Evaluation (pos: white advantage)</returns>
        private double RecursiveEvaluateNode(TreeNode node, TextWriter tw, int depth)
        {
            InterlockedEngineStats.Increment_NodesVisited();

            // End of recursion
            if (node.Children.Count == 0)
            {
                double eval = Evaluation.GetEvaluation(node.Board);

                for (int i = 0; i < depth; i++)
                {
                    tw.Write('\t');
                }
                tw.Write(node.Board.IsWhiteToMove ? "w: " : "b: ");
                tw.WriteLine(UCINotation.SerializeMove(node.Move) + " -> " + eval);

                return(eval);
            }

            // Assume that the enemy (child node) will make a best move for him
            double enemySign     = GetSign(!node.Board.IsWhiteToMove);
            double bestEnemyMove = enemySign * WORST_SCORE;

            foreach (var childNode in node.Children)
            {
                double enemyScore = RecursiveEvaluateNode(childNode, tw, depth + 1);
                if ((enemySign * enemyScore) > (enemySign * bestEnemyMove))
                {
                    bestEnemyMove = enemyScore;
                }
            }

            for (int i = 0; i < depth; i++)
            {
                tw.Write('\t');
            }
            tw.Write(node.Board.IsWhiteToMove ? "w: " : "b: ");
            tw.WriteLine(UCINotation.SerializeMove(node.Move) + " -> " + bestEnemyMove);

            return(bestEnemyMove);
        }