Exemple #1
0
        // Evaulate the current board position and return the evaluation score
        public int Evaluate(Side PlayerSide)
        {
            int Score = 0;

            Score = AnalyzeBoard(PlayerSide.type) - AnalyzeBoard(PlayerSide.Enemy()) - 25;

            if (IsCheckMate(PlayerSide.Enemy()))                // If the player is check mate
            {
                Score = 1000000;
            }

            return(Score);
        }
Exemple #2
0
        // Get the best move available to the player
        public Move GetBestMove()
        {
            int      alpha, beta;
            int      depth;                             // depth to which to do the search
            TimeSpan ElapsedTime = new TimeSpan(1);     // Total elpased time
            Move     BestMove    = null;                // The best move for the current position

            // Initialize constants
            const int MIN_SCORE = -10000000;                              // Minimum limit of negative for integer
            const int MAX_SCORE = 10000000;                               // Maximum limit of positive integer

            ArrayList TotalMoves = m_Rules.GenerateAllLegalMoves(m_Side); // Get all the legal moves for the current side

            // Now we use the Iterative deepening technique to search the best move
            // The idea is just simple, we will keep searching in the more and more depth
            // as long as we don't time out.
            // So, it means that when we have less moves, we can search more deeply and which means
            // better chess game.
            DateTime ThinkStartTime = DateTime.Now;
            int      MoveCounter;
            Random   RandGenerator = new Random();

            // Game is near the end, or the current player is under check
            if (m_Rules.ChessBoard.GetSideCell(m_Side.type).Count <= 5 || TotalMoves.Count <= 5)
            {
                m_GameNearEnd = true;
            }

            // Game is near the end, or the Enemy player is under check
            Side EnemySide;

            if (m_Side.isBlack())
            {
                EnemySide = m_Rules.ChessGame.WhitePlayer.PlayerSide;
            }
            else
            {
                EnemySide = m_Rules.ChessGame.BlackPlayer.PlayerSide;
            }

            if (m_Rules.ChessBoard.GetSideCell(m_Side.Enemy()).Count <= 5 || m_Rules.GenerateAllLegalMoves(EnemySide).Count <= 5)
            {
                m_GameNearEnd = true;
            }

            m_TotalMovesAnalyzed = 0;                   // Reset the total moves anazlye counter

            for (depth = 1;; depth++)                   // Keep doing a depth search
            {
                alpha       = MIN_SCORE;                // The famous Alpha & Beta are set to their initial values
                beta        = MAX_SCORE;                // at the start of each increasing search depth iteration
                MoveCounter = 0;                        // Initialize the move counter variable

                // Loop through all the legal moves and get the one with best score
                foreach (Move move in TotalMoves)
                {
                    MoveCounter++;

                    // Now to get the effect of this move; execute this move and analyze the board
                    m_Rules.ExecuteMove(move);
                    move.Score = -AlphaBeta(m_Rules.ChessGame.EnemyPlayer(m_Side).PlayerSide, depth - 1, -beta, -alpha);
                    m_TotalMovesAnalyzed++;                     // Increment move counter
                    m_Rules.UndoMove(move);                     // undo the move

                    // If the score of the move we just tried is better than the score of the best move we had
                    // so far, at this depth, then make this the best move.
                    if (move.Score > alpha)
                    {
                        BestMove = move;
                        alpha    = move.Score;
                    }

                    m_Rules.ChessGame.NotifyComputerThinking(depth, MoveCounter, TotalMoves.Count, m_TotalMovesAnalyzed, BestMove);

                    // Check if the user time has expired
                    ElapsedTime = DateTime.Now - ThinkStartTime;
                    if (ElapsedTime.Ticks > (m_MaxThinkTime.Ticks))                             // More than 75 percent time is available
                    {
                        break;                                                                  // Force break the loop
                    }
                }

                // Check if the user time has expired
                ElapsedTime = DateTime.Now - ThinkStartTime;
                if (ElapsedTime.Ticks > (m_MaxThinkTime.Ticks * 0.25))                  // More than 75 percent time is available
                {
                    break;                                                              // Force break the loop
                }
            }

            m_Rules.ChessGame.NotifyComputerThinking(depth, MoveCounter, TotalMoves.Count, m_TotalMovesAnalyzed, BestMove);
            return(BestMove);
        }