GetNext() public method

public GetNext ( ) : ChessTreeNode
return ChessTreeNode
Esempio n. 1
0
        protected int AlphaBetaMain(int depth, Color color)
        {
            ChessTreeNode node = new ChessTreeNode()
            {
                Alpha       = -Evaluator.MateValue,
                Beta        = Evaluator.MateValue,
                Depth       = depth,
                PlayerIndex = (int)color
            };

            nodesSearched += 1;

            bool bSearchPV = true;

            var player   = this.gameProvider.PlayerBoards[node.PlayerIndex];
            var opponent = this.gameProvider.PlayerBoards[1 - node.PlayerIndex];

            bool  wasKingInCheck  = player.IsUnderAttack(player.King.GetSquare(), opponent);
            Color currPlayerColor = player.FigureColor;

            var movesArray = player.GetMoves(
                opponent,
                this.gameProvider.History.GetLastMove(),
                MovesMask.AllMoves);

            this.gameProvider.FilterMoves(movesArray, currPlayerColor);

            if (movesArray.Size == 0)
            {
                this.allocator.ReleaseLast();
                if (wasKingInCheck)
                {
                    return(-Evaluator.MateValue + ply);
                }
                else
                {
                    return(0);
                }
            }

            int score = -Evaluator.MateValue;

            bool needsPromotion;
            var  moves = movesArray.InnerArray;

            for (int i = 0; i < movesArray.Size; ++i)
            {
                var move = moves[i];

                this.gameProvider.ProcessMove(move, player.FigureColor);
                ++ply;

                needsPromotion = (int)move.Type >= (int)MoveType.Promotion;
                if (needsPromotion)
                {
                    this.gameProvider.PromotePawn(
                        currPlayerColor,
                        move.To,
                        move.Type.GetPromotionFigure());
                }

                if (bSearchPV)
                {
                    score = -pvSearch(node.GetNext());
                }
                else
                {
                    score = -zwSearch(node.GetNext());
                    if (score > node.Alpha)
                    {
                        score = -pvSearch(node.GetNext());
                    }
                }

                this.gameProvider.CancelLastMove(currPlayerColor);
                --ply;

                if (score > node.Alpha)
                {
                    node.Alpha    = score;
                    this.bestMove = new Move(move);
                    bSearchPV     = false;
                }
            }

            this.allocator.ReleaseLast();
            return(node.Alpha);
        }
Esempio n. 2
0
        protected int Quiescence(ChessTreeNode node)
        {
            nodesSearched += 1;

            var player   = this.gameProvider.PlayerBoards[node.PlayerIndex];
            var opponent = this.gameProvider.PlayerBoards[1 - node.PlayerIndex];

            int positionValue = Evaluator.Evaluate(player, opponent);

            if (node.Depth < -5)
            {
                return(positionValue);
            }

            if (positionValue >= node.Beta)
            {
                return(node.Beta);
            }

            if (node.Alpha < positionValue)
            {
                node.Alpha = positionValue;
            }

            int   score           = -Evaluator.MateValue;
            Color currPlayerColor = player.FigureColor;
            bool  wasKingInCheck  = player.IsUnderAttack(player.King.GetSquare(), opponent);

            var movesArray = player.GetMoves(
                opponent,
                this.gameProvider.History.GetLastMove(),
                MovesMask.Attacks);

            this.gameProvider.FilterMoves(movesArray, currPlayerColor);

            if (movesArray.Size == 0)
            {
                if (wasKingInCheck)
                {
                    this.allocator.ReleaseLast();
                    return((-Evaluator.MateValue) + ply);
                }
            }

            var moves = movesArray.InnerArray;

            for (int i = 0; i < movesArray.Size; ++i)
            {
                var move = moves[i];

                this.gameProvider.ProcessMove(move, currPlayerColor);
                ply++;

                bool needsPromotion = (int)move.Type >= (int)MoveType.Promotion;
                if (needsPromotion)
                {
                    this.gameProvider.PromotePawn(
                        currPlayerColor,
                        move.To,
                        move.Type.GetPromotionFigure());
                }

                score = -Quiescence(node.GetNext());

                this.gameProvider.CancelLastMove(currPlayerColor);
                ply--;

                if (score >= node.Beta)
                {
                    this.allocator.ReleaseLast();
                    return(node.Beta);
                }

                if (score > node.Alpha)
                {
                    node.Alpha = score;
                }
            }

            this.allocator.ReleaseLast();
            return(node.Alpha);
        }