public void threadStart(Position pos, sbyte depth, int moveIndex, SecureFloat bestMove, SecureFloat ansPlace, SecureFloat globalAlpha, SecureFloat globalBeta) { float value = alphaBeta(pos, depth, globalAlpha, globalBeta, false); ansPlace.setValue(value); if (!pos.whiteToMove) { if (value > globalAlpha.getValue()) { globalAlpha.setValue(value); bestMove.setValue(moveIndex); } } else { if (value < globalBeta.getValue()) { globalBeta.setValue(value); bestMove.setValue(moveIndex); } } }
public EvalResult eval(Position pos, int minDepth) { //Om minDepth är -1, skall datorn själv bestämma djup. if (minDepth == -1) { minDepth = automaticDepth(pos); } List <Move> moves = allValidMoves(pos, true); EvalResult result = new EvalResult(); int gameResult = decisiveResult(pos, moves); if (gameResult != -2) { result.evaluation = gameResult; result.allMoves = new List <Move>(); result.allEvals = null; return(result); //Ställningen är avgjord. } else { List <SecureFloat> allEvals = new List <SecureFloat>(); float bestValue = pos.whiteToMove ? float.NegativeInfinity : float.PositiveInfinity; if (moves.Count == 1) { //Spela forcerande drag omedelbart? EvalResult res = eval(moves[0].execute(pos), minDepth - 1); result.evaluation = evaluationStep(res.evaluation); result.allMoves = moves; result.bestMove = moves[0]; return(result); } // Ökar minimum-djupet om antalet tillgängliga drag är färre än de som anges // i moveIncreaseLimits, vilka återfinns i EngineData. foreach (int item in moveIncreaseLimits) { if (moves.Count <= item) { minDepth++; } else { break; } } SecureFloat globalAlpha = new SecureFloat(); globalAlpha.setValue(float.NegativeInfinity); SecureFloat globalBeta = new SecureFloat(); globalBeta.setValue(float.PositiveInfinity); List <Thread> threadList = new List <Thread>(); SecureFloat bestMove = new SecureFloat(0); for (int i = 0; i < moves.Count; i++) //foreach (Move currentMove in moves) { Move currentMove = moves[i]; SecureFloat newFloat = new SecureFloat(); int iCopy = i; allEvals.Add(newFloat); Thread thread = new Thread(delegate() { threadStart(currentMove.execute(pos), (sbyte)(minDepth - 1), iCopy, bestMove, newFloat, globalAlpha, globalBeta); }); thread.Name = currentMove.toString(pos); thread.Start(); threadList.Add(thread); } //result.bestMove = moves[0]; Thread.Sleep(sleepTime); for (int i = 0; i < allEvals.Count; i++) { SecureFloat threadResult = allEvals[i]; float value = threadResult.getValue(); #pragma warning disable CS1718 // Comparison made to same variable if (value != value) //Kollar om talet är odefinierat. #pragma warning restore CS1718 // Comparison made to same variable { //Om resultatet inte hunnit beräknas. if (cancelFlag.getValue() != 0) { abortAll(threadList); result.bestMove = null; result.evaluation = float.NaN; result.allEvals = null; Thread.Sleep(10); //För att ge övriga trådar chans att stanna. return(result); } else if (this.moveNowFlag.getValue() != 0) { abortAll(threadList); Thread.Sleep(10); //För att ge övriga trådar chans att stanna. result.bestMove = moves[(int)bestMove.getValue()]; return(result); } Thread.Sleep(sleepTime); i--; } else { //Om resultatet är klart. result.bestMove = moves[(int)bestMove.getValue()]; } } if (pos.whiteToMove) { result.evaluation = globalAlpha.getValue(); } else { result.evaluation = globalBeta.getValue(); } result.allEvals = allEvals; } result.allMoves = moves; return(result); }