コード例 #1
0
ファイル: AlphaBeta2.cs プロジェクト: RAWhitf18/Shutranj
        public static int AlphaBetaTT(Board board, int alpha, int beta, byte depthLeft, sbyte side, UInt16[] killers, int level)
        {
            int score;
            TranspositionTableEntry entry = transpositionTable.Retrieve(board.ZobristHash);

            if (entry.IsValid() && (TranspositionTableEntryHelper.GetDepthSearched(entry.Data) >= depthLeft))
            {
                if (TranspositionTableEntryHelper.GetEntryType(entry.Data) == TranspositionTableEntryHelper.EntryTypeExactValue)
                {
                    return TranspositionTableEntryHelper.GetScore(entry.Data);
                }
                if ((TranspositionTableEntryHelper.GetEntryType(entry.Data) == TranspositionTableEntryHelper.EntryTypeLowerBound) &&
                    (TranspositionTableEntryHelper.GetScore(entry.Data) > alpha))
                {
                    alpha = TranspositionTableEntryHelper.GetScore(entry.Data);
                }
                else if ((TranspositionTableEntryHelper.GetEntryType(entry.Data) == TranspositionTableEntryHelper.EntryTypeUpperBound) &&
                    (TranspositionTableEntryHelper.GetScore(entry.Data) < beta))
                {
                    beta = TranspositionTableEntryHelper.GetScore(entry.Data);
                }
                if (alpha >= beta)
                {
                    return TranspositionTableEntryHelper.GetScore(entry.Data);
                }
            }
            if (depthLeft == 0)
            {
                score = Quiescence_Limited(board, side, alpha, beta, (level + 1) % 2); // the last arg ensures that quiescence evaluates opponent's move as the last one.
                    // Quiescence(board, side, alpha, beta);
                    // Evaluation2.EvaluateFromPerspectiveOf(board, side);

                if (score <= alpha)
                {
                    transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(score, TranspositionTableEntryHelper.InvalidMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeLowerBound)));
                }
                else if (score >= beta)
                {
                    transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(score, TranspositionTableEntryHelper.InvalidMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeUpperBound)));
                }
                else
                {
                    transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(score, TranspositionTableEntryHelper.InvalidMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeExactValue)));
                }

                return score;
            }

            int movesCount;
            UInt16[] moves = board.GenerateMoves(out movesCount);

            #region Move Ordering
            // this is the index with which a good move will be swapped with...
            int indexToSwapWith = 0;

            /*************** Transposition Table Reordering **************/
            // NOTE (17 Jul 2013): There appears to be no gain from transposition table re-ordering, therefore
            //              commenting it out.

            //if (entry.IsValid())
            //{
            //    UInt16 bestMoveFromTable = TranspositionTableEntryHelper.GetBestMove(entry.Data);
            //    if (bestMoveFromTable != TranspositionTableEntryHelper.InvalidMove)
            //    {
            //        for (int i = 0; i < movesCount; i++)
            //        {
            //            if (moves[i] == bestMoveFromTable)
            //            {
            //                // swap...
            //                UInt16 temp = moves[i];
            //                moves[i] = moves[indexToSwapWith];
            //                moves[indexToSwapWith] = temp;
            //                indexToSwapWith++;
            //                break;
            //            }
            //        }
            //    }
            //}
            /*************** End of Transposition Table Reordering **************/

            /*************** Killer Heuristic Reordering *****************/
            if (killers[level] != 0)
            {
                for (int i = 0; i < movesCount; i++)
                {
                    if (killers[level] == moves[i])
                    {
                        // if killer move found then swap that with the first move.
                        UInt16 temp = moves[i];
                        moves[i] = moves[indexToSwapWith];
                        moves[indexToSwapWith] = temp;
                        indexToSwapWith++;
                        break;
                    }
                }
            }
            // set killer for next level to 0
            killers[level + 1] = 0;
            /*************** End of Killer Heuristic Reordering *****************/

            #endregion
            // NOTE: diluting negative infinity by level so that the farther away the checkmate is from current
            //          board position the lower will be the score. this is to get the engine to checkmate opponent
            //          as soon as possible rather than wasting time in capture or other moves which ultimately lead to
            //          checkmate but are not the fastest route to checkmakte.
            int bestScore = Constants.NegativeInfinity + level;
            UInt16 bestMove = TranspositionTableEntryHelper.InvalidMove;

            BoardState state;
            sbyte oppositeSide = (sbyte)(-1 * side);

            for (int i = 0; i < movesCount; i++)
            {
                state = board.GetBoardState();
                if (!board.MakeMove(moves[i]))
                {
                    continue;
                }
                score = -AlphaBetaTT(board, -beta, -alpha, (byte)(depthLeft - 1), oppositeSide, killers, level + 1);
                board.RestoreState(state);

                if (score > bestScore)
                {
                    bestScore = score;
                    bestMove = moves[i];
                }
                if (bestScore > alpha)
                {
                    alpha = bestScore;
                }
                if (bestScore >= beta)
                {
                    // beta-cutoff, therefore update killer for this level
                    killers[level] = moves[i];
                    break;
                }
            }

            // following nested ifs check for stalemate.
            if (bestScore == (Constants.NegativeInfinity + level))
            {
                if (!board.IsInCheck(side))
                {
                    bestScore = Constants.DrawScore;
                }
            }

            if (bestScore <= alpha) // lower bound value
            {
                transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(bestScore, bestMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeLowerBound)));
            }
            else if (bestScore >= beta) // upper bound value
            {
                transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(bestScore, bestMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeUpperBound)));
            }
            else // true minimax value
            {
                transpositionTable.Add(new TranspositionTableEntry(board.ZobristHash,
                        TranspositionTableEntryHelper.ComposeData(bestScore, bestMove,
                            depthLeft, TranspositionTableEntryHelper.EntryTypeExactValue)));
            }

            return bestScore;
        }