Пример #1
0
        private static ResultBoards GetSortValidMoves(Board examineBoard)
        {
            ResultBoards resultBoards = new ResultBoards()
            {
                Positions = new List <Board>(30)
            };

            Search.piecesRemaining = 0;
            for (byte srcPosition = 0; (int)srcPosition < 64; ++srcPosition)
            {
                Square square = examineBoard.Squares[(int)srcPosition];
                if (square.Piece != null)
                {
                    ++Search.piecesRemaining;
                    if (square.Piece.PieceColor == examineBoard.WhoseMove)
                    {
                        foreach (byte validMove in square.Piece.ValidMoves)
                        {
                            Board board = examineBoard.FastCopy();
                            Board.MovePiece(board, srcPosition, validMove, ChessPieceType.Queen);
                            PieceValidMoves.GenerateValidMoves(board);
                            if ((!board.WhiteCheck || examineBoard.WhoseMove != ChessPieceColor.White) && (!board.BlackCheck || examineBoard.WhoseMove != ChessPieceColor.Black))
                            {
                                Evaluation.EvaluateBoardScore(board);
                                board.Score = Search.SideToMoveScore(board.Score, board.WhoseMove);
                                resultBoards.Positions.Add(board);
                            }
                        }
                    }
                }
            }
            resultBoards.Positions.Sort(new Comparison <Board>(Search.Sort));
            return(resultBoards);
        }
Пример #2
0
        private static ResultBoards GetPossibleBoards(ChessPieceColor movingSide, Board examineBoard)
        {
            //We are going to store our result boards here
            resultBoards = new ResultBoards
            {
                Positions = new List <Board>()
            };

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = examineBoard.Squares[x];

                //Make sure there is a piece on the square
                if (sqr.Piece == null)
                {
                    continue;
                }

                //Make sure the color is the same color as the one we are moving.
                if (sqr.Piece.PieceColor != movingSide)
                {
                    continue;
                }

                //For each valid move for this piece
                foreach (byte dst in sqr.Piece.ValidMoves)
                {
                    //We make copies of the board and move so that we can move it without effecting the parent board
                    Board board = examineBoard.FastCopy();

                    //Make move so we can examine it
                    Board.MovePiece(board, x, dst, ChessPieceType.Queen);

                    //We Generate Valid Moves for Board
                    PieceValidMoves.GenerateValidMoves(board);


                    if (board.BlackCheck && movingSide == ChessPieceColor.Black)
                    {
                        continue;
                    }

                    if (board.WhiteCheck && movingSide == ChessPieceColor.White)
                    {
                        continue;
                    }

                    //We calculate the board score
                    Evaluation.EvaluateBoardScore(board);

                    //Invert Score to support Negamax
                    board.Score = SideToMoveScore(board.Score, GetOppositeColor(movingSide));

                    resultBoards.Positions.Add(board);
                }
            }

            return(resultBoards);
        }
Пример #3
0
        public void InitiateBoard(string fen)
        {
            ChessBoard = new Board(fen);

            if (!String.IsNullOrEmpty(fen))
            {
                PieceValidMoves.GenerateValidMoves(ChessBoard);
                Evaluation.EvaluateBoardScore(ChessBoard);
            }
        }
Пример #4
0
 public void InitiateBoard(string fen)
 {
     this.ChessBoard = new Board(fen);
     if (string.IsNullOrEmpty(fen))
     {
         return;
     }
     PieceValidMoves.GenerateValidMoves(this.ChessBoard);
     Evaluation.EvaluateBoardScore(this.ChessBoard);
 }
Пример #5
0
        public bool MovePiece(byte srcPosition, byte dstPosition)
        {
            Piece piece = ChessBoard.Squares[srcPosition].Piece;

            PreviousChessBoard = new Board(ChessBoard);
            UndoChessBoard     = new Board(ChessBoard);
            UndoGameBook       = new List <OpeningMove>(CurrentGameBook);

            Board.MovePiece(ChessBoard, srcPosition, dstPosition, PromoteToPieceType);

            ChessBoard.LastMove.GeneratePGNString(ChessBoard);

            PieceValidMoves.GenerateValidMoves(ChessBoard);
            Evaluation.EvaluateBoardScore(ChessBoard);

            //If there is a check in place, check if this is still true;
            if (piece.PieceColor == ChessPieceColor.White)
            {
                if (ChessBoard.WhiteCheck)
                {
                    //Invalid Move
                    ChessBoard = new Board(PreviousChessBoard);
                    PieceValidMoves.GenerateValidMoves(ChessBoard);
                    return(false);
                }
            }
            else if (piece.PieceColor == ChessPieceColor.Black)
            {
                if (ChessBoard.BlackCheck)
                {
                    //Invalid Move
                    ChessBoard = new Board(PreviousChessBoard);
                    PieceValidMoves.GenerateValidMoves(ChessBoard);
                    return(false);
                }
            }

            MoveHistory.Push(ChessBoard.LastMove);
            FileIO.SaveCurrentGameMove(ChessBoard, PreviousChessBoard, CurrentGameBook, ChessBoard.LastMove);

            CheckForMate(WhoseMove, ref ChessBoard);
            PieceTakenAdd(ChessBoard.LastMove);

            if (ChessBoard.WhiteMate || ChessBoard.BlackMate)
            {
                LastMove.PgnMove += "#";
            }
            else if (ChessBoard.WhiteCheck || ChessBoard.BlackCheck)
            {
                LastMove.PgnMove += "+";
            }

            return(true);
        }
Пример #6
0
        public void AiPonderMove(BackgroundWorker worker)
        {
            this.Thinking      = true;
            this.NodesSearched = 0;
            ResultBoards resultBoards = new ResultBoards();

            resultBoards.Positions = new List <Board>();
            if (ChessEngine.Engine.Engine.CheckForMate(this.WhoseMove, ref this.ChessBoard))
            {
                this.Thinking = false;
            }
            else
            {
                MoveContent bestMove = new MoveContent();
                if ((!ChessEngine.Engine.Engine.FindPlayBookMove(ref bestMove, this.ChessBoard, (IEnumerable <OpeningMove>) this.OpeningBook) || (int)this.ChessBoard.FiftyMove > 45 || (int)this.ChessBoard.RepeatedMove >= 2) && (!ChessEngine.Engine.Engine.FindPlayBookMove(ref bestMove, this.ChessBoard, (IEnumerable <OpeningMove>) this.CurrentGameBook) || (int)this.ChessBoard.FiftyMove > 45 || (int)this.ChessBoard.RepeatedMove >= 2))
                {
                    bestMove = Search.IterativeSearch(this.ChessBoard, this.PlyDepthSearched, ref this.NodesSearched, ref this.NodesQuiessence, ref this.pvLine, worker, ref this.PlyDepthReached, ref this.RootMovesSearched, this.CurrentGameBook);
                }
                this.PreviousChessBoard = new Board(this.ChessBoard);
                this.RootMovesSearched  = (byte)resultBoards.Positions.Count;
                Board.MovePiece(this.ChessBoard, bestMove.MovingPiecePrimary.SrcPosition, bestMove.MovingPiecePrimary.DstPosition, ChessPieceType.Queen);
                this.ChessBoard.LastMove.GeneratePGNString(this.ChessBoard);
                for (byte index = 0; (int)index < 64; ++index)
                {
                    Square square = this.ChessBoard.Squares[(int)index];
                    if (square.Piece != null)
                    {
                        square.Piece.DefendedValue = (short)0;
                        square.Piece.AttackedValue = (short)0;
                    }
                }
                PieceValidMoves.GenerateValidMoves(this.ChessBoard);
                Evaluation.EvaluateBoardScore(this.ChessBoard);
                this.PieceTakenAdd(this.ChessBoard.LastMove);
                this.MoveHistory.Push(this.ChessBoard.LastMove);
                if (ChessEngine.Engine.Engine.CheckForMate(this.WhoseMove, ref this.ChessBoard))
                {
                    this.Thinking = false;
                    if (!this.ChessBoard.WhiteMate && !this.ChessBoard.BlackMate)
                    {
                        return;
                    }
                    this.LastMove.PgnMove += "#";
                }
                else
                {
                    if (this.ChessBoard.WhiteCheck || this.ChessBoard.BlackCheck)
                    {
                        this.LastMove.PgnMove += "+";
                    }
                    this.Thinking = false;
                }
            }
        }
Пример #7
0
 public void Undo()
 {
     if (this.UndoChessBoard == null)
     {
         return;
     }
     this.PieceTakenRemove(this.ChessBoard.LastMove);
     this.PieceTakenRemove(this.PreviousChessBoard.LastMove);
     this.ChessBoard      = new Board(this.UndoChessBoard);
     this.CurrentGameBook = new List <OpeningMove>((IEnumerable <OpeningMove>) this.UndoGameBook);
     PieceValidMoves.GenerateValidMoves(this.ChessBoard);
     Evaluation.EvaluateBoardScore(this.ChessBoard);
 }
Пример #8
0
        public void Undo()
        {
            if (UndoChessBoard != null)
            {
                PieceTakenRemove(ChessBoard.LastMove);
                PieceTakenRemove(PreviousChessBoard.LastMove);

                ChessBoard      = new Board(UndoChessBoard);
                CurrentGameBook = new List <OpeningMove>(UndoGameBook);

                PieceValidMoves.GenerateValidMoves(ChessBoard);
                Evaluation.EvaluateBoardScore(ChessBoard);
            }
        }
Пример #9
0
        private static int Quiescence(Board examineBoard, int alpha, int beta, ref int nodesSearched)
        {
            nodesSearched = nodesSearched + 1;
            Evaluation.EvaluateBoardScore(examineBoard);
            examineBoard.Score = Search.SideToMoveScore(examineBoard.Score, examineBoard.WhoseMove);
            if (examineBoard.Score >= beta)
            {
                return(beta);
            }
            if (examineBoard.Score > alpha)
            {
                alpha = examineBoard.Score;
            }
            List <Search.Position> positionList = examineBoard.WhiteCheck || examineBoard.BlackCheck ? Search.EvaluateMoves(examineBoard, (byte)0) : Search.EvaluateMovesQ(examineBoard);

            if (positionList.Count == 0)
            {
                return(examineBoard.Score);
            }
            positionList.Sort(new Comparison <Search.Position>(Search.Sort));
            foreach (Search.Position position in positionList)
            {
                if (Search.StaticExchangeEvaluation(examineBoard.Squares[(int)position.DstPosition]) < 0)
                {
                    Board board = examineBoard.FastCopy();
                    Board.MovePiece(board, position.SrcPosition, position.DstPosition, ChessPieceType.Queen);
                    PieceValidMoves.GenerateValidMoves(board);
                    if ((!board.BlackCheck || examineBoard.WhoseMove != ChessPieceColor.Black) && (!board.WhiteCheck || examineBoard.WhoseMove != ChessPieceColor.White))
                    {
                        int num = -Search.Quiescence(board, -beta, -alpha, ref nodesSearched);
                        if (num >= beta)
                        {
                            Search.KillerMove[2, 0].SrcPosition = position.SrcPosition;
                            Search.KillerMove[2, 0].DstPosition = position.DstPosition;
                            return(beta);
                        }
                        if (num > alpha)
                        {
                            alpha = num;
                        }
                    }
                }
            }
            return(alpha);
        }
Пример #10
0
        public bool MovePiece(byte srcPosition, byte dstPosition)
        {
            Piece piece = this.ChessBoard.Squares[(int)srcPosition].Piece;

            this.PreviousChessBoard = new Board(this.ChessBoard);
            this.UndoChessBoard     = new Board(this.ChessBoard);
            this.UndoGameBook       = new List <OpeningMove>((IEnumerable <OpeningMove>) this.CurrentGameBook);
            Board.MovePiece(this.ChessBoard, srcPosition, dstPosition, this.PromoteToPieceType);
            this.ChessBoard.LastMove.GeneratePGNString(this.ChessBoard);
            PieceValidMoves.GenerateValidMoves(this.ChessBoard);
            Evaluation.EvaluateBoardScore(this.ChessBoard);
            if (piece.PieceColor == ChessPieceColor.White)
            {
                if (this.ChessBoard.WhiteCheck)
                {
                    this.ChessBoard = new Board(this.PreviousChessBoard);
                    PieceValidMoves.GenerateValidMoves(this.ChessBoard);
                    return(false);
                }
            }
            else if (piece.PieceColor == ChessPieceColor.Black && this.ChessBoard.BlackCheck)
            {
                this.ChessBoard = new Board(this.PreviousChessBoard);
                PieceValidMoves.GenerateValidMoves(this.ChessBoard);
                return(false);
            }
            this.MoveHistory.Push(this.ChessBoard.LastMove);
            ChessEngine.Engine.Engine.CheckForMate(this.WhoseMove, ref this.ChessBoard);
            this.PieceTakenAdd(this.ChessBoard.LastMove);
            if (this.ChessBoard.WhiteMate || this.ChessBoard.BlackMate)
            {
                this.LastMove.PgnMove += "#";
            }
            else if (this.ChessBoard.WhiteCheck || this.ChessBoard.BlackCheck)
            {
                this.LastMove.PgnMove += "+";
            }
            return(true);
        }
Пример #11
0
        public void AiPonderMove()
        {
            Thinking = true;

            /* Fix added to prevent premature declaration of checkmate against computer's king.
             *
             * The original version only looked at squares that were available for the black king to move to PRIOR to white's latest move.
             * So... suppose you had a situation like this:
             *	r4r2/pppb1p1k/8/3p2Q1/q4P2/2np4/6PP/5RK1/ w - 0 27
             *  ... and moved the white queen from G5 to H5.
             *	At the start of white's move, the black king has 5 possible moves... 4 of which are attackable by white, and noted by
             *	GenerateValidMoves in WhiteAttackBoard[]. When AiPonderMove executes, it immediately eliminates those 4 squares as options
             *	for the black king, even though 2 of them are now safe because no white piece can attack them. However, square 7 is now
             *	directly in the queen's attack path, so it's eliminated as an option as well. Boom, premature checkmate... game over.
             */
            ChessBoard.BlackMate = false;
            ChessBoard.WhiteMate = false;
            PieceValidMoves.GenerateValidMoves(ChessBoard);

            NodesSearched = 0;

            var resultBoards = new ResultBoards();

            resultBoards.Positions = new List <Board>();

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;
                return;
            }

            MoveContent bestMove = new MoveContent();

            //If there is no playbook move search for the best move
            if (FindPlayBookMove(ref bestMove, ChessBoard, OpeningBook) == false ||
                ChessBoard.HalfMoveClock > 90 || ChessBoard.RepeatedMove >= 2)
            {
                if (FindPlayBookMove(ref bestMove, ChessBoard, CurrentGameBook) == false ||
                    ChessBoard.HalfMoveClock > 90 || ChessBoard.RepeatedMove >= 2)
                {
                    bestMove = Search.IterativeSearch(ChessBoard, PlyDepthSearched, ref NodesSearched, ref NodesQuiessence, ref pvLine, ref PlyDepthReached, ref RootMovesSearched, CurrentGameBook);
                }
            }

            //Make the move
            PreviousChessBoard = new Board(ChessBoard);

            RootMovesSearched = (byte)resultBoards.Positions.Count;

            Board.MovePiece(ChessBoard, bestMove.MovingPiecePrimary.SrcPosition, bestMove.MovingPiecePrimary.DstPosition, ChessPieceType.Queen);

            ChessBoard.LastMove.GeneratePGNString(ChessBoard);

            FileIO.SaveCurrentGameMove(ChessBoard, PreviousChessBoard, CurrentGameBook, bestMove);

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = ChessBoard.Squares[x];

                if (sqr.Piece == null)
                {
                    continue;
                }

                sqr.Piece.DefendedValue = 0;
                sqr.Piece.AttackedValue = 0;
            }

            PieceValidMoves.GenerateValidMoves(ChessBoard);
            Evaluation.EvaluateBoardScore(ChessBoard);

            PieceTakenAdd(ChessBoard.LastMove);

            MoveHistory.Push(ChessBoard.LastMove);

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;

                if (ChessBoard.WhiteMate || ChessBoard.BlackMate)
                {
                    LastMove.PgnMove += "#";
                }

                return;
            }

            if (ChessBoard.WhiteCheck || ChessBoard.BlackCheck)
            {
                LastMove.PgnMove += "+";
            }

            Thinking = false;
        }
Пример #12
0
 public int EvaluateBoardScore()
 {
     Evaluation.EvaluateBoardScore(ChessBoard);
     return(ChessBoard.Score);
 }
Пример #13
0
        private static int Quiescence(Board examineBoard, int alpha, int beta, ref int nodesSearched)
        {
            nodesSearched++;

            //Evaluate Score
            Evaluation.EvaluateBoardScore(examineBoard);

            //Invert Score to support Negamax
            examineBoard.Score = SideToMoveScore(examineBoard.Score, examineBoard.WhoseMove);

            if (examineBoard.Score >= beta)
            {
                return(beta);
            }

            if (examineBoard.Score > alpha)
            {
                alpha = examineBoard.Score;
            }


            List <Position> positions;


            if (examineBoard.WhiteCheck || examineBoard.BlackCheck)
            {
                positions = EvaluateMoves(examineBoard, 0);
            }
            else
            {
                positions = EvaluateMovesQ(examineBoard);
            }

            if (positions.Count == 0)
            {
                return(examineBoard.Score);
            }

            positions.Sort(Sort);

            foreach (Position move in positions)
            {
                if (StaticExchangeEvaluation(examineBoard.Squares[move.DstPosition]) >= 0)
                {
                    continue;
                }

                //Make a copy
                Board board = examineBoard.FastCopy();

                //Move Piece
                Board.MovePiece(board, move.SrcPosition, move.DstPosition, ChessPieceType.Queen);

                //We Generate Valid Moves for Board
                PieceValidMoves.GenerateValidMoves(board);

                if (board.BlackCheck)
                {
                    if (examineBoard.WhoseMove == ChessPieceColor.Black)
                    {
                        //Invalid Move
                        continue;
                    }
                }

                if (board.WhiteCheck)
                {
                    if (examineBoard.WhoseMove == ChessPieceColor.White)
                    {
                        //Invalid Move
                        continue;
                    }
                }

                int value = -Quiescence(board, -beta, -alpha, ref nodesSearched);

                if (value >= beta)
                {
                    KillerMove[2, 0].SrcPosition = move.SrcPosition;
                    KillerMove[2, 0].DstPosition = move.DstPosition;

                    return(beta);
                }
                if (value > alpha)
                {
                    alpha = value;
                }
            }

            return(alpha);
        }
Пример #14
0
        private static ResultBoards GetSortValidMoves(Board examineBoard)
        {
            ResultBoards succ = new ResultBoards
            {
                Positions = new List <Board>(30)
            };

            piecesRemaining = 0;

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = examineBoard.Squares[x];

                //Make sure there is a piece on the square
                if (sqr.Piece == null)
                {
                    continue;
                }

                piecesRemaining++;

                //Make sure the color is the same color as the one we are moving.
                if (sqr.Piece.PieceColor != examineBoard.WhoseMove)
                {
                    continue;
                }

                //For each valid move for this piece
                foreach (byte dst in sqr.Piece.ValidMoves)
                {
                    //We make copies of the board and move so that we can move it without effecting the parent board
                    Board board = examineBoard.FastCopy();

                    //Make move so we can examine it
                    Board.MovePiece(board, x, dst, ChessPieceType.Queen);

                    //We Generate Valid Moves for Board
                    PieceValidMoves.GenerateValidMoves(board);

                    //Invalid Move
                    if (board.WhiteCheck && examineBoard.WhoseMove == ChessPieceColor.White)
                    {
                        continue;
                    }

                    //Invalid Move
                    if (board.BlackCheck && examineBoard.WhoseMove == ChessPieceColor.Black)
                    {
                        continue;
                    }

                    //We calculate the board score
                    Evaluation.EvaluateBoardScore(board);

                    //Invert Score to support Negamax
                    board.Score = SideToMoveScore(board.Score, board.WhoseMove);

                    succ.Positions.Add(board);
                }
            }

            succ.Positions.Sort(Sort);
            return(succ);
        }
Пример #15
0
        public void AiPonderMove()
        {
            Thinking      = true;
            NodesSearched = 0;

            var resultBoards = new ResultBoards();

            resultBoards.Positions = new List <Board>();

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;
                return;
            }

            MoveContent bestMove = new MoveContent();

            //If there is no playbook move search for the best move
            if (FindPlayBookMove(ref bestMove, ChessBoard, OpeningBook) == false ||
                ChessBoard.FiftyMove > 45 || ChessBoard.RepeatedMove >= 2)
            {
                if (FindPlayBookMove(ref bestMove, ChessBoard, CurrentGameBook) == false ||
                    ChessBoard.FiftyMove > 45 || ChessBoard.RepeatedMove >= 2)
                {
                    bestMove = Search.IterativeSearch(ChessBoard, PlyDepthSearched, ref NodesSearched, ref NodesQuiessence, ref pvLine, ref PlyDepthReached, ref RootMovesSearched, CurrentGameBook);
                }
            }

            //Make the move
            PreviousChessBoard = new Board(ChessBoard);

            RootMovesSearched = (byte)resultBoards.Positions.Count;

            Board.MovePiece(ChessBoard, bestMove.MovingPiecePrimary.SrcPosition, bestMove.MovingPiecePrimary.DstPosition, ChessPieceType.Queen);

            ChessBoard.LastMove.GeneratePGNString(ChessBoard);

            FileIO.SaveCurrentGameMove(ChessBoard, PreviousChessBoard, CurrentGameBook, bestMove);

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = ChessBoard.Squares[x];

                if (sqr.Piece == null)
                {
                    continue;
                }

                sqr.Piece.DefendedValue = 0;
                sqr.Piece.AttackedValue = 0;
            }

            PieceValidMoves.GenerateValidMoves(ChessBoard);
            Evaluation.EvaluateBoardScore(ChessBoard);

            PieceTakenAdd(ChessBoard.LastMove);

            MoveHistory.Push(ChessBoard.LastMove);

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;

                if (ChessBoard.WhiteMate || ChessBoard.BlackMate)
                {
                    LastMove.PgnMove += "#";
                }

                return;
            }

            if (ChessBoard.WhiteCheck || ChessBoard.BlackCheck)
            {
                LastMove.PgnMove += "+";
            }

            Thinking = false;
        }
Пример #16
0
        public void AiPonderMove()
        {
            Thinking = true;

            /* Fix added to prevent premature declaration of checkmate against computer's king.
             *
             * The original version only looked at squares that were available for the black king to move to PRIOR to white's latest move.
             * So... suppose you had a situation like this:
             *	r4r2/pppb1p1k/8/3p2Q1/q4P2/2np4/6PP/5RK1/ w - 0 27
             *  ... and moved the white queen from G5 to H5.
             *	At the start of white's move, the black king has 5 possible moves... 4 of which are attackable by white, and noted by
             *	GenerateValidMoves in WhiteAttackBoard[]. When AiPonderMove executes, it immediately eliminates those 4 squares as options
             *	for the black king, even though 2 of them are now safe because no white piece can attack them. However, square 7 is now
             *	directly in the queen's attack path, so it's eliminated as an option as well. Boom, premature checkmate... game over.
             *
             *	The time it takes to regenerate the valid moves is nontrivial under Android. To improve performance,
             *	my fix regenerates the valid moves ONLY when it might prevent a game-ending premature declaration
             *	of checkmate, unless the difficulty is set to Hard or VeryHard (in which case it runs every time).
             *	Even a novice player is likely to get confused if the engine declares checkmate for no apparent reason,
             *	but the bug's more insidious manifestations at the two easiest difficulty levels help to make the computer a tiny bit easier
             *	to beat by giving it a blind spot that a player can exploit, the same way HUMAN opponents have blind spots and weaknesses of their own.
             */
            if (ChessBoard.BlackMate || ChessBoard.WhiteMate || (GameDifficulty == Difficulty.VeryHard) || (GameDifficulty == Difficulty.Hard))
            {
                ChessBoard.BlackMate = false;
                ChessBoard.WhiteMate = false;
                PieceValidMoves.GenerateValidMoves(ChessBoard);
            }

            NodesSearched = 0;

            var resultBoards = new ResultBoards();

            resultBoards.Positions = new List <Board>();

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;
                return;
            }

            MoveContent bestMove = new MoveContent();

            //If there is no playbook move search for the best move
            if (FindPlayBookMove(ref bestMove, ChessBoard, OpeningBook) == false ||
                ChessBoard.FiftyMove > 45 || ChessBoard.RepeatedMove >= 2)
            {
                if (FindPlayBookMove(ref bestMove, ChessBoard, CurrentGameBook) == false ||
                    ChessBoard.FiftyMove > 45 || ChessBoard.RepeatedMove >= 2)
                {
                    bestMove = Search.IterativeSearch(ChessBoard, PlyDepthSearched, ref NodesSearched, ref NodesQuiessence, ref pvLine, ref PlyDepthReached, ref RootMovesSearched, CurrentGameBook);
                }
            }

            //Make the move
            PreviousChessBoard = new Board(ChessBoard);

            RootMovesSearched = (byte)resultBoards.Positions.Count;

            Board.MovePiece(ChessBoard, bestMove.MovingPiecePrimary.SrcPosition, bestMove.MovingPiecePrimary.DstPosition, ChessPieceType.Queen);

            ChessBoard.LastMove.GeneratePGNString(ChessBoard);

            FileIO.SaveCurrentGameMove(ChessBoard, PreviousChessBoard, CurrentGameBook, bestMove);

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = ChessBoard.Squares[x];

                if (sqr.Piece == null)
                {
                    continue;
                }

                sqr.Piece.DefendedValue = 0;
                sqr.Piece.AttackedValue = 0;
            }

            PieceValidMoves.GenerateValidMoves(ChessBoard);
            Evaluation.EvaluateBoardScore(ChessBoard);

            PieceTakenAdd(ChessBoard.LastMove);

            MoveHistory.Push(ChessBoard.LastMove);

            if (CheckForMate(WhoseMove, ref ChessBoard))
            {
                Thinking = false;

                if (ChessBoard.WhiteMate || ChessBoard.BlackMate)
                {
                    LastMove.PgnMove += "#";
                }

                return;
            }

            if (ChessBoard.WhiteCheck || ChessBoard.BlackCheck)
            {
                LastMove.PgnMove += "+";
            }

            Thinking = false;
        }