Comments, small changes
This commit is contained in:
@@ -7,11 +7,13 @@
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#include <limits>
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#include <thread>
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//Used to calculate ticks of the game
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uint64_t time_milli() {
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using namespace std::chrono;
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return duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count();
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}
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//Default constructor without a FEN
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Game::Game(SDL_Window* window, SDL_Surface* surface)
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{
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this->window = window;
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@@ -20,6 +22,7 @@ Game::Game(SDL_Window* window, SDL_Surface* surface)
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holding_k = false;
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}
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//Construct with specific board
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Game::Game(SDL_Window* window, SDL_Surface* surface, std::string board_fen)
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{
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this->window = window;
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@@ -29,8 +32,10 @@ Game::Game(SDL_Window* window, SDL_Surface* surface, std::string board_fen)
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holding_k = false;
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}
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//Main loop
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void Game::run()
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{
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//calculates elapsed quantum and runs a tick, always draws
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uint64_t last_update_time = time_milli(), delta_time;
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uint64_t time_quantum = 1000/60;
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running = true;
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@@ -50,13 +55,17 @@ void Game::run()
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void Game::tick()
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{
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static bool ai_lost = false;
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//Check for user interface
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SDL_Event e;
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while(running && SDL_PollEvent(&e) != 0)
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{
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{
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//Pressing q or hitting close should stop the game
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if (e.type == SDL_QUIT || (e.type == SDL_KEYUP && e.key.keysym.sym == SDLK_q))
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{
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running = false;
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}
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//holding K needs to be kept track of for pawn promotion between queen or knight
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else if (e.type == SDL_KEYUP && e.key.keysym.sym == SDLK_k)
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{
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holding_k = false;
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@@ -65,6 +74,7 @@ void Game::tick()
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{
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holding_k = true;
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}
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//Clicking causes the selection of spaces
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else if (e.type == SDL_MOUSEBUTTONDOWN)
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{
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int x,y;
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@@ -72,14 +82,17 @@ void Game::tick()
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x/=SPRITE_SIZE;
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y/=SPRITE_SIZE;
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process_click(x,y);
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//Draw now because the AI turn takes a fair amount of time
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draw();
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}
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}
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if (BLACK == board.get_active_color())
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if (!ai_lost && BLACK == board.get_active_color())
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{
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do_ai_move();
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if (-1 == do_ai_move())
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{
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ai_lost = true;
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}
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}
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}
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@@ -90,20 +103,26 @@ void Game::draw()
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SDL_UpdateWindowSurface(window);
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}
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//Processes the click on the board
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void Game::process_click(int x, int y)
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{
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//Only allow clicks if its white's turn
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if (WHITE == board.get_active_color())
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{
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//Get the current space and target space
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int current_selected_space = board.get_selected_space();
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int target_selected_space = x+y*BOARD_SIZE;
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if (current_selected_space == -1)
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{
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//Nothing selected before, select this tile
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board.set_selected_space(x,y);
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}
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else
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{
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//Get the target spaces for the previously selected space
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std::vector<int> target_spaces = board.get_moves_for_space(current_selected_space, true);
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//Move if the mouse clicked a possible target, otherwise change the selected space to the new one
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if (target_spaces.end() != std::find(target_spaces.begin(), target_spaces.end(), target_selected_space))
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{
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board.do_move(current_selected_space, target_selected_space, holding_k);
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@@ -116,18 +135,26 @@ void Game::process_click(int x, int y)
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}
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}
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void Game::do_ai_move()
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int Game::do_ai_move()
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{
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//Thread management
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std::vector<std::thread> threads;
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std::mutex mut_result_check;
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//Best weight found and the move that describes it
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int best_move_weight = std::numeric_limits<int>::min();
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int best_move_from = -1;
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int best_move_to = -1;
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bool best_move_makes_queen = false;
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//Initial alpha weight
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int a = std::numeric_limits<int>::min();
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//This function only does the maximizing part of minimax, its special because we need to know what the best move was
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Board board_copy = Board(board);
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//Go through the board and for each black piece, make a thread that will minimax
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for(int x = 0; x < BOARD_SIZE; x++)
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{
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for(int y = BOARD_SIZE-1; y >= 0; y--)
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@@ -136,15 +163,19 @@ void Game::do_ai_move()
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if (cur_piece.get_team() == BLACK)
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{
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threads.push_back(std::thread([&mut_result_check, &best_move_weight, &best_move_from, &best_move_to, &best_move_makes_queen, &a, x, y, &board_copy](){
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//Get the possible moves of this piece
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std::vector<int> piece_moves = board_copy.get_moves_for_space(x,y, true);
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Piece cur_piece = board_copy.get_piece(x,y);
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for (unsigned int i = 0; i < piece_moves.size(); i++)
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{
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//Make a test board and do the move on it
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Board test_board(board_copy);
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test_board.do_move(x+y*BOARD_SIZE, piece_moves[i], false);
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//Minimax on this test board
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int board_value = minimax(test_board, 4, 5, a, std::numeric_limits<int>::max(), false);
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//Record new bests if they are found
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mut_result_check.lock();
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if (board_value > best_move_weight)
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{
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@@ -154,51 +185,31 @@ void Game::do_ai_move()
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best_move_makes_queen = false;
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}
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//Update alpha for further iterations
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if (best_move_weight > a)
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{
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a = best_move_weight;
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}
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mut_result_check.unlock();
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if (cur_piece.get_type() == PAWN || (piece_moves[i]/BOARD_SIZE) == 7)
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{
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Board test_board1 = Board(board_copy);
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test_board1.do_move(x+y*BOARD_SIZE, piece_moves[i], true);
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if (test_board1.make_FEN().compare(board_copy.make_FEN()) != 0)
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{
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board_value = minimax(test_board1, 4, 5, a, std::numeric_limits<int>::max(), false);
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mut_result_check.lock();
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if (board_value > best_move_weight)
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{
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best_move_weight = board_value;
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best_move_from = x+y*BOARD_SIZE;
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best_move_to = piece_moves[i];
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best_move_makes_queen = true;
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}
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if (best_move_weight > a)
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{
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a = best_move_weight;
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}
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mut_result_check.unlock();
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}
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}
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}
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}));
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}
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}
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}
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//Wait for all threads to finish
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for(std::thread& cur_thread : threads)
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{
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cur_thread.join();
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}
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//Do the best found move
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board.do_move(best_move_from, best_move_to, best_move_makes_queen);
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return best_move_to;
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}
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//Regular alpha beta pruning, max depth is used to only make threads when <= 1 node from root
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int Game::minimax(Board current_board, int depth, int max_depth, int a, int b, bool maximizing)
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{
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if (depth == 0 || current_board.is_mate(current_board.get_active_color()))
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@@ -209,21 +220,26 @@ int Game::minimax(Board current_board, int depth, int max_depth, int a, int b, b
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int best_move_weight = maximizing?std::numeric_limits<int>::min():std::numeric_limits<int>::max();
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bool a_eject = false, b_eject = false;
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//Thread management
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std::vector<std::thread> threads;
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std::mutex mut_result_check;
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int finished_threads = 0;
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std::mutex mut_finished_threads;
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//Board iteration optimization
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int y_start=(maximizing)?(BOARD_SIZE-1):0, y_increment=(maximizing)?-1:1;
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//Loop board, find pieces and minimax on their moves, make threads if available
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for(int x = 0; x < BOARD_SIZE && !a_eject && !b_eject; x++)
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{
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for(int y = y_start; y >= 0 && y < BOARD_SIZE && !a_eject && !b_eject; y+=y_increment)
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{
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if (current_board.get_piece(x,y).get_team() == (maximizing?BLACK:WHITE))
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{
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//Try to make a thread?
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if (depth == max_depth-1)
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{
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//Is a thread available?
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if (threads.size()-finished_threads <= 4)
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{
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threads.push_back(std::thread([&finished_threads, &mut_finished_threads, &mut_result_check, current_board, x, y, depth, max_depth, &best_move_weight, &a, &b, &a_eject, &b_eject, maximizing](){
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@@ -234,11 +250,11 @@ int Game::minimax(Board current_board, int depth, int max_depth, int a, int b, b
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}));
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}
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else
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{
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{ //Run in this thread
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minimax_evaluate(mut_result_check, current_board, x, y, depth, max_depth, best_move_weight, a, b, a_eject, b_eject, maximizing);
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}
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}
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else
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else //Cannot make threads, run in this thread
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{
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minimax_evaluate(mut_result_check, current_board, x, y, depth, max_depth, best_move_weight, a, b, a_eject, b_eject, maximizing);
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}
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@@ -246,14 +262,17 @@ int Game::minimax(Board current_board, int depth, int max_depth, int a, int b, b
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}
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}
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//Wait for threads to finish
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for (std::thread& cur_thread : threads)
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{
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cur_thread.join();
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}
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//Return best result
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return best_move_weight;
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}
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//Evaluation of each pieces moves through minimax
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void Game::minimax_evaluate(std::mutex& mut_result_check, Board current_board, int x, int y, int depth, int max_depth, int& best_move_weight, int& a, int& b, bool& a_eject, bool& b_eject, bool maximizing)
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{
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Piece cur_piece = current_board.get_piece(x,y);
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@@ -263,6 +282,8 @@ void Game::minimax_evaluate(std::mutex& mut_result_check, Board current_board, i
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{
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for (unsigned int i = 0; i < piece_moves.size(); i++)
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{
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//Go through each move, make a test board and maximize off of it
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Board test_board(current_board);
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test_board.do_move(x+y*BOARD_SIZE, piece_moves[i], false);
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@@ -286,39 +307,14 @@ void Game::minimax_evaluate(std::mutex& mut_result_check, Board current_board, i
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a = best_move_weight;
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}
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mut_result_check.unlock();
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if (cur_piece.get_type() == PAWN || (piece_moves[i]/BOARD_SIZE) == (maximizing?7:0))
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{
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test_board = Board(current_board);
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test_board.do_move(x+y*BOARD_SIZE, piece_moves[i], true);
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board_value = minimax(test_board, depth-1, max_depth, a, b, false);
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mut_result_check.lock();
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if (board_value > best_move_weight)
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{
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best_move_weight = board_value;
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}
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if (best_move_weight >= b)
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{
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b_eject = true;
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mut_result_check.unlock();
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return;
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}
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if (best_move_weight > a)
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{
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a = best_move_weight;
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}
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mut_result_check.unlock();
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}
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}
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}
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else
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{
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for (unsigned int i = 0; i < piece_moves.size(); i++)
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{
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//Go through each move, make a test board and minimize off of it
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Board test_board(current_board);
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test_board.do_move(x+y*BOARD_SIZE, piece_moves[i], false);
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@@ -342,33 +338,6 @@ void Game::minimax_evaluate(std::mutex& mut_result_check, Board current_board, i
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b = best_move_weight;
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}
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mut_result_check.unlock();
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if (cur_piece.get_type() == PAWN || (piece_moves[i]/BOARD_SIZE) == (maximizing?7:0))
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{
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test_board = Board(current_board);
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test_board.do_move(x+y*BOARD_SIZE, piece_moves[i], true);
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board_value = minimax(test_board, depth-1, max_depth, a, b, true);
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mut_result_check.lock();
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if (board_value < best_move_weight)
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{
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best_move_weight = board_value;
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}
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if (best_move_weight <= a)
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{
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a_eject = true;
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mut_result_check.unlock();
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return;
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}
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if (best_move_weight < b)
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{
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b = best_move_weight;
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}
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mut_result_check.unlock();
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}
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}
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}
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}
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@@ -378,6 +347,7 @@ int Game::board_heuristic(Board current_board)
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int heuristic = 0;
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int piece_weights[2][7] = {{-900, -90, -30, -30, -50, -10, 0}, {900, 90, 30, 30, 50, 10, 0}};
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//Unknown piece weight calculation
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int unknown_white_count = 0;
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int unknown_black_count = 0;
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for(int x = 0; x < BOARD_SIZE; x++)
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@@ -416,6 +386,7 @@ int Game::board_heuristic(Board current_board)
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piece_weights[BLACK][UNKNOWN] /= unknown_black_count;
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}
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//Per piece weight calculation
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for(int x = 0; x < BOARD_SIZE; x++)
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{
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for(int y = 0; y < BOARD_SIZE; y++)
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@@ -427,13 +398,16 @@ int Game::board_heuristic(Board current_board)
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continue;
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}
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//Mark hidden pieces as unknown and not their actual type
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if (cur_piece.get_vis() == HIDDEN)
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{
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cur_piece = Piece(UNKNOWN, cur_piece.get_team(), SHOWN);
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}
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//Get unmodified weight
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int adden = piece_weights[cur_piece.get_team()][cur_piece.get_type()];
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//Pawn rank bonus
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if (cur_piece.get_type() == PAWN)
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{
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if (cur_piece.get_team() == WHITE)
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@@ -446,6 +420,7 @@ int Game::board_heuristic(Board current_board)
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}
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}
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//Attackers and defenders bonus
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int found_attackers = current_board.get_attackers_for_space(x+y*BOARD_SIZE);
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if (found_attackers > 0)
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