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Engine.py
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Engine.py
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import math
import Controller
BLACK = -1
WHITE = 1
# piece square tables
# helps evaluate the board state based on piece positioning
PAWN = [
0, 0, 0, 0, 0, 0, 0, 0,
98, 134, 61, 95, 68, 126, 34, -11,
-6, 7, 26, 31, 65, 56, 25, -20,
-14, 13, 6, 21, 23, 12, 17, -23,
-27, -2, -5, 12, 17, 6, 10, -25,
-26, -4, -4, -10, 3, 3, 33, -12,
-35, -1, -20, -23, -15, 24, 38, -22,
0, 0, 0, 0, 0, 0, 0, 0,
]
ENDPAWN = [
0, 0, 0, 0, 0, 0, 0, 0,
178, 173, 158, 134, 147, 132, 165, 187,
94, 100, 85, 67, 56, 53, 82, 84,
32, 24, 13, 5, -2, 4, 17, 17,
13, 9, -3, -7, -7, -8, 3, -1,
4, 7, -6, 1, 0, -5, -1, -8,
13, 8, 8, 10, 13, 0, 2, -7,
0, 0, 0, 0, 0, 0, 0, 0,
]
KNIGHT = [
-167, -89, -34, -49, 61, -97, -15, -107,
-73, -41, 72, 36, 23, 62, 7, -17,
-47, 60, 37, 65, 84, 129, 73, 44,
-9, 17, 19, 53, 37, 69, 18, 22,
-13, 4, 16, 13, 28, 19, 21, -8,
-23, -9, 12, 10, 19, 17, 25, -16,
-29, -53, -12, -3, -1, 18, -14, -19,
-105, -21, -58, -33, -17, -28, -19, -23,
]
ENDKNIGHT = [
-58, -38, -13, -28, -31, -27, -63, -99,
-25, -8, -25, -2, -9, -25, -24, -52,
-24, -20, 10, 9, -1, -9, -19, -41,
-17, 3, 22, 22, 22, 11, 8, -18,
-18, -6, 16, 25, 16, 17, 4, -18,
-23, -3, -1, 15, 10, -3, -20, -22,
-42, -20, -10, -5, -2, -20, -23, -44,
-29, -51, -23, -15, -22, -18, -50, -64,
]
BISHOP = [
-29, 4, -82, -37, -25, -42, 7, -8,
-26, 16, -18, -13, 30, 59, 18, -47,
-16, 37, 43, 40, 35, 50, 37, -2,
-4, 5, 19, 50, 37, 37, 7, -2,
-6, 13, 13, 26, 34, 12, 10, 4,
0, 15, 15, 15, 14, 27, 18, 10,
4, 15, 16, 0, 7, 21, 33, 1,
-33, -3, -14, -21, -13, -12, -39, -21,
]
ENDBISHOP = [
-14, -21, -11, -8, -7, -9, -17, -24,
-8, -4, 7, -12, -3, -13, -4, -14,
2, -8, 0, -1, -2, 6, 0, 4,
-3, 9, 12, 9, 14, 10, 3, 2,
-6, 3, 13, 19, 7, 10, -3, -9,
-12, -3, 8, 10, 13, 3, -7, -15,
-14, -18, -7, -1, 4, -9, -15, -27,
-23, -9, -23, -5, -9, -16, -5, -17,
]
ROOK = [
32, 42, 32, 51, 63, 9, 31, 43,
27, 32, 58, 62, 80, 67, 26, 44,
-5, 19, 26, 36, 17, 45, 61, 16,
-24, -11, 7, 26, 24, 35, -8, -20,
-36, -26, -12, -1, 9, -7, 6, -23,
-45, -25, -16, -17, 3, 0, -5, -33,
-44, -16, -20, -9, -1, 11, -6, -71,
-19, -13, 1, 17, 16, 7, -37, -26,
]
ENDROOK = [
13, 10, 18, 15, 12, 12, 8, 5,
11, 13, 13, 11, -3, 3, 8, 3,
7, 7, 7, 5, 4, -3, -5, -3,
4, 3, 13, 1, 2, 1, -1, 2,
3, 5, 8, 4, -5, -6, -8, -11,
-4, 0, -5, -1, -7, -12, -8, -16,
-6, -6, 0, 2, -9, -9, -11, -3,
-9, 2, 3, -1, -5, -13, 4, -20,
]
QUEEN = [
-28, 0, 29, 12, 59, 44, 43, 45,
-24, -39, -5, 1, -16, 57, 28, 54,
-13, -17, 7, 8, 29, 56, 47, 57,
-27, -27, -16, -16, -1, 17, -2, 1,
-9, -26, -9, -10, -2, -4, 3, -3,
-14, 2, -11, -2, -5, 2, 14, 5,
-35, -8, 11, 2, 8, 15, -3, 1,
-1, -18, -9, 10, -15, -25, -31, -50,
]
ENDQUEEN = [
-9, 22, 22, 27, 27, 19, 10, 20,
-17, 20, 32, 41, 58, 25, 30, 0,
-20, 6, 9, 49, 47, 35, 19, 9,
3, 22, 24, 45, 57, 40, 57, 36,
-18, 28, 19, 47, 31, 34, 39, 23,
-16, -27, 15, 6, 9, 17, 10, 5,
-22, -23, -30, -16, -16, -23, -36, -32,
-33, -28, -22, -43, -5, -32, -20, -41,
]
KING = [
-65, 23, 16, -15, -56, -34, 2, 13,
29, -1, -20, -7, -8, -4, -38, -29,
-9, 24, 2, -16, -20, 6, 22, -22,
-17, -20, -12, -27, -30, -25, -14, -36,
-49, -1, -27, -39, -46, -44, -33, -51,
-14, -14, -22, -46, -44, -30, -15, -27,
1, 7, -8, -64, -43, -16, 9, 8,
-15, 36, 12, -54, 8, -28, 24, 14,
]
ENDKING = [
-74, -35, -18, -18, -11, 15, 4, -17,
-12, 17, 14, 17, 17, 38, 23, 11,
10, 17, 23, 15, 20, 45, 44, 13,
-8, 22, 24, 27, 26, 33, 26, 3,
-18, -4, 21, 24, 27, 23, 9, -11,
-19, -3, 11, 21, 23, 16, 7, -9,
-27, -11, 4, 13, 14, 4, -5, -17,
-53, -34, -21, -11, -28, -14, -24, -43
]
# minimax algorithm with alpha beta pruning
def minimax(board, canPassant, computer, depth, turn, isPawn, alpha, beta):
opposite = 1 if computer == turn else 0
moves, i = Controller.specificCompute(turn, board, canPassant, computer, opposite) # all possible moves
moves = Controller.computerCastle(turn, board, moves, i, canPassant, computer) # includes castle
bestMove = None
if depth == 0 or Controller.gameOver(computer, turn, board, canPassant): # reached end of tree or game ended
return boardEvaluation(board, computer, canPassant), bestMove
elif turn == WHITE: # white turn
maxEval = -math.inf
for subList in moves:
for newMove in subList[2]:
if subList[0] != 10 and Controller.checkMove(subList[0], newMove[0], newMove[1], subList[1][0], subList[1][1], board, canPassant, computer):
oldY, oldX = subList[1]
newY, newX = newMove
newPiece = board[newY][newX]
board[oldY][oldX] = 0
board[newY][newX] = subList[0]
piece = subList[0]
Controller.enPassantCapture(subList[0], board, newY, newX, oldY, oldX, isPawn, canPassant, [], computer, turn, True)
eval = minimax(board, canPassant, computer, depth - 1, -turn, isPawn, alpha, beta)[0]
maxEval = max(maxEval, eval)
bestMove = (oldY, oldX, newY, newX, piece) if maxEval == eval else bestMove
Controller.undo(board, subList[0], newPiece, newY, newX, oldY, oldX)
alpha = max(alpha, eval)
if beta <= alpha:
break
return maxEval, bestMove
else: # black turn
minEval = math.inf
for subList in moves:
for newMove in subList[2]:
if subList[0] != 10 and Controller.checkMove(subList[0], newMove[0], newMove[1], subList[1][0], subList[1][1], board, canPassant, computer):
oldY, oldX = subList[1]
newY, newX = newMove
newPiece = board[newY][newX]
board[oldY][oldX] = 0
board[newY][newX] = subList[0]
piece = subList[0]
Controller.enPassantCapture(subList[0], board, newY, newX, oldY, oldX, isPawn, canPassant, [], computer, turn, True)
eval = minimax(board, canPassant, computer, depth - 1, -turn, isPawn, alpha, beta)[0]
minEval = min(minEval, eval)
bestMove = (oldY, oldX, newY, newX, piece) if minEval == eval else bestMove
Controller.undo(board, subList[0], newPiece, newY, newX, oldY, oldX)
beta = min(beta, eval)
if beta <= alpha:
break
return minEval, bestMove
# values of pieces
def evaluation(board, newY, newX, piece):
piece = board[newY][newX] if piece == None else piece
if piece != 0:
if piece in {-11, -1, 11, 1}:
return 10
elif piece in {-5, -55, 5, 55}:
return 50
elif piece in {-4, 4, -3, 3}:
return 30
elif piece in {-7, 7}:
return 70
elif piece in {9, -9, 99, -99}:
return 90
else:
return 0
# depending on the piece, will evaluate based on the position
def pieceSquare(piece, y, x, flip, board):
space = y * 8 + x if flip == 0 else 63 - (y * 8 + x)
if endGameState(board):
if piece in {-11, -1, 11, 1}:
return PAWN[space]/10
elif piece in {-5, -55, 5, 55}:
return ROOK[space]/10
elif piece in {-4, 4}:
return BISHOP[space]/10
elif piece in {-3, 3}:
return KNIGHT[space]/10
elif piece in {-7, 7}:
return QUEEN[space]/10
elif piece in {9, -9, 99, -99}:
return KING[space]/10
else:
return 0
else:
if piece in {-11, -1, 11, 1}:
return ENDPAWN[space]/10
elif piece in {-5, -55, 5, 55}:
return ENDROOK[space]/10
elif piece in {-4, 4}:
return ENDBISHOP[space]/10
elif piece in {-3, 3}:
return ENDKNIGHT[space]/10
elif piece in {-7, 7}:
return ENDQUEEN[space]/10
elif piece in {9, -9, 99, -99}:
return ENDKING[space]/10
else:
return 0
# white is positive, black is negative
# incporporates the values of the remaining pieces on the board, their positioning and if the king is in check
def boardEvaluation(board, computer, canPassant):
eval = 0
for y, row in enumerate(board):
for x, n in enumerate(row): # evaluates the number of pieces on each side
flip = 1 if Controller.pieceColour(-n) == computer else 0
temp = evaluation(0, 0, 0, n) if n < 0 else -evaluation(0, 0, 0, n)
table = pieceSquare(n, y, x, flip, board) if n < 0 else -pieceSquare(n, y, x, flip, board)
eval += temp + table
opposite = 1 if computer == BLACK else 0
blackList = Controller.computeAll(1, board, 0, opposite + 1, canPassant, computer)
whiteList = Controller.computeAll(-1, board, 0, opposite, canPassant, computer)
if Controller.kingCoord(1, board) in blackList:
eval -= 100 # black king in check
elif Controller.kingCoord(-1, board) in whiteList:
eval += 100 # white king in check
return eval
# defines the end game state, when most pieces are gone
# used to determine which piece square table to use
def endGameState(board):
empty = 0
for row in board:
empty += row.count(0)
return True if empty < 11 else False