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Copy pathSmartMoveFinder.py
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SmartMoveFinder.py
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import random
nextMove = None
knightScores = [[1, 1, 1, 1, 1, 1, 1, 1],
[1, 2, 2, 2, 2, 2, 2, 1],
[1, 2, 3, 3, 3, 3, 2, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 2, 3, 3, 3, 3, 2, 1],
[1, 2, 2, 2, 2, 2, 2, 1],
[1, 1, 1, 1, 1, 1, 1, 1]]
bishopScores = [[4, 3, 2, 1, 1, 2, 3, 4],
[3, 4, 3, 2, 2, 3, 4, 3],
[2, 3, 4, 3, 3, 4, 3, 2],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[2, 3, 4, 3, 3, 4, 3, 2],
[3, 4, 3, 2, 2, 3, 4, 3],
[4, 3, 2, 1, 1, 2, 3, 4]]
queenScores = [[1, 1, 1, 3, 1, 1, 1, 1],
[1, 2, 3, 3, 3, 3, 1, 1],
[1, 4, 3, 3, 3, 4, 2, 1],
[1, 2, 3, 3, 3, 2, 2, 1],
[1, 2, 3, 3, 3, 2, 2, 1],
[1, 4, 3, 3, 3, 4, 2, 1],
[1, 1, 2, 3, 3, 1, 1, 1],
[1, 1, 1, 3, 1, 1, 1, 1]]
rookScores = [[4, 3, 4, 4, 4, 4, 3, 4],
[4, 4, 4, 4, 4, 4, 4, 4],
[1, 1, 2, 3, 3, 2, 1, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 1, 2, 2, 2, 2, 1, 1],
[4, 4, 4, 4, 4, 4, 4, 4],
[4, 3, 4, 4, 4, 4, 3, 4]]
whitePawnScores = [[8, 8, 8, 8, 8, 8, 8, 8],
[8, 8, 8, 8, 8, 8, 8, 8],
[5, 6, 6, 7, 7, 6, 6, 5],
[2, 3, 3, 5, 5, 3, 3, 2],
[1, 2, 3, 4, 4, 3, 2, 1],
[1, 1, 2, 3, 3, 2, 1, 1],
[1, 1, 1, 0, 0, 1, 1, 1],
[0, 0, 0, 0, 0, 0, 0, 0]]
blackPawnScores = [[0, 0, 0, 0, 0, 0, 0, 0],
[1, 1, 1, 0, 0, 1, 1, 1],
[1, 1, 2, 3, 3, 2, 1, 1],
[1, 2, 3, 4, 4, 3, 2, 1],
[2, 3, 3, 5, 5, 3, 3, 2],
[5, 6, 6, 7, 7, 6, 6, 5],
[8, 8, 8, 8, 8, 8, 8, 8],
[8, 8, 8, 8, 8, 8, 8, 8]]
piecePositionScores = {"wN": knightScores, "wB": bishopScores, "wR": rookScores,
"wQ": queenScores, "wp": whitePawnScores, "bp": blackPawnScores,
"bN": knightScores[::-1], "bB": bishopScores[::-1],
"bQ": queenScores[::-1], "bR": rookScores[::-1]}
pieceScores = {"K": 0, "Q": 9, "R": 5, "B": 3, "N": 3, "p": 1}
CHECKMATE = 1000
STALEMATE = 0
DEPTH = 3
def findRandomMove(valid_moves):
return valid_moves[random.randint(0, len(valid_moves) - 1)]
def findBestMove(gs, valid_moves):
turnMultiplier = 1 if gs.WhiteToMove else -1
opponentMinMaxScore = CHECKMATE
bestPlayerMove = None
random.shuffle(valid_moves)
for playerMove in valid_moves:
gs.make_move(playerMove)
opponentMoves = gs.get_valid_moves()
if gs.staleMate:
opponentMaxScore = STALEMATE
elif gs.checkMate:
opponentMaxScore = -CHECKMATE
else:
opponentMaxScore = -CHECKMATE
for opponentMove in opponentMoves:
gs.make_move(opponentMove)
gs.get_valid_moves()
if gs.checkMate:
score = CHECKMATE
elif gs.staleMate:
score = STALEMATE
else:
score = -turnMultiplier * scoreMaterial(gs.board)
if score > opponentMaxScore:
opponentMaxScore = score
gs.undo_move()
if opponentMaxScore < opponentMinMaxScore:
opponentMinMaxScore = opponentMaxScore
bestPlayerMove = playerMove
gs.undo_move()
return bestPlayerMove
def findBestMoveMinMax(gs, valid_moves, returnQueue):
global nextMove
nextMove = None
random.shuffle(valid_moves)
findMoveNegaMaxAlphaBeta(gs, valid_moves, DEPTH, -CHECKMATE, CHECKMATE, 1 if gs.WhiteToMove else -1)
returnQueue.put(nextMove)
def findMoveMinMax(gs, valid_moves, depth, WhiteToMove):
global nextMove
if depth == 0:
return scoreMaterial(gs.board)
if WhiteToMove:
maxScore = -CHECKMATE
for move in valid_moves:
gs.make_move(move)
nextMoves = gs.get_valid_moves()
score = findMoveMinMax(gs, nextMoves, depth - 1, False)
if score > maxScore:
maxScore = score
if depth == DEPTH:
nextMove = move
gs.undo_move()
return maxScore
else:
minScore = CHECKMATE
for move in valid_moves:
gs.make_move(move)
nextMoves = gs.get_valid_moves()
score = findMoveMinMax(gs, nextMoves, depth - 1, True)
if score < minScore:
minScore = score
if depth == DEPTH:
nextMove = move
gs.undoMove()
return minScore
def scoreBoard(gs):
if gs.checkMate:
if gs.WhiteToMove:
return -CHECKMATE
else:
return CHECKMATE
elif gs.staleMate:
return STALEMATE
score = 0
for row in range(len(gs.board)):
for col in range(len(gs.board[row])):
square = gs.board[row][col]
if square != "--":
piecePositionScore = 0
if square[1] != "K":
piecePositionScore = piecePositionScores[square][row][col]
if square[0] == 'w':
score += pieceScores[square[1]] + piecePositionScore * .1
elif square[0] == 'b':
score -= pieceScores[square[1]] + piecePositionScore * .1
return score
def findMoveNegaMax(gs, valid_moves, depth, turnMultiplier):
global nextMove
if depth == 0:
return turnMultiplier * scoreBoard(gs)
maxScore = -CHECKMATE
for move in valid_moves:
gs.make_move(move)
nextMoves = gs.get_valid_moves()
score = -findMoveNegaMax(gs, nextMoves, depth - 1, -turnMultiplier)
if score > maxScore:
maxScore = score
if depth == DEPTH:
nextMove = move
gs.undo_move()
return maxScore
def findMoveNegaMaxAlphaBeta(gs, valid_moves, depth, alpha, beta, turnMultiplier, promotion_piece="Q"):
global nextMove
if depth == 0:
return turnMultiplier * scoreBoard(gs)
maxScore = -CHECKMATE
for move in valid_moves:
gs.make_move(move, promotion_piece)
nextMoves = gs.get_valid_moves()
score = -findMoveNegaMaxAlphaBeta(gs, nextMoves, depth - 1, -beta, -alpha, -turnMultiplier)
if score > maxScore:
maxScore = score
if depth == DEPTH:
nextMove = move
print(move, score)
gs.undo_move()
if maxScore > alpha:
alpha = maxScore
if alpha >= beta:
break
return maxScore
def scoreMaterial(board):
score = 0
for row in board:
for square in row:
if square[0] == 'w':
score += pieceScores[square[1]]
elif square[0] == 'b':
score -= pieceScores[square[1]]
return score