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wukong.js
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wukong.js
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/************************************************\
================================================
WUKONG
javascript chess engine
by
Code Monkey King
===============================================
\************************************************/
// chess engine object
var Engine = function(boardSize, lightSquare, darkSquare, selectColor) {
/****************************\
============================
GLOBAL CONSTANTS
============================
\****************************/
// chess engine version
const version = '1.5a';
const elo = '1920';
// sides to move
const white = 0;
const black = 1;
// map "optimized" color to side to move
const mapColor = [0, 0, 0, 0, 0, 0, 0, 0, 1];
// piece types
const KING = 1;
const PAWN = 2;
const KNIGHT = 3;
const BISHOP = 4;
const ROOK = 5;
const QUEEN = 6;
// piece encoding
const P = 1, N = 2, B = 3, R = 4, Q = 5, K = 6;
const p = 7, n = 8, b = 9, r = 10, q = 11, k = 12;
// map "optimized" piece codes to engine's piece codes
const mapFromOptimized = [0, K, P, N, B, R, Q, 0, 0, k, p, n, b, r, q];
// map board piece to "optimized" piece codes
const mapToOptimized = [0, 2, 3, 4, 5, 6, 1, 10, 11, 12, 13, 14, 9];
// empty square & offboard square
const e = 0, o = 13;
// square encoding
const a8 = 0, b8 = 1, c8 = 2, d8 = 3, e8 = 4, f8 = 5, g8 = 6, h8 = 7;
const a7 = 16, b7 = 17, c7 = 18, d7 = 19, e7 = 20, f7 = 21, g7 = 22, h7 = 23;
const a6 = 32, b6 = 33, c6 = 34, d6 = 35, e6 = 36, f6 = 37, g6 = 39, h6 = 40;
const a5 = 48, b5 = 49, c5 = 50, d5 = 51, e5 = 52, f5 = 53, g5 = 54, h5 = 55;
const a4 = 64, b4 = 65, c4 = 66, d4 = 67, e4 = 68, f4 = 69, g4 = 70, h4 = 71;
const a3 = 80, b3 = 81, c3 = 82, d3 = 83, e3 = 84, f3 = 85, g3 = 86, h3 = 87;
const a2 = 96, b2 = 97, c2 = 98, d2 = 99, e2 = 100, f2 = 101, g2 = 102, h2 = 103;
const a1 = 112, b1 = 113, c1 = 114, d1 = 115, e1 = 116, f1 = 117, g1 = 118, h1 = 119;
// offboard empassant square
const noEnpassant = 120;
// array to convert board square indices to coordinates
const coordinates = [
'a8', 'b8', 'c8', 'd8', 'e8', 'f8', 'g8', 'h8', 'i8', 'j8', 'k8', 'l8', 'm8', 'n8', 'o8', 'p8',
'a7', 'b7', 'c7', 'd7', 'e7', 'f7', 'g7', 'h7', 'i7', 'j7', 'k7', 'l7', 'm7', 'n7', 'o7', 'p7',
'a6', 'b6', 'c6', 'd6', 'e6', 'f6', 'g6', 'h6', 'i6', 'j6', 'k6', 'l6', 'm6', 'n6', 'o6', 'p6',
'a5', 'b5', 'c5', 'd5', 'e5', 'f5', 'g5', 'h5', 'i5', 'j5', 'k5', 'l5', 'm5', 'n5', 'o5', 'p5',
'a4', 'b4', 'c4', 'd4', 'e4', 'f4', 'g4', 'h4', 'i4', 'j4', 'k4', 'l4', 'm4', 'n4', 'o4', 'p4',
'a3', 'b3', 'c3', 'd3', 'e3', 'f3', 'g3', 'h3', 'i3', 'j3', 'k3', 'l3', 'm3', 'n3', 'o3', 'p3',
'a2', 'b2', 'c2', 'd2', 'e2', 'f2', 'g2', 'h2', 'i2', 'j2', 'k2', 'l2', 'm2', 'n2', 'o2', 'p2',
'a1', 'b1', 'c1', 'd1', 'e1', 'f1', 'g1', 'h1', 'i1', 'j1', 'k1', 'l1', 'm1', 'n1', 'o1', 'p1'
];
/****************************\
============================
BOARD DEFINITIONS
============================
\****************************/
// starting position
const startFen = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1 ';
// 0x88 chess board representation
var board = [
r, n, b, q, k, b, n, r, o, o, o, o, o, o, o, o,
p, p, p, p, p, p, p, p, o, o, o, o, o, o, o, o,
e, e, e, e, e, e, e, e, o, o, o, o, o, o, o, o,
e, e, e, e, e, e, e, e, o, o, o, o, o, o, o, o,
e, e, e, e, e, e, e, e, o, o, o, o, o, o, o, o,
e, e, e, e, e, e, e, e, o, o, o, o, o, o, o, o,
P, P, P, P, P, P, P, P, o, o, o, o, o, o, o, o,
R, N, B, Q, K, B, N, R, o, o, o, o, o, o, o, o
];
// chess board state variables
var side = white;
var enpassant = noEnpassant;
var castle = 15;
var fifty = 0;
var hashKey = 0;
var kingSquare = [e1, e8];
// piece list
var pieceList = {
// piece counts
[P]: 0, [N]: 0, [B]: 0, [R]: 0, [Q]: 0, [K]: 0,
[p]: 0, [n]: 0, [b]: 0, [r]: 0, [q]: 0, [k]: 0,
// list of pieces with associated squares
pieces: new Array(13 * 10)
};
// board move stack
var moveStack = [];
// plies
var searchPly = 0;
var gamePly = 0;
/****************************\
============================
RANDOM NUMBER GENERATOR
============================
\****************************/
// fixed random seed
var randomState = 1804289383;
// generate 32-bit pseudo legal numbers
function random() {
var number = randomState;
// 32-bit XOR shift
number ^= number << 13;
number ^= number >> 17;
number ^= number << 5;
randomState = number;
return number;
}
/****************************\
============================
ZOBRIST KEYS
============================
\****************************/
// random keys
var pieceKeys = new Array(13 * 128);
var castleKeys = new Array(16);
var sideKey;
// init random hash keys
function initRandomKeys() {
for (var index = 0; index < 13 * 128; index++) pieceKeys[index] = random();
for (var index = 0; index < 16; index++) castleKeys[index] = random();
sideKey = random();
}
// generate hash key
function generateHashKey() {
var finalKey = 0;
// hash board position
for (var square = 0; square < 128; square++) {
if ((square & 0x88) == 0) {
var piece = board[square];
if (piece != e) finalKey ^= pieceKeys[(piece * 128) + square];
}
}
// hash board state variables
if (side == white) finalKey ^= sideKey;
if (enpassant != noEnpassant) finalKey ^= pieceKeys[enpassant];
finalKey ^= castleKeys[castle];
return finalKey;
}
/****************************\
============================
BOARD METHODS
============================
\****************************/
// reset board
function resetBoard() {
// reset board position
for (var rank = 0; rank < 8; rank++) {
for (var file = 0; file < 16; file++) {
var square = rank * 16 + file;
if ((square & 0x88) == 0) board[square] = e;
}
}
// reset board state variables
side = -1;
enpassant = noEnpassant;
castle = 0;
fifty = 0;
hashKey = 0;
kingSquare = [0, 0];
moveStack = [];
// reset plies
searchPly = 0;
gamePly = 0;
// reset repetition table
for (let index in repetitionTable) repetitionTable[index] = 0;
}
// init piece list
function initPieceList() {
// reset piece counts
for (var piece = P; piece <= k; piece++)
pieceList[piece] = 0;
// reset piece list
for (var index = 0; index < pieceList.pieces.length; index++)
pieceList.pieces[index] = 0;
// associate pieces with squares and count material
for (var square = 0; square < 128; square++) {
if ((square & 0x88) == 0) {
var piece = board[square];
if (piece) {
pieceList.pieces[piece * 10 + pieceList[piece]] = square;
pieceList[piece]++;
}
}
}
}
// validate move
function moveFromString(moveString) {
let moveList = [];
generateMoves(moveList);
// parse move string
var sourceSquare = (moveString[0].charCodeAt() - 'a'.charCodeAt()) +(8 - (moveString[1].charCodeAt() - '0'.charCodeAt())) * 16;
var targetSquare = (moveString[2].charCodeAt() - 'a'.charCodeAt()) + (8 - (moveString[3].charCodeAt() - '0'.charCodeAt())) * 16;
// validate
for(var count = 0; count < moveList.length; count++) {
var move = moveList[count].move;
var promotedPiece = 0;
if(getMoveSource(move) == sourceSquare && getMoveTarget(move) == targetSquare) {
promotedPiece = getMovePromoted(move);
if(promotedPiece) {
if((promotedPiece == N || promotedPiece == n) && moveString[4] == 'n') return move;
else if((promotedPiece == B || promotedPiece == b) && moveString[4] == 'b') return move;
else if((promotedPiece == R || promotedPiece == r) && moveString[4] == 'r') return move;
else if((promotedPiece == Q || promotedPiece == q) && moveString[4] == 'q') return move;
continue;
}
// legal move
return move;
}
}
// illegal move
return 0;
}
/****************************\
============================
MOVE OFFSETS
============================
\****************************/
// piece move offsets
var knightOffsets = [33, 31, 18, 14, -33, -31, -18, -14];
var bishopOffsets = [15, 17, -15, -17];
var rookOffsets = [16, -16, 1, -1];
var kingOffsets = [16, -16, 1, -1, 15, 17, -15, -17];
const pieceOffsets = [
[],
kingOffsets,
[],
knightOffsets,
bishopOffsets,
rookOffsets,
kingOffsets // Queen
];
/****************************\
============================
ATTACKS
============================
\****************************/
// square attacked
function isSquareAttacked(square, color) {
for (let pieceType = QUEEN; pieceType >= KING; pieceType--) {
let piece = pieceType | (color << 3);
// pawn attacks
if (pieceType == PAWN) {
let direction = 16 * (1 - 2 * color);
for (let lr = -1; lr <= 1; lr += 2) {
let targetSquare = square + direction + lr;
if (!(targetSquare & 0x88) && board[targetSquare] == mapFromOptimized[piece]) return true;
}
}
// piece attacks
else {
let slider = pieceType & 0x04;
let directions = pieceOffsets[pieceType];
for (let d = 0; d < directions.length; d++) {
let targetSquare = square;
do {
targetSquare += directions[d];
if (targetSquare & 0x88) break;
let targetPiece = board[targetSquare];
if (targetPiece != e) {
if (targetPiece == mapFromOptimized[piece]) return true;
break;
}
} while (slider);
}
}
}
return false;
}
/****************************\
============================
MOVE ENCODING
============================
\****************************/
// encode move
function encodeMove(source, target, piece, capture, pawn, enpassant, castling) {
return (source) |
(target << 7) |
(piece << 14) |
(capture << 18) |
(pawn << 19) |
(enpassant << 20) |
(castling << 21)
}
// decode move
function getMoveSource(move) { return move & 0x7f }
function getMoveTarget(move) { return (move >> 7) & 0x7f }
function getMovePromoted(move) { return (move >> 14) & 0xf }
function getMoveCapture(move) { return (move >> 18) & 0x1 }
function getMovePawn(move) { return (move >> 19) & 0x1 }
function getMoveEnpassant(move) { return (move >> 20) & 0x1 }
function getMoveCastling(move) { return (move >> 21) & 0x1 }
/****************************\
============================
MOVE GENERATOR
============================
\****************************/
// ranks
const pawnStartingRank = [0x60, 0x10];
const pawnPromotingRank = [0x00, 0x70];
// castling side bits
const castlingSide = [
[1, 2],
[4, 8]
];
// castling rights
const castlingRights = [
7, 15, 15, 15, 3, 15, 15, 11, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
15, 15, 15, 15, 15, 15, 15, 15, o, o, o, o, o, o, o, o,
13, 15, 15, 15, 12, 15, 15, 14, o, o, o, o, o, o, o, o
];
// populate move list
function addMove(moveList, move) {
let moveScore = 0;
if (getMoveCapture(move)) {
moveScore = mvvLva[board[getMoveSource(move)] * 13 + board[getMoveTarget(move)]];
moveScore += 10000;
} else {
if (killerMoves[searchPly] == move) moveScore = 9000;
else if (killerMoves[maxPly + searchPly] == move) moveScore = 8000;
else moveScore = historyMoves[board[getMoveSource(move)] * 128 + getMoveTarget(move)];
}
moveList.push({
move: move,
score: moveScore
});
}
// generate moves
function generateMoves(moveList) {
for (let piece = P; piece <= k; piece++) {
for (let pieceIndex = 0; pieceIndex < pieceList[piece]; pieceIndex++) {
let sourceSquare = pieceList.pieces[piece * 10 + pieceIndex];
let optimizedPiece = mapToOptimized[board[sourceSquare]];
let pieceType = optimizedPiece & 0x07;
if (mapColor[(optimizedPiece & 0x08)] == side) {
// pawns
if (pieceType == PAWN) {
let direction = -16 * (1 - 2 * side);
let targetSquare = sourceSquare + direction;
// quiet moves
if ((targetSquare & 0x88) == 0 && board[targetSquare] == e) {
if ((targetSquare & 0xF0) == pawnPromotingRank[side]) {
for (let promotedPiece = QUEEN; promotedPiece >= KNIGHT; promotedPiece--)
addMove(moveList, encodeMove(sourceSquare, targetSquare, mapFromOptimized[promotedPiece | (side << 3)], 0, 0, 0, 0));
} else {
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 0, 0, 0, 0));
let doubleTarget = sourceSquare + direction * 2;
if ((sourceSquare & 0xF0) == pawnStartingRank[side] && board[doubleTarget] == e)
addMove(moveList, encodeMove(sourceSquare, doubleTarget, 0, 0, 1, 0, 0));
}
}
// captures
for (let lr = -1; lr <= 1; lr += 2) {
targetSquare = sourceSquare + direction + lr;
if (targetSquare & 0x88) continue;
let targetPiece = mapToOptimized[board[targetSquare]];
if (targetPiece != e && mapColor[targetPiece & 0x08] != side) {
if ((targetSquare & 0xF0) == pawnPromotingRank[side]) {
for (let promotedPiece = QUEEN; promotedPiece >= KNIGHT; promotedPiece--)
addMove(moveList, encodeMove(sourceSquare, targetSquare, mapFromOptimized[promotedPiece | (side << 3)], 1, 0, 0, 0));
} else addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 0, 0));
}
if (targetSquare == enpassant)
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 1, 0));
}
}
// castling
else if (pieceType == KING) {
let ks = kingSquare[side];
// king side
if (castle & castlingSide[side][0]) {
if (board[ks + 1] == e && board[ks + 2] == e) {
if (isSquareAttacked(ks, 1 - side) == 0 && isSquareAttacked(ks + 1, 1 - side) == 0)
addMove(moveList, encodeMove(ks, ks + 2, 0, 0, 0, 0, 1));
}
}
// queen side
if (castle & castlingSide[side][1]) {
if (board[ks - 1] == e && board[ks - 2] == e && board[ks - 3] == e) {
if (isSquareAttacked(ks, 1 - side) == 0 &&
isSquareAttacked(ks - 1, 1 - side) == 0)
addMove(moveList, encodeMove(ks, ks - 2, 0, 0, 0, 0, 1));
}
}
}
// pieces
if (pieceType != PAWN) {
let slider = pieceType & 0x04;
let directions = pieceOffsets[pieceType];
for (let d = 0; d < directions.length; d++) {
let targetSquare = sourceSquare;
do {
targetSquare += directions[d];
if (targetSquare & 0x88) break;
let targetPiece = mapToOptimized[board[targetSquare]];
if (targetPiece != e) {
if (mapColor[targetPiece & 0x08] != side)
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 0, 0));
break;
}
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 0, 0, 0, 0));
} while (slider);
}
}
}
}
}
}
// generate captures
function generateCaptures(moveList) {
for (let piece = P; piece <= k; piece++) {
for (let pieceIndex = 0; pieceIndex < pieceList[piece]; pieceIndex++) {
let sourceSquare = pieceList.pieces[piece * 10 + pieceIndex];
let optimizedPiece = mapToOptimized[board[sourceSquare]];
let pieceType = optimizedPiece & 0x07;
if (mapColor[(optimizedPiece & 0x08)] == side) {
// pawns
if (pieceType == PAWN) {
let direction = -16 * (1 - 2 * side);
let targetSquare = sourceSquare + direction;
// captures
for (let lr = -1; lr <= 1; lr += 2) {
targetSquare = sourceSquare + direction + lr;
if (targetSquare & 0x88) continue;
let targetPiece = mapToOptimized[board[targetSquare]];
if (targetPiece != e && mapColor[targetPiece & 0x08] != side) {
if ((targetSquare & 0xF0) == pawnPromotingRank[side]) {
for (let promotedPiece = QUEEN; promotedPiece >= KNIGHT; promotedPiece--)
addMove(moveList, encodeMove(sourceSquare, targetSquare, mapFromOptimized[promotedPiece | (side << 3)], 1, 0, 0, 0));
} else addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 0, 0));
}
if (targetSquare == enpassant)
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 1, 0));
}
}
// pieces
if (pieceType != PAWN) {
let slider = pieceType & 0x04;
let directions = pieceOffsets[pieceType];
for (let d = 0; d < directions.length; d++) {
let targetSquare = sourceSquare;
do {
targetSquare += directions[d];
if (targetSquare & 0x88) break;
let targetPiece = mapToOptimized[board[targetSquare]];
if (targetPiece != e) {
if (mapColor[targetPiece & 0x08] != side)
addMove(moveList, encodeMove(sourceSquare, targetSquare, 0, 1, 0, 0, 0));
break;
}
} while (slider);
}
}
}
}
}
}
// generate only legal moves
function generateLegalMoves() {
let legalMoves = [];
let moveList = [];
clearSearch();
generateMoves(moveList);
for (let count = 0; count < moveList.length; count++) {
if (makeMove(moveList[count].move) == 0) continue;
legalMoves.push(moveList[count]);
takeBack();
}
return legalMoves;
}
// move piece on board
function moveCurrentPiece(piece, sourceSquare, targetSquare) {
board[targetSquare] = board[sourceSquare];
board[sourceSquare] = e;
hashKey ^= pieceKeys[piece * 128 + sourceSquare];
hashKey ^= pieceKeys[piece * 128 + targetSquare];
for (let pieceIndex = 0; pieceIndex < pieceList[piece]; pieceIndex++) {
if (pieceList.pieces[piece * 10 + pieceIndex] == sourceSquare) {
pieceList.pieces[piece * 10 + pieceIndex] = targetSquare;
break;
}
}
}
// remove piece from board
function removePiece(piece, square) {
for (let pieceIndex = 0; pieceIndex < pieceList[piece]; pieceIndex++) {
if (pieceList.pieces[piece * 10 + pieceIndex] == square) {
var capturedIndex = pieceIndex;
break;
}
}
pieceList[piece]--;
pieceList.pieces[piece * 10 + capturedIndex] = pieceList.pieces[piece * 10 + pieceList[piece]];
}
// add piece to board
function addPiece(piece, square) {
board[square] = piece;
hashKey ^= pieceKeys[piece * 128 + square];
pieceList.pieces[piece * 10 + pieceList[piece]] = square;
pieceList[piece]++;
}
// make move
function makeMove(move) {
// update plies
searchPly++;
gamePly++;
// update repetition table
repetitionTable[gamePly] = hashKey;
// parse move
let sourceSquare = getMoveSource(move);
let targetSquare = getMoveTarget(move);
let promotedPiece = getMovePromoted(move);
let capturedPiece = board[targetSquare];
// moveStack board state variables
moveStack.push({
move: move,
capturedPiece: 0,
side: side,
enpassant: enpassant,
castle: castle,
fifty: fifty,
hash: hashKey,
});
// move piece
moveCurrentPiece(board[sourceSquare], sourceSquare, targetSquare);
// update 50 move rule
fifty++;
// handle capture
if (getMoveCapture(move)) {
if (capturedPiece) {
moveStack[moveStack.length - 1].capturedPiece = capturedPiece;
hashKey ^= pieceKeys[capturedPiece * 128 + targetSquare];
removePiece(capturedPiece, targetSquare);
}
fifty = 0;
} else if (board[targetSquare] == P || board[targetSquare] == p)
fifty = 0;
// update enpassant square
if (enpassant != noEnpassant) hashKey ^= pieceKeys[enpassant];
enpassant = noEnpassant;
// handle special moves
if (getMovePawn(move)) {
if (side == white) {
enpassant = targetSquare + 16;
hashKey ^= pieceKeys[targetSquare + 16];
} else {
enpassant = targetSquare - 16;
hashKey ^= pieceKeys[targetSquare - 16];
}
} else if (getMoveEnpassant(move)) {
if (side == white) {
board[targetSquare + 16] = e;
hashKey ^= pieceKeys[p * 128 + targetSquare + 16];
removePiece(p, targetSquare + 16);
} else {
board[targetSquare - 16] = e;
hashKey ^= pieceKeys[(P * 128) + (targetSquare - 16)];
removePiece(P, targetSquare - 16);
}
} else if (getMoveCastling(move)) {
switch(targetSquare) {
case g1: moveCurrentPiece(R, h1, f1); break;
case c1: moveCurrentPiece(R, a1, d1); break;
case g8: moveCurrentPiece(r, h8, f8); break;
case c8: moveCurrentPiece(r, a8, d8); break;
}
}
// handle promotions
if (promotedPiece) {
if (side == white) {
hashKey ^= pieceKeys[P * 128 + targetSquare];
removePiece(P, targetSquare);
} else {
hashKey ^= pieceKeys[p * 128 + targetSquare];
removePiece(p, targetSquare);
}
addPiece(promotedPiece, targetSquare);
}
// update king square
if (board[targetSquare] == K || board[targetSquare] == k) kingSquare[side] = targetSquare;
// update castling rights
hashKey ^= castleKeys[castle];
castle &= castlingRights[sourceSquare];
castle &= castlingRights[targetSquare];
hashKey ^= castleKeys[castle];
// switch side to move
side ^= 1;
hashKey ^= sideKey;
// return illegal move if king is left in check
if (isSquareAttacked(kingSquare[side ^ 1], side)) {
takeBack();
return 0;
} else return 1;
}
// take move back
function takeBack() {
// update plies
searchPly--;
gamePly--;
// parse move
let moveIndex = moveStack.length - 1;
let move = moveStack[moveIndex].move;
let sourceSquare = getMoveSource(move);
let targetSquare = getMoveTarget(move);
// move piece
moveCurrentPiece(board[targetSquare], targetSquare, sourceSquare);
// restore captured piece
if (getMoveCapture(move)) {
//board[targetSquare] = moveStack[moveIndex].capturedPiece;
addPiece(moveStack[moveIndex].capturedPiece, targetSquare);
}
// handle special moves
if (getMoveEnpassant(move)) {
if (side == white) addPiece(P, targetSquare - 16);
else addPiece(p, targetSquare + 16);
} else if (getMoveCastling(move)) {
switch(targetSquare) {
case g1: moveCurrentPiece(R, f1, h1); break;
case c1: moveCurrentPiece(R, d1, a1); break;
case g8: moveCurrentPiece(r, f8, h8); break;
case c8: moveCurrentPiece(r, d8, a8); break;
}
} else if (getMovePromoted(move)) {
(side == white) ? addPiece(p, sourceSquare): addPiece(P, sourceSquare);
removePiece(getMovePromoted(move), sourceSquare);
}
// update king square
if (board[sourceSquare] == K || board[sourceSquare] == k) kingSquare[side ^ 1] = sourceSquare;
// switch side to move
side = moveStack[moveIndex].side;
// restore board state variables
enpassant = moveStack[moveIndex].enpassant;
castle = moveStack[moveIndex].castle;
hashKey = moveStack[moveIndex].hash;
fifty = moveStack[moveIndex].fifty;
moveStack.pop();
}
// make null move
function makeNullMove() {
// backup current board state
moveStack.push({
move: 0,
capturedPiece: 0,
side: side,
enpassant: enpassant,
castle: castle,
fifty: fifty,
hash: hashKey
});
if (enpassant != noEnpassant) hashKey ^= pieceKeys[enpassant];
enpassant = noEnpassant;
fifty = 0;
side ^= 1;
hashKey ^= sideKey;
}
// take null move
function takeNullMove() {
// restore board state
side = moveStack[moveStack.length - 1].side;
enpassant = moveStack[moveStack.length - 1].enpassant;
castle = moveStack[moveStack.length - 1].castle;
fifty = moveStack[moveStack.length - 1].fifty;
hashKey = moveStack[moveStack.length - 1].hash;
moveStack.pop();
}
/****************************\
============================
PERFT
============================
\****************************/
// visited nodes count
var nodes = 0;
// perft driver
function perftDriver(depth) {
if (depth == 0) { nodes++; return; }
let moveList = [];
generateMoves(moveList);
for (var count = 0; count < moveList.length; count++) {
if (!makeMove(moveList[count].move)) continue;
perftDriver(depth - 1);
takeBack();
}
}
// perft test
function perftTest(depth) {
nodes = 0;
console.log(' Performance test:\n');
resultString = '';
let startTime = Date.now();
let moveList = [];
generateMoves(moveList);
for (var count = 0; count < moveList.length; count++) {
if (!makeMove(moveList[count].move)) continue;
let cumNodes = nodes;
perftDriver(depth - 1);
takeBack();
let oldNodes = nodes - cumNodes;
console.log( ' move' +
' ' + (count + 1) + ((count < 9) ? ': ': ': ') +
coordinates[getMoveSource(moveList[count].move)] +
coordinates[getMoveTarget(moveList[count].move)] +
(getMovePromoted(moveList[count].move) ?
promotedPieces[getMovePromoted(moveList[count].move)]: ' ') +
' nodes: ' + oldNodes);
}
resultString += '\n Depth: ' + depth;
resultString += '\n Nodes: ' + nodes;
resultString += '\n Time: ' + (Date.now() - startTime) + ' ms\n';
console.log(resultString);
}
/****************************\
============================
EVALUATION
============================
\****************************/
/*
Following material weights and PST values are obtained
using a mixture of supervised and reinforcement learning
*/
const opening = 0, endgame = 1, middlegame = 2;
const PAWN_PST = 0, KNIGHT_PST = 1, BISHOP_PST = 2, ROOK_PST = 3, QUEEN_PST = 4, KING_PST = 5;
const openingPhaseScore = 5900;
const endgamePhaseScore = 500;
// material score
const materialWeights = [
// opening material score
[0, 89, 308, 319, 488, 888, 20001, -92, -307, -323, -492, -888, -20002],
// endgame material score
[0, 96, 319, 331, 497, 853, 19998, -102, -318, -334, -501, -845, -20000]
];
// piece-square tables
const pst = [
// opening phase scores
[
// pawn
[
0, 0, 0, 0, 0, 0, 0, 0, o, o, o, o, o, o, o, o,
-4, 68, 61, 47, 47, 49, 45, -1, o, o, o, o, o, o, o, o,
6, 16, 25, 33, 24, 24, 14, -6, o, o, o, o, o, o, o, o,
0, -1, 9, 28, 20, 8, -1, 11, o, o, o, o, o, o, o, o,
6, 4, 6, 14, 14, -5, 6, -6, o, o, o, o, o, o, o, o,
-1, -8, -4, 4, 2, -12, -1, 5, o, o, o, o, o, o, o, o,
5, 16, 16, -14, -14, 13, 15, 8, o, o, o, o, o, o, o, o,
0, 0, 0, 0, 0, 0, 0, 0, o, o, o, o, o, o, o, o
],
// knight
[
-55, -40, -30, -28, -26, -30, -40, -50, o, o, o, o, o, o, o, o,
-37, -15, 0, -6, 4, 3, -17, -40, o, o, o, o, o, o, o, o,
-25, 5, 16, 12, 11, 6, 6, -29, o, o, o, o, o, o, o, o,
-24, 5, 21, 14, 18, 9, 11, -26, o, o, o, o, o, o, o, o,
-36, -5, 9, 23, 24, 21, 2, -24, o, o, o, o, o, o, o, o,
-32, -1, 4, 19, 20, 4, 11, -25, o, o, o, o, o, o, o, o,
-38, -22, 4, -1, 8, -5, -18, -34, o, o, o, o, o, o, o, o,
-50, -46, -32, -24, -36, -25, -34, -50, o, o, o, o, o, o, o, o
],
// bishop
[
-16, -15, -12, -5, -10, -12, -10, -20, o, o, o, o, o, o, o, o,
-13, 5, 6, 1, -6, -5, 3, -6, o, o, o, o, o, o, o, o,
-16, 6, -1, 16, 7, -1, -6, -5, o, o, o, o, o, o, o, o,
-14, -1, 11, 14, 4, 10, 11, -13, o, o, o, o, o, o, o, o,
-4, 5, 12, 16, 4, 6, 2, -16, o, o, o, o, o, o, o, o,
-15, 4, 14, 8, 16, 4, 16, -15, o, o, o, o, o, o, o, o,
-5, 6, 6, 6, 3, 6, 9, -7, o, o, o, o, o, o, o, o,
-14, -4, -15, -4, -9, -4, -12, -14, o, o, o, o, o, o, o, o
],
// rook
[
5, -2, 6, 2, -2, -6, 4, -2, o, o, o, o, o, o, o, o,
8, 13, 11, 15, 11, 15, 16, 4, o, o, o, o, o, o, o, o,
-6, 3, 3, 6, 1, -2, 3, -5, o, o, o, o, o, o, o, o,
-10, 5, -4, -4, -1, -6, 3, -2, o, o, o, o, o, o, o, o,
-4, 3, 5, -2, 4, 1, -5, 1, o, o, o, o, o, o, o, o,
0, 1, 1, -3, 5, 6, 1, -9, o, o, o, o, o, o, o, o,
-10, -1, -4, 0, 5, -6, -6, -9, o, o, o, o, o, o, o, o,
-1, -2, -6, 9, 9, 5, 4, -5, o, o, o, o, o, o, o, o
],
// queen
[
-25, -9, -11, -3, -7, -13, -10, -17, o, o, o, o, o, o, o, o,
-4, -6, 4, -5, -1, 6, 4, -5, o, o, o, o, o, o, o, o,
-8, -5, 2, 0, 7, 6, -4, -5, o, o, o, o, o, o, o, o,
0, -4, 7, -1, 7, 11, 0, 1, o, o, o, o, o, o, o, o,
-6, 4, 7, 1, -1, 2, -6, -2, o, o, o, o, o, o, o, o,
-15, 11, 11, 11, 4, 11, 6, -15, o, o, o, o, o, o, o, o,
-5, -6, 1, -6, 3, -3, 3, -10, o, o, o, o, o, o, o, o,
-15, -4, -13, -8, -3, -16, -8, -24, o, o, o, o, o, o, o, o
],
// king
[
-30, -40, -40, -50, -50, -40, -40, -30, o, o, o, o, o, o, o, o,
-30, -37, -43, -49, -50, -39, -40, -30, o, o, o, o, o, o, o, o,
-32, -41, -40, -46, -49, -40, -46, -30, o, o, o, o, o, o, o, o,
-32, -38, -39, -52, -54, -39, -39, -30, o, o, o, o, o, o, o, o,
-20, -33, -29, -42, -44, -29, -30, -19, o, o, o, o, o, o, o, o,
-10, -18, -17, -20, -22, -21, -20, -13, o, o, o, o, o, o, o, o,
14, 18, -1, -1, 4, -1, 15, 14, o, o, o, o, o, o, o, o,
21, 35, 11, 6, 1, 14, 32, 22, o, o, o, o, o, o, o, o
]
],