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minimax.py
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minimax.py
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from board import Board
from score import total_score, material_score, king_side_score
import ga
from typing import List
from utils import *
def get_half_steps(color, board, move_throw_attacked_field, test_check=True):
half_steps = []
for fig in [color + fig for fig in ["p", "n", "b", "r", "q", "k"]]:
start_positions = list(board.chess[fig])
for start in start_positions:
if fig[1] == "q":
positions = ga.queen_move_variants(start)
positions = ga.filter_queen_move(board, color, start, positions)
elif fig[1] == "r":
positions = ga.rook_move_variants(start)
positions = ga.filter_rook_move(board, color, start, positions)
elif fig[1] == "n":
positions = ga.knight_move_variants(start)
positions = ga.filter_knight_move(board, color, positions)
elif fig[1] == "b":
positions = ga.bishop_move_variants(start)
positions = ga.filter_bishop_move(board, color, start, positions)
elif fig[1] == "k":
positions = ga.king_move_variants(start)
positions = ga.filter_king_move(board, color, positions)
else:
if fig == "bp":
positions = ga.black_pawn_move_variants(start)
else:
positions = ga.white_pawn_move_variants(start)
positions = ga.filter_pawn_move(board, color, start, positions, move_throw_attacked_field)
if test_check:
positions = list(filter(lambda pos: not ga.test_check(board, color, fig, start, pos), positions))
half_steps += [(fig, start, end) for end in positions]
return half_steps
def line(start, end):
start, end = pos2num(start), pos2num(end)
start, end = min(start, end), max(start, end)
if (end - start) % 7 == 0:
k = 7
elif (end - start) % 8 == 0:
k = 8
else:
k = 9
return [num2pos(end - k * i) for i in range((end - start) // k + 1)]
def can_castling_pawns(board, opp_color, type_castling: str):
pawns = set(board.chess[opp_color + "p"])
row = 2 if opp_color == "b" else 7
if type_castling == "short" and len(pawns.intersection([f"e{row}", f"f{row}", f"g{row}", f"h{row}"])):
return False
if type_castling == "long" and len(pawns.intersection([f"a{row}", f"b{row}", f"c{row}", f"d{row}", f"e{row}"])):
return False
return True
def can_castling_knights(board, opp_color, type_castling: str):
knights = set(board.chess[opp_color + "n"])
row1 = 2 if opp_color == "b" else 7
row2 = 3 if opp_color == "b" else 6
if type_castling == "short":
if len(knights.intersection([f"d{row1}", f"e{row1}", f"e{row2}", f"f{row2}", f"g{row2}", f"h{row2}"])):
return False
if type_castling == "long":
if len(knights.intersection(
[f"a{row1}", f"b{row1}", f"d{row1}", f"e{row1}", f"f{row1}", f"a{row2}", f"b{row2}", f"c{row2}",
f"d{row2}",
f"e{row2}"])):
return False
return True
def can_castling(board, opp_color, type_castling: str):
return can_castling_lines(board, opp_color, type_castling) and can_castling_pawns(board, opp_color,
type_castling) and can_castling_pawns(
board, opp_color, type_castling) and can_castling_knights(board, opp_color, type_castling)
def can_castling_lines(board, opp_color, type_castling: str):
if opp_color == "w":
if type_castling == "short":
lines = [("a6", "f1"), ("a7", "g1"), ("f1", "h3"), ("g1", "h2"), ("f8", "f1"), ("g8", "g1")]
else:
lines = [("a2", "b1"), ("a3", "c1"), ("a4", "d1"), ("b1", "h7"), ("c1", "a6"), ("d1", "a5"),
("b1", "b8"), ("c1", "c8"), ("d1", "d8"), ("e1", "e8")]
lines = [line(start, end) for (start, end) in lines]
else:
if type_castling == "short":
lines = [("a3", "f8"), ("a2", "g8"), ("f8", "h6"), ("g8", "h7"), ("f8", "f1"), ("g8", "g1")]
else:
lines = [("a7", "b8"), ("a6", "c8"), ("a5", "d8"), ("b8", "h2"), ("c8", "h3"), ("d8", "h4"),
("b1", "b8"), ("c1", "c8"), ("d1", "d8"), ("e1", "e8")]
lines = [line(start, end)[::-1] for (start, end) in lines]
d_figs = [opp_color + "b", opp_color + "q"]
l_figs = [opp_color + "r", opp_color + "q"]
d_figs = [el for fig in d_figs for el in board.chess[fig]]
for fig in d_figs:
for l in lines[:-2]:
if fig in l:
if board.is_clear_diagonal(fig, l[-1]):
return False
for fig in l_figs:
for l in lines[-2:]:
if fig in l:
if board.is_clear_line(fig, l[-1]):
return False
return True
class Node:
def __init__(self, color, board, fig=None, start=None, end=None, root=None):
self.color = color
self.fig = fig
self.board = board.clone()
if start:
self.board.move(self.fig, start, end)
self.start = start
self.end = end
self.score = None
self.root = root
self.leaves = []
self.can_castling = self.__can_castling_init()
def __can_castling_init(self):
can_castling = True, True
if self.root and self.root.root:
can_castling = self.root.root.can_castling
if self.fig:
if self.fig[1] == "k":
can_castling = False, False
if self.fig == "wr":
if self.start == "a1":
can_castling = False, can_castling[1]
if self.start == "h1":
can_castling = can_castling[1], False
if self.fig == "br":
if self.start == "a8":
can_castling = False, can_castling[1]
if self.start == "h8":
can_castling = can_castling[1], False
return can_castling
def __fill_castling(self, opp_color, short_castling, long_castling):
fields = set([pos for positions in self.board.chess.values() for pos in positions])
row = [1, 8]['wb'.index(self.color)]
if short_castling and not len(fields.intersection({f"f{row}", f"g{row}"})) and can_castling(self.board,
opp_color, "short"):
node = Node(opp_color,
self.board.move(f"{self.color}k", f"e{row}", f"g{row}").move(f"{self.color}r", f"h{row}",
f"f{row}"), f"{self.color}k",
f"e{row}", f"g{row}")
self.leaves.append(node)
if long_castling and not len(fields.intersection({f"b{row}", f"c{row}", f"d{row}"})) and can_castling(
self.board, opp_color, "long"):
node = Node(opp_color,
self.board.move(f"{self.color}k", f"e{row}", f"d{row}").move(f"{self.color}r", f"a{row}",
f"e{row}"), f"{self.color}k",
f"e{row}", f"d{row}")
self.leaves.append(node)
def fill(self, test_check: bool):
can_castling = True, True
if self.root and self.root.root:
can_castling = self.root.root.can_castling
short_castling, long_castling = can_castling
if self.root and self.root.fig and self.root.fig[1] == "p":
move_throw_attacked_field = self.root.end
else:
move_throw_attacked_field = None
moves = get_half_steps(self.color, self.board, move_throw_attacked_field, test_check)
opp_color = ga.opp_color(self.color)
self.leaves = [Node(opp_color, self.board, fig, start, end, self) for (fig, start, end) in moves]
if short_castling or long_castling:
self.__fill_castling(opp_color, short_castling, long_castling)
return self.leaves
class Counter:
def __init__(self):
self.counter = 0
counter = Counter()
def material(board: Board) -> int:
return material_score("w", board) - material_score("b", board)
def min_max_alpha_betta_search(root: Node, n, count=2, alpha=-1000, betta=1000, test_check=True):
global counter
if count == 0:
root.score = material(root.board)
counter.counter += 1
else:
if not root.score:
root.score = betta if n % 2 else alpha
if len(root.leaves) == 0:
root.fill(test_check)
if len(root.leaves) == 0:
# todo проверить на пат
root.score = -1000 if n % 2 else 1000
for node in root.leaves:
min_max_alpha_betta_search(node, n + 1, count - 1, alpha, betta)
if n % 2:
if root.score > node.score:
root.score = node.score
if root.score < alpha:
return
betta = min(betta, root.score)
else:
if root.score < node.score:
root.score = node.score
if root.score > betta:
return
alpha = max(alpha, root.score)