X-Git-Url: https://git.auder.net/?p=vchess.git;a=blobdiff_plain;f=client%2Fsrc%2Fvariants%2FDoublemove2.js;h=080d13b62f20ded75233c4ff6814c0e276b39d87;hp=d1afff8371db3fc353a3e6d2adf18edda5966d55;hb=bc0b9205e41c5db0552e4ccf060b945342e36ed0;hpb=978fa11c8c9838018124a36ec14e06856d948d1e diff --git a/client/src/variants/Doublemove2.js b/client/src/variants/Doublemove2.js index d1afff83..080d13b6 100644 --- a/client/src/variants/Doublemove2.js +++ b/client/src/variants/Doublemove2.js @@ -79,40 +79,23 @@ export class Doublemove2Rules extends ChessRules { return moves; } - isAttacked(sq, color, castling) { - const singleMoveAttack = super.isAttacked(sq, color); - if (singleMoveAttack) return true; - if (!!castling) { - if (this.subTurn == 1) - // Castling at move 1 could be done into check - return false; - return singleMoveAttack; - } - // Double-move allowed: - const curTurn = this.turn; - this.turn = color; - const moves1 = super.getAllPotentialMoves(); - this.turn = curTurn; - for (let move of moves1) { - this.play(move); - const res = super.isAttacked(sq, color); - this.undo(move); - if (res) return res; - } + isAttacked(sq, color) { + // Goal is king capture => no checks return false; } filterValid(moves) { - if (this.subTurn == 1) { - return moves.filter(m1 => { - this.play(m1); - // NOTE: no recursion because next call will see subTurn == 2 - const res = super.atLeastOneMove(); - this.undo(m1); - return res; - }); - } - return super.filterValid(moves); + return moves; + } + + getCheckSquares() { + return []; + } + + getCurrentScore() { + const color = this.turn; + if (this.kingPos[color][0] < 0) return (color == 'w' ? "0-1" : "1-0"); + return "*"; } play(move) { @@ -139,12 +122,14 @@ export class Doublemove2Rules extends ChessRules { const firstRank = c == "w" ? V.size.x - 1 : 0; if (piece == V.KING && move.appear.length > 0) { - this.kingPos[c][0] = move.appear[0].x; - this.kingPos[c][1] = move.appear[0].y; + this.kingPos[c] = [move.appear[0].x, move.appear[0].y]; this.castleFlags[c] = [V.size.y, V.size.y]; return; } const oppCol = V.GetOppCol(c); + if (move.vanish.length == 2 && move.vanish[1].p == V.KING) + // Opponent's king is captured, game over + this.kingPos[oppCol] = [-1, -1]; const oppFirstRank = V.size.x - 1 - firstRank; if ( move.start.x == firstRank && //our rook moves? @@ -152,7 +137,8 @@ export class Doublemove2Rules extends ChessRules { ) { const flagIdx = (move.start.y == this.castleFlags[c][0] ? 0 : 1); this.castleFlags[c][flagIdx] = V.size.y; - } else if ( + } + else if ( move.end.x == oppFirstRank && //we took opponent rook? this.castleFlags[oppCol].includes(move.end.y) ) { @@ -175,28 +161,47 @@ export class Doublemove2Rules extends ChessRules { this.turn = V.GetOppCol(this.turn); } if (this.movesCount > 0) this.subTurn = 3 - this.subTurn; - super.postUndo(move); + this.postUndo(move); } - static get VALUES() { - return { - p: 1, - r: 5, - n: 3, - b: 3, - q: 7, //slightly less than in orthodox game - k: 1000 - }; + postUndo(move) { + if (move.vanish.length == 2 && move.vanish[1].p == V.KING) + // Opponent's king was captured + this.kingPos[move.vanish[1].c] = [move.vanish[1].x, move.vanish[1].y]; + super.postUndo(move); } - // No alpha-beta here, just adapted min-max at depth 1(+1) + // No alpha-beta here, just adapted min-max at depth 2(+1) getComputerMove() { + const maxeval = V.INFINITY; const color = this.turn; + const oppCol = V.GetOppCol(this.turn); + + // Search best (half) move for opponent turn + const getBestMoveEval = () => { + let score = this.getCurrentScore(); + if (score != "*") return maxeval * (score == "1-0" ? 1 : -1); + let moves = this.getAllValidMoves(); + let res = oppCol == "w" ? -maxeval : maxeval; + for (let m of moves) { + this.play(m); + score = this.getCurrentScore(); + if (score != "*") { + // King captured + this.undo(m); + return maxeval * (score == "1-0" ? 1 : -1); + } + const evalPos = this.evalPosition(); + res = oppCol == "w" ? Math.max(res, evalPos) : Math.min(res, evalPos); + this.undo(m); + } + return res; + }; + const moves11 = this.getAllValidMoves(); if (this.movesCount == 0) // First white move at random: return moves11[randInt(moves11.length)]; - let doubleMoves = []; // Rank moves using a min-max at depth 2 for (let i = 0; i < moves11.length; i++) { @@ -206,7 +211,8 @@ export class Doublemove2Rules extends ChessRules { this.play(moves12[j]); doubleMoves.push({ moves: [moves11[i], moves12[j]], - eval: this.evalPosition() + // Small fluctuations to uniformize play a little + eval: getBestMoveEval() + 0.05 - Math.random() / 10 }); this.undo(moves12[j]); }