Add a soft timer to avoid spending much more than 5 seconds on a move
authorBenjamin Auder <benjamin.auder@somewhere>
Tue, 27 Nov 2018 09:15:28 +0000 (10:15 +0100)
committerBenjamin Auder <benjamin.auder@somewhere>
Tue, 27 Nov 2018 09:15:28 +0000 (10:15 +0100)
TODO
public/javascripts/base_rules.js
public/javascripts/components/game.js
public/javascripts/variants/Grand.js
public/javascripts/variants/Wildebeest.js

diff --git a/TODO b/TODO
index 372fb25..23b3412 100644 (file)
--- a/TODO
+++ b/TODO
@@ -1,4 +1,2 @@
 For animation, moves should contains "moving" and "fading" maybe...
-Depth 2 or 3 depending on variant and if we detect smartphone or not?
-(static get SEARCH_DEPTH() { return 2; })
-Sur page d'accueil lien "contact" avec mail + instrus en cas de bug
+(But it's really just for Magnetic chess)
index d4315c7..26c7447 100644 (file)
@@ -800,9 +800,14 @@ class ChessRules
                return VariantRules.INFINITY;
        }
 
+       static get SEARCH_DEPTH() {
+               return 3; //2 for high branching factor, 4 for small (Loser chess)
+       }
+
        // Assumption: at least one legal move
        getComputerMove(moves1) //moves1 might be precomputed (Magnetic chess)
        {
+               this.shouldReturn = false;
                const maxeval = VariantRules.INFINITY;
                const color = this.turn;
                if (!moves1)
@@ -834,21 +839,32 @@ class ChessRules
                }
                moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
 
+               let candidates = [0]; //indices of candidates moves
+               for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
+                       candidates.push(j);
+               let currentBest = moves1[_.sample(candidates, 1)];
+
                // Skip depth 3 if we found a checkmate (or if we are checkmated in 1...)
-               if (Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
+               if (VariantRules.SEARCH_DEPTH >= 3
+                       && Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
                {
                        // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0])
                        for (let i=0; i<moves1.length; i++)
                        {
+                               if (this.shouldReturn)
+                                       return currentBest; //depth-2, minimum
                                this.play(moves1[i]);
                                // 0.1 * oldEval : heuristic to avoid some bad moves (not all...)
-                               moves1[i].eval = 0.1*moves1[i].eval + this.alphabeta(2, -maxeval, maxeval);
+                               moves1[i].eval = 0.1*moves1[i].eval +
+                                       this.alphabeta(VariantRules.SEARCH_DEPTH-1, -maxeval, maxeval);
                                this.undo(moves1[i]);
                        }
                        moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
                }
+               else
+                       return currentBest;
 
-               let candidates = [0]; //indices of candidates moves
+               candidates = [0];
                for (let j=1; j<moves1.length && moves1[j].eval == moves1[0].eval; j++)
                        candidates.push(j);
 //             console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
index b0fde5e..1b216ef 100644 (file)
@@ -649,6 +649,13 @@ Vue.component('my-game', {
                },
                playComputerMove: function() {
                        const timeStart = Date.now();
+                       const nbMoves = this.vr.moves.length; //using played moves to know if search finished
+                       setTimeout(
+                               () => {
+                                       const L = this.vr.moves.length;
+                                       if (nbMoves == L || !this.vr.moves[L-1].notation) //move search didn't finish
+                                               this.vr.shouldReturn = true;
+                               }, 5000);
                        const compMove = this.vr.getComputerMove();
                        // (first move) HACK: avoid selecting elements before they appear on page:
                        const delay = Math.max(500-(Date.now()-timeStart), 0);
index faf7f63..f4e325d 100644 (file)
@@ -202,6 +202,8 @@ class GrandRules extends ChessRules
                );
        }
 
+       static get SEARCH_DEPTH() { return 2; }
+
        // TODO: this function could be generalized and shared better
        static GenRandInitFen()
        {
index 5f706cf..330db3f 100644 (file)
@@ -155,6 +155,8 @@ class GrandRules extends ChessRules
                );
        }
 
+       static get SEARCH_DEPTH() { return 2; }
+
        // TODO:
        static GenRandInitFen()
        {