};
}
+ static get INFINITY() {
+ return 9999; //"checkmate" (unreachable eval)
+ }
+
+ static get THRESHOLD_MATE() {
+ // At this value or above, the game is over
+ return VariantRules.INFINITY;
+ }
+
// Assumption: at least one legal move
- getComputerMove()
+ getComputerMove(moves1) //moves1 might be precomputed (Magnetic chess)
{
+ const maxeval = VariantRules.INFINITY;
const color = this.turn;
- let moves1 = this.getAllValidMoves();
+ if (!moves1)
+ moves1 = this.getAllValidMoves();
// Rank moves using a min-max at depth 2
for (let i=0; i<moves1.length; i++)
{
- moves1[i].eval = (color=="w" ? -1 : 1) * 1000; //very low, I'm checkmated
- let eval2 = (color=="w" ? 1 : -1) * 1000; //initialized with very high (checkmate) value
+ moves1[i].eval = (color=="w" ? -1 : 1) * maxeval; //very low, I'm checkmated
+ let eval2 = (color=="w" ? 1 : -1) * maxeval; //initialized with checkmate value
this.play(moves1[i]);
// Second half-move:
let moves2 = this.getAllValidMoves();
}
moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
- // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0])
- for (let i=0; i<moves1.length; i++)
+ // Skip depth 3 if we found a checkmate (or if we are checkmated in 1...)
+ if (Math.abs(moves1[0].eval) < VariantRules.THRESHOLD_MATE)
{
- 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, -1000, 1000);
- this.undo(moves1[i]);
+ // TODO: show current analyzed move for depth 3, allow stopping eval (return moves1[0])
+ for (let i=0; i<moves1.length; i++)
+ {
+ 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);
+ this.undo(moves1[i]);
+ }
+ moves1.sort( (a,b) => { return (color=="w" ? 1 : -1) * (b.eval - a.eval); });
}
- 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);
-
// console.log(moves1.map(m => { return [this.getNotation(m), m.eval]; }));
return moves1[_.sample(candidates, 1)];
}
alphabeta(depth, alpha, beta)
{
+ const maxeval = VariantRules.INFINITY;
const color = this.turn;
if (!this.atLeastOneMove())
{
switch (this.checkGameEnd())
{
case "1/2": return 0;
- default: return color=="w" ? -1000 : 1000;
+ default: return color=="w" ? -maxeval : maxeval;
}
}
if (depth == 0)
return this.evalPosition();
const moves = this.getAllValidMoves();
- let v = color=="w" ? -1000 : 1000;
+ let v = color=="w" ? -maxeval : maxeval;
if (color == "w")
{
for (let i=0; i<moves.length; i++)