From: Benjamin Auder Date: Wed, 1 Apr 2020 21:17:24 +0000 (+0200) Subject: Add very basic computer play for Takenmake X-Git-Url: https://git.auder.net/images/assets/parser.js?a=commitdiff_plain;h=1d92e1e913d216fa96c12a5dc810fe117c384196;p=vchess.git Add very basic computer play for Takenmake --- diff --git a/client/src/variants/Takenmake.js b/client/src/variants/Takenmake.js index 9a09b35a..72268636 100644 --- a/client/src/variants/Takenmake.js +++ b/client/src/variants/Takenmake.js @@ -1,4 +1,5 @@ import { ChessRules } from "@/base_rules"; +import { randInt } from "@/utils/alea"; export class TakenmakeRules extends ChessRules { setOtherVariables(fen) { @@ -144,4 +145,56 @@ export class TakenmakeRules extends ChessRules { } super.postUndo(move); } + + getComputerMove() { + let moves = this.getAllValidMoves(); + if (moves.length == 0) return null; + // Custom "search" at depth 1 (for now. TODO?) + const maxeval = V.INFINITY; + const color = this.turn; + moves.forEach(m => { + this.play(m); + m.eval = (color == "w" ? -1 : 1) * maxeval; + if (m.vanish.length == 2 && m.appear.length == 1) { + const moves2 = this.getPossibleMovesFrom([m.end.x, m.end.y]); + m.next = moves2[0]; + moves2.forEach(m2 => { + this.play(m2); + const score = this.getCurrentScore(); + let mvEval = 0; + if (score != "1/2") { + if (score != "*") mvEval = (score == "1-0" ? 1 : -1) * maxeval; + else mvEval = this.evalPosition(); + } + if ( + (color == 'w' && mvEval > m.eval) || + (color == 'b' && mvEval < m.eval) + ) { + m.eval = mvEval; + m.next = m2; + } + this.undo(m2); + }); + } + else { + const score = this.getCurrentScore(); + if (score != "1/2") { + if (score != "*") m.eval = (score == "1-0" ? 1 : -1) * maxeval; + else m.eval = this.evalPosition(); + } + } + this.undo(m); + }); + moves.sort((a, b) => { + return (color == "w" ? 1 : -1) * (b.eval - a.eval); + }); + let candidates = [0]; + for (let i = 1; i < moves.length && moves[i].eval == moves[0].eval; i++) + candidates.push(i); + const mIdx = candidates[randInt(candidates.length)]; + if (!moves[mIdx].next) return moves[mIdx]; + const move2 = moves[mIdx].next; + delete moves[mIdx]["next"]; + return [moves[mIdx], move2]; + } };