revert everything, these changes were a mistake
This commit is contained in:
@@ -8,9 +8,6 @@ set(CMAKE_CXX_EXTENSIONS OFF)
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# Shared library: chess_engine.dll (Windows) / libchess_engine.so (Linux).
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add_library(chess_engine SHARED
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src/chess_engine.cpp
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src/eval.cpp
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src/search.cpp
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src/learned_model.cpp
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src/bitboard.cpp
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src/zobrist.cpp
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src/position.cpp
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@@ -152,9 +152,6 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\src\chess_engine.cpp" />
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<ClCompile Include="..\src\eval.cpp" />
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<ClCompile Include="..\src\search.cpp" />
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<ClCompile Include="..\src\learned_model.cpp" />
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<ClCompile Include="..\src\bitboard.cpp" />
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<ClCompile Include="..\src\zobrist.cpp" />
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<ClCompile Include="..\src\position.cpp" />
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@@ -164,9 +161,6 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\include\chess_engine.h" />
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<ClInclude Include="..\src\eval.h" />
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<ClInclude Include="..\src\search.h" />
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<ClInclude Include="..\src\learned_model.h" />
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<ClInclude Include="..\src\types.h" />
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<ClInclude Include="..\src\bitboard.h" />
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<ClInclude Include="..\src\zobrist.h" />
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@@ -1,15 +1,15 @@
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/* chess_engine.cpp - the DLL boundary (extern "C" ABI).
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*
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* This file is intentionally thin: it owns only the C ABI surface and the FEN/UCI string
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* marshalling at the managed boundary. The real work lives in the modules it delegates to:
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* - eval.{h,cpp} : classic + learned evaluation, feature computation
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* - search.{h,cpp} : transposition table, move ordering, negamax + iterative deepening
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* - learned_model.{h,cpp} : global learned weights (state/persistence) and the trainer
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* The managed side crosses this boundary once per move; everything below it stays native.
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* The rules layer (board, move generation, make/unmake, hashing, perft) lives in
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* the other src/*.cpp files and is ready to use. engine_best_move is intentionally
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* left for YOU: that is where your search/evaluation goes. Everything below the
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* FEN-in / UCI-out boundary should stay native — the managed side crosses it once
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* per move.
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*/
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#ifndef CHESS_ENGINE_BUILD
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#define CHESS_ENGINE_BUILD /* fallback when not building via CMake (which defines it) */
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#endif
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#pragma once
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#include "chess_engine.h"
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#include "bitboard.h"
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@@ -17,24 +17,126 @@
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#include "position.h"
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#include "movegen.h"
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#include "uci.h"
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#include "eval.h"
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#include "search.h"
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#include "learned_model.h"
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#include <algorithm>
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#include <atomic>
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#include <cmath>
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#include <cstdint>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <fstream>
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#include <mutex>
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#include <new>
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#include <string>
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#include <memory>
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#include <vector>
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/* Internal engine state. One ChessEngine = one game. The transposition table is NOT here:
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* it is the shared table owned by search.cpp. */
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/* Search score constants. Scores are side-to-move-relative (negamax): positive is
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* good for whoever is to move. MATE_BOUND is the threshold above which a score is a
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* "mate in N" rather than a positional eval; INF is the window sentinel (kept above
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* MATE so negating it can never hit signed-overflow UB the way INT_MIN would). */
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static constexpr int MATE = 200000;
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static constexpr int MATE_BOUND = MATE - 1000;
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static constexpr int INF = 1000000;
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/* Bound kind stored in a TT entry. LOWER = a fail-high (true score >= stored),
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* UPPER = a fail-low (true score <= stored), EXACT = fully resolved. */
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enum class Bound : uint8_t { NONE, EXACT, LOWER, UPPER };
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/* One shared, process-wide transposition table backs every game (every engine
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* handle), so analysis persists and is reused across games. It is lock-free: each
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* slot is two 64-bit words — `data` (the packed payload) and `xorKey` (the Zobrist
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* key XOR-ed with `data`). A reader recovers the key as `xorKey ^ data`; if two
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* concurrent searches tore the pair, the recovered key won't match and the read is
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* treated as a miss — never a wrong-but-trusted entry (Hyatt's lockless hashing). */
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struct TTEntry {
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std::atomic<uint64_t> xorKey{0};
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std::atomic<uint64_t> data{0};
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};
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struct TranspositionTable {
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std::unique_ptr<TTEntry[]> entries;
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size_t mask = 0; /* count - 1; count is a power of two */
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};
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static TranspositionTable g_tt;
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static constexpr size_t TT_MEGABYTES = 256;
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/* Pack/unpack the 64-bit payload: score(32) | move(16) | depth(8) | bound(8). A stored
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* entry always has depth >= 1 and a non-NONE bound, so a real entry never packs to 0 —
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* letting data == 0 mean "empty slot". */
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static uint64_t tt_pack(int score, chess::Move move, int depth, Bound bound) {
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return static_cast<uint64_t>(static_cast<uint32_t>(score))
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| (static_cast<uint64_t>(move.data) << 32)
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| (static_cast<uint64_t>(static_cast<uint8_t>(depth)) << 48)
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| (static_cast<uint64_t>(static_cast<uint8_t>(bound)) << 56);
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}
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static int tt_score(uint64_t d) { return static_cast<int32_t>(static_cast<uint32_t>(d & 0xFFFFFFFFu)); }
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static chess::Move tt_move (uint64_t d) { return chess::Move(static_cast<uint16_t>(d >> 32)); }
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static int tt_depth(uint64_t d) { return static_cast<int>(static_cast<uint8_t>(d >> 48)); }
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static Bound tt_bound(uint64_t d) { return static_cast<Bound>(static_cast<uint8_t>(d >> 56)); }
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/* Eval variant for an engine handle. CLASSIC = the hand-crafted evaluate(); LEARNED =
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* material + learned phase-split piece-square tables + learned feature weights. */
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enum EvalVariant : int { EVAL_CLASSIC = 0, EVAL_LEARNED = 1 };
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/* The learned feature knobs (beyond the piece-square tables). Each has one weight learned
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* from game outcomes; its activation is computed by compute_features(). Mobility is per
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* piece type. Order is fixed — it is the on-disk and snapshot layout after the two tables. */
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enum Feature : int {
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FEAT_MOB_N, FEAT_MOB_B, FEAT_MOB_R, FEAT_MOB_Q, /* legal-move counts, per piece type */
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FEAT_PASSED, /* passed pawns, endgame-weighted */
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FEAT_ISOLATED, /* isolated pawns */
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FEAT_DOUBLED, /* doubled pawns */
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FEAT_KING, /* king pawn-shelter, midgame-weighted */
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FEATURE_NB
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};
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/* Per-handle eval configuration, snapshotted from the global learned weights at
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* engine_create so the search reads a stable copy. The tables are white-relative: a black
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* piece indexes the rank-mirrored square (sq ^ 56). `mg`/`eg` are blended by game phase.
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* Indexed by chess::PieceType (PAWN..KING). Only consulted when variant == EVAL_LEARNED. */
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struct EvalParams {
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int variant = EVAL_CLASSIC;
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int mg[chess::PIECE_TYPE_NB][64] = {};
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int eg[chess::PIECE_TYPE_NB][64] = {};
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int featW[FEATURE_NB] = {};
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};
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/* Internal engine state. One ChessEngine = one game. The transposition table is NOT
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* here: it is the shared g_tt above. */
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struct ChessEngine {
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int skill = 20; /* 1..20 from the UI; controls search depth */
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EvalParams eval; /* which evaluation the search uses, plus any learned weights */
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};
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/* The process-global learned weights: the single source of truth, loaded from disk once and
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* updated in place by training. Engine handles snapshot it at creation; the visualization
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* snapshots it on demand. Guarded by g_weightsMutex for updates/saves (eval reads its own
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* per-handle copy, so it never touches this concurrently). */
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struct LearnedWeights {
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int mg[chess::PIECE_TYPE_NB][64] = {};
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int eg[chess::PIECE_TYPE_NB][64] = {};
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int featW[FEATURE_NB] = {};
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};
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static LearnedWeights g_weights;
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static std::mutex g_weightsMutex;
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static std::string g_weightsPath;
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/* Per-game training accumulator (one per learned CPU-vs-CPU game). Records, per ply, where
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* each side's pieces sat (split into midgame/endgame by phase) and each side's feature
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* activations; trainer_apply turns the totals into weight nudges. Squares are white-relative
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* (black indexes sq ^ 56), so a side's tally lines up with the shared white-relative table. */
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struct Trainer {
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double mgOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
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double egOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
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double featAcc[chess::COLOR_NB][FEATURE_NB] = {};
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int plies = 0;
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};
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static int copy_out(const char* src, char* out_buf, int out_len) {
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if (!out_buf || out_len <= 0) return CHESS_ERR_BUFFER;
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const size_t need = std::strlen(src) + 1; /* + NUL */
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@@ -69,16 +171,425 @@ static int parse_variant(const char* options) {
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return std::strncmp(p + 8, "learned", 7) == 0 ? EVAL_LEARNED : EVAL_CLASSIC;
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}
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/* On-disk format: 6*64 mg ints (PAWN..KING, squares 0..63), then 6*64 eg ints, then
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* FEATURE_NB feature ints, whitespace-separated. A missing file or short read leaves the
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* rest neutral (0), so an absent weights file just means "train from a blank slate".
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* Caller holds g_weightsMutex. */
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static void load_global_weights(const char* path) {
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g_weights = LearnedWeights{}; /* reset to neutral before loading */
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if (!path || !*path) return;
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std::ifstream f(path);
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if (!f) return;
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for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
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for (int sq = 0; sq < 64; ++sq)
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if (!(f >> g_weights.mg[pt][sq])) return;
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for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
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for (int sq = 0; sq < 64; ++sq)
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if (!(f >> g_weights.eg[pt][sq])) return;
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for (int i = 0; i < FEATURE_NB; ++i)
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if (!(f >> g_weights.featW[i])) return;
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}
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/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
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static void save_global_weights() {
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if (g_weightsPath.empty()) return;
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std::ofstream f(g_weightsPath);
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if (!f) return;
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for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
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for (int sq = 0; sq < 64; ++sq) f << g_weights.mg[pt][sq] << (sq == 63 ? '\n' : ' ');
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for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
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for (int sq = 0; sq < 64; ++sq) f << g_weights.eg[pt][sq] << (sq == 63 ? '\n' : ' ');
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for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featW[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
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}
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/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
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* quiescence yet, so deep fixed-depth runs get expensive quickly. */
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static int depth_for_skill(int skill) {
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return skill; /* skill N -> N plies */
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}
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static size_t floor_pow2(size_t n) {
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size_t p = 1;
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while ((p << 1) != 0 && (p << 1) <= n) p <<= 1;
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return p;
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}
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/* Allocate the shared table exactly once, to the largest power-of-two entry count that
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* fits in TT_MEGABYTES. Power-of-two count lets indexing use `key & mask`. Thread-safe:
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* call_once guards the first concurrent engine_create. Entries start zeroed (empty). */
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static void ensure_tt() {
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static std::once_flag once;
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std::call_once(once, [] {
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size_t count = floor_pow2((TT_MEGABYTES << 20) / sizeof(TTEntry));
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if (count < 1) count = 1;
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g_tt.entries = std::make_unique<TTEntry[]>(count);
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g_tt.mask = count - 1;
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});
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}
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/* Positional multiplier in [0.5, 2.0] based on a square's distance from the four
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* center squares (d4/e4/d5/e5): 2.0 dead center, 0.5 in a corner, scaling linearly.
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* Multiply a piece's base value by this to reward central placement. */
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static double center_multiplier(chess::Square s) {
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/* |2*coord - 7| is the distance from center in half-squares: 1 (center) .. 7 (edge). */
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int fileDist = std::abs(2 * int(chess::file_of(s)) - 7);
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int rankDist = std::abs(2 * int(chess::rank_of(s)) - 7);
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int dist = fileDist > rankDist ? fileDist : rankDist; /* Chebyshev distance, 1 .. 7 */
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return dist * 20; /* 1 -> 2.0, 7 -> 0.5 */
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}
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static int piece_mobility(const chess::Position& pos, chess::Square s, chess::Piece pc, chess::Color c) {
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chess::Bitboard occ = pos.pieces();
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chess::Bitboard targets;
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switch (chess::type_of(pc)) {
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case chess::KNIGHT: targets = chess::KnightAttacks[s]; break;
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case chess::BISHOP: targets = chess::bishop_attacks(s, occ); break;
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case chess::ROOK: targets = chess::rook_attacks(s, occ); break;
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case chess::QUEEN: targets = chess::queen_attacks(s, occ); break;
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case chess::KING: targets = chess::KingAttacks[s]; break;
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default: return 0; // pawns: mobility usually handled via push/attack separately
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}
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return chess::popcount(targets & ~pos.pieces(c)); // exclude squares blocked by own pieces
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}
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static chess::Bitboard front_span(chess::Color c, chess::Square s) {
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chess::File f = file_of(s);
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chess::Bitboard files = file_bb(f);
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if (f > chess::FILE_A) files |= chess::file_bb(chess::File(f - 1));
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if (f < chess::FILE_H) files |= chess::file_bb(chess::File(f + 1));
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// Pawns never sit on rank 1 or 8, so rank is 1..6 and these shifts
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// are always in [8,56] — no shift-by-64 UB to guard against.
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chess::Rank r = rank_of(s);
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chess::Bitboard ahead = (c == chess::WHITE) ? (~0ULL << (8 * (r + 1))) // ranks > r
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: ((1ULL << (8 * r)) - 1); // ranks < r
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return files & ahead;
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}
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static chess::Bitboard front_span_file_only(chess::Color c, chess::Square s) {
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chess::File f = file_of(s);
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chess::Bitboard files = file_bb(f);
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// Pawns never sit on rank 1 or 8, so rank is 1..6 and these shifts
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// are always in [8,56] — no shift-by-64 UB to guard against.
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chess::Rank r = rank_of(s);
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chess::Bitboard ahead = (c == chess::WHITE) ? (~0ULL << (8 * (r + 1))) // ranks > r
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: ((1ULL << (8 * r)) - 1); // ranks < r
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return files & ahead;
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}
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static int evaluatePawn(const chess::Position& pos, const chess::Color c, const chess::Square s) {
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chess::Bitboard span = front_span(c, s);
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chess::Bitboard file_span = front_span_file_only(c, s);
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chess::Rank r = rank_of(s);
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int squaresToPromotion = (c == chess::WHITE) ? (chess::RANK_8 - r) : (r - chess::RANK_1);;
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bool isPassed = !(span & pos.pieces(~c, chess::PAWN));
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bool isBlocked = (file_span & pos.pieces(c, chess::PAWN)) | (file_span & pos.pieces(~c, chess::PAWN));
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bool isDoubled = (file_span & pos.pieces(c, chess::PAWN));
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int score = 100;
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if (isPassed && !isBlocked)
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score += (6 - squaresToPromotion) * 100; // Bonus for passed pawns, more as they get closer to promotion
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if (isDoubled)
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score -= 20; // Penalty for doubled pawns
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if (isBlocked)
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score -= 20; // Penalty for blocked pawns
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return score;
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}
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static int piece_value(chess::PieceType pt) {
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switch (pt) {
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case chess::PAWN: return 100;
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case chess::KNIGHT: return 320;
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case chess::BISHOP: return 330;
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case chess::ROOK: return 500;
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case chess::QUEEN: return 900;
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default: return 0;
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}
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}
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static int castleIncentive(const chess::Position& pos, chess::Color c) {
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chess::Bitboard pcs = pos.pieces();
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int total = 0;
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while (pcs) {
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chess::Square s = chess::pop_lsb(pcs);
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chess::Piece pc = pos.piece_on(s);
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chess::Color c = chess::color_of(pc);
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total += piece_value(chess::type_of(pc));
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}
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chess::Square k = pos.king_square(c);
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bool castled = (c == chess::WHITE) ? (k == chess::G1 || k == chess::C1)
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: (k == chess::G8 || k == chess::C8);
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return castled ? (total / 10) : 0;
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}
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static int evaluatePiece(const chess::Position& pos, const chess::Square& s, const chess::Piece& pc, const chess::Color& c) {
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int score = 0;
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switch (chess::type_of(pc)) {
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case chess::PAWN: score = evaluatePawn(pos, c, s); break;
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case chess::KNIGHT: score = 320; break;
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case chess::BISHOP: score = 330; break;
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case chess::ROOK: score = 500; break;
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case chess::QUEEN: score = 900; break;
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case chess::KING: score = castleIncentive(pos, c); break;
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default: return 0;
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}
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score += center_multiplier(s);
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if (pc != chess::B_PAWN && pc != chess::W_PAWN)
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score += piece_mobility(pos, s, pc, c) * 25;
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return score;
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}
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static int evaluate(const chess::Position& pos) {
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int score = 0;
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chess::Bitboard white = pos.pieces(chess::WHITE);
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while (white) {
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chess::Square s = chess::pop_lsb(white);
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chess::Piece pc = pos.piece_on(s);
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chess::Color c = chess::color_of(pc);
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score += evaluatePiece(pos, s, pc, c);
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}
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|
||||
chess::Bitboard black = pos.pieces(chess::BLACK);
|
||||
|
||||
while (black) {
|
||||
chess::Square s = chess::pop_lsb(black);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
score -= evaluatePiece(pos, s, pc, c);
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* ---- Learned (phase-split tables + feature knobs) evaluation ---------------------------
|
||||
* The model is a linear combination of features whose weights are learned from outcomes:
|
||||
* eval = Σ pieces [ material + blend(mg, eg, phase) ] + Σ features featW[i]·activation[i]
|
||||
* compute_features() is the single source of feature activations, used by BOTH the eval here
|
||||
* and the trainer, so the two can never disagree. Constants below are the only tunables. */
|
||||
|
||||
/* Per-game-outcome learning rates and clamps. Squares accumulate occupancy (plies on a
|
||||
* square, summed); features accumulate normalized per-ply activation (averaged, divided by a
|
||||
* nominal scale so high-magnitude mobility doesn't dwarf the small pawn-structure terms). */
|
||||
static constexpr double SQUARE_LR = 0.5;
|
||||
static constexpr int SQ_CLAMP = 250;
|
||||
static constexpr double FEAT_LR = 2.0;
|
||||
static constexpr int FEAT_CLAMP = 500;
|
||||
static constexpr double FEAT_SCALE[FEATURE_NB] = { 4, 6, 8, 14, 2, 1, 1, 2 };
|
||||
|
||||
/* Game phase in [0,1] from remaining non-pawn material (PeSTO weights N=B=1, R=2, Q=4; max
|
||||
* 24 for both full sides): 0 = opening, 1 = bare kings. Drives the mg/eg table blend and
|
||||
* the phase weighting of the passed-pawn (×phase) and king-safety (×(1−phase)) features. */
|
||||
static double game_phase(const chess::Position& pos) {
|
||||
int npm = chess::popcount(pos.pieces(chess::KNIGHT)) * 1
|
||||
+ chess::popcount(pos.pieces(chess::BISHOP)) * 1
|
||||
+ chess::popcount(pos.pieces(chess::ROOK)) * 2
|
||||
+ chess::popcount(pos.pieces(chess::QUEEN)) * 4;
|
||||
constexpr int MAX = 24;
|
||||
if (npm >= MAX) return 0.0;
|
||||
return double(MAX - npm) / MAX;
|
||||
}
|
||||
|
||||
/* Blend a midgame and endgame value by phase, rounding per-piece (so training credits a
|
||||
* square the same way the eval reads it). */
|
||||
static int blend(int mg, int eg, double phase) {
|
||||
return int(std::lround((1.0 - phase) * mg + phase * eg));
|
||||
}
|
||||
|
||||
/* Fills `out[FEATURE_NB]` with one color's raw feature activations for a position. The piece-
|
||||
* square tables handle "where pieces belong"; these capture context a static table can't:
|
||||
* legal mobility (per piece type, so pins reduce it), passed pawns (endgame-weighted), pawn
|
||||
* structure, and king shelter (midgame-weighted). Ported nowhere — this is the only copy. */
|
||||
static void compute_features(chess::Position& pos, chess::Color c, double phase, double out[FEATURE_NB]) {
|
||||
for (int i = 0; i < FEATURE_NB; ++i) out[i] = 0.0;
|
||||
|
||||
/* Mobility: legal moves for color c, bucketed by the moving piece's type. */
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal_for(c, moves);
|
||||
for (int i = 0; i < moves.size(); ++i) {
|
||||
switch (chess::type_of(pos.piece_on(moves.moves[i].from()))) {
|
||||
case chess::KNIGHT: out[FEAT_MOB_N] += 1; break;
|
||||
case chess::BISHOP: out[FEAT_MOB_B] += 1; break;
|
||||
case chess::ROOK: out[FEAT_MOB_R] += 1; break;
|
||||
case chess::QUEEN: out[FEAT_MOB_Q] += 1; break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Pawn structure. */
|
||||
chess::Bitboard pawns = pos.pieces(c, chess::PAWN);
|
||||
chess::Bitboard bb = pawns;
|
||||
while (bb) {
|
||||
chess::Square s = chess::pop_lsb(bb);
|
||||
|
||||
if (!(front_span(c, s) & pos.pieces(~c, chess::PAWN))) { /* passed */
|
||||
chess::Rank r = chess::rank_of(s);
|
||||
int toPromotion = (c == chess::WHITE) ? (chess::RANK_8 - r) : (r - chess::RANK_1);
|
||||
out[FEAT_PASSED] += (6 - toPromotion) * phase; /* 0..5 ranks advanced, late-game */
|
||||
}
|
||||
if (front_span_file_only(c, s) & pawns) /* doubled (friendly pawn ahead) */
|
||||
out[FEAT_DOUBLED] += 1;
|
||||
|
||||
chess::File f = chess::file_of(s);
|
||||
chess::Bitboard adjacent = 0;
|
||||
if (f > chess::FILE_A) adjacent |= chess::file_bb(chess::File(f - 1));
|
||||
if (f < chess::FILE_H) adjacent |= chess::file_bb(chess::File(f + 1));
|
||||
if (!(adjacent & pawns)) /* isolated */
|
||||
out[FEAT_ISOLATED] += 1;
|
||||
}
|
||||
|
||||
/* King safety: friendly pawns sheltering the king (its file + adjacent files, the two
|
||||
* ranks in front), worth more in the midgame. */
|
||||
chess::Square k = pos.king_square(c);
|
||||
chess::File kf = chess::file_of(k);
|
||||
chess::Rank kr = chess::rank_of(k);
|
||||
chess::Bitboard kingFiles = chess::file_bb(kf);
|
||||
if (kf > chess::FILE_A) kingFiles |= chess::file_bb(chess::File(kf - 1));
|
||||
if (kf < chess::FILE_H) kingFiles |= chess::file_bb(chess::File(kf + 1));
|
||||
chess::Bitboard shelterRanks = 0;
|
||||
for (int d = 1; d <= 2; ++d) {
|
||||
int rr = (c == chess::WHITE) ? (kr + d) : (kr - d);
|
||||
if (rr >= 0 && rr <= 7) shelterRanks |= (0xFFULL << (8 * rr));
|
||||
}
|
||||
out[FEAT_KING] += chess::popcount(kingFiles & shelterRanks & pawns) * (1.0 - phase);
|
||||
}
|
||||
|
||||
/* Learned eval (white-positive/absolute, like evaluate()): material + phase-blended piece-
|
||||
* square tables + learned feature weights. Black pieces index the rank-mirrored square
|
||||
* (s ^ 56) so both colors share one white-relative table. Non-const because mobility
|
||||
* generates legal moves (which the position's move generator does via do/undo). */
|
||||
static int evaluateLearned(chess::Position& pos, const EvalParams& ep) {
|
||||
double phase = game_phase(pos);
|
||||
int score = 0;
|
||||
|
||||
chess::Bitboard white = pos.pieces(chess::WHITE);
|
||||
while (white) {
|
||||
chess::Square s = chess::pop_lsb(white);
|
||||
chess::PieceType pt = chess::type_of(pos.piece_on(s));
|
||||
score += piece_value(pt) + blend(ep.mg[pt][s], ep.eg[pt][s], phase);
|
||||
}
|
||||
|
||||
chess::Bitboard black = pos.pieces(chess::BLACK);
|
||||
while (black) {
|
||||
chess::Square s = chess::pop_lsb(black);
|
||||
chess::PieceType pt = chess::type_of(pos.piece_on(s));
|
||||
score -= piece_value(pt) + blend(ep.mg[pt][s ^ 56], ep.eg[pt][s ^ 56], phase);
|
||||
}
|
||||
|
||||
double wFeat[FEATURE_NB], bFeat[FEATURE_NB];
|
||||
compute_features(pos, chess::WHITE, phase, wFeat);
|
||||
compute_features(pos, chess::BLACK, phase, bFeat);
|
||||
|
||||
double feature = 0.0;
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
feature += ep.featW[i] * (wFeat[i] - bFeat[i]) / FEAT_SCALE[i];
|
||||
score += int(std::lround(feature));
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* evaluate() is white-positive (absolute). Negamax needs it relative to the side to
|
||||
* move, so flip the sign when black is to move. */
|
||||
static int evaluate_stm(chess::Position& pos, bool whiteToMove, const EvalParams& ep) {
|
||||
int s = (ep.variant == EVAL_LEARNED) ? evaluateLearned(pos, ep) : evaluate(pos);
|
||||
return whiteToMove ? s : -s;
|
||||
}
|
||||
|
||||
/* Mate scores are "mate in N from THIS node", so they must be re-anchored to the
|
||||
* probing node's ply when crossing the TT (store adds ply, retrieve subtracts it).
|
||||
* Non-mate scores pass through untouched. */
|
||||
static int score_to_tt(int s, int ply) { return s >= MATE_BOUND ? s + ply : s <= -MATE_BOUND ? s - ply : s; }
|
||||
static int score_from_tt(int s, int ply) { return s >= MATE_BOUND ? s - ply : s <= -MATE_BOUND ? s + ply : s; }
|
||||
|
||||
/* Heuristic for searching the most promising moves first, which makes alpha-beta prune far
|
||||
* more. Bands, highest first: the TT best move, then captures by MVV-LVA (most valuable
|
||||
* victim, least valuable attacker), then the two killer moves for this ply (quiet moves that
|
||||
* cut a sibling), then the remaining quiet moves. `killers` points at this ply's two-entry
|
||||
* slot; `scoreChecks` gates the expensive gives_check term to near-leaf nodes. */
|
||||
static int order_score(chess::Position& pos, chess::Move m, chess::Move ttMove,
|
||||
const chess::Move* killers, bool scoreChecks) {
|
||||
if (m == ttMove)
|
||||
return 2000000; /* dwarfs any capture/killer/check score below */
|
||||
|
||||
int score = 0;
|
||||
|
||||
if (scoreChecks && pos.gives_check(m))
|
||||
score += 1000;
|
||||
|
||||
chess::Piece victim = pos.piece_on(m.to());
|
||||
#ifdef BENCH_DISABLE_KILLERS
|
||||
/* Benchmark A/B only (defined by bench.ps1): the pre-killer ordering — captures by
|
||||
* MVV-LVA above quiet moves, no killer band — so the script can time the killer speedup. */
|
||||
(void)killers;
|
||||
if (victim != chess::NO_PIECE)
|
||||
score += 100 + 10 * piece_value(chess::type_of(victim))
|
||||
- piece_value(chess::type_of(pos.piece_on(m.from())));
|
||||
else if (m.type() == chess::EN_PASSANT)
|
||||
score += 100 + 10 * piece_value(chess::PAWN);
|
||||
#else
|
||||
if (victim != chess::NO_PIECE)
|
||||
score += 100000 + 10 * piece_value(chess::type_of(victim))
|
||||
- piece_value(chess::type_of(pos.piece_on(m.from())));
|
||||
else if (m.type() == chess::EN_PASSANT)
|
||||
score += 100000 + 10 * piece_value(chess::PAWN);
|
||||
else if (m == killers[0])
|
||||
score += 90000; /* quiet move that beta-cut a sibling at this ply */
|
||||
else if (m == killers[1])
|
||||
score += 80000;
|
||||
#endif
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* Sort the move list in place, best-scoring first. Scores are computed once up
|
||||
* front so gives_check isn't re-evaluated on every comparison. ttMove may be
|
||||
* MOVE_NONE, in which case no move matches it and ordering falls back to captures. */
|
||||
static void order_moves(chess::Position& pos, chess::MoveList& moves, chess::Move ttMove,
|
||||
const chess::Move* killers, bool scoreChecks) {
|
||||
struct ScoredMove { int score; chess::Move move; };
|
||||
ScoredMove scored[256];
|
||||
|
||||
for (int i = 0; i < moves.size(); i++)
|
||||
scored[i] = { order_score(pos, moves.moves[i], ttMove, killers, scoreChecks), moves.moves[i] };
|
||||
|
||||
std::sort(scored, scored + moves.size(),
|
||||
[](const ScoredMove& a, const ScoredMove& b) { return a.score > b.score; });
|
||||
|
||||
for (int i = 0; i < moves.size(); i++)
|
||||
moves.moves[i] = scored[i].move;
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
|
||||
CHESS_API EngineHandle CHESS_CALL engine_create(const char* options) {
|
||||
ensure_initialized();
|
||||
ensure_tt();
|
||||
auto* e = new (std::nothrow) ChessEngine();
|
||||
if (!e) return nullptr;
|
||||
e->skill = parse_skill(options, e->skill);
|
||||
e->eval.variant = parse_variant(options);
|
||||
if (e->eval.variant == EVAL_LEARNED)
|
||||
learned::copy_weights_to(e->eval); /* stable per-handle copy of the global weights */
|
||||
if (e->eval.variant == EVAL_LEARNED) {
|
||||
/* Snapshot the current global weights so the search reads a stable copy (training
|
||||
* updates the global between games; the weights path is owned by learned_load). */
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
std::memcpy(e->eval.mg, g_weights.mg, sizeof e->eval.mg);
|
||||
std::memcpy(e->eval.eg, g_weights.eg, sizeof e->eval.eg);
|
||||
std::memcpy(e->eval.featW, g_weights.featW, sizeof e->eval.featW);
|
||||
}
|
||||
return e;
|
||||
}
|
||||
|
||||
@@ -89,6 +600,113 @@ CHESS_API int CHESS_CALL engine_set_option(EngineHandle engine,
|
||||
return CHESS_OK; /* TODO: store options */
|
||||
}
|
||||
|
||||
/* Per-search scratch, threaded through the recursion. Kept off global scope so two engine
|
||||
* handles can search concurrently without sharing node counts or killer tables. killers[ply]
|
||||
* holds up to two quiet moves that recently caused a beta cutoff at that ply; trying them
|
||||
* early (right after captures) prunes far more — the quiet-move ordering the search otherwise
|
||||
* lacks. */
|
||||
static constexpr int MAX_PLY = 128; /* ply never exceeds maxDepth (<= 20) */
|
||||
|
||||
struct SearchContext {
|
||||
uint64_t nodes = 0;
|
||||
const EvalParams* eval = nullptr; /* eval config for this search; set by engine_best_move */
|
||||
chess::Move killers[MAX_PLY][2] = {};/* [ply][slot]; MOVE_NONE until filled */
|
||||
};
|
||||
|
||||
/* Negamax alpha-beta over the shared transposition table. `maxDepth` is the searching
|
||||
* bot's difficulty (its root depth); `depth` is remaining depth (draft); `ply` is
|
||||
* distance from the root (mate scoring only). Scores are side-to-move-relative.
|
||||
* Fail-soft: returns the true best found even outside [alpha, beta]. */
|
||||
static int negamax(chess::Position& pos, int maxDepth, int depth, int ply,
|
||||
int alpha, int beta, bool whiteToMove, SearchContext& ctx) {
|
||||
ctx.nodes++;
|
||||
|
||||
/* A draw is 0 even at the search horizon, and the TT key doesn't encode repetition
|
||||
* history, so this must come before both the leaf eval and any TT probe. */
|
||||
if (ply > 0 && pos.is_draw())
|
||||
return 0;
|
||||
|
||||
if (depth <= 0)
|
||||
return evaluate_stm(pos, whiteToMove, *ctx.eval);
|
||||
|
||||
const uint64_t key = pos.key();
|
||||
TTEntry& slot = g_tt.entries[key & g_tt.mask];
|
||||
const uint64_t data = slot.data.load(std::memory_order_relaxed);
|
||||
const uint64_t xkey = slot.xorKey.load(std::memory_order_relaxed);
|
||||
|
||||
chess::Move ttMove = chess::MOVE_NONE;
|
||||
|
||||
if (data != 0 && (xkey ^ data) == key) { /* lockless: XOR check rejects torn reads */
|
||||
ttMove = tt_move(data); /* always reusable for ordering */
|
||||
int edepth = tt_depth(data);
|
||||
Bound b = tt_bound(data);
|
||||
|
||||
/* Trust the score only if it was searched deep enough for this node AND no deeper
|
||||
* than this bot's own strength — so a weak bot can't borrow a stronger game's
|
||||
* deeper analysis (it still gets the move for ordering, which can't leak strength). */
|
||||
if (edepth >= depth && edepth <= maxDepth) {
|
||||
int s = score_from_tt(tt_score(data), ply);
|
||||
if (b == Bound::EXACT) return s;
|
||||
if (b == Bound::LOWER && s >= beta) return s;
|
||||
if (b == Bound::UPPER && s <= alpha) return s;
|
||||
}
|
||||
}
|
||||
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal(moves);
|
||||
|
||||
if (moves.size() == 0)
|
||||
return pos.is_draw() ? 0 : -MATE + ply; /* checkmate against side to move */
|
||||
|
||||
order_moves(pos, moves, ttMove, ctx.killers[ply], depth <= 2);
|
||||
|
||||
const int alphaOrig = alpha;
|
||||
int best = -INF;
|
||||
chess::Move bestMove = chess::MOVE_NONE;
|
||||
|
||||
for (int i = 0; i < moves.size(); i++) {
|
||||
chess::Move move = moves.moves[i];
|
||||
pos.do_move(move);
|
||||
int score = -negamax(pos, maxDepth, depth - 1, ply + 1, -beta, -alpha, !whiteToMove, ctx);
|
||||
pos.undo_move(move);
|
||||
|
||||
if (score > best) {
|
||||
best = score;
|
||||
bestMove = move;
|
||||
}
|
||||
if (best > alpha)
|
||||
alpha = best;
|
||||
if (best >= beta) {
|
||||
/* A quiet move good enough to fail high here is a strong candidate in sibling
|
||||
* lines at this ply — remember it as a killer. pos is back to pre-move state
|
||||
* after undo_move, so piece_on(to) still flags a capture correctly. */
|
||||
bool isCapture = pos.piece_on(move.to()) != chess::NO_PIECE
|
||||
|| move.type() == chess::EN_PASSANT;
|
||||
if (!isCapture && ply < MAX_PLY && ctx.killers[ply][0] != move) {
|
||||
ctx.killers[ply][1] = ctx.killers[ply][0];
|
||||
ctx.killers[ply][0] = move;
|
||||
}
|
||||
break; /* fail-high cutoff */
|
||||
}
|
||||
}
|
||||
|
||||
Bound flag = best <= alphaOrig ? Bound::UPPER
|
||||
: best >= beta ? Bound::LOWER
|
||||
: Bound::EXACT;
|
||||
|
||||
/* Depth-preferred replacement: keep the deepest analysis of each slot. The stored
|
||||
* payload is written before the xorKey so any concurrent reader that catches a
|
||||
* half-update fails the XOR check and treats it as a miss. */
|
||||
int storedDepth = (data == 0) ? -1 : tt_depth(data);
|
||||
if (depth >= storedDepth) {
|
||||
uint64_t packed = tt_pack(score_to_tt(best, ply), bestMove, depth, flag);
|
||||
slot.data.store(packed, std::memory_order_relaxed);
|
||||
slot.xorKey.store(key ^ packed, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
|
||||
const char* fen,
|
||||
const char* history,
|
||||
@@ -99,6 +717,7 @@ CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
|
||||
|
||||
auto held = std::make_unique<chess::Position>(chess::Position::from_fen(fen));
|
||||
chess::Position& pos = *held;
|
||||
bool whiteToMove = pos.side_to_move() == chess::WHITE;
|
||||
|
||||
/* Seed the prior positions (one FEN per line) so is_draw() sees repetitions and
|
||||
* the 50-move count that the current FEN alone can't express. */
|
||||
@@ -117,11 +736,48 @@ CHESS_API int CHESS_CALL engine_best_move(EngineHandle engine,
|
||||
pos.seed_history(priorKeys.data(), static_cast<int>(priorKeys.size()));
|
||||
}
|
||||
|
||||
chess::Move best = find_best_move(pos, engine->eval, engine->skill);
|
||||
if (best == chess::MOVE_NONE)
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal(moves);
|
||||
if (moves.size() == 0)
|
||||
return CHESS_ERR_NO_MOVE;
|
||||
|
||||
return copy_out(chess::move_to_uci(best).c_str(), out_buf, out_len);
|
||||
SearchContext ctx;
|
||||
ctx.eval = &engine->eval;
|
||||
int maxDepth = depth_for_skill(engine->skill);
|
||||
chess::Move bestMove = moves.moves[0]; /* guaranteed-legal fallback */
|
||||
|
||||
/* Iterative deepening: each depth seeds the next depth's move ordering (via the
|
||||
* previous best move and the TT it filled), which makes the deeper search prune
|
||||
* far harder than searching to maxDepth cold. */
|
||||
for (int d = 1; d <= maxDepth; d++) {
|
||||
int alpha = -INF, beta = INF;
|
||||
chess::Move iterBest = bestMove;
|
||||
int iterScore = -INF;
|
||||
|
||||
order_moves(pos, moves, iterBest, ctx.killers[0], true);
|
||||
|
||||
for (int i = 0; i < moves.size(); i++) {
|
||||
chess::Move move = moves.moves[i];
|
||||
pos.do_move(move);
|
||||
int score = -negamax(pos, maxDepth, d - 1, 1, -beta, -alpha, !whiteToMove, ctx);
|
||||
pos.undo_move(move);
|
||||
|
||||
if (score > iterScore) {
|
||||
iterScore = score;
|
||||
iterBest = move;
|
||||
}
|
||||
if (score > alpha)
|
||||
alpha = score;
|
||||
}
|
||||
|
||||
bestMove = iterBest; /* commit only a fully completed iteration */
|
||||
|
||||
std::fprintf(stderr, "depth %d nodes %llu best %s score %d\n",
|
||||
d, static_cast<unsigned long long>(ctx.nodes),
|
||||
chess::move_to_uci(iterBest).c_str(), iterScore);
|
||||
}
|
||||
|
||||
return copy_out(chess::move_to_uci(bestMove).c_str(), out_buf, out_len);
|
||||
}
|
||||
|
||||
CHESS_API int CHESS_CALL engine_version(char* out_buf, int out_len) {
|
||||
@@ -133,33 +789,99 @@ CHESS_API void CHESS_CALL engine_destroy(EngineHandle engine) {
|
||||
}
|
||||
|
||||
/* ---- Learned-weights / training C ABI --------------------------------------------------
|
||||
* The managed side orchestrates games but owns no chess logic: it tells the engine where to
|
||||
* load/save the global weights, records each played position, and applies the result. Each
|
||||
* export is a thin pass-through to the learned_model module. */
|
||||
* The managed side orchestrates games but owns no chess logic: it tells the engine where
|
||||
* to load/save the global weights, records each played position, and applies the result. */
|
||||
|
||||
CHESS_API void CHESS_CALL learned_load(const char* path) {
|
||||
learned::load(path);
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
g_weightsPath = path ? path : "";
|
||||
load_global_weights(path);
|
||||
}
|
||||
|
||||
CHESS_API int CHESS_CALL weights_snapshot(int* out, int out_len) {
|
||||
return learned::snapshot(out, out_len);
|
||||
const int need = 6 * 64 * 2 + FEATURE_NB; /* mg + eg (PAWN..KING) + features = 776 */
|
||||
if (!out || out_len < need) return CHESS_ERR_BUFFER;
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
int n = 0;
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) out[n++] = g_weights.mg[pt][sq];
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) out[n++] = g_weights.eg[pt][sq];
|
||||
for (int i = 0; i < FEATURE_NB; ++i) out[n++] = g_weights.featW[i];
|
||||
return n;
|
||||
}
|
||||
|
||||
CHESS_API TrainerHandle CHESS_CALL trainer_create(void) {
|
||||
return learned::create();
|
||||
return new (std::nothrow) Trainer();
|
||||
}
|
||||
|
||||
CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
|
||||
ensure_initialized(); /* mobility needs the attack tables */
|
||||
learned::record(t, fen);
|
||||
if (!t || !fen || !*fen) return;
|
||||
ensure_initialized();
|
||||
|
||||
chess::Position pos = chess::Position::from_fen(fen);
|
||||
double phase = game_phase(pos);
|
||||
|
||||
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
|
||||
chess::Bitboard occ = pos.pieces();
|
||||
while (occ) {
|
||||
chess::Square s = chess::pop_lsb(occ);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
chess::PieceType pt = chess::type_of(pc);
|
||||
int relSq = (c == chess::WHITE) ? int(s) : (int(s) ^ 56);
|
||||
t->mgOcc[c][pt][relSq] += (1.0 - phase);
|
||||
t->egOcc[c][pt][relSq] += phase;
|
||||
}
|
||||
|
||||
/* Per-side feature activations. */
|
||||
double w[FEATURE_NB], b[FEATURE_NB];
|
||||
compute_features(pos, chess::WHITE, phase, w);
|
||||
compute_features(pos, chess::BLACK, phase, b);
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
t->featAcc[chess::WHITE][i] += w[i];
|
||||
t->featAcc[chess::BLACK][i] += b[i];
|
||||
}
|
||||
|
||||
t->plies++;
|
||||
}
|
||||
|
||||
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle t, int winner, double weight) {
|
||||
learned::apply(t, winner, weight);
|
||||
if (!t) return;
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
|
||||
/* pass 0 = winner (reward, +1); pass 1 = loser (punish, -1). */
|
||||
for (int pass = 0; pass < 2; ++pass) {
|
||||
chess::Color side = chess::Color((pass == 0 ? winner : (winner ^ 1)) & 1);
|
||||
int sign = pass == 0 ? 1 : -1;
|
||||
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
if (t->mgOcc[side][pt][sq] != 0.0) {
|
||||
int d = sign * int(std::lround(SQUARE_LR * t->mgOcc[side][pt][sq] * weight));
|
||||
g_weights.mg[pt][sq] = std::clamp(g_weights.mg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
|
||||
}
|
||||
if (t->egOcc[side][pt][sq] != 0.0) {
|
||||
int d = sign * int(std::lround(SQUARE_LR * t->egOcc[side][pt][sq] * weight));
|
||||
g_weights.eg[pt][sq] = std::clamp(g_weights.eg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
|
||||
}
|
||||
}
|
||||
|
||||
if (t->plies > 0)
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
double avg = t->featAcc[side][i] / t->plies; /* per-ply average, normalized */
|
||||
int d = sign * int(std::lround(FEAT_LR * (avg / FEAT_SCALE[i]) * weight));
|
||||
g_weights.featW[i] = std::clamp(g_weights.featW[i] + d, -FEAT_CLAMP, FEAT_CLAMP);
|
||||
}
|
||||
}
|
||||
|
||||
save_global_weights();
|
||||
}
|
||||
|
||||
CHESS_API void CHESS_CALL trainer_destroy(TrainerHandle t) {
|
||||
learned::destroy(t); /* destroy(nullptr) is safe */
|
||||
delete t; /* delete nullptr is safe */
|
||||
}
|
||||
|
||||
} /* extern "C" */
|
||||
|
||||
@@ -1,272 +0,0 @@
|
||||
/* eval.cpp - classic and learned position evaluation, plus feature computation.
|
||||
* See eval.h for the public surface. Everything else here is file-static. */
|
||||
#include "eval.h"
|
||||
#include "bitboard.h"
|
||||
#include "position.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
/* ---- Shared piece values ------------------------------------------------------------- */
|
||||
|
||||
int piece_value(chess::PieceType pt) {
|
||||
switch (pt) {
|
||||
case chess::PAWN: return 100;
|
||||
case chess::KNIGHT: return 320;
|
||||
case chess::BISHOP: return 330;
|
||||
case chess::ROOK: return 500;
|
||||
case chess::QUEEN: return 900;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* ---- Classic (hand-crafted) evaluation ----------------------------------------------- */
|
||||
|
||||
/* Positional bonus (centipawns) from a square's Chebyshev distance to the center, added to
|
||||
* a piece's score by evaluatePiece. Returns 20 (dead center) .. 140 (edge / corner). */
|
||||
static int center_multiplier(chess::Square s) {
|
||||
/* |2*coord - 7| is the distance from center in half-squares: 1 (center) .. 7 (edge). */
|
||||
int fileDist = std::abs(2 * int(chess::file_of(s)) - 7);
|
||||
int rankDist = std::abs(2 * int(chess::rank_of(s)) - 7);
|
||||
int dist = fileDist > rankDist ? fileDist : rankDist; /* Chebyshev distance, 1 .. 7 */
|
||||
|
||||
return (8-dist) * 20;
|
||||
}
|
||||
|
||||
static int piece_mobility(const chess::Position& pos, chess::Square s, chess::Piece pc, chess::Color c) {
|
||||
chess::Bitboard occ = pos.pieces();
|
||||
chess::Bitboard targets;
|
||||
|
||||
switch (chess::type_of(pc)) {
|
||||
case chess::KNIGHT: targets = chess::KnightAttacks[s]; break;
|
||||
case chess::BISHOP: targets = chess::bishop_attacks(s, occ); break;
|
||||
case chess::ROOK: targets = chess::rook_attacks(s, occ); break;
|
||||
case chess::QUEEN: targets = chess::queen_attacks(s, occ); break;
|
||||
case chess::KING: targets = chess::KingAttacks[s]; break;
|
||||
default: return 0; // pawns: mobility usually handled via push/attack separately
|
||||
}
|
||||
|
||||
return chess::popcount(targets & ~pos.pieces(c)); // exclude squares blocked by own pieces
|
||||
}
|
||||
|
||||
static chess::Bitboard front_span(chess::Color c, chess::Square s) {
|
||||
chess::File f = file_of(s);
|
||||
chess::Bitboard files = file_bb(f);
|
||||
if (f > chess::FILE_A) files |= chess::file_bb(chess::File(f - 1));
|
||||
if (f < chess::FILE_H) files |= chess::file_bb(chess::File(f + 1));
|
||||
|
||||
// Pawns never sit on rank 1 or 8, so rank is 1..6 and these shifts
|
||||
// are always in [8,56] — no shift-by-64 UB to guard against.
|
||||
chess::Rank r = rank_of(s);
|
||||
chess::Bitboard ahead = (c == chess::WHITE) ? (~0ULL << (8 * (r + 1))) // ranks > r
|
||||
: ((1ULL << (8 * r)) - 1); // ranks < r
|
||||
return files & ahead;
|
||||
}
|
||||
|
||||
static chess::Bitboard front_span_file_only(chess::Color c, chess::Square s) {
|
||||
chess::File f = file_of(s);
|
||||
chess::Bitboard files = file_bb(f);
|
||||
|
||||
// Pawns never sit on rank 1 or 8, so rank is 1..6 and these shifts
|
||||
// are always in [8,56] — no shift-by-64 UB to guard against.
|
||||
chess::Rank r = rank_of(s);
|
||||
chess::Bitboard ahead = (c == chess::WHITE) ? (~0ULL << (8 * (r + 1))) // ranks > r
|
||||
: ((1ULL << (8 * r)) - 1); // ranks < r
|
||||
return files & ahead;
|
||||
}
|
||||
|
||||
static int evaluatePawn(const chess::Position& pos, const chess::Color c, const chess::Square s) {
|
||||
chess::Bitboard span = front_span(c, s);
|
||||
chess::Bitboard file_span = front_span_file_only(c, s);
|
||||
chess::Rank r = rank_of(s);
|
||||
int squaresToPromotion = (c == chess::WHITE) ? (chess::RANK_8 - r) : (r - chess::RANK_1);;
|
||||
bool isPassed = !(span & pos.pieces(~c, chess::PAWN));
|
||||
bool isBlocked = (file_span & pos.pieces(c, chess::PAWN)) | (file_span & pos.pieces(~c, chess::PAWN));
|
||||
bool isDoubled = (file_span & pos.pieces(c, chess::PAWN));
|
||||
|
||||
int score = 100;
|
||||
|
||||
if (isPassed && !isBlocked)
|
||||
score += (6 - squaresToPromotion) * 100; // Bonus for passed pawns, more as they get closer to promotion
|
||||
if (isDoubled)
|
||||
score -= 20; // Penalty for doubled pawns
|
||||
if (isBlocked)
|
||||
score -= 20; // Penalty for blocked pawns
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
static int castleIncentive(const chess::Position& pos, chess::Color c) {
|
||||
chess::Bitboard pcs = pos.pieces();
|
||||
int total = 0;
|
||||
while (pcs) {
|
||||
chess::Square s = chess::pop_lsb(pcs);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
total += piece_value(chess::type_of(pc));
|
||||
}
|
||||
|
||||
chess::Square k = pos.king_square(c);
|
||||
bool castled = (c == chess::WHITE) ? (k == chess::G1 || k == chess::C1)
|
||||
: (k == chess::G8 || k == chess::C8);
|
||||
|
||||
return castled ? (total / 10) : 0;
|
||||
}
|
||||
|
||||
static int evaluatePiece(const chess::Position& pos, const chess::Square& s, const chess::Piece& pc, const chess::Color& c) {
|
||||
int score = 0;
|
||||
switch (chess::type_of(pc)) {
|
||||
case chess::PAWN: score = evaluatePawn(pos, c, s); break;
|
||||
case chess::KNIGHT: score = 320; break;
|
||||
case chess::BISHOP: score = 330; break;
|
||||
case chess::ROOK: score = 500; break;
|
||||
case chess::QUEEN: score = 900; break;
|
||||
case chess::KING: score = castleIncentive(pos, c); break;
|
||||
default: return 0;
|
||||
}
|
||||
|
||||
score += center_multiplier(s);
|
||||
|
||||
if (pc != chess::B_PAWN && pc != chess::W_PAWN)
|
||||
score += piece_mobility(pos, s, pc, c) * 25;
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
static int evaluate(const chess::Position& pos) {
|
||||
int score = 0;
|
||||
chess::Bitboard white = pos.pieces(chess::WHITE);
|
||||
|
||||
while (white) {
|
||||
chess::Square s = chess::pop_lsb(white);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
score += evaluatePiece(pos, s, pc, c);
|
||||
}
|
||||
|
||||
chess::Bitboard black = pos.pieces(chess::BLACK);
|
||||
|
||||
while (black) {
|
||||
chess::Square s = chess::pop_lsb(black);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
score -= evaluatePiece(pos, s, pc, c);
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* ---- Learned (phase-split tables + feature knobs) evaluation ---------------------------
|
||||
* The model is a linear combination of features whose weights are learned from outcomes:
|
||||
* eval = Σ pieces [ material + blend(mg, eg, phase) ] + Σ features featW[i]·activation[i]
|
||||
* compute_features() is the single source of feature activations, used by BOTH the eval here
|
||||
* and the trainer, so the two can never disagree. */
|
||||
|
||||
double game_phase(const chess::Position& pos) {
|
||||
int npm = chess::popcount(pos.pieces(chess::KNIGHT)) * 1
|
||||
+ chess::popcount(pos.pieces(chess::BISHOP)) * 1
|
||||
+ chess::popcount(pos.pieces(chess::ROOK)) * 2
|
||||
+ chess::popcount(pos.pieces(chess::QUEEN)) * 4;
|
||||
constexpr int MAX = 24;
|
||||
if (npm >= MAX) return 0.0;
|
||||
return double(MAX - npm) / MAX;
|
||||
}
|
||||
|
||||
/* Blend a midgame and endgame value by phase, rounding per-piece (so training credits a
|
||||
* square the same way the eval reads it). */
|
||||
static int blend(int mg, int eg, double phase) {
|
||||
return int(std::lround((1.0 - phase) * mg + phase * eg));
|
||||
}
|
||||
|
||||
void compute_features(chess::Position& pos, chess::Color c, double phase, double out[FEATURE_NB]) {
|
||||
for (int i = 0; i < FEATURE_NB; ++i) out[i] = 0.0;
|
||||
|
||||
/* Mobility: legal moves for color c, bucketed by the moving piece's type. */
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal_for(c, moves);
|
||||
for (int i = 0; i < moves.size(); ++i) {
|
||||
switch (chess::type_of(pos.piece_on(moves.moves[i].from()))) {
|
||||
case chess::KNIGHT: out[FEAT_MOB_N] += 1; break;
|
||||
case chess::BISHOP: out[FEAT_MOB_B] += 1; break;
|
||||
case chess::ROOK: out[FEAT_MOB_R] += 1; break;
|
||||
case chess::QUEEN: out[FEAT_MOB_Q] += 1; break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Pawn structure. */
|
||||
chess::Bitboard pawns = pos.pieces(c, chess::PAWN);
|
||||
chess::Bitboard bb = pawns;
|
||||
while (bb) {
|
||||
chess::Square s = chess::pop_lsb(bb);
|
||||
|
||||
if (!(front_span(c, s) & pos.pieces(~c, chess::PAWN))) { /* passed */
|
||||
chess::Rank r = chess::rank_of(s);
|
||||
int toPromotion = (c == chess::WHITE) ? (chess::RANK_8 - r) : (r - chess::RANK_1);
|
||||
out[FEAT_PASSED] += (6 - toPromotion) * phase; /* 0..5 ranks advanced, late-game */
|
||||
}
|
||||
}
|
||||
|
||||
/* Pawn links: friendly pawns that are defended by another friendly pawn (one per
|
||||
* defended pawn, regardless of how many defenders). */
|
||||
chess::Bitboard pawnAttacks = 0;
|
||||
chess::Bitboard pp = pawns;
|
||||
while (pp) pawnAttacks |= chess::PawnAttacks[c][chess::pop_lsb(pp)];
|
||||
out[FEAT_PAWN_LINK] += chess::popcount(pawns & pawnAttacks);
|
||||
|
||||
/* King safety: friendly pawns sheltering the king (its file + adjacent files, the two
|
||||
* ranks in front), worth more in the midgame. */
|
||||
chess::Square k = pos.king_square(c);
|
||||
chess::File kf = chess::file_of(k);
|
||||
chess::Rank kr = chess::rank_of(k);
|
||||
chess::Bitboard kingFiles = chess::file_bb(kf);
|
||||
if (kf > chess::FILE_A) kingFiles |= chess::file_bb(chess::File(kf - 1));
|
||||
if (kf < chess::FILE_H) kingFiles |= chess::file_bb(chess::File(kf + 1));
|
||||
chess::Bitboard shelterRanks = 0;
|
||||
for (int d = 1; d <= 2; ++d) {
|
||||
int rr = (c == chess::WHITE) ? (kr + d) : (kr - d);
|
||||
if (rr >= 0 && rr <= 7) shelterRanks |= (0xFFULL << (8 * rr));
|
||||
}
|
||||
out[FEAT_KING] += chess::popcount(kingFiles & shelterRanks & pawns) * (1.0 - phase);
|
||||
}
|
||||
|
||||
/* Learned eval (white-positive/absolute, like evaluate()): material + phase-blended piece-
|
||||
* square tables + learned feature weights. Black pieces index the rank-mirrored square
|
||||
* (s ^ 56) so both colors share one white-relative table. Non-const because mobility
|
||||
* generates legal moves (which the position's move generator does via do/undo). */
|
||||
static int evaluateLearned(chess::Position& pos, const EvalParams& ep) {
|
||||
double phase = game_phase(pos);
|
||||
int score = 0;
|
||||
|
||||
chess::Bitboard white = pos.pieces(chess::WHITE);
|
||||
while (white) {
|
||||
chess::Square s = chess::pop_lsb(white);
|
||||
chess::PieceType pt = chess::type_of(pos.piece_on(s));
|
||||
score += piece_value(pt) + blend(ep.mg[pt][s], ep.eg[pt][s], phase);
|
||||
}
|
||||
|
||||
chess::Bitboard black = pos.pieces(chess::BLACK);
|
||||
while (black) {
|
||||
chess::Square s = chess::pop_lsb(black);
|
||||
chess::PieceType pt = chess::type_of(pos.piece_on(s));
|
||||
score -= piece_value(pt) + blend(ep.mg[pt][s ^ 56], ep.eg[pt][s ^ 56], phase);
|
||||
}
|
||||
|
||||
double wFeat[FEATURE_NB], bFeat[FEATURE_NB];
|
||||
compute_features(pos, chess::WHITE, phase, wFeat);
|
||||
compute_features(pos, chess::BLACK, phase, bFeat);
|
||||
|
||||
double feature = 0.0;
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
feature += ep.featW[i] * (wFeat[i] - bFeat[i]) / FEAT_SCALE[i];
|
||||
score += int(std::lround(feature));
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* evaluate() is white-positive (absolute). Negamax needs it relative to the side to
|
||||
* move, so flip the sign when black is to move. */
|
||||
int evaluate_stm(chess::Position& pos, bool whiteToMove, const EvalParams& ep) {
|
||||
int s = (ep.variant == EVAL_LEARNED) ? evaluateLearned(pos, ep) : evaluate(pos);
|
||||
return whiteToMove ? s : -s;
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
/* eval.h - position evaluation (classic + learned) and feature computation.
|
||||
*
|
||||
* This is the shared hub of the engine's "scoring" logic. The learned model's
|
||||
* feature activations (compute_features) and game phase are used by BOTH the eval
|
||||
* here and the trainer (learned_model.cpp), so they live in one place and can never
|
||||
* diverge. The search (search.cpp) consumes evaluate_stm and piece_value. */
|
||||
#pragma once
|
||||
|
||||
#include "types.h"
|
||||
#include "position.h"
|
||||
|
||||
/* Eval variant for an engine handle. CLASSIC = the hand-crafted evaluate(); LEARNED =
|
||||
* material + learned phase-split piece-square tables + learned feature weights. */
|
||||
enum EvalVariant : int { EVAL_CLASSIC = 0, EVAL_LEARNED = 1 };
|
||||
|
||||
/* The learned feature knobs (beyond the piece-square tables). Each has one weight learned
|
||||
* from game outcomes; its activation is computed by compute_features(). Mobility is per
|
||||
* piece type. Order is fixed — it is the on-disk and snapshot layout after the two tables. */
|
||||
enum Feature : int {
|
||||
FEAT_MOB_N, FEAT_MOB_B, FEAT_MOB_R, FEAT_MOB_Q, /* legal-move counts, per piece type */
|
||||
FEAT_PASSED, /* passed pawns, endgame-weighted */
|
||||
FEAT_PAWN_LINK, /* pawns defended by a friendly pawn */
|
||||
FEAT_KING, /* king pawn-shelter, midgame-weighted */
|
||||
FEATURE_NB
|
||||
};
|
||||
|
||||
/* Per-feature nominal scale: feature activations are divided by this before being weighted,
|
||||
* so high-magnitude mobility doesn't dwarf the small pawn-structure terms. Used by both the
|
||||
* learned eval (to combine) and the trainer (to normalize activations), so it lives here. */
|
||||
inline constexpr double FEAT_SCALE[FEATURE_NB] = { 4, 6, 8, 14, 2, 3, 2 };
|
||||
|
||||
/* Per-handle eval configuration, snapshotted from the global learned weights at
|
||||
* engine_create so the search reads a stable copy. The tables are white-relative: a black
|
||||
* piece indexes the rank-mirrored square (sq ^ 56). `mg`/`eg` are blended by game phase.
|
||||
* Indexed by chess::PieceType (PAWN..KING). Only consulted when variant == EVAL_LEARNED. */
|
||||
struct EvalParams {
|
||||
int variant = EVAL_CLASSIC;
|
||||
int mg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int eg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int featW[FEATURE_NB] = {};
|
||||
};
|
||||
|
||||
/* Centipawn material value of a piece type (0 for king / none). Shared with the search's
|
||||
* MVV-LVA move ordering. */
|
||||
int piece_value(chess::PieceType pt);
|
||||
|
||||
/* Game phase in [0,1] from remaining non-pawn material: 0 = opening, 1 = bare kings. Drives
|
||||
* the mg/eg table blend and the phase weighting of the passed-pawn / king-safety features. */
|
||||
double game_phase(const chess::Position& pos);
|
||||
|
||||
/* Fills `out[FEATURE_NB]` with one color's raw feature activations for a position (mobility,
|
||||
* pawn structure, king shelter). The single source of feature activations, shared by the
|
||||
* learned eval and the trainer. Non-const because mobility generates legal moves. */
|
||||
void compute_features(chess::Position& pos, chess::Color c, double phase, double out[FEATURE_NB]);
|
||||
|
||||
/* Side-to-move-relative evaluation for negamax (positive = good for whoever is to move).
|
||||
* Dispatches to the classic or learned eval per ep.variant. Non-const because the learned
|
||||
* eval computes mobility via the move generator. */
|
||||
int evaluate_stm(chess::Position& pos, bool whiteToMove, const EvalParams& ep);
|
||||
@@ -1,252 +0,0 @@
|
||||
/* learned_model.cpp - global learned weights and the per-game trainer.
|
||||
*
|
||||
* The model is trained by WIN RATE, not by additive nudges. For every (piece, phase,
|
||||
* square) we keep two running totals across all games: `win` (turns the piece spent there in
|
||||
* games that side won) and `total` (turns spent there in any game). The stored weight is
|
||||
* derived: weight = (2·win/total − 1)·scale, i.e. win-rate 0→−scale, 0.5→0, 1→+scale. Same
|
||||
* for each feature, totalling its activation per turn. This focuses training on "how much
|
||||
* time on this square correlates with winning" and is far less volatile than per-game nudges.
|
||||
*
|
||||
* The counters are the persistent source of truth (saved to / loaded from disk); the integer
|
||||
* weight tables in `g_weights` are recomputed from them. See learned_model.h for the public
|
||||
* surface; feature/phase math is shared from eval.cpp. */
|
||||
#include "learned_model.h"
|
||||
#include "chess_engine.h" /* CHESS_ERR_BUFFER */
|
||||
#include "eval.h"
|
||||
#include "position.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include <fstream>
|
||||
#include <mutex>
|
||||
#include <new>
|
||||
#include <string>
|
||||
|
||||
/* Win-rate → weight scale. A 100%-win square/feature reaches +scale, a 0%-win one −scale,
|
||||
* matching the ranges the additive trainer used to clamp at (squares ±250, features ±500). */
|
||||
static constexpr double SQ_WEIGHT_SCALE = 250.0;
|
||||
static constexpr double FEAT_WEIGHT_SCALE = 500.0;
|
||||
|
||||
/* On-disk format version, stored as the file's first token. On load, a missing or mismatched
|
||||
* version means the file is stale (old layout / different feature set): its contents are
|
||||
* wiped (the file itself is kept) and training restarts from neutral. Bump this whenever the
|
||||
* counter layout or feature set changes — it replaces having to delete the file by hand. */
|
||||
static constexpr int LEARNED_VERSION = 1;
|
||||
|
||||
/* Derived integer weight tables, read by eval (snapshotted per engine handle) and the viz.
|
||||
* Recomputed from g_counts whenever the counters change. White-relative (black indexes
|
||||
* sq ^ 56); mg/eg blended by game phase. */
|
||||
struct LearnedWeights {
|
||||
int mg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int eg[chess::PIECE_TYPE_NB][64] = {};
|
||||
int featW[FEATURE_NB] = {};
|
||||
};
|
||||
|
||||
/* The persistent training counters: the single source of truth. `win` is credited only to
|
||||
* the winning side; `total` to both sides (scaled by the outcome weight). */
|
||||
struct WinCounters {
|
||||
double winMg[chess::PIECE_TYPE_NB][64] = {};
|
||||
double totMg[chess::PIECE_TYPE_NB][64] = {};
|
||||
double winEg[chess::PIECE_TYPE_NB][64] = {};
|
||||
double totEg[chess::PIECE_TYPE_NB][64] = {};
|
||||
double winFeat[FEATURE_NB] = {};
|
||||
double totFeat[FEATURE_NB] = {};
|
||||
};
|
||||
|
||||
static LearnedWeights g_weights;
|
||||
static WinCounters g_counts;
|
||||
static std::mutex g_weightsMutex;
|
||||
static std::string g_weightsPath;
|
||||
|
||||
/* win/total → stored weight: win-rate 0 → −scale, 0.5 → 0, 1 → +scale. An untouched
|
||||
* (total == 0) square/feature is neutral. */
|
||||
static int derive(double win, double total, double scale) {
|
||||
if (total <= 0.0) return 0;
|
||||
double rate = win / total;
|
||||
return int(std::lround((2.0 * rate - 1.0) * scale));
|
||||
}
|
||||
|
||||
/* Recompute every derived weight from the counters. Caller holds g_weightsMutex. */
|
||||
static void recompute_weights() {
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
g_weights.mg[pt][sq] = derive(g_counts.winMg[pt][sq], g_counts.totMg[pt][sq], SQ_WEIGHT_SCALE);
|
||||
g_weights.eg[pt][sq] = derive(g_counts.winEg[pt][sq], g_counts.totEg[pt][sq], SQ_WEIGHT_SCALE);
|
||||
}
|
||||
for (int i = 0; i < FEATURE_NB; ++i)
|
||||
g_weights.featW[i] = derive(g_counts.winFeat[i], g_counts.totFeat[i], FEAT_WEIGHT_SCALE);
|
||||
}
|
||||
|
||||
static void save_global_weights(); /* defined below; load rewrites stale files via it */
|
||||
|
||||
/* On-disk format: LEARNED_VERSION as the first token, then the counters as whitespace doubles
|
||||
* in this order — winMg, totMg, winEg, totEg (each 6*64, PAWN..KING, squares 0..63), then
|
||||
* winFeat, totFeat (each FEATURE_NB). If the version is missing/wrong or the file is short
|
||||
* (old format, corrupt, or absent), the counters are left neutral and the file is rewritten
|
||||
* blank-but-versioned — clearing stale contents while keeping the file. Caller holds the lock. */
|
||||
static void load_global_weights(const char* path) {
|
||||
WinCounters loaded{};
|
||||
bool ok = false;
|
||||
bool fileExisted = false;
|
||||
|
||||
if (path && *path) {
|
||||
std::ifstream f(path);
|
||||
if (f) {
|
||||
fileExisted = true;
|
||||
int version = 0;
|
||||
if ((f >> version) && version == LEARNED_VERSION) {
|
||||
auto readTable = [&](double t[chess::PIECE_TYPE_NB][64]) -> bool {
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq)
|
||||
if (!(f >> t[pt][sq])) return false;
|
||||
return true;
|
||||
};
|
||||
ok = readTable(loaded.winMg) && readTable(loaded.totMg)
|
||||
&& readTable(loaded.winEg) && readTable(loaded.totEg);
|
||||
for (int i = 0; ok && i < FEATURE_NB; ++i) if (!(f >> loaded.winFeat[i])) ok = false;
|
||||
for (int i = 0; ok && i < FEATURE_NB; ++i) if (!(f >> loaded.totFeat[i])) ok = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_counts = ok ? loaded : WinCounters{};
|
||||
recompute_weights();
|
||||
|
||||
/* Only create a fresh file when none exists yet (first run): write it blank-but-versioned
|
||||
* so there's a valid target to persist into. If a file IS present but couldn't be parsed
|
||||
* (old format, corrupt, or a partial write), leave its bytes untouched — never destroy
|
||||
* accumulated training data on startup. We just play from neutral weights this session;
|
||||
* the next training apply() overwrites the file with a clean, current-format save. */
|
||||
if (!ok && !fileExisted)
|
||||
save_global_weights();
|
||||
}
|
||||
|
||||
/* Persist g_counts to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
|
||||
static void save_global_weights() {
|
||||
if (g_weightsPath.empty()) return;
|
||||
std::ofstream f(g_weightsPath);
|
||||
if (!f) return;
|
||||
|
||||
f << LEARNED_VERSION << '\n';
|
||||
|
||||
auto writeTable = [&](const double t[chess::PIECE_TYPE_NB][64]) {
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) f << t[pt][sq] << (sq == 63 ? '\n' : ' ');
|
||||
};
|
||||
writeTable(g_counts.winMg); writeTable(g_counts.totMg);
|
||||
writeTable(g_counts.winEg); writeTable(g_counts.totEg);
|
||||
for (int i = 0; i < FEATURE_NB; ++i) f << g_counts.winFeat[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
|
||||
for (int i = 0; i < FEATURE_NB; ++i) f << g_counts.totFeat[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
|
||||
}
|
||||
|
||||
/* ---- Per-game training accumulator ----------------------------------------------------
|
||||
* Records, per ply, where each side's pieces sat (split into midgame/endgame by phase) and
|
||||
* each side's feature activations. learned::apply folds these per-side totals into the global
|
||||
* win/total counters. Squares are white-relative (black indexes sq ^ 56), so a side's tally
|
||||
* lines up with the shared white-relative table. */
|
||||
struct Trainer {
|
||||
double mgOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
|
||||
double egOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
|
||||
double featAcc[chess::COLOR_NB][FEATURE_NB] = {};
|
||||
};
|
||||
|
||||
namespace learned {
|
||||
|
||||
void load(const char* path) {
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
g_weightsPath = path ? path : "";
|
||||
load_global_weights(path);
|
||||
}
|
||||
|
||||
int snapshot(int* out, int out_len) {
|
||||
const int need = 6 * 64 * 2 + FEATURE_NB; /* mg + eg (PAWN..KING) + features */
|
||||
if (!out || out_len < need) return CHESS_ERR_BUFFER;
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
int n = 0;
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) out[n++] = g_weights.mg[pt][sq];
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) out[n++] = g_weights.eg[pt][sq];
|
||||
for (int i = 0; i < FEATURE_NB; ++i) out[n++] = g_weights.featW[i];
|
||||
return n;
|
||||
}
|
||||
|
||||
void copy_weights_to(EvalParams& ep) {
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
std::memcpy(ep.mg, g_weights.mg, sizeof ep.mg);
|
||||
std::memcpy(ep.eg, g_weights.eg, sizeof ep.eg);
|
||||
std::memcpy(ep.featW, g_weights.featW, sizeof ep.featW);
|
||||
}
|
||||
|
||||
Trainer* create() {
|
||||
return new (std::nothrow) Trainer();
|
||||
}
|
||||
|
||||
void destroy(Trainer* t) {
|
||||
delete t; /* delete nullptr is safe */
|
||||
}
|
||||
|
||||
void record(Trainer* t, const char* fen) {
|
||||
if (!t || !fen || !*fen) return;
|
||||
|
||||
chess::Position pos = chess::Position::from_fen(fen);
|
||||
double phase = game_phase(pos);
|
||||
|
||||
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
|
||||
chess::Bitboard occ = pos.pieces();
|
||||
while (occ) {
|
||||
chess::Square s = chess::pop_lsb(occ);
|
||||
chess::Piece pc = pos.piece_on(s);
|
||||
chess::Color c = chess::color_of(pc);
|
||||
chess::PieceType pt = chess::type_of(pc);
|
||||
int relSq = (c == chess::WHITE) ? int(s) : (int(s) ^ 56);
|
||||
t->mgOcc[c][pt][relSq] += (1.0 - phase);
|
||||
t->egOcc[c][pt][relSq] += phase;
|
||||
}
|
||||
|
||||
/* Per-side feature activations. */
|
||||
double w[FEATURE_NB], b[FEATURE_NB];
|
||||
compute_features(pos, chess::WHITE, phase, w);
|
||||
compute_features(pos, chess::BLACK, phase, b);
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
t->featAcc[chess::WHITE][i] += w[i];
|
||||
t->featAcc[chess::BLACK][i] += b[i];
|
||||
}
|
||||
}
|
||||
|
||||
void apply(Trainer* t, int winner, double weight) {
|
||||
if (!t) return;
|
||||
|
||||
std::lock_guard<std::mutex> lock(g_weightsMutex);
|
||||
|
||||
/* Fold each side's per-game tallies into the global counters: both sides credit `total`,
|
||||
* only the winner credits `win`, each scaled by the outcome weight (1.0 for a decisive
|
||||
* game, 0.5 for a material-imbalance draw). */
|
||||
for (int s = 0; s < chess::COLOR_NB; ++s) {
|
||||
bool isWinner = (s == winner);
|
||||
|
||||
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
double mg = weight * t->mgOcc[s][pt][sq];
|
||||
double eg = weight * t->egOcc[s][pt][sq];
|
||||
g_counts.totMg[pt][sq] += mg;
|
||||
g_counts.totEg[pt][sq] += eg;
|
||||
if (isWinner) {
|
||||
g_counts.winMg[pt][sq] += mg;
|
||||
g_counts.winEg[pt][sq] += eg;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < FEATURE_NB; ++i) {
|
||||
double f = weight * t->featAcc[s][i];
|
||||
g_counts.totFeat[i] += f;
|
||||
if (isWinner) g_counts.winFeat[i] += f;
|
||||
}
|
||||
}
|
||||
|
||||
recompute_weights();
|
||||
save_global_weights();
|
||||
}
|
||||
|
||||
} // namespace learned
|
||||
@@ -1,40 +0,0 @@
|
||||
/* learned_model.h - the learned engine's process-global weights and training.
|
||||
*
|
||||
* Owns the single source of truth for the learned weights (loaded from / saved to disk),
|
||||
* the read-only snapshot for visualization, and the per-game training accumulator that
|
||||
* turns played positions + a result into weight nudges. The DLL ABI (chess_engine.cpp)
|
||||
* is a thin pass-through to the functions here; feature/phase math is shared from eval.h. */
|
||||
#pragma once
|
||||
|
||||
#include "eval.h"
|
||||
|
||||
/* Per-game training accumulator. Global-namespace `Trainer` so it matches the opaque
|
||||
* `typedef struct Trainer* TrainerHandle` in the public ABI header. Defined in the .cpp. */
|
||||
struct Trainer;
|
||||
|
||||
namespace learned {
|
||||
|
||||
/* Set the global weights file path and load from it (idempotent; a missing/short file
|
||||
* leaves the weights neutral). */
|
||||
void load(const char* path);
|
||||
|
||||
/* Copy the global weights out for visualization: 6*64 midgame + 6*64 endgame + features.
|
||||
* Returns the count written, or CHESS_ERR_BUFFER if out_len is too small (needs >= 776). */
|
||||
int snapshot(int* out, int out_len);
|
||||
|
||||
/* Snapshot the current global weights into a fresh engine handle's eval config so the
|
||||
* search reads a stable copy (training updates the global between games). */
|
||||
void copy_weights_to(EvalParams& ep);
|
||||
|
||||
/* Per-game training lifecycle. */
|
||||
Trainer* create();
|
||||
void destroy(Trainer* t);
|
||||
|
||||
/* Record one played position (post-move FEN) into the accumulator. */
|
||||
void record(Trainer* t, const char* fen);
|
||||
|
||||
/* Apply a finished game's outcome to the global weights and persist: rewards the winner's
|
||||
* occupied squares / features, punishes the loser's, scaled by `weight`. winner: 0=W, 1=B. */
|
||||
void apply(Trainer* t, int winner, double weight);
|
||||
|
||||
} // namespace learned
|
||||
@@ -1,304 +0,0 @@
|
||||
/* search.cpp - negamax alpha-beta over a shared transposition table, driven by
|
||||
* iterative deepening. See search.h for the (single-function) public surface. */
|
||||
#include "search.h"
|
||||
#include "eval.h"
|
||||
#include "position.h"
|
||||
#include "movegen.h"
|
||||
#include "uci.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
#include <cstdio>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
|
||||
/* Search score constants. Scores are side-to-move-relative (negamax): positive is
|
||||
* good for whoever is to move. MATE_BOUND is the threshold above which a score is a
|
||||
* "mate in N" rather than a positional eval; INF is the window sentinel (kept above
|
||||
* MATE so negating it can never hit signed-overflow UB the way INT_MIN would). */
|
||||
static constexpr int MATE = 200000;
|
||||
static constexpr int MATE_BOUND = MATE - 1000;
|
||||
static constexpr int INF = 1000000;
|
||||
|
||||
/* Bound kind stored in a TT entry. LOWER = a fail-high (true score >= stored),
|
||||
* UPPER = a fail-low (true score <= stored), EXACT = fully resolved. */
|
||||
enum class Bound : uint8_t { NONE, EXACT, LOWER, UPPER };
|
||||
|
||||
/* One shared, process-wide transposition table backs every game (every engine
|
||||
* handle), so analysis persists and is reused across games. It is lock-free: each
|
||||
* slot is two 64-bit words — `data` (the packed payload) and `xorKey` (the Zobrist
|
||||
* key XOR-ed with `data`). A reader recovers the key as `xorKey ^ data`; if two
|
||||
* concurrent searches tore the pair, the recovered key won't match and the read is
|
||||
* treated as a miss — never a wrong-but-trusted entry (Hyatt's lockless hashing). */
|
||||
struct TTEntry {
|
||||
std::atomic<uint64_t> xorKey{0};
|
||||
std::atomic<uint64_t> data{0};
|
||||
};
|
||||
|
||||
struct TranspositionTable {
|
||||
std::unique_ptr<TTEntry[]> entries;
|
||||
size_t mask = 0; /* count - 1; count is a power of two */
|
||||
};
|
||||
|
||||
static TranspositionTable g_tt;
|
||||
static constexpr size_t TT_MEGABYTES = 256;
|
||||
|
||||
/* Pack/unpack the 64-bit payload: score(32) | move(16) | depth(8) | bound(8). A stored
|
||||
* entry always has depth >= 1 and a non-NONE bound, so a real entry never packs to 0 —
|
||||
* letting data == 0 mean "empty slot". */
|
||||
static uint64_t tt_pack(int score, chess::Move move, int depth, Bound bound) {
|
||||
return static_cast<uint64_t>(static_cast<uint32_t>(score))
|
||||
| (static_cast<uint64_t>(move.data) << 32)
|
||||
| (static_cast<uint64_t>(static_cast<uint8_t>(depth)) << 48)
|
||||
| (static_cast<uint64_t>(static_cast<uint8_t>(bound)) << 56);
|
||||
}
|
||||
static int tt_score(uint64_t d) { return static_cast<int32_t>(static_cast<uint32_t>(d & 0xFFFFFFFFu)); }
|
||||
static chess::Move tt_move (uint64_t d) { return chess::Move(static_cast<uint16_t>(d >> 32)); }
|
||||
static int tt_depth(uint64_t d) { return static_cast<int>(static_cast<uint8_t>(d >> 48)); }
|
||||
static Bound tt_bound(uint64_t d) { return static_cast<Bound>(static_cast<uint8_t>(d >> 56)); }
|
||||
|
||||
static size_t floor_pow2(size_t n) {
|
||||
size_t p = 1;
|
||||
while ((p << 1) != 0 && (p << 1) <= n) p <<= 1;
|
||||
return p;
|
||||
}
|
||||
|
||||
/* Allocate the shared table exactly once, to the largest power-of-two entry count that
|
||||
* fits in TT_MEGABYTES. Power-of-two count lets indexing use `key & mask`. Thread-safe:
|
||||
* call_once guards the first concurrent search. Entries start zeroed (empty). */
|
||||
static void ensure_tt() {
|
||||
static std::once_flag once;
|
||||
std::call_once(once, [] {
|
||||
size_t count = floor_pow2((TT_MEGABYTES << 20) / sizeof(TTEntry));
|
||||
if (count < 1) count = 1;
|
||||
g_tt.entries = std::make_unique<TTEntry[]>(count);
|
||||
g_tt.mask = count - 1;
|
||||
});
|
||||
}
|
||||
|
||||
/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
|
||||
* quiescence yet, so deep fixed-depth runs get expensive quickly. */
|
||||
static int depth_for_skill(int skill) {
|
||||
return skill; /* skill N -> N plies */
|
||||
}
|
||||
|
||||
/* Mate scores are "mate in N from THIS node", so they must be re-anchored to the
|
||||
* probing node's ply when crossing the TT (store adds ply, retrieve subtracts it).
|
||||
* Non-mate scores pass through untouched. */
|
||||
static int score_to_tt(int s, int ply) { return s >= MATE_BOUND ? s + ply : s <= -MATE_BOUND ? s - ply : s; }
|
||||
static int score_from_tt(int s, int ply) { return s >= MATE_BOUND ? s - ply : s <= -MATE_BOUND ? s + ply : s; }
|
||||
|
||||
/* Heuristic for searching the most promising moves first, which makes alpha-beta prune far
|
||||
* more. Bands, highest first: the TT best move, then captures by MVV-LVA (most valuable
|
||||
* victim, least valuable attacker), then the two killer moves for this ply (quiet moves that
|
||||
* cut a sibling), then the remaining quiet moves. `killers` points at this ply's two-entry
|
||||
* slot; `scoreChecks` gates the expensive gives_check term to near-leaf nodes. */
|
||||
static int order_score(chess::Position& pos, chess::Move m, chess::Move ttMove,
|
||||
const chess::Move* killers, bool scoreChecks) {
|
||||
if (m == ttMove)
|
||||
return 2000000; /* dwarfs any capture/killer/check score below */
|
||||
|
||||
int score = 0;
|
||||
|
||||
if (scoreChecks && pos.gives_check(m))
|
||||
score += 1000;
|
||||
|
||||
chess::Piece victim = pos.piece_on(m.to());
|
||||
#ifdef BENCH_DISABLE_KILLERS
|
||||
/* Benchmark A/B only (defined by bench.ps1): the pre-killer ordering — captures by
|
||||
* MVV-LVA above quiet moves, no killer band — so the script can time the killer speedup. */
|
||||
(void)killers;
|
||||
if (victim != chess::NO_PIECE)
|
||||
score += 100 + 10 * piece_value(chess::type_of(victim))
|
||||
- piece_value(chess::type_of(pos.piece_on(m.from())));
|
||||
else if (m.type() == chess::EN_PASSANT)
|
||||
score += 100 + 10 * piece_value(chess::PAWN);
|
||||
#else
|
||||
if (victim != chess::NO_PIECE)
|
||||
score += 100000 + 10 * piece_value(chess::type_of(victim))
|
||||
- piece_value(chess::type_of(pos.piece_on(m.from())));
|
||||
else if (m.type() == chess::EN_PASSANT)
|
||||
score += 100000 + 10 * piece_value(chess::PAWN);
|
||||
else if (m == killers[0])
|
||||
score += 90000; /* quiet move that beta-cut a sibling at this ply */
|
||||
else if (m == killers[1])
|
||||
score += 80000;
|
||||
#endif
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
/* Sort the move list in place, best-scoring first. Scores are computed once up
|
||||
* front so gives_check isn't re-evaluated on every comparison. ttMove may be
|
||||
* MOVE_NONE, in which case no move matches it and ordering falls back to captures. */
|
||||
static void order_moves(chess::Position& pos, chess::MoveList& moves, chess::Move ttMove,
|
||||
const chess::Move* killers, bool scoreChecks) {
|
||||
struct ScoredMove { int score = 0; chess::Move move{}; };
|
||||
ScoredMove scored[256];
|
||||
|
||||
for (int i = 0; i < moves.size(); i++)
|
||||
scored[i] = { order_score(pos, moves.moves[i], ttMove, killers, scoreChecks), moves.moves[i] };
|
||||
|
||||
std::sort(scored, scored + moves.size(),
|
||||
[](const ScoredMove& a, const ScoredMove& b) { return a.score > b.score; });
|
||||
|
||||
for (int i = 0; i < moves.size(); i++)
|
||||
moves.moves[i] = scored[i].move;
|
||||
}
|
||||
|
||||
/* Per-search scratch, threaded through the recursion. Kept off global scope so two engine
|
||||
* handles can search concurrently without sharing node counts or killer tables. killers[ply]
|
||||
* holds up to two quiet moves that recently caused a beta cutoff at that ply; trying them
|
||||
* early (right after captures) prunes far more — the quiet-move ordering the search otherwise
|
||||
* lacks. */
|
||||
static constexpr int MAX_PLY = 128; /* ply never exceeds maxDepth (<= 20) */
|
||||
|
||||
struct SearchContext {
|
||||
uint64_t nodes = 0;
|
||||
const EvalParams* eval = nullptr; /* eval config for this search; set by find_best_move */
|
||||
chess::Move killers[MAX_PLY][2] = {};/* [ply][slot]; MOVE_NONE until filled */
|
||||
};
|
||||
|
||||
/* Negamax alpha-beta over the shared transposition table. `maxDepth` is the searching
|
||||
* bot's difficulty (its root depth); `depth` is remaining depth (draft); `ply` is
|
||||
* distance from the root (mate scoring only). Scores are side-to-move-relative.
|
||||
* Fail-soft: returns the true best found even outside [alpha, beta]. */
|
||||
static int negamax(chess::Position& pos, int maxDepth, int depth, int ply,
|
||||
int alpha, int beta, bool whiteToMove, SearchContext& ctx) {
|
||||
ctx.nodes++;
|
||||
|
||||
/* A draw is 0 even at the search horizon, and the TT key doesn't encode repetition
|
||||
* history, so this must come before both the leaf eval and any TT probe. */
|
||||
if (ply > 0 && pos.is_draw())
|
||||
return 0;
|
||||
|
||||
if (depth <= 0)
|
||||
return evaluate_stm(pos, whiteToMove, *ctx.eval);
|
||||
|
||||
const uint64_t key = pos.key();
|
||||
TTEntry& slot = g_tt.entries[key & g_tt.mask];
|
||||
const uint64_t data = slot.data.load(std::memory_order_relaxed);
|
||||
const uint64_t xkey = slot.xorKey.load(std::memory_order_relaxed);
|
||||
|
||||
chess::Move ttMove = chess::MOVE_NONE;
|
||||
|
||||
if (data != 0 && (xkey ^ data) == key) { /* lockless: XOR check rejects torn reads */
|
||||
ttMove = tt_move(data); /* always reusable for ordering */
|
||||
int edepth = tt_depth(data);
|
||||
Bound b = tt_bound(data);
|
||||
|
||||
/* Trust the score only if it was searched deep enough for this node AND no deeper
|
||||
* than this bot's own strength — so a weak bot can't borrow a stronger game's
|
||||
* deeper analysis (it still gets the move for ordering, which can't leak strength). */
|
||||
if (edepth >= depth && edepth <= maxDepth) {
|
||||
int s = score_from_tt(tt_score(data), ply);
|
||||
if (b == Bound::EXACT) return s;
|
||||
if (b == Bound::LOWER && s >= beta) return s;
|
||||
if (b == Bound::UPPER && s <= alpha) return s;
|
||||
}
|
||||
}
|
||||
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal(moves);
|
||||
|
||||
if (moves.size() == 0)
|
||||
return pos.is_draw() ? 0 : -MATE + ply; /* checkmate against side to move */
|
||||
|
||||
order_moves(pos, moves, ttMove, ctx.killers[ply], depth <= 2);
|
||||
|
||||
const int alphaOrig = alpha;
|
||||
int best = -INF;
|
||||
chess::Move bestMove = chess::MOVE_NONE;
|
||||
|
||||
for (int i = 0; i < moves.size(); i++) {
|
||||
chess::Move move = moves.moves[i];
|
||||
pos.do_move(move);
|
||||
int score = -negamax(pos, maxDepth, depth - 1, ply + 1, -beta, -alpha, !whiteToMove, ctx);
|
||||
pos.undo_move(move);
|
||||
|
||||
if (score > best) {
|
||||
best = score;
|
||||
bestMove = move;
|
||||
}
|
||||
if (best > alpha)
|
||||
alpha = best;
|
||||
if (best >= beta) {
|
||||
/* A quiet move good enough to fail high here is a strong candidate in sibling
|
||||
* lines at this ply — remember it as a killer. pos is back to pre-move state
|
||||
* after undo_move, so piece_on(to) still flags a capture correctly. */
|
||||
bool isCapture = pos.piece_on(move.to()) != chess::NO_PIECE
|
||||
|| move.type() == chess::EN_PASSANT;
|
||||
if (!isCapture && ply < MAX_PLY && ctx.killers[ply][0] != move) {
|
||||
ctx.killers[ply][1] = ctx.killers[ply][0];
|
||||
ctx.killers[ply][0] = move;
|
||||
}
|
||||
break; /* fail-high cutoff */
|
||||
}
|
||||
}
|
||||
|
||||
Bound flag = best <= alphaOrig ? Bound::UPPER
|
||||
: best >= beta ? Bound::LOWER
|
||||
: Bound::EXACT;
|
||||
|
||||
/* Depth-preferred replacement: keep the deepest analysis of each slot. The stored
|
||||
* payload is written before the xorKey so any concurrent reader that catches a
|
||||
* half-update fails the XOR check and treats it as a miss. */
|
||||
int storedDepth = (data == 0) ? -1 : tt_depth(data);
|
||||
if (depth >= storedDepth) {
|
||||
uint64_t packed = tt_pack(score_to_tt(best, ply), bestMove, depth, flag);
|
||||
slot.data.store(packed, std::memory_order_relaxed);
|
||||
slot.xorKey.store(key ^ packed, std::memory_order_relaxed);
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
chess::Move find_best_move(chess::Position& pos, const EvalParams& ep, int skill) {
|
||||
ensure_tt();
|
||||
|
||||
bool whiteToMove = pos.side_to_move() == chess::WHITE;
|
||||
|
||||
chess::MoveList moves;
|
||||
pos.generate_legal(moves);
|
||||
if (moves.size() == 0)
|
||||
return chess::MOVE_NONE;
|
||||
|
||||
SearchContext ctx;
|
||||
ctx.eval = &ep;
|
||||
int maxDepth = depth_for_skill(skill);
|
||||
chess::Move bestMove = moves.moves[0]; /* guaranteed-legal fallback */
|
||||
|
||||
/* Iterative deepening: each depth seeds the next depth's move ordering (via the
|
||||
* previous best move and the TT it filled), which makes the deeper search prune
|
||||
* far harder than searching to maxDepth cold. */
|
||||
for (int d = 1; d <= maxDepth; d++) {
|
||||
int alpha = -INF, beta = INF;
|
||||
chess::Move iterBest = bestMove;
|
||||
int iterScore = -INF;
|
||||
|
||||
order_moves(pos, moves, iterBest, ctx.killers[0], true);
|
||||
|
||||
for (int i = 0; i < moves.size(); i++) {
|
||||
chess::Move move = moves.moves[i];
|
||||
pos.do_move(move);
|
||||
int score = -negamax(pos, maxDepth, d - 1, 1, -beta, -alpha, !whiteToMove, ctx);
|
||||
pos.undo_move(move);
|
||||
|
||||
if (score > iterScore) {
|
||||
iterScore = score;
|
||||
iterBest = move;
|
||||
}
|
||||
if (score > alpha)
|
||||
alpha = score;
|
||||
}
|
||||
|
||||
bestMove = iterBest; /* commit only a fully completed iteration */
|
||||
|
||||
std::fprintf(stderr, "depth %d nodes %llu best %s score %d\n",
|
||||
d, static_cast<unsigned long long>(ctx.nodes),
|
||||
chess::move_to_uci(iterBest).c_str(), iterScore);
|
||||
}
|
||||
|
||||
return bestMove;
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
/* search.h - the engine's search: a single entry point.
|
||||
*
|
||||
* Everything else (the shared transposition table, move ordering, negamax, and the
|
||||
* iterative-deepening driver) is an implementation detail of search.cpp. */
|
||||
#pragma once
|
||||
|
||||
#include "position.h"
|
||||
#include "eval.h"
|
||||
|
||||
/* Best move for `pos` using evaluation `ep`, searched to the depth implied by `skill`
|
||||
* (1..20). Seeds, allocates, and reuses the process-wide transposition table on first
|
||||
* call. Returns chess::MOVE_NONE when there is no legal move (mate/stalemate). The
|
||||
* position's repetition/50-move history should already be seeded by the caller. */
|
||||
chess::Move find_best_move(chess::Position& pos, const EvalParams& ep, int skill);
|
||||
Reference in New Issue
Block a user