feat: add ai castling (Fixes #4)
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Linux arm64 / Build (push) Successful in 41s
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@@ -8,13 +8,9 @@ import java.util.concurrent.Executors;
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import java.util.concurrent.Future;
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import chess.ai.AI;
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import chess.ai.actions.AIAction;
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import chess.controller.CommandExecutor;
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import chess.controller.commands.MoveCommand;
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import chess.controller.commands.PromoteCommand;
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import chess.controller.commands.PromoteCommand.PromoteType;
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import chess.model.Color;
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import chess.model.Coordinate;
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import chess.model.Move;
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import common.Signal1;
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public class AlphaBetaAI extends AI {
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@@ -38,23 +34,23 @@ public class AlphaBetaAI extends AI {
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new AlphaBetaThreadCreator(commandExecutor, color, threadCount));
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}
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private Move getBestMove() {
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List<Move> moves = getAllowedMoves();
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List<Future<Float>> moveEvaluations = new ArrayList<>(50);
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private AIAction getBestMove() {
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List<AIAction> actions = getAllowedActions();
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List<Future<Float>> moveEvaluations = new ArrayList<>(actions.size());
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float bestMoveValue = MIN_FLOAT;
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Move bestMove = null;
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AIAction bestMove = null;
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this.onStartEval.emit(moves.size());
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this.onStartEval.emit(actions.size());
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for (Move move : moves) {
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for (AIAction action : actions) {
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moveEvaluations.add(this.threadPool.submit(() -> {
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return AlphaBetaThreadCreator.getMoveValue(move, this.searchDepth);
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return AlphaBetaThreadCreator.getMoveValue(action, this.searchDepth);
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}));
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}
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for (int i = 0; i < moves.size(); i++) {
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this.onProgress.emit((float) i / (float) moves.size());
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Move move = moves.get(i);
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for (int i = 0; i < actions.size(); i++) {
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this.onProgress.emit((float) i / (float) actions.size());
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AIAction action = actions.get(i);
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float value = MIN_FLOAT;
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try {
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@@ -64,7 +60,7 @@ public class AlphaBetaAI extends AI {
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}
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if (value > bestMoveValue) {
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bestMoveValue = value;
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bestMove = move;
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bestMove = action;
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}
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}
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@@ -80,13 +76,8 @@ public class AlphaBetaAI extends AI {
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@Override
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protected void play() {
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Move move = getBestMove();
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sendCommand(new MoveCommand(move));
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}
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@Override
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protected void promote(Coordinate pawnCoords) {
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sendCommand(new PromoteCommand(PromoteType.Queen));
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AIAction move = getBestMove();
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move.applyAction();
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}
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}
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@@ -8,10 +8,10 @@ import java.util.Map.Entry;
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import chess.ai.PieceCost;
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import chess.ai.PiecePosCost;
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import chess.ai.actions.AIAction;
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import chess.model.ChessBoard;
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import chess.model.Color;
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import chess.model.Coordinate;
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import chess.model.Move;
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import chess.model.Piece;
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public class AlphaBetaThread extends Thread {
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@@ -52,27 +52,27 @@ public class AlphaBetaThread extends Thread {
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return result;
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}
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public float getMoveValue(Move move, int searchDepth) {
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this.simulation.tryMove(move);
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public float getMoveValue(AIAction move, int searchDepth) {
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move.applyAction(this.simulation.getCommandExecutor());
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float value = -negaMax(searchDepth - 1, MIN_FLOAT, MAX_FLOAT);
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this.simulation.undoMove();
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move.undoAction(this.simulation.getCommandExecutor());
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return value;
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}
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private float negaMax(int depth, float alpha, float beta) {
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float value = MIN_FLOAT;
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List<Move> moves = this.simulation.getAllowedMoves();
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List<AIAction> moves = this.simulation.getAllowedActions();
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if (moves.isEmpty())
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return -getEndGameEvaluation();
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List<Entry<Move, Float>> movesCost = new ArrayList<>(moves.size());
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List<Entry<AIAction, Float>> movesCost = new ArrayList<>(moves.size());
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for (Move move : moves) {
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this.simulation.tryMove(move);
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for (AIAction move : moves) {
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move.applyAction();
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movesCost.add(Map.entry(move, -getBoardEvaluation()));
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this.simulation.undoMove();
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move.undoAction();
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}
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Collections.sort(movesCost, (first, second) -> {
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@@ -83,10 +83,10 @@ public class AlphaBetaThread extends Thread {
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return -movesCost.getFirst().getValue();
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for (var moveEntry : movesCost) {
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Move move = moveEntry.getKey();
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this.simulation.tryMove(move);
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AIAction move = moveEntry.getKey();
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move.applyAction();
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value = Float.max(value, -negaMax(depth - 1, -beta, -alpha));
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this.simulation.undoMove();
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move.undoAction();
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alpha = Float.max(alpha, value);
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if (alpha >= beta)
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return value;
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@@ -2,9 +2,9 @@ package chess.ai.minimax;
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import java.util.concurrent.ThreadFactory;
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import chess.ai.actions.AIAction;
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import chess.controller.CommandExecutor;
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import chess.model.Color;
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import chess.model.Move;
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public class AlphaBetaThreadCreator implements ThreadFactory{
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@@ -21,7 +21,7 @@ public class AlphaBetaThreadCreator implements ThreadFactory{
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}
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}
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public static float getMoveValue(Move move, int searchDepth) {
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public static float getMoveValue(AIAction move, int searchDepth) {
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AlphaBetaThread t = (AlphaBetaThread) Thread.currentThread();
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return t.getMoveValue(move, searchDepth);
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}
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@@ -2,16 +2,17 @@ package chess.ai.minimax;
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import java.util.List;
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import chess.ai.actions.AIAction;
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import chess.ai.actions.AIActions;
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import chess.controller.Command;
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import chess.controller.Command.CommandResult;
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import chess.controller.CommandExecutor;
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import chess.controller.commands.CastlingCommand;
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import chess.controller.commands.GetPlayerMovesCommand;
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import chess.controller.commands.MoveCommand;
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import chess.controller.commands.NewGameCommand;
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import chess.controller.commands.PromoteCommand;
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import chess.controller.commands.UndoCommand;
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import chess.controller.commands.PromoteCommand.PromoteType;
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import chess.controller.commands.UndoCommand;
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import chess.controller.event.EmptyGameDispatcher;
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import chess.controller.event.GameAdapter;
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import chess.model.ChessBoard;
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@@ -90,10 +91,8 @@ public class GameSimulation extends GameAdapter {
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return this.gameSimulation.getPlayerTurn();
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}
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public List<Move> getAllowedMoves() {
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GetPlayerMovesCommand cmd = new GetPlayerMovesCommand();
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sendCommand(cmd);
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return cmd.getMoves();
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public List<AIAction> getAllowedActions() {
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return AIActions.getAllowedActions(this.simulation);
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}
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public void close() {
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