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naivePositions.cc
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naivePositions.cc
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#include <iostream>
#include <vector>
#include <stack>
#include <set>
#include <algorithm>
#include <ctime>
#include <fstream>
#include <string>
using namespace std;
enum Player : int {WHITE=1, BLACK=-1, DRAW=0};
class Piece
{
char get_piece_type(int i)
{
switch (i)
{
case 0:
return ' ';
case 1:
case 8:
case 17:
case 24:
return 'R';
case 2:
case 7:
case 18:
case 23:
return 'N';
case 3:
case 6:
case 19:
case 22:
return 'B';
case 4:
case 20:
return 'Q';
case 5:
case 21:
return 'K';
default:
return 'P';
}
}
public:
char type;
Player player;
int id, x, y, times_moved;
bool captured, enpassantable;
Piece(int _id): id(_id) {
type = get_piece_type(id);
}
Piece(int _id, int i, int j)
: id(_id), x(i), y(j)
{
type = get_piece_type(id);
if (id >= 17)
player = BLACK;
else
player = WHITE;
times_moved = 0;
captured = false;
enpassantable = false;
}
};
struct Move
{
int index, x_from, y_from, x_to, y_to;
char promote_from, promote_to;
bool become_enpassantable;
struct Capture
{
int index, x, y;
} capture;
Move(const Piece* piece, int _x_to, int _y_to, char _promote_to,
int _capture_index, int _capture_x, int _capture_y
) :
x_to(_x_to), y_to(_y_to), promote_to(_promote_to)
{
index = piece->id;
x_from = piece->x;
y_from = piece->y;
promote_from = piece->type;
capture.index = _capture_index;
capture.x = _capture_x;
capture.y = _capture_y;
become_enpassantable = (
piece->type == 'P' and
abs(y_to - y_from) == 2
);
}
};
class Board
{
Player to_move;
vector<vector<Piece*>> board;
vector<Piece*> pieces;
Piece* empty;
vector<Move*> history;
public:
Board()
{
empty = new Piece(0);
pieces.push_back(empty);
board = vector<vector<Piece*>>(8, vector<Piece*>(8, empty));
vector<vector<int>> ranks = {
// {first piece index on the row, row number}
{1, 0},
{9, 1},
{17, 7},
{25, 6},
};
for (const auto& rank : ranks)
{
for (auto i = 0; i < 8; i++)
{
const auto& id = rank[0]+i;
const auto& piece = new Piece(id, i, rank[1]);
board[rank[1]][i] = piece;
pieces.push_back(piece);
}
}
to_move = WHITE;
}
~Board()
{
for (auto& piece : pieces) {
delete piece;
}
}
bool in_check(Player player)
{
switch (player)
{
case WHITE:
return not reached_by(pieces[5]->x, pieces[5]->y, BLACK, true).empty();
case BLACK:
return not reached_by(pieces[21]->x, pieces[21]->y, WHITE, true).empty();
}
}
Piece* piece_at(int x, int y)
{
if (x < 0 or x > 7 or y < 0 or y > 7)
return pieces[0];
return pieces[board[y][x]->id];
}
vector<Piece*> reached_by(const int x, const int y, const Player& player, const bool capture)
{
vector<Piece*> pieces;
if (not capture and board[y][x]->id)
return pieces;
vector<vector<int>> knight_moves = {{-2, 1},{-2,-1},{-1, 2},{-1,-2},{ 1, 2},{ 1,-2},{ 2, 1},{ 2,-1}};
vector<vector<int>> king_moves = {{ 0, 1},{ 1, 1},{ 1, 0},{ 1,-1},{ 0,-1},{-1,-1},{-1, 0},{-1, 1}};
for (const auto& move : knight_moves) {
const auto& piece = piece_at(x+move[0], y+move[1]);
if (piece->type == 'N' and piece->player == player)
pieces.push_back(piece);
}
for (const auto& move : king_moves) {
const auto& piece = piece_at(x+move[0], y+move[1]);
if (piece->type == 'K' and piece->player == player)
pieces.push_back(piece);
}
for (const auto& direction : king_moves) {
int _x = x, _y = y;
for(;;) {
_x += direction[0];
_y += direction[1];
if (_x < 0 or _x > 7 or _y < 0 or _y > 7)
break;
const auto& piece = piece_at(_x, _y);
switch (piece->type) {
case ' ':
continue;
case 'Q':
if (piece->player == player)
pieces.push_back(piece);
break;
case 'B':
if (
piece->player == player and
direction[0] != 0 and
direction[1] != 0
)
pieces.push_back(piece);
break;
case 'R':
if (
piece->player == player and
(
direction[0] == 0 or
direction[1] == 0
)
)
pieces.push_back(piece);
break;
}
break;
}
}
if (capture) {
for (int i=-1; i<2; i+=2) {
Piece* piece = piece_at(x+i, y-player);
if (
piece->type == 'P' and
piece->player == player
)
pieces.push_back(piece);
}
} else {
Piece* piece = piece_at(x, y-player);
if (
piece->type == 'P' and
piece->player == player
)
pieces.push_back(piece);
else if (piece->type == ' ')
{
piece = piece_at(x, y-player*2);
if (
piece->type == 'P' and
piece->player == player and
not piece->times_moved
)
pieces.push_back(piece);
}
}
return pieces;
}
Player opponent()
{
return (to_move == WHITE) ? BLACK : WHITE;
}
set<Move*> legal_moves()
{
set<Move*> moves;
for (int i=0; i<8; ++i) {
for (int j=0; j<8; ++j) {
const auto& square = board[j][i];
if (
square->type != ' ' and
square->player == to_move
)
continue;
const auto& capture = (square->type != ' ');
for (const auto& piece : reached_by(i, j, to_move, capture)) {
int id = piece->id < 17 ? piece->id : piece->id-16;
vector<char> promotions;
if (
piece->type == 'P' and (
j == 0 or
j == 7
)
) {
promotions = vector<char>({'R', 'N', 'B', 'Q'});
} else {
promotions.push_back(piece->type);
}
for (const auto promotion : promotions) {
Move* move = new Move(
piece, i, j, promotion, square->id, i, j
);
apply_move(move);
if (in_check(piece->player)) {
undo_move(move);
continue;
}
moves.insert(move);
undo_move(move);
}
}
}
}
// en passant
for (const auto& target : pieces) {
if (
target->enpassantable and
target->player == opponent()
) {
vector<Piece*> attackers;
if (target->x > 0) attackers.push_back(board[target->y][target->x-1]);
if (target->x < 7) attackers.push_back(board[target->y][target->x+1]);
for (const auto& attacker : attackers) {
if (
attacker->type == 'P' and
attacker->player == to_move
) {
moves.insert(new Move(attacker, target->x, target->y-to_move, 'P', target->id, target->x, target->y));
}
}
}
}
Piece* king, *rook_k, *rook_q;
int rank;
switch (to_move)
{
case WHITE:
king = pieces[5];
rook_k = pieces[8];
rook_q = pieces[1];
rank = 0;
break;
case BLACK:
king = pieces[21];
rook_k = pieces[24];
rook_q = pieces[17];
rank = 7;
break;
}
if (
not king->times_moved and
not rook_k->times_moved and
board[rank][5]->type == ' ' and
board[rank][6]->type == ' ' and
reached_by(4, rank, opponent(), true).empty() and
reached_by(5, rank, opponent(), true).empty() and
reached_by(6, rank, opponent(), true).empty()
) {
moves.insert(new Move(king, 6, rank, 'K', 0, 0, 0));
}
if (
not king->times_moved and
not rook_q->times_moved and
board[rank][3]->type == ' ' and
board[rank][2]->type == ' ' and
board[rank][1]->type == ' ' and
reached_by(4, rank, opponent(), true).empty() and
reached_by(3, rank, opponent(), true).empty() and
reached_by(2, rank, opponent(), true).empty()
) {
moves.insert(new Move(king, 2, rank, 'K', 0, 0, 0));
}
return moves;
}
void apply_move(Move* move)
{
auto& piece = pieces[move->index];
piece->x = move->x_to;
piece->y = move->y_to;
piece->type = move->promote_to;
piece->times_moved++;
for (const auto& pawn : pieces) {
pawn->enpassantable = false;
}
if (move->capture.index) {
board[move->capture.y][move->capture.x]->captured = true;
board[move->capture.y][move->capture.x] = empty;
}
board[move->y_to][move->x_to] = piece;
board[move->y_from][move->x_from] = empty;
if (piece->type == 'K') {
Piece* rook;
switch (move->x_to - move->x_from) {
case 2:
rook = board[piece->y][7];
rook->x = 5;
board[piece->y][5] = rook;
board[piece->y][7] = empty;
break;
case -2:
rook = board[piece->y][0];
rook->x = 3;
board[piece->y][3] = rook;
board[piece->y][0] = empty;
break;
}
}
if (move->become_enpassantable)
piece->enpassantable = true;
to_move = opponent();
history.push_back(move);
}
void undo_move(Move* move)
{
auto& piece = pieces[move->index];
piece->x = move->x_from;
piece->y = move->y_from;
piece->type = move->promote_from;
piece->times_moved--;
piece->enpassantable = false;
board[move->y_to][move->x_to] = empty;
board[move->y_from][move->x_from] = piece;
if (move->capture.index) {
board[move->capture.y][move->capture.x] = pieces[move->capture.index];
board[move->capture.y][move->capture.x]->captured = false;
}
if (piece->type == 'K') {
Piece* rook;
switch (move->x_to - move->x_from) {
case 2:
rook = board[piece->y][5];
rook->x = 7;
board[piece->y][7] = rook;
board[piece->y][5] = empty;
break;
case -2:
rook = board[piece->y][3];
rook->x = 0;
board[piece->y][0] = rook;
board[piece->y][3] = empty;
break;
}
}
to_move = opponent();
history.pop_back();
if (not history.size())
return;
const auto& last_move = history.back();
if (last_move->become_enpassantable) {
pieces[last_move->index]->enpassantable = true;
}
}
void show_board(ostream& file)
{
if (to_move != 1)
return;
file << to_move << '|';
string delim = "";
for (const auto& rank : board) {
for (const auto& piece : rank) {
file << delim;
if (piece->id > 0)
file << piece->id;
delim = ",";
}
}
file << "|";
delim = "";
for (int i=1; i<=32; ++i) {
file << delim << pieces[i]->type;
delim = ",";
}
file << "|";
delim = "";
for (int i=1; i<=32; ++i) {
file << delim << (bool)pieces[i]->times_moved;
delim = ",";
}
file << "|";
for (const auto& target : pieces) {
if (target->enpassantable) {
file << target->id;
break;
}
}
file << "|";
vector<vector<bool>> destinations(
8, vector<bool>(
8, false
));
vector<vector<int>> king_moves = {{ 0, 1},{ 1, 1},{ 1, 0},{ 1,-1},{ 0,-1},{-1,-1},{-1, 0},{-1, 1}};
vector<vector<int>> knight_moves = {{-2, 1},{-2,-1},{-1, 2},{-1,-2},{ 1, 2},{ 1,-2},{ 2, 1},{ 2,-1}};
for (const auto& rank : board) {
for (const auto& piece : rank) {
if (piece->type == 'B' and piece->player == to_move) {
for (const auto& direction : king_moves) {
if (direction[0] == 0 or direction[1] == 0)
continue;
int _x = piece->x, _y = piece->y;
for(;;) {
_x += direction[0];
_y += direction[1];
if (_x < 0 or _x > 7 or _y < 0 or _y > 7)
break;
destinations[_y][_x] = true;
}
}
}
}
}
delim = "";
for (const auto rank : destinations) {
for (const auto destination : rank) {
file << delim;
delim = ",";
file << destination;
}
}
file << endl;
}
bool draw()
{
int i = 0;
for (const auto& piece : pieces) {
if (piece->captured) {
++i;
}
}
if (i == 30) {
return true;
}
if (history.size() < 100)
return false;
i = 0;
for (auto rit = history.rbegin(); rit != history.rend(); ++rit) {
const auto& move = *rit;
++i;
if (
move->promote_from == 'P' or
move->capture.index != 0
)
return false;
if (i == 100) {
return true;
}
}
}
};
int main()
{
ofstream movefile;
movefile.open("moves.csv");
Player winner;
int move_count = 0;
for (int i = 0; i < 10000; ++i) {
Board board = Board();
set<Move*> moves;
for(;;) {
board.show_board(movefile);
moves = board.legal_moves();
if (not moves.size()) {
if (board.in_check(WHITE))
winner = BLACK;
else if (board.in_check(BLACK))
winner = WHITE;
else
winner = DRAW;
break;
}
if (board.draw()) {
winner = DRAW;
break;
}
set<Move*>::const_iterator it(moves.begin());
advance(it, rand()%moves.size());
board.apply_move(*it);
move_count++;
}
cout << move_count << endl;
}
movefile.close();
return 0;
}