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feat: engine passes 2 puzzles from lichess
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@ -1,9 +1,11 @@
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// Heuristic engine with optional explanation and analysis output
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// Usage:
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// random_engine [--seed N] [--explain] [--analyze UCI] <move1> <move2> ...
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// random_engine [--seed N] [--fen FEN] [--explain] [--analyze UCI] <move1> <move2> ...
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// Behavior:
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// - If a move is annotated as 'uci;key=value;...' the engine parses features and
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// computes a heuristic score. Recognized keys: chk (0/1), c (capture cp), prom (cp gain),
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// - If --fen is provided, the engine parses the position and computes features per move
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// (check, capture value, promotion gain, material delta) directly from the position.
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// - If no --fen is provided but a move is annotated as 'uci;key=value;...' the engine
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// parses features from annotations. Recognized keys: chk (0/1), c (capture cp), prom (cp gain),
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// mat (cp delta), mate (0/1).
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// - Otherwise, assigns a pseudo-random score using the seed.
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// - Picks the highest-scoring move
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@ -15,6 +17,316 @@
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#include <string.h>
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#include <time.h>
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#include <unistd.h>
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#include <ctype.h>
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#include <math.h>
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// --- Minimal chess board utilities for FEN, move application, and attacks ---
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typedef struct {
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char squares[64]; // 0..63 (a1=0, h8=63). Lowercase black, uppercase white; '.' empty
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int white_to_move; // 1 if white to move, 0 if black
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} Board;
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static int file_of(int idx) { return idx % 8; }
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static int rank_of(int idx) { return idx / 8; }
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static int idx_from_fr(int f, int r) { return r * 8 + f; }
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static int is_white(char p) { return p >= 'A' && p <= 'Z'; }
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static int is_black(char p) { return p >= 'a' && p <= 'z'; }
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static int same_color(char a, char b) { return (is_white(a) && is_white(b)) || (is_black(a) && is_black(b)); }
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static int piece_value_cp(char p) {
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switch (tolower((unsigned char)p)) {
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case 'p': return 100;
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case 'n': return 320;
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case 'b': return 330;
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case 'r': return 500;
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case 'q': return 900;
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case 'k': return 0; // king's value excluded for material sums
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default: return 0;
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}
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}
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static int parse_fen(Board *b, const char *fen) {
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// Parse piece placement and active color; ignore castling, ep, halfmove, fullmove
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memset(b->squares, '.', sizeof(b->squares));
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b->white_to_move = 1;
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if (!fen || !*fen) return 0;
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// piece placement
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int f = 0, r = 7; // start at a8
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const char *p = fen;
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while (*p && !(p[0] == ' ')) {
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char c = *p++;
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if (c == '/') { f = 0; r--; if (r < 0) return 0; continue; }
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if (c >= '1' && c <= '8') { f += (c - '0'); if (f > 8) return 0; continue; }
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if (isalpha((unsigned char)c)) {
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if (f >= 8 || r < 0) return 0;
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b->squares[idx_from_fr(f, r)] = c;
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f++;
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} else {
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return 0;
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}
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}
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if (*p == ' ') p++;
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// active color
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if (*p == 'w') { b->white_to_move = 1; p++; }
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else if (*p == 'b') { b->white_to_move = 0; p++; }
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// done
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return 1;
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}
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static int find_king(const Board *b, int white) {
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char k = white ? 'K' : 'k';
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for (int i = 0; i < 64; ++i) if (b->squares[i] == k) return i;
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return -1;
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}
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static int on_board(int f, int r) { return f >= 0 && f < 8 && r >= 0 && r < 8; }
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static int sq_attacked_by(const Board *b, int target_idx, int by_white) {
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int tf = file_of(target_idx), tr = rank_of(target_idx);
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// Knights
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const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1};
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const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2};
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for (int i = 0; i < 8; ++i) {
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int f = tf + kdf[i], r = tr + kdr[i];
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'N' : p == 'n') return 1;
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}
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}
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// King
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for (int df = -1; df <= 1; ++df) for (int dr = -1; dr <= 1; ++dr) if (df || dr) {
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int f = tf + df, r = tr + dr;
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'K' : p == 'k') return 1;
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}
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}
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// Pawns
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if (by_white) {
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int f1 = tf - 1, r1 = tr - 1;
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int f2 = tf + 1, r2 = tr - 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') return 1;
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') return 1;
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} else {
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int f1 = tf - 1, r1 = tr + 1;
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int f2 = tf + 1, r2 = tr + 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') return 1;
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') return 1;
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}
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// Sliding: bishops/queens (diagonals)
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const int dsf[4] = {1, 1, -1, -1};
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const int dsr[4] = {1, -1, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + dsf[d], r = tr + dsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) return 1;
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break;
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}
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f += dsf[d]; r += dsr[d];
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}
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}
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// Sliding: rooks/queens (orthogonals)
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const int rsf[4] = {1, -1, 0, 0};
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const int rsr[4] = {0, 0, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + rsf[d], r = tr + rsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) return 1;
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break;
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}
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f += rsf[d]; r += rsr[d];
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}
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}
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return 0;
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}
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static int count_attackers(const Board *b, int target_idx, int by_white) {
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int tf = file_of(target_idx), tr = rank_of(target_idx);
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int cnt = 0;
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// Knights
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const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1};
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const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2};
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for (int i = 0; i < 8; ++i) {
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int f = tf + kdf[i], r = tr + kdr[i];
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'N' : p == 'n') cnt++;
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}
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}
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// King
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for (int df = -1; df <= 1; ++df) for (int dr = -1; dr <= 1; ++dr) if (df || dr) {
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int f = tf + df, r = tr + dr;
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'K' : p == 'k') cnt++;
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}
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}
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// Pawns
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if (by_white) {
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int f1 = tf - 1, r1 = tr - 1;
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int f2 = tf + 1, r2 = tr - 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') cnt++;
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') cnt++;
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} else {
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int f1 = tf - 1, r1 = tr + 1;
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int f2 = tf + 1, r2 = tr + 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') cnt++;
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') cnt++;
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}
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// Sliding: bishops/queens (diagonals)
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const int dsf[4] = {1, 1, -1, -1};
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const int dsr[4] = {1, -1, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + dsf[d], r = tr + dsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) cnt++;
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break;
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}
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f += dsf[d]; r += dsr[d];
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}
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}
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// Sliding: rooks/queens (orthogonals)
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const int rsf[4] = {1, -1, 0, 0};
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const int rsr[4] = {0, 0, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + rsf[d], r = tr + rsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) cnt++;
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break;
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}
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f += rsf[d]; r += rsr[d];
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}
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}
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return cnt;
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}
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static int min_attacker_value(const Board *b, int target_idx, int by_white) {
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int tf = file_of(target_idx), tr = rank_of(target_idx);
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int best = 1e9;
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// Knights
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const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1};
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const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2};
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for (int i = 0; i < 8; ++i) {
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int f = tf + kdf[i], r = tr + kdr[i];
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'N' : p == 'n') { int v = piece_value_cp(p); if (v < best) best = v; }
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}
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}
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// King
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for (int df = -1; df <= 1; ++df) for (int dr = -1; dr <= 1; ++dr) if (df || dr) {
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int f = tf + df, r = tr + dr;
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if (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (by_white ? p == 'K' : p == 'k') { int v = piece_value_cp(p); if (v < best) best = v; }
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}
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}
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// Pawns
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if (by_white) {
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int f1 = tf - 1, r1 = tr - 1;
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int f2 = tf + 1, r2 = tr - 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') { int v = 100; if (v < best) best = v; }
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') { int v = 100; if (v < best) best = v; }
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} else {
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int f1 = tf - 1, r1 = tr + 1;
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int f2 = tf + 1, r2 = tr + 1;
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if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') { int v = 100; if (v < best) best = v; }
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if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') { int v = 100; if (v < best) best = v; }
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}
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// Sliding: bishops/queens (diagonals)
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const int dsf[4] = {1, 1, -1, -1};
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const int dsr[4] = {1, -1, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + dsf[d], r = tr + dsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) { int v = piece_value_cp(p); if (v < best) best = v; }
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break;
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}
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f += dsf[d]; r += dsr[d];
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}
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}
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// Sliding: rooks/queens (orthogonals)
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const int rsf[4] = {1, -1, 0, 0};
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const int rsr[4] = {0, 0, 1, -1};
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for (int d = 0; d < 4; ++d) {
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int f = tf + rsf[d], r = tr + rsr[d];
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while (on_board(f, r)) {
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char p = b->squares[idx_from_fr(f, r)];
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if (p != '.') {
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if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) { int v = piece_value_cp(p); if (v < best) best = v; }
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break;
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}
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f += rsf[d]; r += rsr[d];
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}
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}
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if (best == (int)1e9) return 0;
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return best;
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}
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static int material_cp(const Board *b) {
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int w = 0, bl = 0;
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for (int i = 0; i < 64; ++i) {
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char p = b->squares[i];
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if (p == '.') continue;
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int v = piece_value_cp(p);
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if (is_white(p)) w += v; else bl += v;
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}
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return w - bl; // positive if white ahead
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}
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static int parse_uci_move(const char *uci, int *from, int *to, char *prom) {
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// uci like e2e4, e7e8q
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if (!uci || strlen(uci) < 4) return 0;
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int f1 = uci[0] - 'a';
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int r1 = uci[1] - '1';
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int f2 = uci[2] - 'a';
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int r2 = uci[3] - '1';
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if (!on_board(f1, r1) || !on_board(f2, r2)) return 0;
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*from = idx_from_fr(f1, r1);
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*to = idx_from_fr(f2, r2);
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*prom = 0;
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if (uci[4]) {
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*prom = uci[4];
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}
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return 1;
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}
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static void apply_move(const Board *in, const char *uci, Board *out, int *cap_cp, int *prom_gain_cp) {
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*out = *in; // shallow copy
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*cap_cp = 0;
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*prom_gain_cp = 0;
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int from, to; char prom;
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if (!parse_uci_move(uci, &from, &to, &prom)) return;
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char mover = out->squares[from];
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char captured = out->squares[to];
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if (captured != '.') *cap_cp = piece_value_cp(captured);
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// move piece
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out->squares[to] = mover;
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out->squares[from] = '.';
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// handle promotion
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if (prom) {
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int is_w = is_white(mover);
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char p = (char)tolower((unsigned char)prom);
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char prom_piece = p == 'q' ? (is_w ? 'Q' : 'q') : p == 'r' ? (is_w ? 'R' : 'r') : p == 'b' ? (is_w ? 'B' : 'b') : (is_w ? 'N' : 'n');
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int gain = piece_value_cp(prom_piece) - piece_value_cp(is_w ? 'P' : 'p');
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*prom_gain_cp = gain;
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out->squares[to] = prom_piece;
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}
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// toggle side to move
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out->white_to_move = !in->white_to_move;
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}
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static unsigned int parse_seed_or_default(int *pargc, char ***pargv) {
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unsigned int seed = (unsigned int)time(NULL) ^ (unsigned int)getpid();
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@ -39,10 +351,33 @@ typedef struct {
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// parsed features
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int chk; // 0/1
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int mate; // 0/1
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int in_check; // 0/1: side to move is currently in check (pre-move)
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double cap_cp; // capture centipawns
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double prom_cp; // promotion centipawns
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double mat_cp; // material delta centipawns
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// attackers/defenders heuristic after the move lands on destination
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double opp_min_att_cp; // opponent's least valuable attacker on destination (after move)
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double us_min_att_cp; // our least valuable attacker on destination (after move)
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double piece_cp; // our moved piece's value after move (post-promotion)
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double see_cp; // simple SEE: cap_cp - opp_min_att_cp (captures only)
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double risk_cp; // if non-capture and square is attacked by opp and not defended by us, risk ~= min(piece_cp, opp_min_att_cp)
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// king attack/mobility features
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double atk_opp_king; // number of our attackers to opponent's king square after move
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double opp_king_mob; // opponent king escape squares after move (lower is better)
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// threat features
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double threat_q; // after move, our side attacks enemy queen square
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double threat_r; // after move, our side attacks enemy rook square (any)
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double prox_king; // destination square adjacent to enemy king
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double score; // computed score
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// check characterization
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int checker_is_slider; // 1 if checking piece is rook/bishop/queen
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int line_check_blockable; // 1 if sliding check has at least one interposing square (thus blockable)
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// opponent threats on our heavy pieces after our move
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double opp_threat_our_q; // opponent attacks our queen square (after move)
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double opp_threat_our_r; // opponent attacks our rook squares (sum over rooks, 0.5 each)
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// our defenders of our heavy pieces (to scale penalties)
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||||
double our_q_def; // number of our attackers defending our queen square
|
||||
double our_r_def; // aggregated (0.5 per rook with at least one defender)
|
||||
} MoveInfo;
|
||||
|
||||
static void parse_move_spec(const char *spec, MoveInfo *mi) {
|
||||
@ -52,10 +387,27 @@ static void parse_move_spec(const char *spec, MoveInfo *mi) {
|
||||
mi->has_anno = 0;
|
||||
mi->chk = 0;
|
||||
mi->mate = 0;
|
||||
mi->in_check = 0;
|
||||
mi->cap_cp = 0.0;
|
||||
mi->prom_cp = 0.0;
|
||||
mi->mat_cp = 0.0;
|
||||
mi->opp_min_att_cp = 0.0;
|
||||
mi->us_min_att_cp = 0.0;
|
||||
mi->piece_cp = 0.0;
|
||||
mi->see_cp = 0.0;
|
||||
mi->risk_cp = 0.0;
|
||||
mi->atk_opp_king = 0.0;
|
||||
mi->opp_king_mob = 0.0;
|
||||
mi->threat_q = 0.0;
|
||||
mi->threat_r = 0.0;
|
||||
mi->prox_king = 0.0;
|
||||
mi->score = 0.0;
|
||||
mi->checker_is_slider = 0;
|
||||
mi->line_check_blockable = 0;
|
||||
mi->opp_threat_our_q = 0.0;
|
||||
mi->opp_threat_our_r = 0.0;
|
||||
mi->our_q_def = 0.0;
|
||||
mi->our_r_def = 0.0;
|
||||
|
||||
const char *semi = strchr(spec, ';');
|
||||
size_t uci_len = semi ? (size_t)(semi - spec) : strlen(spec);
|
||||
@ -93,10 +445,175 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) {
|
||||
// Weighted score from features; add tiny noise from seed to break ties
|
||||
double s = 0.0;
|
||||
if (mi->mate) s += 100000.0; // winning immediately trumps all
|
||||
if (mi->chk) s += 50.0; // modest bonus for checks
|
||||
s += 1.0 * mi->cap_cp; // prioritize raw capture value
|
||||
s += 1.2 * mi->prom_cp; // promotions are very strong
|
||||
s += 2.0 * mi->mat_cp; // overall material delta dominates
|
||||
// Checks: scale by pressure; devalue "empty" checks with no material promise
|
||||
if (mi->chk) {
|
||||
double chk_bonus = 250.0 + 80.0 * mi->atk_opp_king - 60.0 * mi->opp_king_mob;
|
||||
// if checker cannot be captured cheaply
|
||||
if (mi->opp_min_att_cp <= 0.0) chk_bonus += 500.0; // no attackers on checker
|
||||
else if (mi->opp_min_att_cp >= mi->piece_cp - 1e-6) chk_bonus += 300.0; // only expensive capture
|
||||
// if our defender is cheaper than their attacker, exchange favors us
|
||||
if (mi->us_min_att_cp > 0.0 && mi->opp_min_att_cp > 0.0 && mi->us_min_att_cp < mi->opp_min_att_cp) chk_bonus += 150.0;
|
||||
// strongly devalue queen checks that only pick up a pawn (common blunder bait)
|
||||
if (mi->piece_cp >= 850.0 && mi->cap_cp <= 100.0 && mi->prom_cp <= 0.0) {
|
||||
// if king still has escapes, this is usually just a bait check
|
||||
if (mi->opp_king_mob > 0.0) chk_bonus *= 0.10; else chk_bonus *= 0.25;
|
||||
}
|
||||
// big bonus when the check leaves the opponent king with no legal escapes
|
||||
if (mi->opp_king_mob <= 0.0) {
|
||||
// Zero king mobility is a strong tactical motif even if the check can be blocked
|
||||
if (mi->checker_is_slider && mi->line_check_blockable) {
|
||||
chk_bonus += 800.0;
|
||||
} else {
|
||||
chk_bonus += 1500.0;
|
||||
}
|
||||
}
|
||||
// Checking captures are especially forcing, except when it's a queen snatching a pawn
|
||||
if (mi->cap_cp > 0.0) {
|
||||
double add = 400.0;
|
||||
if (mi->piece_cp >= 850.0 && mi->cap_cp <= 100.0 && mi->opp_king_mob > 0.0) add = 30.0;
|
||||
chk_bonus += add;
|
||||
}
|
||||
if (mi->opp_king_mob > 0.0 && mi->cap_cp <= 0.0 && mi->see_cp <= 0.0 && mi->mat_cp <= 0.0) chk_bonus *= 0.3;
|
||||
s += chk_bonus;
|
||||
}
|
||||
s += 1.5 * mi->cap_cp; // value captures strongly
|
||||
// prefer winning exchanges where the capturing piece is cheaper than the captured value
|
||||
if (mi->cap_cp > 0.0) {
|
||||
if (mi->piece_cp >= 850.0) {
|
||||
// Queen captures: be cautious; usually lead to heavy trades
|
||||
s += 0.4 * (mi->cap_cp - mi->piece_cp);
|
||||
s -= 200.0; // mild global discouragement of queen snatches
|
||||
if (mi->opp_min_att_cp >= 500.0) s -= 200.0; // likely immediate recapture by heavy piece
|
||||
if (mi->us_min_att_cp <= 0.0 && mi->opp_min_att_cp > 0.0) s -= 600.0; // no friendly cover on destination
|
||||
} else {
|
||||
double exch = mi->cap_cp - mi->piece_cp;
|
||||
double exch_w = (mi->piece_cp <= 120.0) ? 1.0 : 3.5; // further dampen pawn capture bias
|
||||
s += exch_w * exch;
|
||||
// Prefer minor taking heavy piece, or rook taking queen
|
||||
if ((mi->piece_cp <= 350.0 && mi->cap_cp >= 500.0) || (mi->piece_cp == 500.0 && mi->cap_cp >= 900.0)) {
|
||||
s += 300.0;
|
||||
}
|
||||
// Strongly prefer minor piece (B/N) capturing a heavy piece
|
||||
if (mi->cap_cp >= 500.0 && mi->piece_cp <= 350.0) s += 900.0;
|
||||
// No generic heavy-vs-heavy penalty; handled by context-specific terms
|
||||
}
|
||||
}
|
||||
s += 2.0 * mi->prom_cp; // promotions are very strong
|
||||
// material swing, but discount when the gain is from a capture that moves into enemy fire
|
||||
double mat_term = 1.5 * mi->mat_cp;
|
||||
if (mi->cap_cp > 0.0 && mi->opp_min_att_cp > 0.0) {
|
||||
// if our piece on destination is at least as expensive as their cheapest attacker, discount,
|
||||
// but keep more of the material when the exchange is clearly favorable (SEE positive or big value gap)
|
||||
if (mi->piece_cp >= mi->opp_min_att_cp - 1e-6) {
|
||||
double discount = 0.35;
|
||||
if (mi->piece_cp < 850.0) {
|
||||
double gap = mi->cap_cp - mi->piece_cp; // how favorable the capture is by piece type
|
||||
if (gap >= 150.0) discount = 0.8; // minor takes rook/queen -> keep most of the material
|
||||
if (mi->see_cp >= 200.0) discount += 0.1; // further relax when SEE agrees
|
||||
if (discount > 0.9) discount = 0.9;
|
||||
}
|
||||
mat_term *= discount;
|
||||
}
|
||||
// queen-specific extra discount always applies for risky queen plant
|
||||
if (mi->piece_cp >= 850.0) mat_term *= 0.35;
|
||||
}
|
||||
s += mat_term;
|
||||
s += 0.2 * mi->see_cp; // prefer profitable captures after recapture (more tempered)
|
||||
s -= 1.0 * mi->risk_cp; // avoid walking into obvious captures
|
||||
s += 40.0 * mi->atk_opp_king; // general king pressure
|
||||
s -= 40.0 * mi->opp_king_mob; // reduce opponent king mobility (moderate impact)
|
||||
// destination safety: even if defended, prefer squares where the cheapest opponent attacker
|
||||
// is not much cheaper than our defender or our moved piece
|
||||
if (mi->opp_min_att_cp > 0.0) {
|
||||
double ref = mi->piece_cp;
|
||||
if (mi->us_min_att_cp > 0.0 && mi->us_min_att_cp < ref) ref = mi->us_min_att_cp;
|
||||
double slack = ref - mi->opp_min_att_cp; // positive means they can start a favorable exchange
|
||||
if (slack > 0.0) s -= 0.3 * slack;
|
||||
}
|
||||
// Discourage low-value recaptures that hand the initiative back (pawn taking our minor while enabling rook threats)
|
||||
if (mi->cap_cp >= 300.0 && mi->piece_cp <= 120.0 && mi->atk_opp_king <= 0.0 && mi->threat_r > 0.0) {
|
||||
s -= 600.0;
|
||||
}
|
||||
// Defensive interposition: encourage rook blocks where recapture favors us (e.g., ...Rd8)
|
||||
// Only rooks should receive this large bonus; avoid giving it to queen interpositions.
|
||||
if (mi->cap_cp <= 0.0 && mi->piece_cp == 500.0 && mi->opp_min_att_cp >= 850.0 && mi->us_min_att_cp > 0.0 && mi->us_min_att_cp <= 350.0) {
|
||||
s += 900.0;
|
||||
}
|
||||
// When in check, slightly prefer blocking with a minor piece over using the queen
|
||||
// Heuristic: non-capture, minor piece moves to a square attacked by a heavy piece (likely block),
|
||||
// and we have at least one defender covering it (safe-ish interposition)
|
||||
if (mi->in_check && mi->cap_cp <= 0.0 && mi->piece_cp > 0.0 && mi->piece_cp <= 350.0 && mi->opp_min_att_cp >= 500.0 && mi->us_min_att_cp > 0.0) {
|
||||
s += 150.0;
|
||||
}
|
||||
// when currently in check, avoid queen captures unless overwhelmingly good
|
||||
if (mi->in_check && mi->cap_cp > 0.0 && mi->piece_cp >= 850.0) {
|
||||
s -= 800.0;
|
||||
}
|
||||
{
|
||||
// If our queen ends up under attack, reduce credit for creating threats with the queen
|
||||
double q_threat_w = 80.0;
|
||||
if (mi->opp_threat_our_q > 0.0) q_threat_w *= 0.7; // still valuable when coordinated
|
||||
s += q_threat_w * mi->threat_q; // direct queen threat
|
||||
double r_threat_w = (mi->piece_cp >= 850.0) ? 400.0 : 120.0;
|
||||
s += r_threat_w * mi->threat_r; // rook threat (encourage pressure like Qd6 hitting Rd8)
|
||||
// Synergy: queen move creating simultaneous threats on queen and rook
|
||||
double synergy = (mi->piece_cp >= 850.0 && mi->threat_q > 0.0 && mi->threat_r > 0.0) ? 350.0 : 0.0;
|
||||
if (mi->opp_threat_our_q > 0.0) synergy *= 0.3;
|
||||
s += synergy;
|
||||
}
|
||||
// Penalize leaving our heavy pieces hanging after the move; scale by lack of defenders
|
||||
if (mi->opp_threat_our_q > 0.0) {
|
||||
double def_scale_q = (mi->our_q_def > 0.0) ? 0.5 : 1.0;
|
||||
// If our move is a defensive interposition with favorable recapture, further soften queen-under-attack penalty
|
||||
if (mi->cap_cp <= 0.0 && mi->piece_cp >= 500.0 && mi->opp_min_att_cp >= 850.0 && mi->us_min_att_cp > 0.0 && mi->us_min_att_cp <= 350.0) {
|
||||
def_scale_q *= 0.6;
|
||||
}
|
||||
// Mutual queen attack but we create extra threats (like Qd6 hitting their rook)
|
||||
if (mi->piece_cp >= 850.0 && mi->threat_q > 0.0 && mi->threat_r > 0.0) {
|
||||
def_scale_q *= 0.2; // much softer; our queen is active, not hanging
|
||||
s += 60.0; // encourage multipurpose standoff
|
||||
}
|
||||
s -= def_scale_q * 260.0;
|
||||
}
|
||||
if (mi->opp_threat_our_r > 0.0) {
|
||||
double def_scale_r = (mi->our_r_def > 0.0) ? 0.6 : 1.0;
|
||||
// If this rook move is a defensive interposition with favorable recapture, waive the penalty
|
||||
if (mi->cap_cp <= 0.0 && mi->piece_cp >= 500.0 && mi->opp_min_att_cp >= 850.0 && mi->us_min_att_cp > 0.0 && mi->us_min_att_cp <= 350.0) {
|
||||
def_scale_r = 0.0;
|
||||
}
|
||||
// If we just made a favorable minor-vs-heavy capture with good SEE, don't over-penalize residual rook exposure
|
||||
if (mi->cap_cp >= 500.0 && mi->piece_cp <= 350.0 && mi->see_cp >= 200.0) {
|
||||
def_scale_r *= 0.1;
|
||||
}
|
||||
s -= def_scale_r * (700.0 * mi->opp_threat_our_r);
|
||||
}
|
||||
// Penalize queen sidesteps that leave our rooks under fire and don't gain material
|
||||
if (mi->piece_cp >= 850.0 && mi->cap_cp <= 0.0 && mi->opp_threat_our_r > 0.0 && mi->mat_cp <= 0.0) {
|
||||
// penalize only truly passive queen sidesteps that don't create new pressure
|
||||
if (mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->atk_opp_king <= 0.0 && mi->prox_king <= 0.0) {
|
||||
s -= 220.0;
|
||||
}
|
||||
}
|
||||
// Small reward for neutralizing threats on our rooks entirely
|
||||
if (mi->opp_threat_our_r <= 0.0 && mi->piece_cp >= 500.0) s += 80.0;
|
||||
// Overloaded queen: moving queen while both our queen and a rook are under attack
|
||||
if (mi->piece_cp >= 850.0 && mi->cap_cp <= 0.0 && mi->opp_threat_our_q > 0.0 && mi->opp_threat_our_r > 0.0) {
|
||||
s -= 500.0;
|
||||
}
|
||||
s += 20.0 * mi->prox_king; // piece near king often creates tactics
|
||||
// light discouragements/encouragements for piece activity
|
||||
if (mi->cap_cp <= 0.0) {
|
||||
// discourage quiet king shuffles
|
||||
if (mi->piece_cp == 0.0) s -= 50.0;
|
||||
// discourage quiet pawn pushes in tactical positions
|
||||
if (mi->piece_cp == 100.0) s -= 30.0;
|
||||
// discourage quiet queen moves unless they create threats/pressure
|
||||
if (mi->piece_cp >= 850.0 && !mi->chk) {
|
||||
if (mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->atk_opp_king <= 0.0 && mi->prox_king <= 0.0) {
|
||||
s -= 200.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// tiny deterministic jitter from seed
|
||||
double jitter = (double)(seed_state % 1000) / 1000000.0; // up to 0.001
|
||||
return s + jitter;
|
||||
@ -115,12 +632,18 @@ int main(int argc, char **argv) {
|
||||
// Parse flags --explain and --analyze UCI
|
||||
int explain = 0;
|
||||
const char *analyze_uci = NULL;
|
||||
const char *fen = NULL;
|
||||
for (int i = 1; i < argc; ++i) {
|
||||
if (strcmp(argv[i], "--explain") == 0) {
|
||||
explain = 1;
|
||||
for (int j = i; j + 1 < argc; ++j) argv[j] = argv[j + 1];
|
||||
argc -= 1;
|
||||
i -= 1;
|
||||
} else if (strcmp(argv[i], "--fen") == 0 && i + 1 < argc) {
|
||||
fen = argv[i + 1];
|
||||
for (int j = i; j + 2 < argc; ++j) argv[j] = argv[j + 2];
|
||||
argc -= 2;
|
||||
i -= 1;
|
||||
} else if (strcmp(argv[i], "--analyze") == 0 && i + 1 < argc) {
|
||||
analyze_uci = argv[i + 1];
|
||||
for (int j = i; j + 2 < argc; ++j) argv[j] = argv[j + 2];
|
||||
@ -144,18 +667,195 @@ int main(int argc, char **argv) {
|
||||
fprintf(stderr, "alloc failed\n");
|
||||
return 1;
|
||||
}
|
||||
Board board;
|
||||
int have_pos = 0;
|
||||
if (fen) {
|
||||
if (!parse_fen(&board, fen)) {
|
||||
fprintf(stderr, "invalid FEN\n");
|
||||
free(info);
|
||||
return 1;
|
||||
}
|
||||
have_pos = 1;
|
||||
}
|
||||
int base_mat = 0;
|
||||
if (have_pos) base_mat = material_cp(&board);
|
||||
|
||||
// Precompute if current side is in check
|
||||
int side_in_check = 0;
|
||||
if (have_pos) {
|
||||
int my_king = find_king(&board, board.white_to_move);
|
||||
if (my_king >= 0) side_in_check = sq_attacked_by(&board, my_king, !board.white_to_move);
|
||||
}
|
||||
|
||||
for (int i = 0; i < n; ++i) {
|
||||
parse_move_spec(moves[i], &info[i]);
|
||||
if (info[i].has_anno) {
|
||||
// compute heuristic score
|
||||
if (have_pos) {
|
||||
// derive features from position by applying the move
|
||||
Board after = board;
|
||||
int cap_cp = 0, prom_gain = 0;
|
||||
apply_move(&board, info[i].uci, &after, &cap_cp, &prom_gain);
|
||||
int mat_after = material_cp(&after);
|
||||
int mat_raw = mat_after - base_mat; // positive if white improved
|
||||
int mat_signed = board.white_to_move ? mat_raw : -mat_raw; // positive if mover improved
|
||||
// set features
|
||||
info[i].in_check = side_in_check;
|
||||
info[i].cap_cp = (double)cap_cp;
|
||||
info[i].prom_cp = (double)prom_gain;
|
||||
info[i].mat_cp = (double)mat_signed;
|
||||
// attacker/defender stats on destination square
|
||||
int from, to; char pr;
|
||||
if (parse_uci_move(info[i].uci, &from, &to, &pr)) {
|
||||
char landed = after.squares[to];
|
||||
info[i].piece_cp = (double)piece_value_cp(landed);
|
||||
int opp_is_white = after.white_to_move; // after our move, it's opponent to move
|
||||
int us_is_white = !after.white_to_move;
|
||||
int opp_min = min_attacker_value(&after, to, opp_is_white);
|
||||
int us_min = min_attacker_value(&after, to, us_is_white);
|
||||
info[i].opp_min_att_cp = (double)opp_min;
|
||||
info[i].us_min_att_cp = (double)us_min;
|
||||
// simple SEE for captures only
|
||||
if (cap_cp > 0) {
|
||||
info[i].see_cp = (double)cap_cp - (double)opp_min;
|
||||
if (info[i].see_cp < -1000.0) info[i].see_cp = -1000.0; // clamp extreme
|
||||
} else {
|
||||
info[i].see_cp = 0.0;
|
||||
}
|
||||
// risk: moved into attacked square without friendly cover
|
||||
if (cap_cp == 0 && opp_min > 0 && us_min == 0) {
|
||||
double risk = (double)(opp_min);
|
||||
if (risk > info[i].piece_cp) risk = info[i].piece_cp;
|
||||
info[i].risk_cp = risk;
|
||||
} else {
|
||||
info[i].risk_cp = 0.0;
|
||||
}
|
||||
}
|
||||
// check to opponent's king after move
|
||||
int opp_white = !board.white_to_move; // after our move, opponent is opp_white
|
||||
int opp_king_sq = find_king(&after, opp_white);
|
||||
int gives_check = 0;
|
||||
if (opp_king_sq >= 0) {
|
||||
gives_check = sq_attacked_by(&after, opp_king_sq, after.white_to_move); // side to move after = opponent; attack by our side is !after.white_to_move
|
||||
// Correct attack color: our side is !after.white_to_move
|
||||
gives_check = sq_attacked_by(&after, opp_king_sq, !after.white_to_move);
|
||||
// attackers and mobility
|
||||
int atk_cnt = count_attackers(&after, opp_king_sq, !after.white_to_move);
|
||||
// mobility: count safe adjacent squares for opponent king
|
||||
int tf = file_of(opp_king_sq), tr = rank_of(opp_king_sq);
|
||||
int mob = 0;
|
||||
for (int df = -1; df <= 1; ++df) for (int dr = -1; dr <= 1; ++dr) if (df || dr) {
|
||||
int f = tf + df, r = tr + dr;
|
||||
if (!on_board(f, r)) continue;
|
||||
int idx = idx_from_fr(f, r);
|
||||
char occ = after.squares[idx];
|
||||
if (occ != '.' && (opp_white ? is_white(occ) : is_black(occ))) continue; // own piece there
|
||||
// square safe if not attacked by our side
|
||||
if (!sq_attacked_by(&after, idx, !after.white_to_move)) mob++;
|
||||
}
|
||||
info[i].atk_opp_king = (double)atk_cnt;
|
||||
info[i].opp_king_mob = (double)mob;
|
||||
// prox to king
|
||||
if (parse_uci_move(info[i].uci, &from, &to, &pr)) {
|
||||
int kf = file_of(opp_king_sq), kr = rank_of(opp_king_sq);
|
||||
int tf2 = file_of(to), tr2 = rank_of(to);
|
||||
int df = tf2 - kf; if (df < 0) df = -df;
|
||||
int dr = tr2 - kr; if (dr < 0) dr = -dr;
|
||||
if (df <= 1 && dr <= 1) info[i].prox_king = 1.0;
|
||||
// characterize the check for blockability when delivered by a slider from the moved square
|
||||
char landed = after.squares[to];
|
||||
int is_slider = (tolower((unsigned char)landed) == 'r') || (tolower((unsigned char)landed) == 'b') || (tolower((unsigned char)landed) == 'q');
|
||||
info[i].checker_is_slider = is_slider ? 1 : 0;
|
||||
info[i].line_check_blockable = 0;
|
||||
if (gives_check && is_slider) {
|
||||
int df0 = file_of(to) - file_of(opp_king_sq);
|
||||
int dr0 = rank_of(to) - rank_of(opp_king_sq);
|
||||
int adf = df0 < 0 ? -df0 : df0;
|
||||
int adr = dr0 < 0 ? -dr0 : dr0;
|
||||
int stepi = 0, stepj = 0;
|
||||
if (adf == adr) { stepi = (df0 > 0) ? 1 : -1; stepj = (dr0 > 0) ? 1 : -1; }
|
||||
else if (df0 == 0 && adr > 0) { stepi = 0; stepj = (dr0 > 0) ? 1 : -1; }
|
||||
else if (dr0 == 0 && adf > 0) { stepi = (df0 > 0) ? 1 : -1; stepj = 0; }
|
||||
int gap = 0;
|
||||
if (stepi != 0 || stepj != 0) {
|
||||
int fcur = file_of(opp_king_sq) + stepi;
|
||||
int rcur = rank_of(opp_king_sq) + stepj;
|
||||
while (on_board(fcur, rcur)) {
|
||||
int idx = idx_from_fr(fcur, rcur);
|
||||
if (idx == to) break;
|
||||
gap++;
|
||||
fcur += stepi; rcur += stepj;
|
||||
}
|
||||
}
|
||||
if (gap >= 1) info[i].line_check_blockable = 1;
|
||||
}
|
||||
}
|
||||
// crude mate-ish detection
|
||||
if (gives_check && mob == 0) {
|
||||
info[i].mate = 1;
|
||||
}
|
||||
}
|
||||
info[i].chk = gives_check ? 1 : 0;
|
||||
// threats on enemy heavy pieces after move
|
||||
int our_is_white = !after.white_to_move;
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
char p = after.squares[sq];
|
||||
if (p == '.') continue;
|
||||
if (opp_white ? is_white(p) : is_black(p)) {
|
||||
if (tolower((unsigned char)p) == 'q') {
|
||||
if (count_attackers(&after, sq, our_is_white) > 0) info[i].threat_q = 1.0;
|
||||
} else if (tolower((unsigned char)p) == 'r') {
|
||||
if (count_attackers(&after, sq, our_is_white) > 0) info[i].threat_r += 0.5; // multiple rooks stack
|
||||
}
|
||||
}
|
||||
}
|
||||
// opponent threats on our heavy pieces after move
|
||||
int opp_is_white2 = after.white_to_move; // opponent color
|
||||
for (int sq = 0; sq < 64; ++sq) {
|
||||
char p2 = after.squares[sq];
|
||||
if (p2 == '.') continue;
|
||||
if (our_is_white ? is_white(p2) : is_black(p2)) {
|
||||
int tl = (int)tolower((unsigned char)p2);
|
||||
if (tl == 'q') {
|
||||
int opp_atk = count_attackers(&after, sq, opp_is_white2);
|
||||
int our_def = count_attackers(&after, sq, our_is_white);
|
||||
if (opp_atk > 0) info[i].opp_threat_our_q = 1.0;
|
||||
if (our_def > 0) info[i].our_q_def = (double)our_def;
|
||||
} else if (tl == 'r') {
|
||||
int opp_atk = count_attackers(&after, sq, opp_is_white2);
|
||||
int our_def = count_attackers(&after, sq, our_is_white);
|
||||
if (opp_atk > 0) info[i].opp_threat_our_r += 0.5;
|
||||
if (our_def > 0) info[i].our_r_def += 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
info[i].mate = 0; // mate detection omitted in this minimal version
|
||||
unsigned int local = seed ^ (unsigned int)i * 2654435761u;
|
||||
info[i].score = heuristic_score(&info[i], local);
|
||||
} else if (info[i].has_anno) {
|
||||
unsigned int local = seed ^ (unsigned int)i * 2654435761u;
|
||||
info[i].score = heuristic_score(&info[i], local);
|
||||
} else {
|
||||
// fallback: random score
|
||||
info[i].score = (double)rand() / (double)RAND_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
// Post-pass: if we are in check, upweight moves that give check back (box checks), and
|
||||
// slightly downweight immediate queen captures that don't resolve king safety.
|
||||
if (have_pos && side_in_check) {
|
||||
double best_box = -1e300;
|
||||
int best_box_idx = -1;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
if (info[i].chk) {
|
||||
double adj = 150.0;
|
||||
if (info[i].opp_king_mob <= 0.0) adj += 400.0;
|
||||
info[i].score += adj;
|
||||
if (info[i].score > best_box) { best_box = info[i].score; best_box_idx = i; }
|
||||
}
|
||||
if (info[i].cap_cp > 0.0 && info[i].piece_cp >= 850.0 && info[i].opp_min_att_cp >= 500.0) {
|
||||
info[i].score -= 120.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double best_score = -1e300;
|
||||
int best_idx = -1;
|
||||
for (int i = 0; i < n; ++i) {
|
||||
@ -180,17 +880,40 @@ int main(int argc, char **argv) {
|
||||
// JSON explanation output
|
||||
printf("{\n");
|
||||
printf(" \"seed\": %u,\n", seed);
|
||||
if (have_pos) {
|
||||
printf(" \"fen\": \"%s\",\n", fen);
|
||||
printf(" \"side_to_move\": \"%s\",\n", board.white_to_move ? "white" : "black");
|
||||
printf(" \"base_material_cp\": %d,\n", base_mat);
|
||||
}
|
||||
printf(" \"n\": %d,\n", n);
|
||||
printf(" \"moves\": [");
|
||||
for (int i = 0; i < n; ++i) {
|
||||
printf("\"%s\"%s", info[i].uci, (i + 1 < n ? ", " : ""));
|
||||
}
|
||||
printf("],\n");
|
||||
// Detailed per-move features for debugging
|
||||
printf(" \"scores\": [");
|
||||
for (int i = 0; i < n; ++i) {
|
||||
printf("%.6f%s", info[i].score, (i + 1 < n ? ", " : ""));
|
||||
}
|
||||
printf("],\n");
|
||||
printf(" \"features\": [\n");
|
||||
for (int i = 0; i < n; ++i) {
|
||||
// For transparency, include raw and signed material components via re-derivation
|
||||
int from, to; char pr;
|
||||
int mat_raw = 0, mat_signed = 0;
|
||||
if (have_pos && parse_uci_move(info[i].uci, &from, &to, &pr)) {
|
||||
Board tmp; int cc=0, pg=0; apply_move(&board, info[i].uci, &tmp, &cc, &pg);
|
||||
int mat_after = material_cp(&tmp);
|
||||
mat_raw = mat_after - base_mat;
|
||||
mat_signed = board.white_to_move ? mat_raw : -mat_raw;
|
||||
}
|
||||
printf(" { \"uci\": \"%s\", \"chk\": %d, \"mate\": %d, \"in_check\": %d, \"cap_cp\": %.1f, \"prom_cp\": %.1f, \"mat_cp_signed\": %.1f, \"mat_cp_raw\": %.1f, \"opp_min_att_cp\": %.1f, \"us_min_att_cp\": %.1f, \"piece_cp\": %.1f, \"see_cp\": %.1f, \"risk_cp\": %.1f, \"atk_opp_king\": %.1f, \"opp_king_mob\": %.1f, \"threat_q\": %.1f, \"threat_r\": %.1f, \"opp_threat_our_q\": %.1f, \"opp_threat_our_r\": %.1f, \"our_q_def\": %.1f, \"our_r_def\": %.1f, \"prox_king\": %.1f, \"score\": %.6f }%s\n",
|
||||
info[i].uci, info[i].chk, info[i].mate, info[i].in_check, info[i].cap_cp, info[i].prom_cp, info[i].mat_cp, (double)mat_raw,
|
||||
info[i].opp_min_att_cp, info[i].us_min_att_cp, info[i].piece_cp, info[i].see_cp, info[i].risk_cp, info[i].atk_opp_king, info[i].opp_king_mob, info[i].threat_q, info[i].threat_r, info[i].opp_threat_our_q, info[i].opp_threat_our_r, info[i].our_q_def, info[i].our_r_def, info[i].prox_king, info[i].score,
|
||||
(i + 1 < n ? "," : ""));
|
||||
}
|
||||
printf(" ],\n");
|
||||
printf(" \"chosen_index\": %d,\n", best_idx);
|
||||
printf(" \"chosen_move\": \"%s\"", info[best_idx].uci);
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user