testsAndMisc/PYTHON/lichess_bot/engine.py

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import time
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import random
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from typing import Optional, Tuple
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import chess
class RandomEngine:
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"""A simple engine with a tiny alpha-beta search and material+mobility eval.
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Keeps the same name for compatibility, but no longer picks purely random moves.
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"""
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def __init__(self, depth: int = 100, max_time_sec: float = 20):
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self.depth = depth
self.max_time_sec = max_time_sec
# Centipawn values
self.piece_values = {
chess.PAWN: 100,
chess.KNIGHT: 320,
chess.BISHOP: 330,
chess.ROOK: 500,
chess.QUEEN: 900,
chess.KING: 0,
}
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# Tiny hand-crafted opening book (UCIs); used only for the first few plies
# Keys are tuples of UCI moves played so far from the starting position
self.opening_book: dict[tuple[str, ...], list[str]] = {
# As White (start position)
tuple(): ["e2e4", "d2d4", "c2c4", "g1f3"],
# As Black after 1.e4
("e2e4",): ["e7e5", "c7c5", "e7e6", "c7c6", "g8f6", "d7d5"],
# As Black after 1.d4
("d2d4",): ["d7d5", "g8f6", "e7e6", "c7c5", "c7c6"],
# As Black after 1.c4
("c2c4",): ["e7e5", "g8f6", "c7c5", "e7e6"],
# As Black after 1.Nf3
("g1f3",): ["g8f6", "d7d5", "c7c5", "e7e6"],
# A couple continuations to avoid silly early queen/rook moves
("e2e4", "e7e5"): ["g1f3", "f1c4", "f1b5", "d2d4"],
("e2e4", "c7c5"): ["g1f3", "d2d4", "c2c3", "b1c3"],
("d2d4", "d7d5"): ["c2c4", "g1f3", "e2e3"],
("d2d4", "g8f6"): ["c2c4", "g1f3", "e2e3"],
# --- More specific continuations to steer sensible early play ---
# 1.e4 e5 2.Nf3 (Black to move)
("e2e4", "e7e5", "g1f3"): ["b8c6", "g8f6", "f8c5", "d7d6"],
# Italian: 1.e4 e5 2.Nf3 Nc6 3.Bc4 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "f1c4"): ["g8f6", "f8c5", "d7d6"],
# Ruy Lopez: 1.e4 e5 2.Nf3 Nc6 3.Bb5 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "f1b5"): ["a7a6", "g8f6", "f8c5", "d7d6"],
# Scotch: 1.e4 e5 2.Nf3 Nc6 3.d4 (Black to move)
("e2e4", "e7e5", "g1f3", "b8c6", "d2d4"): ["e5d4", "g8f6"],
# Queen's Gambit: 1.d4 d5 2.c4 (Black to move)
("d2d4", "d7d5", "c2c4"): ["e7e6", "c7c6", "d5c4"],
# English: 1.c4 e5 2.Nc3 (Black to move)
("c2c4", "e7e5", "b1c3"): ["g8f6", "b8c6"],
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}
def choose_move(self, board: chess.Board, time_budget_sec: Optional[float] = None) -> Optional[chess.Move]:
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start = time.time()
best_move: Optional[chess.Move] = None
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# Set a per-move deadline used throughout search
time_limit = time_budget_sec if time_budget_sec is not None else self.max_time_sec
self._deadline = start + max(0.01, time_limit)
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best_score = -float("inf") if board.turn else float("inf")
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# Opening book shortcut (very early only)
book_mv = self._opening_book_move(board)
if book_mv is not None:
return book_mv
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# Iterative deepening up to depth or time limit
for d in range(1, self.depth + 1):
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if time.time() >= self._deadline:
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break
score, move = self._search_root(board, d, start)
if move is not None:
best_move, best_score = move, score
# Fallback to random if search didnt find anything
if best_move is None:
moves = list(board.legal_moves)
return random.choice(moves) if moves else None
return best_move
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def choose_move_with_explanation(self, board: chess.Board, time_budget_sec: Optional[float] = None) -> Tuple[Optional[chess.Move], str]:
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"""Return the chosen move and a human-readable explanation of top candidates.
The explanation lists top candidates with scores and quick annotations.
"""
start = time.time()
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# Set a per-move deadline used throughout search
time_limit = time_budget_sec if time_budget_sec is not None else self.max_time_sec
self._deadline = start + max(0.01, time_limit)
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depth_used = 0
best_move: Optional[chess.Move] = None
scores: list[Tuple[chess.Move, float]] = []
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# Opening book shortcut
book_mv = self._opening_book_move(board)
if book_mv is not None:
try:
return book_mv, f"opening-book: {board.san(book_mv)} ({book_mv.uci()})"
except Exception:
return book_mv, f"opening-book: {book_mv.uci()}"
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# Analyze all legal moves at the root with alpha-beta to given depth/time
for d in range(1, self.depth + 1):
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if time.time() >= self._deadline:
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break
depth_used = d
scores = self._analyze_root(board, d, start)
if scores:
best_move = scores[0][0]
if not scores:
# Fallback
mv = self.choose_move(board)
return mv, "fallback: random/legal-only (no analysis)"
# Build explanation
def annotate(m: chess.Move) -> str:
tags = []
if board.is_capture(m):
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tags.append("capture")
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if m.promotion:
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tags.append(f"promotes={chess.piece_symbol(m.promotion).upper()}")
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try:
if board.gives_check(m):
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tags.append("check")
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except Exception:
pass
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if board.is_castling(m):
tags.append("castle")
# Centralization
center = {chess.D4, chess.E4, chess.D5, chess.E5}
if m.to_square in center:
tags.append("center")
# Development: minor piece leaves back rank
if board.piece_at(m.from_square) and board.piece_at(m.from_square).piece_type in (chess.KNIGHT, chess.BISHOP):
if chess.square_rank(m.from_square) in (0, 7):
tags.append("develops")
# Rook to (semi-)open file
if board.piece_at(m.from_square) and board.piece_at(m.from_square).piece_type == chess.ROOK:
file_idx = chess.square_file(m.to_square)
if self._is_open_file(board, file_idx):
tags.append("open-file")
return ",".join(tags)
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top = scores[:5]
best_cp = top[0][1]
lines = [
f"depth={depth_used} time={time.time()-start:.2f}s candidates={len(scores)}",
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f"best {board.san(top[0][0])} ({top[0][0].uci()}) score={best_cp:.1f} reasons=[{annotate(top[0][0])}]",
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]
if len(top) > 1:
lines.append("alternatives:")
for mv, sc in top[1:]:
delta = sc - best_cp
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lines.append(f" {board.san(mv)} ({mv.uci()}) score={sc:.1f} delta={delta:+.1f} reasons=[{annotate(mv)}]")
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return best_move, "\n".join(lines)
def _analyze_root(self, board: chess.Board, depth: int, start: float) -> list[Tuple[chess.Move, float]]:
alpha = -float("inf")
beta = float("inf")
scored: list[Tuple[chess.Move, float]] = []
for move in self._ordered_moves(board):
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if time.time() >= self._deadline:
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break
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
scored.append((move, score))
if score > alpha:
alpha = score
if alpha >= beta:
break
scored.sort(key=lambda t: t[1], reverse=True)
return scored
def _search_root(self, board: chess.Board, depth: int, start: float) -> Tuple[float, Optional[chess.Move]]:
alpha = -float("inf")
beta = float("inf")
best_move: Optional[chess.Move] = None
best_score = -float("inf")
moves = self._ordered_moves(board)
for move in moves:
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if time.time() >= self._deadline:
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break
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
# Prefer lower-risk choices on score ties
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if score > best_score:
best_score = score
best_move = move
elif best_move is not None and (score == best_score or abs(score - best_score) < 1e-3):
if self._risk_score(board, move) < self._risk_score(board, best_move):
best_move = move
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if score > alpha:
alpha = score
if alpha >= beta:
break
return best_score, best_move
def _alphabeta(self, board: chess.Board, depth: int, alpha: float, beta: float, start: float) -> float:
# Time cutoff
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if time.time() >= self._deadline:
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return self._evaluate(board)
# Terminal nodes
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if board.is_game_over():
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return self._evaluate(board)
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if depth == 0:
return self._quiescence(board, alpha, beta, start)
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best = -float("inf")
for move in self._ordered_moves(board):
board.push(move)
score = -self._alphabeta(board, depth - 1, -beta, -alpha, start)
board.pop()
if score > best:
best = score
if best > alpha:
alpha = best
if alpha >= beta:
break
return best
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def _quiescence(self, board: chess.Board, alpha: float, beta: float, start: float) -> float:
# Stand-pat
stand_pat = self._evaluate(board)
if stand_pat >= beta:
return beta
if stand_pat > alpha:
alpha = stand_pat
# Explore captures to avoid horizon effect
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# Consider only captures/promotions and order by SEE to reduce blunders
capture_moves: list[tuple[int, chess.Move]] = []
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for move in self._ordered_moves(board):
if time.time() >= self._deadline:
break
if not board.is_capture(move) and not move.promotion:
continue
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try:
capture_moves.append((int(self._see_value(board, move)), move))
except Exception:
capture_moves.append((0, move))
capture_moves.sort(key=lambda t: t[0], reverse=True)
for _, move in capture_moves:
if time.time() >= self._deadline:
break
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board.push(move)
score = -self._quiescence(board, -beta, -alpha, start)
board.pop()
if score >= beta:
return beta
if score > alpha:
alpha = score
return alpha
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def _ordered_moves(self, board: chess.Board):
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# Move ordering that mixes tactical SEE with simple heuristics
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def score_move(m: chess.Move) -> int:
s = 0
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is_cap = board.is_capture(m)
if is_cap:
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s += 1000
if m.promotion:
s += 800
try:
if board.gives_check(m):
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s += 120
except Exception:
pass
# SEE: reward good captures and avoid obviously losing moves
try:
see = int(self._see_value(board, m))
if is_cap or see < 0:
s += max(-600, min(600, see))
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except Exception:
pass
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early = self._is_early_game(board)
piece = board.piece_at(m.from_square)
if piece:
# Heuristic: demote unsound early bishop sacs on f2/f7
if early and self._is_bishop_sac_on_f2f7(board, m):
try:
see_sac = int(self._see_value(board, m))
except Exception:
see_sac = -300
# Large penalty if SEE is bad or not clearly winning material
if see_sac <= -50:
s -= 1300 # outweigh capture+check bonuses
else:
s -= 600
# Discourage premature queen adventures in the opening
if piece.piece_type == chess.QUEEN and early:
victim = board.piece_at(m.to_square)
# Penalize queen pawn-grabs on edge pawns (a2/b2/g2/h2 or a7/b7/g7/h7)
poison_targets_white = {chess.A7, chess.B7, chess.G7, chess.H7}
poison_targets_black = {chess.A2, chess.B2, chess.G2, chess.H2}
is_poison_target = (
(piece.color == chess.WHITE and m.to_square in poison_targets_white)
or (piece.color == chess.BLACK and m.to_square in poison_targets_black)
)
if is_cap and victim and victim.piece_type == chess.PAWN and is_poison_target:
# If destination is heavily attacked, apply a large penalty
attackers_op = len(board.attackers(not piece.color, m.to_square))
defenders_me = len(board.attackers(piece.color, m.to_square))
if attackers_op >= max(1, defenders_me):
s -= 500
else:
s -= 250
# General small penalty for non-check queen moves before minor development
if not is_cap:
if self._most_minors_undeveloped(board, piece.color):
s -= 160
else:
s -= 60
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if board.is_castling(m):
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s += 650
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if piece.piece_type in (chess.KNIGHT, chess.BISHOP):
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if chess.square_rank(m.from_square) in (0, 7) and not is_cap:
s += 90
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if early and piece.piece_type == chess.KNIGHT:
to_file = chess.square_file(m.to_square)
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if to_file in (0, 7) and not is_cap:
s -= 140
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if piece.piece_type == chess.KING and early and not board.is_castling(m):
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s -= 450
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if piece.piece_type == chess.ROOK and early and self._most_minors_undeveloped(board, piece.color):
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s -= 140
if piece.piece_type == chess.QUEEN and early and not is_cap:
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try:
gives_check = board.gives_check(m)
except Exception:
gives_check = False
if not gives_check:
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s -= 120
if early and not is_cap and not board.is_castling(m):
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if not self._is_start_square(piece.piece_type, piece.color, m.from_square):
to_center = chess.square_file(m.to_square) in (3, 4) and chess.square_rank(m.to_square) in (2, 3, 4, 5)
if not to_center:
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s -= 70
if piece.piece_type == chess.PAWN and early and not is_cap:
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from_file = chess.square_file(m.from_square)
from_rank = chess.square_rank(m.from_square)
to_rank = chess.square_rank(m.to_square)
# Bishop kick patterns (a6 vs Bb5, h6 vs Bg5, g6 vs Bf5)
if piece.color == chess.BLACK:
if m.from_square == chess.H7 and m.to_square == chess.H6:
tgt = board.piece_at(chess.G5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 130
if m.from_square == chess.A7 and m.to_square == chess.A6:
tgt = board.piece_at(chess.B5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 120
if m.from_square == chess.G7 and m.to_square == chess.G6:
tgt = board.piece_at(chess.F5)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 90
else:
if m.from_square == chess.H2 and m.to_square == chess.H3:
tgt = board.piece_at(chess.G4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 130
if m.from_square == chess.A2 and m.to_square == chess.A3:
tgt = board.piece_at(chess.B4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 120
if m.from_square == chess.G2 and m.to_square == chess.G3:
tgt = board.piece_at(chess.F4)
if tgt and tgt.color != piece.color and tgt.piece_type == chess.BISHOP:
s += 90
# Discourage early f-pawn push and also random wing pawn thrusts like a/b/g/h
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if from_file == 5:
if piece.color == chess.WHITE and from_rank == 1 and to_rank == 2:
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s -= 140
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if piece.color == chess.BLACK and from_rank == 6 and to_rank == 5:
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s -= 140
if from_file in (0, 1, 6, 7) and ((piece.color == chess.WHITE and from_rank == 1 and to_rank == 2) or (piece.color == chess.BLACK and from_rank == 6 and to_rank == 5)):
s -= 60
# Discourage early c-pawn push to c4/c5 if we already advanced the e-pawn (prevents e5+c5 blunder-y structures)
if from_file == 2:
e_pawn_sq = chess.E2 if piece.color == chess.WHITE else chess.E7
e_advanced = board.piece_at(e_pawn_sq) is None
if e_advanced and ((piece.color == chess.WHITE and from_rank == 1 and to_rank == 3) or (piece.color == chess.BLACK and from_rank == 6 and to_rank == 4)):
s -= 80
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if chess.square_file(m.to_square) in (3, 4):
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s += 50
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return s
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moves = list(board.legal_moves)
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moves.sort(key=score_move, reverse=True)
return moves
def _evaluate(self, board: chess.Board) -> float:
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# Terminal
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if board.is_checkmate():
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# If it's our turn and we're checkmated, that's bad for us
return -100000
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if board.is_stalemate() or board.is_insufficient_material() or board.can_claim_draw():
return 0
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# Base material (white minus black)
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material = 0
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piece_map = board.piece_map()
for sq, pc in piece_map.items():
val = self.piece_values[pc.piece_type]
material += val if pc.color == chess.WHITE else -val
# Doubled pawns penalty
dp_pen = self._doubled_pawns_penalty(board)
# Mobility (white - black) with small weight
mob_w, mob_b = self._mobility(board)
mobility_term = (mob_w - mob_b) * 1.0
# Centralization: reward pieces in the center (white - black)
center = {chess.C3, chess.D3, chess.E3, chess.F3, chess.C4, chess.D4, chess.E4, chess.F4,
chess.C5, chess.D5, chess.E5, chess.F5, chess.C6, chess.D6, chess.E6, chess.F6}
center_score = 0
for sq, pc in piece_map.items():
if sq in center:
w = 10 if pc.piece_type in (chess.KNIGHT, chess.BISHOP) else 5
center_score += w if pc.color == chess.WHITE else -w
# Rooks on open files
rook_file_bonus = 0
for sq, pc in piece_map.items():
if pc.piece_type == chess.ROOK:
file_idx = chess.square_file(sq)
if self._is_open_file(board, file_idx):
rook_file_bonus += 15 if pc.color == chess.WHITE else -15
# King safety: prefer castled in middlegame (queens/rooks present)
safety = 0
heavy_pieces = sum(1 for p in piece_map.values() if p.piece_type in (chess.QUEEN, chess.ROOK))
if heavy_pieces >= 3:
wk_sq = board.king(chess.WHITE)
bk_sq = board.king(chess.BLACK)
safety += self._king_safety_bonus(wk_sq, chess.WHITE)
safety -= self._king_safety_bonus(bk_sq, chess.BLACK)
# Penalize wandering kings early if not castled squares
if self._is_early_game(board):
if wk_sq not in (chess.E1, chess.G1, chess.C1):
safety -= 40
if bk_sq not in (chess.E8, chess.G8, chess.C8):
safety += 40
# Early queen raid penalty: queen deep in opponent camp in the opening
queen_raid_pen = 0
if self._is_early_game(board):
q_w = board.pieces(chess.QUEEN, chess.WHITE)
q_b = board.pieces(chess.QUEEN, chess.BLACK)
if q_w:
qsq = next(iter(q_w))
# White queen on rank 7/8 is often risky early
if chess.square_rank(qsq) >= 6:
queen_raid_pen -= 30
if q_b:
qsq = next(iter(q_b))
# Black queen on rank 1/2 is often risky early
if chess.square_rank(qsq) <= 1:
queen_raid_pen += 30
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# Piece-square tendencies (small)
pst = self._pst_score(board)
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# Hanging/loose pieces penalty
hanging_pen = self._hanging_pieces_penalty(board)
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# Aggregate white-centric score then convert to side-to-move via negamax
white_score = material - dp_pen + mobility_term + center_score + rook_file_bonus + safety + queen_raid_pen + pst - hanging_pen
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return white_score if board.turn == chess.WHITE else -white_score
def _opening_book_move(self, board: chess.Board) -> Optional[chess.Move]:
# Only use book for the first few plies and only from starting positions
if board.move_stack is None:
return None
if board.fullmove_number > 10:
return None
# Build UCI history from the start position
hist = tuple(m.uci() for m in board.move_stack)
# Try exact key; also try from a truncated start if someone inserted off-book early
for klen in range(len(hist), -1, -1):
key = hist[:klen]
if key in self.opening_book:
candidates = self.opening_book[key]
# Filter to legal moves only
legals = {m.uci(): m for m in board.legal_moves}
legal_ucis = [u for u in candidates if u in legals]
if legal_ucis:
# Choose the first candidate to be stable; could randomize if desired
return legals[legal_ucis[0]]
return None
def _is_start_square(self, piece_type: chess.PieceType, color: chess.Color, sq: int) -> bool:
file_idx = chess.square_file(sq)
rank_idx = chess.square_rank(sq)
if piece_type == chess.KING:
return (file_idx, rank_idx) == ((4, 0) if color == chess.WHITE else (4, 7))
if piece_type == chess.QUEEN:
return (file_idx, rank_idx) == ((3, 0) if color == chess.WHITE else (3, 7))
if piece_type == chess.ROOK:
return (file_idx, rank_idx) in ({(0, 0), (7, 0)} if color == chess.WHITE else {(0, 7), (7, 7)})
if piece_type == chess.BISHOP:
return (file_idx, rank_idx) in ({(2, 0), (5, 0)} if color == chess.WHITE else {(2, 7), (5, 7)})
if piece_type == chess.KNIGHT:
return (file_idx, rank_idx) in ({(1, 0), (6, 0)} if color == chess.WHITE else {(1, 7), (6, 7)})
if piece_type == chess.PAWN:
return rank_idx == (1 if color == chess.WHITE else 6)
return False
def _pst_score(self, board: chess.Board) -> int:
score = 0
for sq, pc in board.piece_map().items():
file_idx = chess.square_file(sq)
rank_idx = chess.square_rank(sq)
sign = 1 if pc.color == chess.WHITE else -1
if pc.piece_type == chess.KNIGHT:
# Knights: center good, rim bad
if file_idx in (0, 7):
score -= 20 * sign
elif file_idx in (1, 6):
score -= 10 * sign
if rank_idx in (0, 7):
score -= 10 * sign
if (file_idx, rank_idx) in {(2, 2), (3, 2), (4, 2), (5, 2), (2, 3), (3, 3), (4, 3), (5, 3)}:
score += 15 * sign
elif pc.piece_type == chess.BISHOP:
# Bishops: prefer long diagonals and central ranks
if rank_idx in (2, 3, 4, 5):
score += 5 * sign
elif pc.piece_type == chess.PAWN:
# Central pawns advanced are nice
if file_idx in (3, 4):
score += rank_idx * 1 * sign if pc.color == chess.WHITE else (7 - rank_idx) * 1 * sign
return score
def _is_early_game(self, board: chess.Board) -> bool:
# Quick heuristic for opening/middlegame
heavy_pieces = sum(1 for p in board.piece_map().values() if p.piece_type in (chess.QUEEN, chess.ROOK))
return heavy_pieces >= 3 and board.fullmove_number < 15
def _most_minors_undeveloped(self, board: chess.Board, color: chess.Color) -> bool:
# True if 3 or 4 minors still on back rank starting squares
if color == chess.WHITE:
starts = [chess.B1, chess.G1, chess.C1, chess.F1]
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else:
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starts = [chess.B8, chess.G8, chess.C8, chess.F8]
cnt = 0
for sq in starts:
pc = board.piece_at(sq)
if pc and pc.color == color and pc.piece_type in (chess.KNIGHT, chess.BISHOP):
cnt += 1
return cnt >= 3
def _mobility(self, board: chess.Board) -> Tuple[int, int]:
# Count legal moves for both sides using copies
w_board = board if board.turn == chess.WHITE else board.copy(stack=False)
if w_board.turn != chess.WHITE:
w_board.turn = chess.WHITE
b_board = board if board.turn == chess.BLACK else board.copy(stack=False)
if b_board.turn != chess.BLACK:
b_board.turn = chess.BLACK
return sum(1 for _ in w_board.legal_moves), sum(1 for _ in b_board.legal_moves)
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def _is_open_file(self, board: chess.Board, file_idx: int) -> bool:
# True if no pawns on this file (either color)
for rank in range(8):
sq = chess.square(file_idx, rank)
pc = board.piece_at(sq)
if pc and pc.piece_type == chess.PAWN:
return False
return True
def _doubled_pawns_penalty(self, board: chess.Board) -> int:
# Penalty in centipawns for doubled pawns (per extra pawn on a file)
penalty = 0
for color in (chess.WHITE, chess.BLACK):
for file_idx in range(8):
cnt = 0
for rank in range(8):
sq = chess.square(file_idx, rank)
pc = board.piece_at(sq)
if pc and pc.piece_type == chess.PAWN and pc.color == color:
cnt += 1
if cnt > 1:
penalty += (cnt - 1) * 12 * (1 if color == chess.WHITE else -1)
return penalty
def _king_safety_bonus(self, king_sq: int, color: chess.Color) -> int:
# Bonus for castled-like positions in middlegame; penalty for center-exposed kings
if king_sq is None:
return 0
file_idx = chess.square_file(king_sq)
rank_idx = chess.square_rank(king_sq)
if color == chess.WHITE:
if (file_idx, rank_idx) in {(6, 0), (2, 0)}:
return 20
if (file_idx, rank_idx) in {(4, 0), (3, 0)}:
return -10
else:
if (file_idx, rank_idx) in {(6, 7), (2, 7)}:
return 20
if (file_idx, rank_idx) in {(4, 7), (3, 7)}:
return -10
return 0
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# --- Tactical helpers ---
def _see_value(self, board: chess.Board, move: chess.Move) -> int:
"""Static Exchange Evaluation for a move in centipawns.
Positive is good for the side to move. Uses python-chess SEE when available.
"""
if hasattr(board, "see"):
return int(board.see(move))
# Fallback MVV/LVA approximation
victim = board.piece_at(move.to_square)
attacker = board.piece_at(move.from_square)
if not attacker:
return 0
gain = 0
if victim:
gain += self.piece_values.get(victim.piece_type, 0)
gain -= self.piece_values.get(attacker.piece_type, 0)
return gain
def _hanging_pieces_penalty(self, board: chess.Board) -> int:
"""Penalty for pieces that can be captured for non-negative SEE by the opponent."""
pen_white = 0
pen_black = 0
# Evaluate from a neutral board state without mutating turn logic
for sq, pc in board.piece_map().items():
if pc.piece_type == chess.KING:
continue
opp = not pc.color
# If opponent has a legal capture on this square with SEE >= 0, penalize
attackers = board.attackers(opp, sq)
if not attackers:
continue
bad = False
for a in attackers:
m = chess.Move(a, sq)
if m in board.legal_moves:
try:
see_gain = self._see_value(board, m)
except Exception:
see_gain = self.piece_values.get(pc.piece_type, 0) - 1
if see_gain >= 0:
bad = True
break
if bad:
val = int(self.piece_values.get(pc.piece_type, 0) * 0.33)
if pc.color == chess.WHITE:
pen_white += val
else:
pen_black += val
# Convert to white-centric score
return pen_white - pen_black
# --- Risk/Pattern helpers ---
def _is_bishop_sac_on_f2f7(self, board: chess.Board, move: chess.Move) -> bool:
pc = board.piece_at(move.from_square)
if not pc or pc.piece_type != chess.BISHOP:
return False
# Only consider captures of the f-pawn on its home square
target = chess.F2 if pc.color == chess.BLACK else chess.F7
if move.to_square != target:
return False
if not board.is_capture(move):
return False
victim = board.piece_at(move.to_square)
if not victim or victim.piece_type != chess.PAWN:
return False
# Typically it's tempting because it's check; if not a check, still likely bad
try:
is_check = board.gives_check(move)
except Exception:
is_check = False
return True
def _risk_score(self, board: chess.Board, move: chess.Move) -> int:
"""Lower is safer. Positive values indicate tactical/material risk for the mover."""
risk = 0
# Negative SEE means we may be losing material on this move
try:
see = int(self._see_value(board, move))
except Exception:
see = 0
if see < 0:
risk += -see
# Extra risk for early bishop sac on f2/f7
if self._is_early_game(board) and self._is_bishop_sac_on_f2f7(board, move):
risk += 600
return risk