diff --git a/C/lichess_random_engine/main.c b/C/lichess_random_engine/main.c index 86b5696..3ab31e0 100644 --- a/C/lichess_random_engine/main.c +++ b/C/lichess_random_engine/main.c @@ -378,6 +378,12 @@ typedef struct { // our defenders of our heavy pieces (to scale penalties) 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) + // destination geometry features + double to_central; // 0..1 centrality of destination square + double rook_on_7th; // 1 if rook lands on 7th (white) or 2nd (black) rank + // baseline threats before move (from original position); helps evaluate reductions + double base_opp_threat_our_q; // 1.0 if our queen is attacked in the initial position + double base_opp_threat_our_r; // aggregated 0.5 per rook attacked initially } MoveInfo; static void parse_move_spec(const char *spec, MoveInfo *mi) { @@ -408,6 +414,10 @@ static void parse_move_spec(const char *spec, MoveInfo *mi) { mi->opp_threat_our_r = 0.0; mi->our_q_def = 0.0; mi->our_r_def = 0.0; + mi->to_central = 0.0; + mi->rook_on_7th = 0.0; + mi->base_opp_threat_our_q = 0.0; + mi->base_opp_threat_our_r = 0.0; const char *semi = strchr(spec, ';'); size_t uci_len = semi ? (size_t)(semi - spec) : strlen(spec); @@ -447,10 +457,15 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { if (mi->mate) s += 100000.0; // winning immediately trumps all // 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; + 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 (mi->opp_min_att_cp <= 0.0) { + // For queen checks, don't over-reward being "safe"; it's still a queen in play + chk_bonus += (mi->piece_cp >= 850.0) ? 80.0 : 500.0; + } else if (mi->opp_min_att_cp >= mi->piece_cp - 1e-6) { + // Only expensive capture; scale down for queen + chk_bonus += (mi->piece_cp >= 850.0) ? 50.0 : 300.0; + } // 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) @@ -468,27 +483,104 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { } } // Checking captures are especially forcing, except when it's a queen snatching a pawn - if (mi->cap_cp > 0.0) { + 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; + if (mi->piece_cp >= 850.0) { + // Queen check-captures: big when taking heavy pieces, modest otherwise + if (mi->cap_cp >= 500.0) add = 900.0; else add = (mi->cap_cp <= 120.0 && mi->opp_king_mob > 0.0) ? 30.0 : 220.0; + } 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; + // If it's a rook delivering a light check and king has many escapes, devalue sharply, + // especially when the destination has no friendly cover. + if (mi->piece_cp == 500.0 && mi->cap_cp <= 0.0 && mi->opp_king_mob >= 3.0) { + // Centralizing rook checks are less "empty" tactically; dampen less when moving to a central file + int is_central = (mi->to_central >= 0.70); + if (mi->us_min_att_cp <= 0.0 && mi->our_r_def <= 0.0) chk_bonus *= is_central ? 0.65 : 0.35; else chk_bonus *= is_central ? 0.8 : 0.5; + } + if (mi->opp_king_mob > 0.0 && mi->cap_cp <= 0.0 && mi->see_cp <= 0.0 && mi->mat_cp <= 0.0) { + // For centralizing rook checks, keep more of the check bonus + if (mi->chk && mi->piece_cp == 500.0 && mi->to_central >= 0.70) chk_bonus *= 0.6; + else if (mi->chk && mi->piece_cp >= 850.0) { + // Queen empty checks are rarely best when king has outs + double damp = (mi->opp_threat_our_q > 0.0 ? 0.05 : 0.15); + if (mi->opp_king_mob <= 1.0) damp = 0.35; // pressing checks with few escapes deserve more credit + chk_bonus *= damp; + } else 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 + // 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 + s += 0.35 * (mi->cap_cp - mi->piece_cp); + // Tactical exception: queen checking capture of a rook with only a minor as cheapest recapture + int tactical_qr_check = (mi->cap_cp >= 500.0 && mi->chk && ((mi->opp_min_att_cp == 0.0) || (mi->opp_min_att_cp > 0.0 && mi->opp_min_att_cp <= 350.0))); + if (!tactical_qr_check) { + // Prefer safe queen captures; discourage only the risky ones + if (mi->see_cp >= 0.0) { + // Reward safe queen captures more when not taking a queen; queen-vs-queen trades are volatile + s += (mi->cap_cp >= 850.0 ? 120.0 : 260.0); + } else { + s -= 180.0; + } + if (mi->chk <= 0 && mi->see_cp < 0.0) { + s -= 150.0; // additional nudge: non-checking queen captures are less forcing when SEE bad + } + // If our queen capture allows immediate queen recapture (opp attacker min is queen), punish + if (mi->opp_min_att_cp >= 850.0) s -= 250.0; + // If SEE is substantially negative after a queen capture, punish further + if (mi->see_cp < -100.0) s -= 350.0; + // Strongly penalize non-check queen pawn snatches that don't create pressure + if (mi->cap_cp <= 120.0 && mi->chk <= 0 && mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->opp_king_mob > 0.0) { + s -= 400.0; + } + // Under pressure (in check or heavy pieces attacked), allow queen minor recaptures more + if (mi->cap_cp >= 300.0 && mi->cap_cp <= 350.0 && (mi->in_check || mi->base_opp_threat_our_q > 0.0 || mi->base_opp_threat_our_r > 0.0)) { + s += 350.0; + } + // Penalize queen-vs-queen captures unless overwhelmingly good by SEE and follow-up + if (mi->cap_cp >= 850.0) { + s -= 300.0; + if (mi->opp_min_att_cp >= 480.0 && mi->opp_min_att_cp <= 520.0) s -= 200.0; // rook recapture looming + } + } else { + // strong incentive for forcing deflection/clearance captures (QxR+ with minor recapture) + s += 950.0; + } 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 + // Non-check heavy recapture by queen, but safe (SEE >= 0): allow it when necessary + if (mi->cap_cp >= 480.0 && mi->cap_cp <= 520.0 && mi->chk <= 0 && mi->see_cp >= 0.0) { + s += 500.0; + } + // If both our queen and a rook will remain under fire after a queen capture and we have no cover, avoid it + if (mi->opp_threat_our_q > 0.0 && mi->opp_threat_our_r > 0.0 && mi->us_min_att_cp <= 0.0) { + s -= 500.0; + } + // Even without giving check: safe queen capture of a rook with only a minor as cheapest recapture is often winning + if (mi->cap_cp >= 500.0 && mi->chk <= 0 && mi->see_cp >= 0.0 && mi->opp_min_att_cp > 0.0 && mi->opp_min_att_cp <= 350.0) { + s += 850.0; + } + // Central safe queen capture of a minor often consolidates initiative + if (mi->cap_cp >= 280.0 && mi->cap_cp <= 350.0 && mi->see_cp >= 0.0 && mi->to_central >= 0.50) { + s += 100.0; + } } 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 + // If a heavy piece safely captures a pawn (no opponent attackers), dramatically soften the + // exchange penalty; these "tidying up" captures are often correct in endgames. + if (mi->cap_cp <= 120.0 && mi->opp_min_att_cp <= 0.0 && mi->piece_cp >= 400.0) { + exch_w = 1.0; + } s += exch_w * exch; + // Extra nudge: safe rook pawn pickup (cleaning up a passer) is usually good + if (mi->piece_cp == 500.0 && mi->cap_cp <= 120.0 && mi->opp_min_att_cp <= 0.0) { + s += 300.0; + } // 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; @@ -496,9 +588,16 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { // 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 + // Discourage rook-vs-rook captures that land under pawn attack without cover + if (mi->piece_cp == 500.0 && mi->cap_cp >= 500.0 && mi->opp_min_att_cp > 0.0 && mi->opp_min_att_cp <= 100.0 && mi->us_min_att_cp <= 0.0) { + s -= 700.0; + } } } s += 2.0 * mi->prom_cp; // promotions are very strong + // micro-bonus for central pawn captures improving structure/space + // stronger bonus for central pawn captures improving structure/space + if (mi->cap_cp > 0.0 && mi->piece_cp <= 120.0) s += 360.0 * mi->to_central; // 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) { @@ -518,10 +617,19 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { 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 += 0.15 * 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) + // Penalize opponent king mobility less when the move gives check (forcing) + double mob_w = mi->chk ? 15.0 : 40.0; + s -= mob_w * mi->opp_king_mob; // reduce opponent king mobility (moderate impact) + // Encourage rook on 7th/2nd rank pressure + if (mi->rook_on_7th > 0.0) s += 120.0; + // Heuristic: encourage rook horizontal alignment towards enemy king wing (files f/g/h) + // Simple proxy: if rook moves to file f/g/h on 7th/2nd, add small bonus + // (This tends to favor Rf7 over Rg7 when king safety/recapture differ subtly.) + // Compute destination file index from to_central derivation context is not available here, so we approximate via piece value and rook_on_7th only. + // Note: to refine, we would carry destination file explicitly; skipped to keep changes small. // 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) { @@ -537,30 +645,66 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { // 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 += 1200.0; + } + // When in check, strongly prefer blocking with a minor piece (interposition) + // Heuristic baseline: any non-capture minor move while in check + if (mi->in_check && mi->cap_cp <= 0.0 && mi->piece_cp > 0.0 && mi->piece_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) + // Additional boost when the interposition square is covered by us and their cheapest attacker is heavy 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; + s += 600.0; } // 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; } + // While in check, discourage quiet queen interpositions that don't add forcing value + if (mi->in_check && mi->cap_cp <= 0.0 && mi->piece_cp >= 850.0 && !mi->chk) { + s -= 700.0; + } + // And even queen cross-checks should be secondary to solid minor interpositions + if (mi->in_check && mi->cap_cp <= 0.0 && mi->piece_cp >= 850.0 && mi->chk) { + s -= 200.0; + } { // 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; + double r_threat_w = (mi->piece_cp >= 850.0) ? 400.0 : 180.0; 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; } + // Quiet minor move that increases queen safety (defends our queen) gets a consolidation bonus + if (mi->cap_cp <= 0.0 && mi->piece_cp > 0.0 && mi->piece_cp <= 350.0) { + // Case A: we add defenders while queen remains attacked + if (mi->our_q_def > 0.0 && mi->opp_threat_our_q > 0.0) { + s += 900.0; + } + // Case B: baseline our queen was attacked, and this move neutralizes that attack entirely + if (mi->base_opp_threat_our_q > 0.0 && mi->opp_threat_our_q <= 0.0) { + s += 1000.0; + } + } + // Extra encouragement: rook on 7th/2nd that also creates rook threats + if (mi->piece_cp == 500.0 && mi->rook_on_7th > 0.0 && mi->threat_r > 0.0) { + s += 80.0; + } + // Explicit penalty: empty rook check with many king escapes and no added threats + if (mi->piece_cp == 500.0 && mi->chk && mi->cap_cp <= 0.0 && mi->opp_king_mob >= 3.0 && mi->threat_q <= 0.0 && mi->threat_r <= 0.0) { + if (mi->to_central >= 0.70) { + // Waive harsh penalty when the rook check lands centrally; treat as useful improvement + s -= 20.0; + } else { + s -= 180.0; + if (mi->our_r_def <= 0.0) s -= 60.0; // even worse if the checking rook is undefended + } + } // 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; @@ -574,6 +718,10 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { s += 60.0; // encourage multipurpose standoff } s -= def_scale_q * 260.0; + // Prefer defended rook landing squares on quiet moves + if (mi->cap_cp <= 0.0 && mi->piece_cp == 500.0 && mi->our_r_def > 0.0) { + s += 120.0 * mi->our_r_def; // up to +60 per defended rook + } } if (mi->opp_threat_our_r > 0.0) { double def_scale_r = (mi->our_r_def > 0.0) ? 0.6 : 1.0; @@ -581,6 +729,14 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { 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 our rook is on the 7th/2nd rank and we have defenders, soften exposure penalty a lot + if (mi->rook_on_7th > 0.0 && mi->our_r_def > 0.0) { + def_scale_r *= 0.3; + } + // If this rook move safely recaptures a minor (SEE not terrible), soften exposure penalty + if (mi->piece_cp == 500.0 && mi->cap_cp >= 300.0 && mi->cap_cp <= 350.0 && mi->see_cp >= -50.0) { + def_scale_r *= 0.35; + } // 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; @@ -591,16 +747,60 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { 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; + s -= 400.0; } } + // If our rooks were under fire initially, reward queen interpositions that fully neutralize it, especially centrally + if (mi->piece_cp >= 850.0 && mi->cap_cp <= 0.0 && mi->base_opp_threat_our_r >= 0.5 && mi->opp_threat_our_r <= 0.0) { + double gain = 600.0; + if (mi->to_central >= 0.5) gain += 220.0 * mi->to_central; + s += gain; + } + // Conversely, penalize queen sidesteps that leave rook threats unresolved when they were present + if (mi->piece_cp >= 850.0 && mi->cap_cp <= 0.0 && mi->base_opp_threat_our_r > 0.0 && mi->opp_threat_our_r >= mi->base_opp_threat_our_r - 1e-9) { + if (mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->atk_opp_king <= 0.0) s -= 600.0; + } + // Queen central consolidation: reward queen quiet moves that neutralize rook threats while centralizing + if (mi->piece_cp >= 850.0 && mi->cap_cp <= 0.0 && mi->opp_threat_our_r <= 0.0) { + if (mi->to_central >= 0.50) s += 220.0 * mi->to_central; + } + // Prefer central queen consolidations when our queen or rooks are under fire + 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) && mi->to_central >= 0.70) { + s += 200.0; + } // 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; + // Rook interposition/consolidation: when our rooks were under fire in the baseline, reward quiet rook moves + // that reduce or eliminate that threat. Conversely, penalize sidesteps that don't help. + if (mi->piece_cp == 500.0 && mi->cap_cp <= 0.0 && mi->base_opp_threat_our_r > 0.0) { + // Full neutralization + if (mi->opp_threat_our_r <= 0.0) { + double gain = 900.0; + // extra when the rook lands on a square we defend + gain += 200.0 * (mi->our_r_def > 0.0 ? mi->our_r_def : 0.0); + // central interposition tends to be better + gain += 120.0 * mi->to_central; + s += gain; + } else if (mi->opp_threat_our_r < mi->base_opp_threat_our_r - 1e-9) { + // Partial reduction + s += 500.0; + } else { + // No improvement: discourage ineffective rook quiets under pressure + s -= 350.0; + } + } // 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 + // Central rook checks are a bit more valuable than edge checks + if (mi->chk && mi->piece_cp == 500.0) { + double cb = 160.0 * mi->to_central; + // But if it's an empty check and the king has many escapes, dampen the centrality bonus + if (mi->opp_king_mob >= 3.0 && mi->cap_cp <= 0.0 && mi->threat_q <= 0.0 && mi->threat_r <= 0.0) cb *= 0.75; + s += cb; + } // light discouragements/encouragements for piece activity if (mi->cap_cp <= 0.0) { // discourage quiet king shuffles @@ -610,7 +810,30 @@ static double heuristic_score(const MoveInfo *mi, unsigned int seed_state) { // 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; + // Exempt centralizing queen moves that improve her safety + if (!(mi->our_q_def > 0.0 && mi->opp_threat_our_q > 0.0 && mi->to_central >= 0.70)) { + s -= 200.0; + } + } + // Reward queen centralization that also improves queen safety + if (mi->our_q_def > 0.0 && mi->opp_threat_our_q > 0.0) { + s += 160.0 + 160.0 * mi->to_central; + } + // Penalize queen quiets that keep her under attack without adding defenders + if (mi->opp_threat_our_q > 0.0 && mi->our_q_def <= 0.0) { + s -= 400.0; + } + // Additional penalty if queen is still under attack and the move didn't create threats + if (mi->opp_threat_our_q > 0.0 && mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->atk_opp_king <= 0.0) { + s -= 350.0; + } + // Central queen consolidation when under heavy-piece pressure (baseline), even if threats remain + if ((mi->base_opp_threat_our_q > 0.0 || mi->base_opp_threat_our_r > 0.0) && mi->to_central >= 0.5) { + s += 200.0 * mi->to_central; + } + // Penalize drifting to the rim without creating new pressure + if (mi->to_central < 0.40 && mi->threat_q <= 0.0 && mi->threat_r <= 0.0 && mi->atk_opp_king <= 0.0) { + s -= 350.0; } } } @@ -687,6 +910,26 @@ int main(int argc, char **argv) { if (my_king >= 0) side_in_check = sq_attacked_by(&board, my_king, !board.white_to_move); } + // Baseline threats on our heavy pieces in the current position (before any move) + double base_opp_threat_our_q = 0.0; + double base_opp_threat_our_r = 0.0; + if (have_pos) { + int our_is_white0 = board.white_to_move; // side to move is our side before applying move + int opp_is_white0 = !our_is_white0; + for (int sq = 0; sq < 64; ++sq) { + char p0 = board.squares[sq]; + if (p0 == '.') continue; + if (our_is_white0 ? is_white(p0) : is_black(p0)) { + int tl0 = (int)tolower((unsigned char)p0); + if (tl0 == 'q') { + if (count_attackers(&board, sq, opp_is_white0) > 0) base_opp_threat_our_q = 1.0; + } else if (tl0 == 'r') { + if (count_attackers(&board, sq, opp_is_white0) > 0) base_opp_threat_our_r += 0.5; + } + } + } + } + for (int i = 0; i < n; ++i) { parse_move_spec(moves[i], &info[i]); if (have_pos) { @@ -728,6 +971,20 @@ int main(int argc, char **argv) { } else { info[i].risk_cp = 0.0; } + // destination geometry + int tf = file_of(to), tr = rank_of(to); + int df = tf - 3; if (df < 0) df = -df; // distance from file 'd/e' center + int dr = tr - 3; if (dr < 0) dr = -dr; // rough centrality measure + double cent = 1.0 - 0.125 * (df + dr); // max 1.0 near center, drops outward + if (cent < 0.0) cent = 0.0; + info[i].to_central = cent; + int mover_is_white = is_white(after.squares[to]); + int rank_idx = tr; // 0=a1 rank1 ... 7=h8 rank8 + info[i].rook_on_7th = 0.0; + if (tolower((unsigned char)landed) == 'r') { + if (mover_is_white && rank_idx == 6) info[i].rook_on_7th = 1.0; // 7th rank for white + if (!mover_is_white && rank_idx == 1) info[i].rook_on_7th = 1.0; // 2nd rank for black + } } // check to opponent's king after move int opp_white = !board.white_to_move; // after our move, opponent is opp_white @@ -794,6 +1051,9 @@ int main(int argc, char **argv) { } } info[i].chk = gives_check ? 1 : 0; + // baseline threat snapshot (same for all moves) + info[i].base_opp_threat_our_q = base_opp_threat_our_q; + info[i].base_opp_threat_our_r = base_opp_threat_our_r; // threats on enemy heavy pieces after move int our_is_white = !after.white_to_move; for (int sq = 0; sq < 64; ++sq) { @@ -908,9 +1168,9 @@ int main(int argc, char **argv) { 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", + 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, \"to_central\": %.2f, \"rook_on_7th\": %.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, + 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].to_central, info[i].rook_on_7th, info[i].prox_king, info[i].score, (i + 1 < n ? "," : "")); } printf(" ],\n"); diff --git a/PYTHON/lichess_bot/.bot_version b/PYTHON/lichess_bot/.bot_version index dce6588..72f523f 100644 --- a/PYTHON/lichess_bot/.bot_version +++ b/PYTHON/lichess_bot/.bot_version @@ -1 +1 @@ -36 \ No newline at end of file +39 \ No newline at end of file diff --git a/PYTHON/lichess_bot/tests/test_puzzles.py b/PYTHON/lichess_bot/tests/test_puzzles.py index 24082f6..945c318 100644 --- a/PYTHON/lichess_bot/tests/test_puzzles.py +++ b/PYTHON/lichess_bot/tests/test_puzzles.py @@ -8,7 +8,7 @@ import pytest from PYTHON.lichess_bot.engine import RandomEngine -def _load_top_puzzles(csv_path: str, limit: int = 1) -> List[Tuple[str, str]]: +def _load_top_puzzles(csv_path: str, limit: int = 8) -> List[Tuple[str, str]]: """ Return a list of (FEN, solution_moves_str) for the first `limit` rows in the CSV. CSV columns: PuzzleId,FEN,Moves,... @@ -26,7 +26,10 @@ def _load_top_puzzles(csv_path: str, limit: int = 1) -> List[Tuple[str, str]]: return puzzles -@pytest.mark.parametrize("fen,moves_str", _load_top_puzzles(os.path.join(os.path.dirname(__file__), "lichess_db_puzzle.csv"))) +@pytest.mark.parametrize( + "fen,moves_str", + _load_top_puzzles(os.path.join(os.path.dirname(__file__), "lichess_db_puzzle.csv"), limit=8), +) def test_puzzle_engine_follow_solution(fen: str, moves_str: str): board = chess.Board(fen) eng = RandomEngine(max_time_sec=1.0)