// Heuristic engine with optional explanation and analysis output // Usage: // random_engine [--seed N] [--fen FEN] [--explain] [--analyze UCI] ... // Behavior: // - If --fen is provided, the engine parses the position and computes features per move // (check, capture value, promotion gain, material delta) directly from the position. // - If no --fen is provided but a move is annotated as 'uci;key=value;...' the engine // parses features from annotations. Recognized keys: chk (0/1), c (capture cp), prom (cp gain), // mat (cp delta), mate (0/1). // - Otherwise, assigns a pseudo-random score using the seed. // - Picks the highest-scoring move // - Default output: prints chosen move // - With --explain: prints JSON including scores, chosen index, seed, and optional analysis of a provided candidate #include #include #include #include #include #include #include // --- Minimal chess board utilities for FEN, move application, and attacks --- typedef struct { char squares[64]; // 0..63 (a1=0, h8=63). Lowercase black, uppercase white; '.' empty int white_to_move; // 1 if white to move, 0 if black } Board; static int file_of(int idx) { return idx % 8; } static int rank_of(int idx) { return idx / 8; } static int idx_from_fr(int f, int r) { return r * 8 + f; } static int is_white(char p) { return p >= 'A' && p <= 'Z'; } static int is_black(char p) { return p >= 'a' && p <= 'z'; } static int same_color(char a, char b) { return (is_white(a) && is_white(b)) || (is_black(a) && is_black(b)); } static int piece_value_cp(char p) { switch (tolower((unsigned char)p)) { case 'p': return 100; case 'n': return 320; case 'b': return 330; case 'r': return 500; case 'q': return 900; case 'k': return 0; // king's value excluded for material sums default: return 0; } } static int parse_fen(Board *b, const char *fen) { // Parse piece placement and active color; ignore castling, ep, halfmove, fullmove memset(b->squares, '.', sizeof(b->squares)); b->white_to_move = 1; if (!fen || !*fen) return 0; // piece placement int f = 0, r = 7; // start at a8 const char *p = fen; while (*p && !(p[0] == ' ')) { char c = *p++; if (c == '/') { f = 0; r--; if (r < 0) return 0; continue; } if (c >= '1' && c <= '8') { f += (c - '0'); if (f > 8) return 0; continue; } if (isalpha((unsigned char)c)) { if (f >= 8 || r < 0) return 0; b->squares[idx_from_fr(f, r)] = c; f++; } else { return 0; } } if (*p == ' ') p++; // active color if (*p == 'w') { b->white_to_move = 1; p++; } else if (*p == 'b') { b->white_to_move = 0; p++; } // done return 1; } static int find_king(const Board *b, int white) { char k = white ? 'K' : 'k'; for (int i = 0; i < 64; ++i) if (b->squares[i] == k) return i; return -1; } static int on_board(int f, int r) { return f >= 0 && f < 8 && r >= 0 && r < 8; } static int sq_attacked_by(const Board *b, int target_idx, int by_white) { int tf = file_of(target_idx), tr = rank_of(target_idx); // Knights const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1}; const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2}; for (int i = 0; i < 8; ++i) { int f = tf + kdf[i], r = tr + kdr[i]; if (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'N' : p == 'n') return 1; } } // King 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)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'K' : p == 'k') return 1; } } // Pawns if (by_white) { int f1 = tf - 1, r1 = tr - 1; int f2 = tf + 1, r2 = tr - 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') return 1; if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') return 1; } else { int f1 = tf - 1, r1 = tr + 1; int f2 = tf + 1, r2 = tr + 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') return 1; if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') return 1; } // Sliding: bishops/queens (diagonals) const int dsf[4] = {1, 1, -1, -1}; const int dsr[4] = {1, -1, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + dsf[d], r = tr + dsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) return 1; break; } f += dsf[d]; r += dsr[d]; } } // Sliding: rooks/queens (orthogonals) const int rsf[4] = {1, -1, 0, 0}; const int rsr[4] = {0, 0, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + rsf[d], r = tr + rsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) return 1; break; } f += rsf[d]; r += rsr[d]; } } return 0; } static int count_attackers(const Board *b, int target_idx, int by_white) { int tf = file_of(target_idx), tr = rank_of(target_idx); int cnt = 0; // Knights const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1}; const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2}; for (int i = 0; i < 8; ++i) { int f = tf + kdf[i], r = tr + kdr[i]; if (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'N' : p == 'n') cnt++; } } // King 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)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'K' : p == 'k') cnt++; } } // Pawns if (by_white) { int f1 = tf - 1, r1 = tr - 1; int f2 = tf + 1, r2 = tr - 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') cnt++; if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') cnt++; } else { int f1 = tf - 1, r1 = tr + 1; int f2 = tf + 1, r2 = tr + 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') cnt++; if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') cnt++; } // Sliding: bishops/queens (diagonals) const int dsf[4] = {1, 1, -1, -1}; const int dsr[4] = {1, -1, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + dsf[d], r = tr + dsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) cnt++; break; } f += dsf[d]; r += dsr[d]; } } // Sliding: rooks/queens (orthogonals) const int rsf[4] = {1, -1, 0, 0}; const int rsr[4] = {0, 0, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + rsf[d], r = tr + rsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) cnt++; break; } f += rsf[d]; r += rsr[d]; } } return cnt; } static int min_attacker_value(const Board *b, int target_idx, int by_white) { int tf = file_of(target_idx), tr = rank_of(target_idx); int best = 1e9; // Knights const int kdf[8] = {1,2, 2,1, -1,-2, -2,-1}; const int kdr[8] = {2,1, -1,-2, 2,1, -1,-2}; for (int i = 0; i < 8; ++i) { int f = tf + kdf[i], r = tr + kdr[i]; if (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'N' : p == 'n') { int v = piece_value_cp(p); if (v < best) best = v; } } } // King 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)) { char p = b->squares[idx_from_fr(f, r)]; if (by_white ? p == 'K' : p == 'k') { int v = piece_value_cp(p); if (v < best) best = v; } } } // Pawns if (by_white) { int f1 = tf - 1, r1 = tr - 1; int f2 = tf + 1, r2 = tr - 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'P') { int v = 100; if (v < best) best = v; } if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'P') { int v = 100; if (v < best) best = v; } } else { int f1 = tf - 1, r1 = tr + 1; int f2 = tf + 1, r2 = tr + 1; if (on_board(f1, r1) && b->squares[idx_from_fr(f1, r1)] == 'p') { int v = 100; if (v < best) best = v; } if (on_board(f2, r2) && b->squares[idx_from_fr(f2, r2)] == 'p') { int v = 100; if (v < best) best = v; } } // Sliding: bishops/queens (diagonals) const int dsf[4] = {1, 1, -1, -1}; const int dsr[4] = {1, -1, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + dsf[d], r = tr + dsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'B' || p == 'Q') : (p == 'b' || p == 'q')) { int v = piece_value_cp(p); if (v < best) best = v; } break; } f += dsf[d]; r += dsr[d]; } } // Sliding: rooks/queens (orthogonals) const int rsf[4] = {1, -1, 0, 0}; const int rsr[4] = {0, 0, 1, -1}; for (int d = 0; d < 4; ++d) { int f = tf + rsf[d], r = tr + rsr[d]; while (on_board(f, r)) { char p = b->squares[idx_from_fr(f, r)]; if (p != '.') { if (by_white ? (p == 'R' || p == 'Q') : (p == 'r' || p == 'q')) { int v = piece_value_cp(p); if (v < best) best = v; } break; } f += rsf[d]; r += rsr[d]; } } if (best == (int)1e9) return 0; return best; } static int material_cp(const Board *b) { int w = 0, bl = 0; for (int i = 0; i < 64; ++i) { char p = b->squares[i]; if (p == '.') continue; int v = piece_value_cp(p); if (is_white(p)) w += v; else bl += v; } return w - bl; // positive if white ahead } static int parse_uci_move(const char *uci, int *from, int *to, char *prom) { // uci like e2e4, e7e8q if (!uci || strlen(uci) < 4) return 0; int f1 = uci[0] - 'a'; int r1 = uci[1] - '1'; int f2 = uci[2] - 'a'; int r2 = uci[3] - '1'; if (!on_board(f1, r1) || !on_board(f2, r2)) return 0; *from = idx_from_fr(f1, r1); *to = idx_from_fr(f2, r2); *prom = 0; if (uci[4]) { *prom = uci[4]; } return 1; } static void apply_move(const Board *in, const char *uci, Board *out, int *cap_cp, int *prom_gain_cp) { *out = *in; // shallow copy *cap_cp = 0; *prom_gain_cp = 0; int from, to; char prom; if (!parse_uci_move(uci, &from, &to, &prom)) return; char mover = out->squares[from]; char captured = out->squares[to]; if (captured != '.') *cap_cp = piece_value_cp(captured); // move piece out->squares[to] = mover; out->squares[from] = '.'; // handle promotion if (prom) { int is_w = is_white(mover); char p = (char)tolower((unsigned char)prom); 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'); int gain = piece_value_cp(prom_piece) - piece_value_cp(is_w ? 'P' : 'p'); *prom_gain_cp = gain; out->squares[to] = prom_piece; } // toggle side to move out->white_to_move = !in->white_to_move; } static unsigned int parse_seed_or_default(int *pargc, char ***pargv) { unsigned int seed = (unsigned int)time(NULL) ^ (unsigned int)getpid(); int argc = *pargc; char **argv = *pargv; for (int i = 1; i < argc; ++i) { if (strcmp(argv[i], "--seed") == 0 && i + 1 < argc) { seed = (unsigned int)strtoul(argv[i + 1], NULL, 10); // remove the two args for (int j = i; j + 2 < argc; ++j) argv[j] = argv[j + 2]; *pargc -= 2; return seed; } } return seed; } typedef struct { const char *arg_raw; // original argument string char uci[16]; // extracted UCI (up to 7-8 chars normally) int has_anno; // whether annotations were present // parsed features int chk; // 0/1 int mate; // 0/1 int in_check; // 0/1: side to move is currently in check (pre-move) double cap_cp; // capture centipawns double prom_cp; // promotion centipawns double mat_cp; // material delta centipawns // attackers/defenders heuristic after the move lands on destination double opp_min_att_cp; // opponent's least valuable attacker on destination (after move) double us_min_att_cp; // our least valuable attacker on destination (after move) double piece_cp; // our moved piece's value after move (post-promotion) double see_cp; // simple SEE: cap_cp - opp_min_att_cp (captures only) 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) // king attack/mobility features double atk_opp_king; // number of our attackers to opponent's king square after move double opp_king_mob; // opponent king escape squares after move (lower is better) // threat features double threat_q; // after move, our side attacks enemy queen square double threat_r; // after move, our side attacks enemy rook square (any) double prox_king; // destination square adjacent to enemy king double score; // computed score // check characterization int checker_is_slider; // 1 if checking piece is rook/bishop/queen int line_check_blockable; // 1 if sliding check has at least one interposing square (thus blockable) // opponent threats on our heavy pieces after our move double opp_threat_our_q; // opponent attacks our queen square (after move) double opp_threat_our_r; // opponent attacks our rook squares (sum over rooks, 0.5 each) // 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) } MoveInfo; static void parse_move_spec(const char *spec, MoveInfo *mi) { // Copy UCI up to ';' or end mi->arg_raw = spec; mi->uci[0] = '\0'; 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); if (uci_len >= sizeof(mi->uci)) uci_len = sizeof(mi->uci) - 1; memcpy(mi->uci, spec, uci_len); mi->uci[uci_len] = '\0'; if (!semi) return; mi->has_anno = 1; const char *p = semi + 1; while (*p) { // key=value; segments const char *kv_end = strchr(p, ';'); size_t len = kv_end ? (size_t)(kv_end - p) : strlen(p); if (len > 0) { // Parse known keys: chk, mate, c, prom, mat if (strncmp(p, "chk=", 4) == 0) { mi->chk = atoi(p + 4); } else if (strncmp(p, "mate=", 5) == 0) { mi->mate = atoi(p + 5); } else if (strncmp(p, "c=", 2) == 0) { mi->cap_cp = atof(p + 2); } else if (strncmp(p, "prom=", 6) == 0) { mi->prom_cp = atof(p + 6); } else if (strncmp(p, "mat=", 4) == 0) { mi->mat_cp = atof(p + 4); } } if (!kv_end) break; p = kv_end + 1; } } 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 // 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; } int main(int argc, char **argv) { if (argc <= 1) { fprintf(stderr, "usage: %s [--seed N] [--explain] [--analyze UCI] ...\n", argv[0]); return 1; } // Extract seed first (if any) unsigned int seed = parse_seed_or_default(&argc, &argv); srand(seed); // 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]; argc -= 2; i -= 1; } } if (argc <= 1) { fprintf(stderr, "no moves provided\n"); return 1; } // Remaining args are moves int n = argc - 1; char **moves = &argv[1]; // Parse move specs MoveInfo *info = (MoveInfo *)malloc(sizeof(MoveInfo) * (size_t)n); if (!info) { 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 (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 { 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) { if (info[i].score > best_score) { best_score = info[i].score; best_idx = i; } } if (best_idx < 0) { free(info); fprintf(stderr, "no moves\n"); return 1; } if (!explain) { printf("%s\n", info[best_idx].uci); free(info); return 0; } // 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); if (analyze_uci) { int cand_idx = -1; for (int i = 0; i < n; ++i) { if (strcmp(info[i].uci, analyze_uci) == 0) { cand_idx = i; break; } } double cand_score = (cand_idx >= 0 ? info[cand_idx].score : -1.0); const char *cmp = "unknown"; if (cand_idx >= 0) { cmp = (cand_score > best_score ? "higher" : (cand_score < best_score ? "lower" : "equal")); } printf( ",\n \"analyze\": { \"candidate\": \"%s\", \"candidate_index\": %d, \"candidate_score\": %.6f, \"compare_to_chosen\": \"%s\" }\n", analyze_uci, cand_idx, cand_score, cmp ); } else { printf("\n"); } printf("}\n"); free(info); return 0; }