Hier Module für UCI sowie Bewertungsfunktionen mit Königssicherheit, Bauernstruktur, Türmen, Springern und Läufern:
Die anderen Module für Ein-Ausgabe, Bitboard , A/B Suche, MCTS, Transposition Tabelle, NNUE habe ich im folgenden Link/Thread übermittelt:
https://forum.computerschach.de/cgi-bin/mwf/topic_show.pl?pid=161453#pid161453Die Kapazität für den Code ist derzeit begrenzt, sodass man die einzelnen Module schrittweise anfragen muss.
ChatGPT erläutert den Algorithmus und die Implementierung.
Das Muster der Anfrage ist wie folgt: „Programmiere ein XFunktion für Schach mit X in C++“
Mit der kostenpflichtigen AI „Copilot“ dürfte man noch tiefer differenzieren können.
Einfache UCI-Schnittstelle:
#include <iostream>
#include <string>
#include <vector>
using namespace std;
vector<string> split(const string &s, char delim) {
vector<string> tokens;
string token;
for (char c : s) {
if (c == delim) {
if (!token.empty()) {
tokens.push_back(token);
}
token.clear();
} else {
token += c;
}
}
if (!token.empty()) {
tokens.push_back(token);
}
return tokens;
}
void process_command(const string &command) {
auto tokens = split(command, ' ');
if (tokens[0] == "uci") {
cout << "id name Example UCI Chess Engine" << endl;
cout << "id author John Doe" << endl;
cout << "uciok" << endl;
} else if (tokens[0] == "isready") {
cout << "readyok" << endl;
} else if (tokens[0] == "position") {
// Parse the position command and update the internal board representation
// ...
} else if (tokens[0] == "go") {
// Parse the go command and start searching for the best move
// ...
cout << "bestmove e2e4" << endl;
}
}
int main() {
string command;
while (true) {
getline(cin, command);
if (command == "quit") {
break;
}
process_command(command);
}
return 0;
}
Bewertungsfunktion für Königssicherheit:
#include <map>
#include <vector>
const int PAWN_VALUE = 100;
const int KNIGHT_VALUE = 300;
const int BISHOP_VALUE = 300;
const int ROOK_VALUE = 500;
const int QUEEN_VALUE = 900;
const int KING_VALUE = 10000;
const int KING_SAFETY_SCORE = 30;
const map<char, int> piece_values = {
{'P', PAWN_VALUE},
{'N', KNIGHT_VALUE},
{'B', BISHOP_VALUE},
{'R', ROOK_VALUE},
{'Q', QUEEN_VALUE},
{'K', KING_VALUE},
};
const int dx[8] = {1, 1, 1, 0, 0, -1, -1, -1};
const int dy[8] = {1, 0, -1, 1, -1, 1, 0, -1};
bool is_valid(int x, int y) {
return x >= 0 && x < 8 && y >= 0 && y < 8;
}
int evaluate_king_safety(const vector<string> &board, char color) {
int score = 0;
int king_x, king_y;
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
char piece = board
[j];
if (piece == 'K' && color == 'w') {
king_x = i;
king_y = j;
}
if (piece == 'k' && color == 'b') {
king_x = i;
king_y = j;
}
}
}
for (int i = 0; i < 8; i++) {
int nx = king_x + dx;
int ny = king_y + dy;
if (is_valid(nx, ny)) {
char piece = board[nx][ny];
if (piece != '.' && (color == 'w' ? islower(piece) : isupper(piece))) {
score -= KING_SAFETY_SCORE;
}
}
}
return score;
}
int evaluate_position(const vector<string> &board) {
int score = 0;
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
char piece = board[j];
if (piece == '.') continue;
score += (piece < 'a') ? piece_values.at(piece) : -piece_values.at(toupper(piece));
}
}
return score;
}
Hier mit der Bewertung der Bauernstruktur:
#include <iostream>
#include <vector>
const int PAWN_VALUE = 100;
const int KNIGHT_VALUE = 300;
const int BISHOP_VALUE = 300;
const int ROOK_VALUE = 500;
const int QUEEN_VALUE = 900;
// Bewertung der Bauernstruktur
int pawn_structure_evaluation(const std::vector<int> &pawns) {
int pawn_structure_value = 0;
for (int pawn : pawns) {
if (pawn > 5) {
pawn_structure_value += 20;
}
if (pawn < 5) {
pawn_structure_value -= 20;
}
}
return pawn_structure_value;
}
// Hauptbewertungsfunktion
int evaluate_board(const std::vector<int> &pawns, int knights, int bishops, int rooks, int queens) {
int material_value = pawns.size() * PAWN_VALUE + knights * KNIGHT_VALUE + bishops * BISHOP_VALUE + rooks * ROOK_VALUE + queens * QUEEN_VALUE;
int pawn_structure = pawn_structure_evaluation(pawns);
return material_value + pawn_structure;
}
int main() {
std::vector<int> pawns = {3, 4, 5, 6};
int knights = 2;
int bishops = 2;
int rooks = 2;
int queens = 1;
std::cout << evaluate_board(pawns, knights, bishops, rooks, queens) << std::endl;
return 0;
}
Bewertungsfunktion mit Türmen:
#include <iostream>
const int WHITE = 1;
const int BLACK = -1;
const int ROOK_VALUE = 5;
int evaluateRookPosition(int rookX, int rookY, int color) {
int score = 0;
int rank = (color == WHITE) ? rookY : 7 - rookY;
// Rook on an open file (a file without any pieces) is more valuable
if (rookX == 0 || rookX == 7) {
score += ROOK_VALUE + 2;
} else if (rookX == 1 || rookX == 6) {
score += ROOK_VALUE + 1;
} else {
score += ROOK_VALUE;
}
// Bonus for Rooks on the 7th rank
if (rank == 7) {
score += 2;
}
return score * color;
}
int main() {
int rookX = 0;
int rookY = 7;
int color = WHITE;
std::cout << evaluateRookPosition(rookX, rookY, color) << std::endl;
return 0;
}
Für Springer:
#include <iostream>
const int WHITE = 1;
const int BLACK = -1;
const int KNIGHT_VALUE = 3;
int evaluateKnightPosition(int knightX, int knightY, int color) {
int score = 0;
int rank = (color == WHITE) ? knightY : 7 - knightY;
// Knights in the center of the board are more valuable
if (knightX >= 2 && knightX <= 5 && knightY >= 2 && knightY <= 5) {
score += KNIGHT_VALUE + 2;
} else {
score += KNIGHT_VALUE;
}
// Bonus for Knights on the 3rd and 6th ranks
if (rank == 3 || rank == 6) {
score += 1;
}
return score * color;
}
int main() {
int knightX = 2;
int knightY = 3;
int color = BLACK;
std::cout << evaluateKnightPosition(knightX, knightY, color) << std::endl;
return 0;
}
Für Läufer:
#include <map>
int evaluatePosition(std::map<std:
air<int, int>, char> board) {
int score = 0;
// Iterate through the board and add up the values of each piece
for (const auto &square : board) {
int x = square.first.first;
int y = square.first.second;
char piece = square.second;
switch (piece) {
case 'P': score += 1; break;
case 'B': score += 3; break;
case 'N': score += 3; break;
case 'R': score += 5; break;
case 'Q': score += 9; break;
}
// Add a bonus for bishops on open or semi-open diagonals
if (piece == 'B') {
int diagonal = x + y;
int anti_diagonal = 7 - x + y;
bool open = true;
bool semi_open = false;
for (int i = 0; i < 8; ++i) {
if (board[{i, diagonal - i}] != ' ') {
open = false;
break;
}
}
if (!open) {
semi_open = true;
for (int i = 0; i < 8; ++i) {
if (board[{i, diagonal - i}] != ' ' && board[{i, diagonal - i}] != 'P') {
semi_open = false;
break;
}
}
}
if (open) {
score += 2;
} else if (semi_open) {
score += 1;
}
open = true;
semi_open = false;
for (int i = 0; i < 8; ++i) {
if (board[{i, anti_diagonal - i}] != ' ') {
open = false;
break;
}
}
if (!open) {
semi_open = true;
for (int i = 0; i < 8; ++i) {
if (board[{i, anti_diagonal - i}] != ' ' && board[{i, anti_diagonal - i}] != 'P') {
semi_open = false;
break;
}
}
}
if (open) {
score += 2;
} else if (semi_open) {
score += 1;
}
}
}
return score;
}