{-# LANGUAGE ScopedTypeVariables #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE TypeFamilies #-} {-# LANGUAGE DeriveDataTypeable #-} {-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE RecordWildCards #-} {- - This module contains an implementation of alpha-beta-pruning algorithm - with small improvements. -} module AI.AlphaBeta ( runAI, scoreMove ) where import Control.Monad import Control.Monad.State import Control.Monad.Except import Control.Concurrent.STM import qualified Data.Map as M import Data.Maybe import Data.Default import Data.List (sortOn) import Data.Text.Format.Heavy import Data.Aeson import System.Log.Heavy import System.Log.Heavy.TH import System.Clock import Core.Types import Core.Board import Core.Parallel import Core.Logging import qualified Core.Monitoring as Monitoring import AI.AlphaBeta.Types import AI.AlphaBeta.Cache instance FromJSON AlphaBetaParams where parseJSON = withObject "AlphaBetaParams" $ \v -> AlphaBetaParams <$> v .: "depth" <*> v .:? "start_depth" <*> v .:? "max_combination_depth" .!= 8 <*> v .:? "dynamic_depth" .!= abDynamicDepth def <*> v .:? "deeper_if_bad" .!= False <*> v .:? "moves_bound_low" .!= 4 <*> v .:? "moves_bound_high" .!= 8 <*> v .:? "time" instance (GameRules rules, Evaluator eval) => GameAi (AlphaBeta rules eval) where type AiStorage (AlphaBeta rules eval) = AICacheHandle rules eval createAiStorage ai = do cache <- loadAiCache scoreMove ai return cache saveAiStorage (AlphaBeta params rules _) cache = do -- saveAiCache rules params cache return () chooseMove ai storage gameId side board = do (moves, _) <- runAI ai storage gameId side board -- liftIO $ atomically $ writeTVar (aichCurrentCounts storage) $ calcBoardCounts board return moves updateAi ai@(AlphaBeta _ rules eval) json = case fromJSON json of Error _ -> ai Success params -> AlphaBeta params rules (updateEval eval json) aiName _ = "default" -- | Calculate score of one possible move. scoreMove :: (GameRules rules, Evaluator eval) => ScoreMoveInput rules eval -> Checkers (PossibleMove, Score) scoreMove (ScoreMoveInput {..}) = do let AlphaBeta params rules eval = smiAi score <- Monitoring.timed "ai.score.move" $ do let board' = applyMoveActions (pmResult smiMove) smiBoard score <- doScore rules eval smiCache params smiGameId (opposite smiSide) smiDepth board' smiAlpha smiBeta `catchError` (\(e :: Error) -> do $info "doScore: move {}, depth {}: {}" (show smiMove, dpTarget smiDepth, show e) throwError e ) $info "Check: {} (depth {}) => {}" (show smiMove, dpTarget smiDepth, show score) return score return (smiMove, score) rememberScoreShift :: AICacheHandle rules eval -> GameId -> ScoreBase -> Checkers () rememberScoreShift handle gameId shift = liftIO $ atomically $ do shifts <- readTVar (aichLastMoveScoreShift handle) let shifts' = M.insert gameId shift shifts writeTVar (aichLastMoveScoreShift handle) shifts' getLastScoreShift :: AICacheHandle rules eval -> GameId -> Checkers (Maybe ScoreBase) getLastScoreShift handle gameId = liftIO $ atomically $ do shifts <- readTVar (aichLastMoveScoreShift handle) return $ M.lookup gameId shifts getPossibleMoves :: GameRules rules => AICacheHandle rules eval -> Side -> Board -> Checkers [PossibleMove] getPossibleMoves handle side board = Monitoring.timed "ai.possible_moves.duration" $ do let rules = aichRules handle Monitoring.increment "ai.possible_moves.calls" return $ possibleMoves rules side board -- (result, hit) <- liftIO $ do -- let memo = aichPossibleMoves handle -- let rules = aichRules handle -- let moves = possibleMoves rules side board -- mbItem <- lookupBoardMap memo board -- case mbItem of -- Nothing -> do -- let value = case side of -- First -> (Just moves, Nothing) -- Second -> (Nothing, Just moves) -- putBoardMap memo board value -- return (moves, False) -- Just (Just cachedMoves, _) | side == First -> return (cachedMoves, True) -- Just (_, Just cachedMoves) | side == Second -> return (cachedMoves, True) -- Just (mbMoves1, mbMoves2) -> do -- let value -- | side == First = (Just moves, mbMoves2) -- | otherwise = (mbMoves1, Just moves) -- putBoardMap memo board value -- return (moves, False) -- if hit -- then Monitoring.increment "ai.possible_moves.hit" -- else Monitoring.increment "ai.possible_moves.miss" -- return result -- | General driver / controller for Alpha-Beta prunning algorithm. -- This method is responsible in running scoreAB method on all possible moves -- and selecting the best move. -- -- This is done, in general, in three stages: -- -- 1. Preselect. From all possible moves, select ones that look good at a first glance. -- This logic can be used to make AI work faster, but it obviously can miss some moves -- that are not so good from a first glance, but are very good from the second glance. -- -- 2. Depth-wise loop. Score all moves with specified depth. If there is still time, then -- score them again with better depth. Repeat until there is still time. -- Each iteration can be interrupted by TimeExhaused exception. -- If last iteration was not interrupted, then use results of last iteration. -- If last iteration was interrputed, then merge results of last iteration with results -- of previous one: for moves that we was not able to calculate with better depth, -- use results with previous depth. -- If timeout is not specified, then only one iteration is executed, without timeout. -- The depth to start with should not be very big, so that we should be always able to -- calculate all moves with at least start depth. Neither should it be too small, -- otherwise we would re-calculate the same for many times. -- -- 3. Width-wise loop. This is performed within each depth iteration. -- Specifics of alpha-beta prunning algorithm is so that the lesser -- (alpha, beta) range is provided at start, the faster algorithm works; however, -- in case real score is outside of these bounds, it will return eiter alpha or beta -- value instead of real score value. So, we do the following: -- -- * Select initial "width range", which is range of scores (alpha, beta). This range -- is selected based on evaluation of current board with zero depth, plus-minus some -- small delta. -- Run scoreAB in that range. -- * If values returned by scoreAB are within selected initial range, then everything is -- okay: we just select the best of returned values. -- * If exactly one move seems to bee "too good", i.e. corresponding result of scoreAB -- equals to alpha/beta (depending on side), then we do not bother about it's exact -- score: we should do that move anyway. -- * If there are more than one "too good" moves, then we should select the next interval -- (alpha, beta), and run the next iteration only on that moves that seem to be "too good". -- * If all moves seem to be "too bad", then we should select the previous interval of -- (alpha, beta), and run the next iteration on all moves in that interval. -- * It is possible (not very likely, but possible) that real score of some moves equals -- exactly to alpha or beta bound that we selected on some iteration. To prevent switching -- between "better" and "worther" intervals forwards and backwards indefinitely, we -- introduce a restriction: if we see that scoreAB returned the bound value, but we have -- already considered the interval on that side, then we know that the real score equals -- exactly to the bound. -- runAI :: (GameRules rules, Evaluator eval) => AlphaBeta rules eval -> AICacheHandle rules eval -> GameId -> Side -> Board -> Checkers AiOutput runAI ai@(AlphaBeta params rules eval) handle gameId side board = do preOptions <- preselect options <- depthDriver preOptions output <- select options let bestScore = sNumeric $ snd output let shift = bestScore - sNumeric score0 rememberScoreShift handle gameId shift return output where maximize = side == First minimize = not maximize betterThan s1 s2 | maximize = s1 > s2 | otherwise = s1 < s2 worseThan s1 s2 = not (betterThan s1 s2) preselect = getPossibleMoves handle side board -- preselect :: Checkers [PossibleMove] -- preselect = do -- moves <- getPossibleMoves handle side board -- if length moves <= abMovesHighBound params -- then return moves -- else do -- let simple = DepthParams { -- dpTarget = 2 -- , dpCurrent = -1 -- , dpMax = 4 -- , dpMin = 2 -- , dpForcedMode = False -- } -- $info "Preselecting; number of possible moves = {}, depth = {}" (length moves, dpTarget simple) -- options <- scoreMoves' moves simple (loose, win) -- let key = if maximize -- then negate . snd -- else snd -- let sorted = sortOn key options -- bestOptions = take (abMovesHighBound params) sorted -- let result = map fst sorted -- $debug "Pre-selected options: {}" (Single $ show result) -- return result depthDriver :: [PossibleMove] -> Checkers DepthIterationOutput depthDriver moves = case abBaseTime params of Nothing -> do (result, _) <- go (params, moves, Nothing) return result Just time -> repeatTimed' "runAI" time goTimed (params, moves, Nothing) goTimed :: DepthIterationInput -> Checkers (DepthIterationOutput, Maybe DepthIterationInput) goTimed (params, moves, prevResult) = do ret <- tryC $ go (params, moves, prevResult) case ret of Right result -> return result Left TimeExhaused -> case prevResult of Just result -> return (result, Nothing) Nothing -> return ([(move, 0) | move <- moves], Nothing) Left err -> throwError err go :: DepthIterationInput -> Checkers (DepthIterationOutput, Maybe DepthIterationInput) go (params, moves, prevResult) = do let depth = abDepth params if length moves <= 1 -- Just one move possible then do $info "There is only one move possible; just do it." () return ([(move, score0) | move <- moves], Nothing) else do let var = aichData handle $info "Selecting a move. Side = {}, depth = {}, number of possible moves = {}" (show side, depth, length moves) dp <- updateDepth params moves $ DepthParams { dpInitialTarget = depth , dpTarget = depth , dpCurrent = -1 , dpMax = abCombinationDepth params + depth , dpMin = fromMaybe depth (abStartDepth params) , dpStaticMode = False , dpForcedMode = False } let needDeeper = abDeeperIfBad params && score0 `worseThan` 0 let dp' | needDeeper = dp { dpTarget = min (dpMax dp) (dpTarget dp + 1) } | otherwise = dp result <- widthController True True prevResult moves dp' =<< initInterval -- In some corner cases, there might be 1 or 2 possible moves, -- so the timeout would allow us to calculate with very big depth; -- too big depth does not decide anything in such situations. if depth < 50 then do let params' = params {abDepth = depth + 1, abStartDepth = Nothing} return (result, Just (params', moves, Just result)) else return (result, Nothing) score0 = evalBoard eval First board -- | Initial (alpha, beta) interval initInterval :: Checkers (Score, Score) initInterval = do let delta = 1 -- | abs score0 < 4 = 1 -- | abs score0 < 8 = 2 -- | otherwise = 4 mbPrevShift <- getLastScoreShift handle gameId case mbPrevShift of Nothing -> do let alpha = score0 - delta beta = score0 + delta $debug "Score0 = {}, delta = {} => initial interval ({}, {})" (score0, delta, alpha, beta) return (alpha, beta) Just shift -> do let (alpha, beta) | shift >= 0 = (score0 - delta, score0 + (Score shift 0) + delta) | otherwise = (score0 + (Score shift 0) - delta, score0 + delta) $debug "Score0 = {}, delta = {}, shift in previous move = {} => initial interval ({}, {})" (score0, delta, shift, alpha, beta) return (alpha, beta) selectScale :: Score -> ScoreBase selectScale s | s > 10000 = 1000 | s > 1000 = 10 | s > 100 = 5 | otherwise = 2 nextInterval :: (Score, Score) -> (Score, Score) nextInterval (alpha, beta) = let width = (beta - alpha) width' = selectScale width `scaleScore` width alpha' = prevScore alpha beta' = nextScore beta in if maximize then (beta', max beta' (beta' + width')) else (min alpha' (alpha' - width'), alpha') prevInterval :: (Score, Score) -> (Score, Score) prevInterval (alpha, beta) = let width = (beta - alpha) width' = selectScale width `scaleScore` width alpha' = prevScore alpha beta' = nextScore beta in if minimize then (beta', max beta' (beta' + width')) else (min alpha' (alpha' - width'), alpha') widthController :: Bool -- ^ Allow to shift (alpha,beta) segment to bigger values? -> Bool -- ^ Allow to shift (alpha,beta) segment to lesser values? -> Maybe DepthIterationOutput -- ^ Results of previous depth iteration -> [PossibleMove] -> DepthParams -> (Score, Score) -- ^ (Alpha, Beta) -> Checkers DepthIterationOutput widthController allowNext allowPrev prevResult moves dp interval@(alpha,beta) = if alpha == beta then do $info "Empty scores interval: [{}]. We have to think that all moves have this score." (Single alpha) return [(move, alpha) | move <- moves] else do results <- widthIteration prevResult moves dp interval let (good, badScore, badMoves) = selectBestEdge interval moves results (bestMoves, bestResults) = unzip good if length badMoves == length moves then if allowPrev then do let interval' = prevInterval interval $info "All moves are `too bad'; consider worse scores interval: [{} - {}]" interval' widthController False True prevResult badMoves dp interval' else do $info "All moves are `too bad' ({}), but we have already checked worse interval; so this is the real score." (Single badScore) return [(move, badScore) | move <- moves] else case bestResults of [] -> return results [_] -> do $info "Exactly one move is `too good'; do that move." () return bestResults _ -> if allowNext then do let interval'@(alpha',beta') = nextInterval interval $info "Some moves ({} of them) are `too good'; consider better scores interval: [{} - {}]" (length bestMoves, alpha', beta') widthController True False prevResult bestMoves dp interval' else do $info "Some moves ({} of them) are `too good'; but we have already checked better interval; so this is the real score" (Single $ length bestMoves) return bestResults scoreMoves :: [PossibleMove] -> DepthParams -> (Score, Score) -> Checkers [Either Error (PossibleMove, Score)] scoreMoves moves dp (alpha, beta) = do let var = aichData handle let processor = aichProcessor handle let inputs = [ ScoreMoveInput { smiAi = ai, smiCache = handle, smiGameId = gameId, smiSide = side, smiDepth = dp, smiBoard = board, smiMove = move, smiAlpha = alpha, smiBeta = beta } | move <- moves ] process' processor inputs scoreMoves' :: [PossibleMove] -> DepthParams -> (Score, Score) -> Checkers DepthIterationOutput scoreMoves' moves dp (alpha, beta) = do results <- scoreMoves moves dp (alpha, beta) case sequence results of Right result -> return result Left err -> throwError err widthIteration :: Maybe DepthIterationOutput -> [PossibleMove] -> DepthParams -> (Score, Score) -> Checkers DepthIterationOutput widthIteration prevResult moves dp (alpha, beta) = do $info "`- Considering scores interval: [{} - {}], depth = {}" (alpha, beta, dpTarget dp) results <- scoreMoves moves dp (alpha, beta) joinResults prevResult results joinResults :: Maybe DepthIterationOutput -> [Either Error (PossibleMove, Score)] -> Checkers DepthIterationOutput joinResults Nothing results = case sequence results of Right result -> return result Left err -> throwError err joinResults (Just prevResults) results = zipWithM joinResult prevResults results joinResult :: (PossibleMove, Score) -> Either Error (PossibleMove, Score) -> Checkers (PossibleMove, Score) joinResult prev@(move, score) (Left TimeExhaused) = do $info "Time exhaused while checking move {}, use result from previous depth: {}" (show move, score) return prev joinResult _ (Left err) = throwError err joinResult _ (Right result) = return result selectBestEdge (alpha, beta) moves results = let (good, bad) = if maximize then (beta, alpha) else (alpha, beta) goodResults = [(move, (goodMoves, score)) | (move, (goodMoves, score)) <- zip moves results, score == good] badResults = [move | (move, (_, score)) <- zip moves results, score == bad] in (goodResults, bad, badResults) select :: DepthIterationOutput -> Checkers AiOutput select pairs = do let best = if maximize then maximum else minimum maxScore = best $ map snd pairs goodMoves = [move | (move, score) <- pairs, score == maxScore] return (goodMoves, maxScore) -- | Calculate score of the board doScore :: (GameRules rules, Evaluator eval) => rules -> eval -> AICacheHandle rules eval -> AlphaBetaParams -> GameId -> Side -> DepthParams -> Board -> Score -- ^ Alpha -> Score -- ^ Beta -> Checkers Score doScore rules eval var params gameId side dp board alpha beta = do initState <- mkInitState out <- evalStateT (cachedScoreAB var params input) initState return $ soScore out where input = ScoreInput side dp alpha beta board Nothing mkInitState = do now <- liftIO $ getTime Monotonic let timeout = case abBaseTime params of Nothing -> Nothing Just sec -> Just $ TimeSpec (fromIntegral sec) 0 return $ ScoreState rules eval gameId [loose] M.empty now timeout clamp :: Ord a => a -> a -> a -> a clamp alpha beta score | score < alpha = alpha | score > beta = beta | otherwise = score -- | Calculate score of the board. -- This uses the cache. It is called in the recursive call also. cachedScoreAB :: forall rules eval. (GameRules rules, Evaluator eval) => AICacheHandle rules eval -> AlphaBetaParams -> ScoreInput -> ScoreM rules eval ScoreOutput cachedScoreAB var params input = do let depth = dpCurrent dp side = siSide input board = siBoard input dp = siDepth input alpha = siAlpha input beta = siBeta input mbItem <- lift $ lookupAiCache params board dp var mbCached <- case mbItem of Just item -> do let score = itemScore item -- it is possible that this value was put to cache with different -- values of alpha/beta; but we have to maintain the property of -- AB-section: alpha <= result <= beta. So here we clamp the value -- that we got from cache. case itemBound item of Exact -> return $ Just $ ScoreOutput (clamp alpha beta score) False Alpha -> if score <= alpha then return $ Just $ ScoreOutput alpha False else return Nothing Beta -> if score >= beta then return $ Just $ ScoreOutput beta False else return Nothing Nothing -> return Nothing case mbCached of Just out -> return out Nothing -> do out <- Monitoring.timed "ai.score.board" $ scoreAB var params input let score = soScore out bound | score <= alpha = Alpha | score >= beta = Beta | otherwise = Exact -- we can only put the result to the cache if we know -- that this score was not clamped by alpha or beta -- (so this is a real score, not alpha/beta bound) item = PerBoardData (dpLast dp) score bound Nothing item' = PerBoardData (dpLast dp) (negate score) bound Nothing when (bound == Exact && soQuiescene out) $ do lift $ putAiCache params board item var lift $ putAiCache params (flipBoard board) item' var return out -- | Check if target depth is reached isTargetDepth :: DepthParams -> Bool isTargetDepth dp = dpCurrent dp >= dpTarget dp -- | Increase current depth as necessary. -- -- If there is only 1 move currently possible, this can increase -- the target depth, up to dpMax. Such situations mean that there is -- probably a series of captures going on, which can change situation -- dramatically. So we want to know the result better (up to the end of -- the whole combination, if possible) to make our choice. -- -- If there are a lot of moves possible, this can decrease the -- target depth, down to dpMin. This is done simply to decrease computation -- time. This is obviously going to lead to less strong play. -- -- Otherwise, this just increases dpCurrent by 1. -- updateDepth :: (Monad m, HasLogging m, MonadIO m) => AlphaBetaParams -> [PossibleMove] -> DepthParams -> m DepthParams updateDepth params moves dp | deepen = do let delta = nMoves - 1 let target = min (dpTarget dp + 1) (dpMax dp - delta) let indent = replicate (2*dpCurrent dp) ' ' let static = dpCurrent dp > dpInitialTarget dp + abDynamicDepth params $verbose "{}| there is only one move, increase target depth to {}" (indent, target) return $ dp {dpCurrent = dpCurrent dp + 1, dpTarget = target, dpForcedMode = True, dpStaticMode = static} | nMoves > abMovesHighBound params && isQuiescene moves = do let target = max (dpCurrent dp + 1) (dpMin dp) let indent = replicate (2*dpCurrent dp) ' ' $verbose "{}| there are too many moves, decrease target depth to {}" (indent, target) return $ dp {dpCurrent = dpCurrent dp + 1, dpTarget = target} | otherwise = return $ dp {dpCurrent = dpCurrent dp + 1} where nMoves = length moves deepen = if dpCurrent dp <= dpInitialTarget dp then nMoves <= abMovesLowBound params else any isCapture moves || any isPromotion moves isQuiescene :: [PossibleMove] -> Bool isQuiescene moves = not (any isCapture moves || any isPromotion moves) -- | Check if timeout is exhaused. isTimeExhaused :: ScoreM rules eval Bool isTimeExhaused = do check <- gets ssTimeout case check of Nothing -> return False Just delta -> do start <- gets ssStartTime now <- liftIO $ getTime Monotonic return $ start + delta <= now -- | Calculate score for the board. -- This implements the alpha-beta section algorithm itself. scoreAB :: forall rules eval. (GameRules rules, Evaluator eval) => AICacheHandle rules eval -> AlphaBetaParams -> ScoreInput -> ScoreM rules eval ScoreOutput scoreAB var params input | isTargetDepth dp = do -- target depth is achieved, calculate score of current board directly evaluator <- gets ssEvaluator let score0 = evalBoard' evaluator board $verbose " X Side: {}, A = {}, B = {}, score0 = {}" (show side, show alpha, show beta, show score0) quiescene <- checkQuiescene return $ ScoreOutput score0 quiescene | otherwise = do evaluator <- gets ssEvaluator -- first, let "best" be the worse possible value let best | dpStaticMode dp = evalBoard' evaluator board | maximize = alpha | otherwise = beta push best $verbose "{}V Side: {}, A = {}, B = {}" (indent, show side, show alpha, show beta) rules <- gets ssRules moves <- lift $ getPossibleMoves var side board -- this actually means that corresponding side lost. when (null moves) $ $verbose "{}`—No moves left." (Single indent) dp' <- updateDepth params moves dp let prevMove = siPrevMove input moves' <- sortMoves prevMove moves out <- iterateMoves (zip [1..] moves') dp' pop return out where side = siSide input dp = siDepth input alpha = siAlpha input beta = siBeta input board = siBoard input evalBoard' :: eval -> Board -> Score evalBoard' evaluator board = result where score = evalBoard evaluator First board result | maximize && sNumeric score == sNumeric win = score - Score 0 (fromIntegral $ dpCurrent dp) | minimize && sNumeric score == sNumeric loose = score + Score 0 (fromIntegral $ dpCurrent dp) | otherwise = score checkQuiescene :: ScoreM rules eval Bool checkQuiescene = do rules <- gets ssRules moves <- lift $ getPossibleMoves var (opposite side) board return $ isQuiescene moves push :: Score -> ScoreM rules eval () push score = modify $ \st -> st {ssBestScores = score : ssBestScores st} pop :: ScoreM rules eval () pop = modify $ \st -> st {ssBestScores = tail (ssBestScores st)} evalMove :: Maybe PossibleMove -> PossibleMove -> ScoreM rules eval Int evalMove mbPrevMove move = do let victims = pmVictims move nVictims = length victims promotion = if isPromotion move then 1 else 0 attackPrevPiece = case mbPrevMove of Nothing -> 0 Just prevMove -> if pmEnd prevMove `elem` victims then 2 else 0 let board' = applyMoveActions (pmResult move) board let dp0 = dp {dpCurrent = dpTarget dp} mbCached <- lift $ lookupAiCache params board' dp0 var let primeVariation = case mbCached of Nothing -> 0 Just item -> let score = sNumeric (itemScore item) scoreSigned = if maximize then score else negate score in fromIntegral $ 1 + scoreSigned goodCheck <- getGoodMove (dpCurrent dp) let good = case goodCheck of Nothing -> 0 Just (goodMove, goodScore) | goodMove == move -> if maximize then sNumeric goodScore else negate (sNumeric goodScore) | otherwise -> 0 return $ nVictims + promotion + attackPrevPiece + primeVariation + fromIntegral good sortMoves :: Maybe PossibleMove -> [PossibleMove] -> ScoreM rules eval [PossibleMove] sortMoves mbPrevMove moves = if length moves >= 4 then do interest <- mapM (evalMove mbPrevMove) moves if any (> 0) interest then return $ map fst $ sortOn (negate . snd) $ zip moves interest else return moves else return moves distance :: PossibleMove -> PossibleMove -> Line distance prev pm = let Label col row = aLabel (pmEnd prev) Label col' row' = aLabel (pmBegin pm) in abs (col' - col) `max` abs (row' - row) maximize = side == First minimize = not maximize bestStr :: String bestStr = if maximize then "Maximum" else "Minimum" indent = replicate (2*dpCurrent dp) ' ' getBest = gets (head . ssBestScores) setBest :: Score -> ScoreM rules eval () setBest best = do oldBest <- getBest $verbose "{}| {} for depth {} : {} => {}" (indent, bestStr, dpCurrent dp, show oldBest, show best) modify $ \st -> st {ssBestScores = best : tail (ssBestScores st)} rememberGoodMove :: Int -> PossibleMove -> Score -> ScoreM rules eval () rememberGoodMove depth move score = do goodMoves <- gets ssBestMoves let goodMoves' = case M.lookup depth goodMoves of Nothing -> M.insert depth (move, score) goodMoves Just (_, prevScore) | (maximize && score > prevScore) || (minimize && score < prevScore) -> M.insert depth (move, score) goodMoves | otherwise -> goodMoves modify $ \st -> st {ssBestMoves = goodMoves'} getGoodMove :: Int -> ScoreM rules eval (Maybe (PossibleMove, Score)) getGoodMove depth = do goodMoves <- gets ssBestMoves return $ M.lookup depth goodMoves opponentMoves :: ScoreM rules eval [PossibleMove] opponentMoves = do rules <- gets ssRules lift $ getPossibleMoves var (opposite side) board isInteresting move = do opMoves <- opponentMoves let victims = concatMap pmVictims opMoves return $ {- pmBegin move `elem` victims || -} length (pmVictims move) >= 2 || isPromotion move mkIntervals (alpha, beta) = let mid = (alpha + beta) `divideScore` 2 in if maximize then [(alpha, prevScore mid), (mid, beta)] else [(mid, beta), (alpha, nextScore mid)] checkMove :: AICacheHandle rules eval -> AlphaBetaParams -> ScoreInput -> PossibleMove -> ScoreM rules eval ScoreOutput checkMove var params input move = do let alpha = siAlpha input beta = siBeta input width = beta - alpha intervals <- do interesting <- isInteresting move if interesting || width <= 2 then return [(alpha, beta)] else return $ mkIntervals (alpha, beta) let inputs = [input {siAlpha = alpha, siBeta = beta} | (alpha, beta) <- intervals] go inputs where go [input] = cachedScoreAB var params input go (input : inputs) = do out <- cachedScoreAB var params input let score = soScore out if maximize && score >= beta || minimize && score <= alpha then go inputs else return out iterateMoves :: [(Int,PossibleMove)] -> DepthParams -> ScoreM rules eval ScoreOutput iterateMoves [] _ = do best <- getBest $verbose "{}`—All moves considered at this level, return best = {}" (indent, show best) quiescene <- checkQuiescene return $ ScoreOutput best quiescene iterateMoves ((i,move) : moves) dp = do timeout <- isTimeExhaused when timeout $ do -- $info "Timeout exhaused for depth {}." (Single $ dpCurrent dp) throwError TimeExhaused $verbose "{}|+Check move of side {}: {}" (indent, show side, show move) evaluator <- gets ssEvaluator rules <- gets ssRules best <- getBest let input' = input { siSide = opposite side , siAlpha = if maximize then max alpha best else alpha , siBeta = if maximize then beta else min beta best , siPrevMove = Just move , siBoard = applyMoveActions (pmResult move) board , siDepth = dp } out <- cachedScoreAB var params input' let score = soScore out $verbose "{}| score for side {}: {}" (indent, show side, show score) if (maximize && score > best) || (minimize && score < best) then do setBest score if (maximize && score >= beta) || (minimize && score <= alpha) then do rememberGoodMove (dpCurrent dp) move score Monitoring.distribution "ai.section.at" $ fromIntegral i $verbose "{}`—Return {} for depth {} = {}" (indent, bestStr, dpCurrent dp, show score) quiescene <- checkQuiescene return $ ScoreOutput score quiescene else iterateMoves moves dp else do iterateMoves moves dp instance (Evaluator eval, GameRules rules) => Evaluator (AlphaBeta rules eval) where evaluatorName (AlphaBeta _ _ eval) = evaluatorName eval evalBoard (AlphaBeta params rules eval) whoAsks board = evalBoard eval whoAsks board