Cry*_*bot 3 c# performance chess bitboard
我在C#中使用自己的国际象棋引擎.其实我在移动生成器上搜索错误,但我意识到我的实际国际象棋系统太慢了(甚至每分钟21分钟(6)).这是我的Github存储库.
我正在使用一个简单的层次结构和一个实现一个列表的板类.由于这个项目的面向对象性质,我选择不使用多维矩阵来表示板,因为每个块都有自己的位置.问题是,为了从板上获得一块,知道它的位置,它需要O(n),其中n是当前板上的件数.
在移动生成器中,我得到所有可能的移动假设一个empy板,然后我用静态类检查它们(因为一块不应该关心板状态).我访问了一些网站,包括国际象棋编程Wiki.我看到有很多类型的电路板表示,但在我的实际状态中,我不知道哪个是最好的(性能和简单性).我想这都是,我希望你会帮助我:)
我欢迎任何关于我的项目的建议;)谢谢大家.
这是我的董事会课程:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Chess_Engine___NOGUI
{
class Board
{
public const byte BoardSize = 8;
private Game game;
private List<Piece> pieceList = new List<Piece>();
private List<Piece> whitePieceList = new List<Piece>();
private List<Piece> blackPieceList = new List<Piece>();
public Board(Game game)
{
this.game = game;
}
public void AddPiece(Piece piece)
{
pieceList.Add(piece);
switch (piece.Color)
{
case PieceColor.Black:
blackPieceList.Add(piece);
break;
case PieceColor.White:
whitePieceList.Add(piece);
break;
}
}
public void RemovePiece(Piece piece)
{
pieceList.Remove(piece);
switch (piece.Color)
{
case PieceColor.Black:
blackPieceList.Remove(piece);
break;
case PieceColor.White:
whitePieceList.Remove(piece);
break;
}
}
public Square GetKingPosition(PieceColor color)
{
if (color == PieceColor.White)
foreach (Piece piece in whitePieceList)
{
if (piece.Type == PieceType.King)
return piece.square;
}
else
foreach (Piece piece in blackPieceList)
{
if (piece.Type == PieceType.King)
return piece.square;
}
throw new Exception("il re deve essere sempre presente");
}
public Piece GetPiece(Square square, PieceColor color = PieceColor.None)
{
switch (color)
{
case PieceColor.White:
{
foreach (Piece piece in whitePieceList)
{
if (piece.square == square)
return piece;
}
return new NullPiece(square);
}
case PieceColor.Black:
{
foreach (Piece piece in blackPieceList)
{
if (piece.square == square)
return piece;
}
return new NullPiece(square);
}
default:
{
foreach (Piece piece in pieceList)
{
if (piece.square == square)
return piece;
}
return new NullPiece(square);
}
}
}
public List<Piece> GetPieceList(PieceColor color)
{
switch (color)
{
case PieceColor.Black:
return blackPieceList;
case PieceColor.White:
return whitePieceList;
default:
return pieceList;
}
}
public int GetNumberOfPieces(PieceType type, PieceColor color)
{
int num = 0;
foreach (Piece piece in GetPieceList(color))
{
if (piece.Type == type)
num++;
}
return num;
}
public bool IsEmpty(Square square)
{
if ((GetPiece(square)) is NullPiece)
{
return true;
}
return false;
}
public void Equip()
{
this.Clear();
PieceFactory pieceFactory = new PieceFactory();
/*PEDONI*/
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(0, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(1, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(2, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(3, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(4, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(5, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(6, 1)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.White, new Square(7, 1)));
//
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(0, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(1, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(2, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(3, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(4, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(5, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(6, 6)));
AddPiece(pieceFactory.Create(PieceType.Pawn, PieceColor.Black, new Square(7, 6)));
/*TORRI*/
AddPiece(pieceFactory.Create(PieceType.Rook, PieceColor.White, new Square(0, 0)));
AddPiece(pieceFactory.Create(PieceType.Rook, PieceColor.White, new Square(7, 0)));
//
AddPiece(pieceFactory.Create(PieceType.Rook, PieceColor.Black, new Square(0, 7)));
AddPiece(pieceFactory.Create(PieceType.Rook, PieceColor.Black, new Square(7, 7)));
/*CAVALLI*/
AddPiece(pieceFactory.Create(PieceType.Knight, PieceColor.White, new Square(1, 0)));
AddPiece(pieceFactory.Create(PieceType.Knight, PieceColor.White, new Square(6, 0)));
//
AddPiece(pieceFactory.Create(PieceType.Knight, PieceColor.Black, new Square(1, 7)));
AddPiece(pieceFactory.Create(PieceType.Knight, PieceColor.Black, new Square(6, 7)));
/*ALFIERI*/
AddPiece(pieceFactory.Create(PieceType.Bishop, PieceColor.White, new Square(2, 0)));
AddPiece(pieceFactory.Create(PieceType.Bishop, PieceColor.White, new Square(5, 0)));
//
AddPiece(pieceFactory.Create(PieceType.Bishop, PieceColor.Black, new Square(2, 7)));
AddPiece(pieceFactory.Create(PieceType.Bishop, PieceColor.Black, new Square(5, 7)));
/*RE*/
AddPiece(pieceFactory.Create(PieceType.King, PieceColor.White, new Square(4, 0)));
//
AddPiece(pieceFactory.Create(PieceType.King, PieceColor.Black, new Square(4, 7)));
/*REGINE*/
AddPiece(pieceFactory.Create(PieceType.Queen, PieceColor.White, new Square(3, 0)));
//
AddPiece(pieceFactory.Create(PieceType.Queen, PieceColor.Black, new Square(3, 7)));
}
public void Clear()
{
pieceList.Clear();
whitePieceList.Clear();
blackPieceList.Clear();
}
public void LoadGame(FenString fen)
{
this.Clear();
foreach (Piece piece in fen.PiecePlacement)
{
AddPiece(piece);
}
}
public void MakeMove(Move move)
{
if (move.IsCastling)
{
move.RookMoved.Move(move.RookPosition);
if (move.IsShortCastling)
game.GetPlayer(move.SideMove).CanShortCastle = false;
else
game.GetPlayer(move.SideMove).CanLongCastle = false;
}
else
{
if (move.HasCaptured)
{
RemovePiece(move.PieceCaptured);
}
if (move.HasPromoted)
{
RemovePiece(move.PieceMoved);
AddPiece(PieceFactory.CreatePiece(move.PiecePromoted, move.SideMove, move.ToSquare));
}
}
// En passant target square updating
game.EnPassantSquareStack.Push(game.EnPassantSquare); // save the current target square for the unmake-move method
if (move.IsDoublePawnPush)
{
Square targetSquare;
if (move.SideMove == PieceColor.White)
targetSquare = new Square(move.ToSquare.X, 2);
else
targetSquare = new Square(move.ToSquare.X, 5);
game.EnPassantSquare = targetSquare;
}
else if (game.EnPassantSquare != null)
{
game.EnPassantSquare = null;
}
move.PieceMoved.Move(move.ToSquare); // move piece
}
public void CancelMove(Move move)
{
if (move.IsCastling)
{
move.PieceMoved.Move(move.FromSquare);
move.RookMoved.Move(move.RookMoved.startingSquare);
if (move.IsShortCastling)
game.GetPlayer(move.SideMove).CanShortCastle = true;
else
game.GetPlayer(move.SideMove).CanLongCastle = true;
}
else
{
if (move.HasCaptured)
{
AddPiece(move.PieceCaptured);
}
if (move.HasPromoted)
{
RemovePiece(GetPiece(move.ToSquare));
AddPiece(move.PieceMoved);
}
}
// En passant target square updating
game.EnPassantSquare = game.EnPassantSquareStack.Pop();
move.PieceMoved.Move(move.FromSquare);
}
}
}
Run Code Online (Sandbox Code Playgroud)
基于数组的表示通常具有每个部分及其正方形的片段列表,因此您不必遍历整个板块以找到一块(编辑:查看您的代码,您似乎已经这样做了吗?).比董事会代表更重要的是如何实施董事会运作.例如,测试国王是否在检查中不需要生成整个移动列表; 你只需要向国王扫描一下敌人的碎片.
看了一下你的代码之后,似乎你使用了一个合法的移动生成器,并且你制作/取消制作(也许还有其他东西?)来检查合法性.后者不是必需的,这取决于你是否开始检查以及是否有任何碎片固定.
我想你知道现在的位置是标准的,因为它可以执行许多单件操作并在64位平台上得到很好的提升.我从邮箱阵列方法切换到我自己的引擎中的位板,目前perft(6)是3秒.最初它是30秒.位板使评估更加简单,因此还需要考虑.