gpt4 book ai didi

c# - 棋盘表示 - 引擎

转载 作者:行者123 更新时间:2023-11-30 14:00:16 24 4
gpt4 key购买 nike

<分区>

我正在使用 C# 开发自己的国际象棋引擎。实际上我正在搜索我的移动生成器上的错误,但我意识到我的实际国际象棋系统太慢了(在 perft(6) 上什至 21 分钟)。这是我的 Github repository .

我使用一个简单的棋子层次结构和一个实现棋子列表的棋盘类。由于该项目的面向对象性质,我选择不使用多维矩阵来表示棋盘,因为每个棋子在其中都有自己的位置。问题是,要从棋盘上取出一 block 棋子,知道它的位置,需要 O(n),其中 n 是棋盘上当前棋子的数量。

在着法生成器中,假设有一个空棋盘,我得到了所有可能的着法,然后我用一个静态类检查它们(因为棋子不应该关心棋盘状态)。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董事会表示,但在我的实际状态下我不知道哪种是最好的(性能和简单性)。我想就这些了,我希望你能帮助我:)

我欢迎任何关于我的项目的建议 ;) 谢谢大家。

这是我的董事会类(class):

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);
}
}
}

24 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com