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minimax.cpp
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minimax.cpp
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/*
A chess game
Copyright (C) 2014 Cidorvan Leite
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see [http://www.gnu.org/licenses/].
*/
#include <QDebug>
#include "minimax.h"
#include "board.h"
#define BOARD_SIZE (8 * 8)
#define PUSH(p, px, py) \
memcpy(state, parent, BOARD_SIZE); \
state[(py) * 8 + px] = p; \
state[j * 8 + i] = 0; \
mm = myTurn(level + 1, minimax, opponent, player);
#define MIN \
if (mm < minimax) \
minimax = mm; \
if (mm < MM) \
return minimax;
#define MAX(px, py) \
if (mm > minimax || (!level && mm == minimax && !(rand() % 4))) { \
minimax = mm; \
if (mm > MM) \
return minimax; \
if (!level) { \
x = i; y = j; \
x2 = px; y2 = py; \
} \
}
#define PUSH_MIN(p, px, py) { \
PUSH(p, px, py) \
MIN \
}
#define PUSH_MAX(p, px, py) { \
PUSH(p, px, py) \
MAX(px, py) \
}
#define MAXMIN(px, py) \
if (player == WHITE) { \
MIN \
} else \
MAX(px, py)
#define PUSH_MAXMIN(p, px, py) { \
PUSH(p, px, py) \
MAXMIN(px, py) \
}
#define FOR_PUSH_MAXMIN(p, px, py) { \
if (parent[(py) * 8 + px] & player) \
break; \
PUSH_MAXMIN(p, px, py) \
if (parent[(py) * 8 + px]) \
break; \
}
MiniMax::MiniMax(Board *board, QObject *parent) :
QThread(parent), m_points{0, 1, 5, 3, 3, 10, 100}
{
m_board = board->current();
}
void MiniMax::setDificulty(int level)
{
m_level = level;
}
bool MiniMax::isCheck(int x1, int y1, int x2, int y2)
{
char *next_board = &m_board[BOARD_SIZE];
m_mmLevel = 2;
memcpy(next_board, m_board, BOARD_SIZE);
next_board[y2 * 8 + x2] = next_board[y1 * 8 + x1] & ~SELECT;
next_board[y1 * 8 + x1] = 0;
return myTurn(1, MINIMAX, BLACK, WHITE) >= 60;
}
bool MiniMax::isCheck()
{
char *next_board = &m_board[BOARD_SIZE];
m_mmLevel = 2;
memcpy(next_board, m_board, BOARD_SIZE);
return myTurn(1, MINIMAX, BLACK, WHITE) >= 60;
}
bool MiniMax::isCheckMate(int player, int opponent)
{
char *next_board = &m_board[BOARD_SIZE];
m_mmLevel = 3;
memcpy(next_board, m_board, BOARD_SIZE);
return qAbs(myTurn(1, player == WHITE ? -MINIMAX : MINIMAX, player, opponent)) >= 60;
}
void MiniMax::cpuPlay()
{
m_mmLevel = m_level;
myTurn(0, MINIMAX, BLACK, WHITE);
}
void MiniMax::sumPoints(char *board)
{
int piece;
m_black = m_white = 0;
for (int i = 0; i < BOARD_SIZE; i++) {
piece = board[i];
if (piece & BLACK)
m_black += m_points[piece & 0x07];
else if (piece & WHITE)
m_white += m_points[piece & 0x07];
}
}
int MiniMax::myTurn(int level, int MM, int player, int opponent)
{
int piece;
int minimax, mm;
int i, j, k, min, x, y, x2, y2;
char *parent = &m_board[level * BOARD_SIZE];
char *state = &m_board[(level + 1) * BOARD_SIZE];
// Calcule pontuação deste caminho
if (level == m_mmLevel) {
sumPoints(parent);
return m_black - m_white;
}
// Valor inicial para minimax
minimax = player == WHITE ? MINIMAX : -MINIMAX;
// Varre todo o board por jogadas
for (j = 0; j < 8; j++) for (i = 0; i < 8; i++) {
piece = parent[j * 8 + i];
if (piece & player) {
// Seleciona a peça
switch (piece & 0x07) {
case PAWN:
if (player == BLACK) {
// Tenta comer diagonal esquerda
if (i > 0 && j < 7 && parent[(j + 1) * 8 + i - 1] & WHITE)
PUSH_MAX(PAWN | BLACK, i - 1, j + 1)
// Tenta comer diagonal direita
if (i < 7 && j < 7 && parent[(j + 1) * 8 + i + 1] & WHITE)
PUSH_MAX(PAWN | BLACK, i + 1, j + 1)
// Tenta mover duas casas para frente
if (j == 1 && !parent[(j + 1) * 8 + i] && !parent[(j + 2) * 8 + i])
PUSH_MAX(PAWN | BLACK, i, j + 2)
// Tenta mover uma casa para frente
if (j < 7 && !parent[(j + 1) * 8 + i])
PUSH_MAX(PAWN | BLACK, i, j + 1)
} else {
// Tenta comer diagonal esquerda
if (i > 0 && j > 0 && parent[(j - 1) * 8 + i - 1] & BLACK)
PUSH_MIN(PAWN | WHITE, i - 1, j - 1)
// Tenta comer diagonal direita
if (i < 7 && j > 0 && parent[(j - 1) * 8 + i + 1] & BLACK)
PUSH_MIN(PAWN | WHITE, i + 1, j - 1)
// Tenta mover duas casas para frente
if (j == 6 && !parent[(j - 1) * 8 + i] && !parent[(j - 2) * 8 + i])
PUSH_MIN(PAWN | WHITE, i, j - 2)
// Tenta mover uma casa para frente
if (j > 0 && !parent[(j - 1) * 8 + i])
PUSH_MIN(PAWN | WHITE, i, j - 1)
}
break;
// Cavalo
case KNIGHT:
// Diagonal inferior esquerda
if (i > 0 && j < 6 && !(parent[(j + 2) * 8 + i - 1] & player))
PUSH_MAXMIN(KNIGHT | player, i - 1, j + 2)
if (i > 1 && j < 7 && !(parent[(j + 1) * 8 + i - 2] & player))
PUSH_MAXMIN(KNIGHT | player, i - 2, j + 1)
// Diagonal inferior direita
if (i < 7 && j < 6 && !(parent[(j + 2) * 8 + i + 1] & player))
PUSH_MAXMIN(KNIGHT | player, i + 1, j + 2)
if (i < 6 && j < 7 && !(parent[(j + 1) * 8 + i + 2] & player))
PUSH_MAXMIN(KNIGHT | player, i + 2, j + 1)
// Diagonal superior direita
if (i < 6 && j > 0 && !(parent[(j - 1) * 8 + i + 2] & player))
PUSH_MAXMIN(KNIGHT | player, i + 2, j - 1)
if (i < 7 && j > 1 && !(parent[(j - 2) * 8 + i + 1] & player))
PUSH_MAXMIN(KNIGHT | player, i + 1, j - 2)
// Diagonal superior esquerda
if (i > 0 && j > 1 && !(parent[(j - 2) * 8 + i - 1] & player))
PUSH_MAXMIN(KNIGHT | player, i - 1, j - 2)
if (i > 1 && j > 0 && !(parent[(j - 1) * 8 + i - 2] & player))
PUSH_MAXMIN(KNIGHT | player, i - 2, j - 1)
break;
// Torre
case ROOK:
// Tenta mover para cima
for (k = 1; k <= j; k++)
FOR_PUSH_MAXMIN(ROOK | player, i, j - k)
// Tenta mover para esquerda
for (k = 1; k <= i; k++)
FOR_PUSH_MAXMIN(ROOK | player, i - k, j)
// Tenta mover para baixo
for (k = 1; k <= 7 - j; k++)
FOR_PUSH_MAXMIN(ROOK | player, i, j + k)
// Tenta mover para direita
for (k = 1; k <= 7 - i; k++)
FOR_PUSH_MAXMIN(ROOK | player, i + k, j)
break;
// Bispo
case BISHOP:
// Tenta mover para diagonal superior direita
min = (j < 7 - i ? j : 7 - i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(BISHOP | player, i + k, j - k)
// Tenta mover para diagonal inferior direita
min = (7 - j < 7 - i ? 7 - j : 7 - i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(BISHOP | player, i + k, j + k)
// Tenta mover para diagonal inferior esquerda
min = (7 - j < i ? 7 - j : i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(BISHOP | player, i - k, j + k)
// Tenta mover para diagonal superior esquerda
min = (j < i ? j : i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(BISHOP | player, i - k, j - k)
break;
// Rainha
case QUEEN:
// Tenta mover para cima
for (k = 1; k <= j; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i, j - k)
// Tenta mover para diagonal superior direita
min = (j < 7 - i ? j : 7 - i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i + k, j - k)
// Tenta mover para direita
for (k = 1; k <= 7 - i; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i + k, j)
// Tenta mover para diagonal inferior direita
min = (7 - j < 7 - i ? 7 - j : 7 - i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i + k, j + k)
// Tenta mover para baixo
for (k = 1; k <= 7 - j; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i, j + k)
// Tenta mover para diagonal inferior esquerda
min = (7 - j < i ? 7 - j : i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i - k, j + k)
// Tenta mover para esquerda
for (k = 1; k <= i; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i - k, j)
// Tenta mover para diagonal superior esquerda
min = (j < i ? j : i);
for (k = 1; k <= min; k++)
FOR_PUSH_MAXMIN(QUEEN | player, i - k, j - k)
break;
// Rei
case KING:
// Tenta mover para cima
if (j > 0 && !(parent[(j - 1) * 8 + i] & player))
PUSH_MAXMIN(KING | player, i, j - 1)
// Tenta mover para diagonal superior direita
if (j > 0 && i < 7 && !(parent[(j - 1) * 8 + i + 1] & player))
PUSH_MAXMIN(KING | player, i + 1, j - 1)
// Tenta mover para direita
if (i < 7 && !(parent[j * 8 + i + 1] & player))
PUSH_MAXMIN(KING | player, i + 1, j)
// Tenta mover para diagonal inferior direita
if (j < 7 && i < 7 && !(parent[(j + 1) * 8 + i + 1] & player))
PUSH_MAXMIN(KING | player, i + 1, j + 1)
// Tenta mover para baixo
if (j < 7 && !(parent[(j + 1) * 8 + i] & player))
PUSH_MAXMIN(KING | player, i, j + 1)
// Tenta mover para diagonal inferior esquerda
if (j < 7 && i > 0 && !(parent[(j + 1) * 8 + i - 1] & player))
PUSH_MAXMIN(KING | player, i - 1, j + 1)
// Tenta mover para esquerda
if (i > 0 && !(parent[j * 8 + i - 1] & player))
PUSH_MAXMIN(KING | player, i - 1, j)
// Tenta mover para diagonal superior esquerda
if (j > 0 && i > 0 && !(parent[(j - 1) * 8 + i - 1] & player))
PUSH_MAXMIN(KING | player, i - 1, j - 1)
break;
}
}
}
// Coordenadas da melhor jogada
if (!level) {
m_x = x; m_y = y;
m_x2 = x2; m_y2 = y2;
// animateMove(SLOT(computerMoveFinished()));
}
// Retorna MINIMAX deste nível
return minimax;
}