I have been working on a chess engine recently, and I am ready to implement some kind of AI to actually play the game (search positions). I have written an alpha-beta pruning algorithm, but it doesn't return the best moves when i test it.
The code for the alpha-beta search is:
float Search::alphabeta(S_BOARD* pos, S_SEARCHINFO *info, int depth, float alpha, float beta){
if (depth == 0) {
info->nodes++;
return eval::staticEval(pos);
}
info->nodes++;
S_MOVELIST list;
MoveGeneration::validMoves(pos, list);
float value = 0;
S_MOVE bestMove;
bestMove.move = NOMOVE;
bestMove.score = 0;
float prevBound = (pos->whitesMove == WHITE) ? alpha : beta;
int pvMove = TT::probeMove(pos);
if (pvMove != NOMOVE) {
for (int i = 0; i < list.count; i++) {
if (list.moves[i].move == pvMove) {
list.moves[i].score = 20000000;
break;
}
}
}
if (pos->whitesMove == WHITE) {
value = -INFINITE;
for (int moveNum = 0; moveNum < list.count; moveNum++) {
pickNextMove(moveNum, &list);
MoveGeneration::makeMove(*pos, list.moves[moveNum].move);
value = max(value, alphabeta(pos, info, depth - 1, alpha, beta));
MoveGeneration::undoMove(*pos);
if (value > alpha) {
if (value >= beta) {
if (moveNum == 0) {
info->fhf++;
}
info->fh++;
break;
}
alpha = value;
bestMove = list.moves[moveNum];
}
}
if (pos->is_checkmate) {
return -MATE + pos->ply;
}
else if (pos->is_stalemate) {
return 0;
}
if (alpha != prevBound) {
TT::storePvMove(pos, bestMove);
}
return value;
}
else {
value = INFINITE;
for (int moveNum = 0; moveNum < list.count; moveNum++) {
pickNextMove(moveNum, &list);
MoveGeneration::makeMove(*pos, list.moves[moveNum].move);
value = min(value, alphabeta(pos, info, depth - 1, alpha, beta));
MoveGeneration::undoMove(*pos);
if (value < beta){
if (beta <= alpha) {
if (moveNum == 0) {
info->fhf++;
}
info->fh++;
break;
}
beta = value;
bestMove = list.moves[moveNum];
}
}
if (pos->is_checkmate) {
return MATE - pos->ply;
}
else if (pos->is_stalemate) {
return 0;
}
if (beta != prevBound) {
TT::storePvMove(pos, bestMove);
}
return value;
}
(MoveGeneration is a namespace, so it isn't a problem with calling functions outside of object instances.)
I run the function inside an iterative deepening function, which is as follows:
float Search::searchPosition(S_BOARD* pos, S_SEARCHINFO *info){
clearForSearch(pos, info);
float score = -INFINITE;
int bestMove = NOMOVE;
int pvMoves = 0;
// Iterative deepening.
for (int currDepth = 1; currDepth <= info->depth; currDepth++){
auto start = std::chrono::high_resolution_clock::now();
score = alphabeta(pos, info, currDepth, -INFINITE, INFINITE);
auto end = std::chrono::high_resolution_clock::now();
pvMoves = TT::getPvLine(pos, currDepth);
bestMove = pos->pvArray[0];
std::chrono::duration<double> elapsed = end - start;
std::cout << "[+] Depth: " << currDepth << " score: " << score << " move: " << printMove(bestMove)
<< " nodes: " << info->nodes << " kN/s: " << (info->nodes/elapsed.count())/1000 << std::endl;
std::cout << "pv";
for (int i = 0; i < pvMoves; i++){
std::cout << " " << printMove(pos->pvArray[i]);
}
std::cout << std::endl;
std::cout << "Ordering: " << info->fhf/info->fh << std::endl;
}
return score;}
Can anyone please help me by pointing out potential errors i have made?
Thank you for your help, and just tell me if i need to upload more of my code.
it doesn't return a move since you are only returning the value at the bottom of your alpha/beta function. In the original call, put this:
In your depth == 0, checkmate and stalemate you return:
At the end of your two player functions (minimizing and maximizing player) you return:
Finally, when you make the recursive calls from your two player functions, you need to only obtain the value. I am not sure about your programming language, but in e.g. Python you put a [1] at the end to just get the value and not the move, something like this: