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pub use model::{CheckersBitBoard, Move, PieceColor, PossibleMoves};
const KING_WORTH: u32 = 2;
fn eval_position(board: CheckersBitBoard) -> f32 {
let light_pieces = board.pieces_bits() & !board.color_bits();
let dark_pieces = board.pieces_bits() & board.color_bits();
let light_peasants = light_pieces & !board.king_bits();
let dark_peasants = dark_pieces & !board.king_bits();
let light_kings = light_pieces & board.king_bits();
let dark_kings = dark_pieces & board.king_bits();
// if we assume the black player doesn't exist, how good is this for white?
let light_eval =
(light_peasants.count_ones() as f32) + ((light_kings.count_ones() * KING_WORTH) as f32);
let dark_eval =
(dark_peasants.count_ones() as f32) + ((dark_kings.count_ones() * KING_WORTH) as f32);
// avoiding a divide by zero error
if dark_eval + light_eval != 0.0 {
light_eval / (dark_eval + light_eval)
} else {
0.0
}
}
pub fn eval(depth: usize, mut alpha: f32, beta: f32, board: CheckersBitBoard) -> f32 {
if depth == 0 {
eval_position(board)
} else {
let turn = board.turn();
let mut best_eval = f32::NEG_INFINITY;
for current_move in PossibleMoves::moves(board) {
let board = unsafe { current_move.apply_to(board) };
let current_eval = if board.turn() != turn {
1.0 - eval(depth - 1, 1.0 - beta, 1.0 - alpha, board)
} else {
eval(depth - 1, alpha, beta, board)
};
if current_eval >= beta {
return beta;
}
if best_eval < current_eval {
best_eval = current_eval;
}
if alpha < best_eval {
alpha = best_eval;
}
}
best_eval
}
}
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