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LibChess: Only save hash of board state for repetition checking

This more than doubles the number of nodes that MCTS can search for a
given time limit, and greatly reduces memory usage.
This commit is contained in:
Peter Elliott 2021-06-19 14:49:53 -06:00 committed by Andreas Kling
parent 675b8ba995
commit 57bb4d1aec
2 changed files with 9 additions and 10 deletions

View file

@ -579,14 +579,12 @@ bool Board::apply_move(const Move& move, Color color)
bool Board::apply_illegal_move(const Move& move, Color color) bool Board::apply_illegal_move(const Move& move, Color color)
{ {
Board clone = *this; auto state = Traits<Board>::hash(*this);
clone.m_previous_states = {};
clone.m_moves = {};
auto state_count = 0; auto state_count = 0;
if (m_previous_states.contains(clone)) if (m_previous_states.contains(state))
state_count = m_previous_states.get(clone).value(); state_count = m_previous_states.get(state).value();
m_previous_states.set(clone, state_count + 1); m_previous_states.set(state, state_count + 1);
m_moves.append(move); m_moves.append(move);
m_turn = opposing_color(color); m_turn = opposing_color(color);
@ -758,7 +756,7 @@ Board::Result Board::game_result() const
if (m_moves_since_capture == 50 * 2) if (m_moves_since_capture == 50 * 2)
return Result::FiftyMoveRule; return Result::FiftyMoveRule;
auto repeats = m_previous_states.get(*this); auto repeats = m_previous_states.get(Traits<Board>::hash(*this));
if (repeats.has_value()) { if (repeats.has_value()) {
if (repeats.value() == 3) if (repeats.value() == 3)
return Result::ThreeFoldRepetition; return Result::ThreeFoldRepetition;

View file

@ -172,7 +172,8 @@ private:
bool m_black_can_castle_kingside { true }; bool m_black_can_castle_kingside { true };
bool m_black_can_castle_queenside { true }; bool m_black_can_castle_queenside { true };
HashMap<Board, int> m_previous_states; // We trust that hash collisions will not happen to save lots of memory and time.
HashMap<unsigned, int> m_previous_states;
Vector<Move> m_moves; Vector<Move> m_moves;
friend struct Traits<Board>; friend struct Traits<Board>;
}; };
@ -276,7 +277,7 @@ void Board::generate_moves(Callback callback, Color color) const
template<> template<>
struct AK::Traits<Chess::Piece> : public GenericTraits<Chess::Piece> { struct AK::Traits<Chess::Piece> : public GenericTraits<Chess::Piece> {
static unsigned hash(Chess::Piece piece) static unsigned hash(const Chess::Piece& piece)
{ {
return pair_int_hash(static_cast<u32>(piece.color), static_cast<u32>(piece.type)); return pair_int_hash(static_cast<u32>(piece.color), static_cast<u32>(piece.type));
} }
@ -284,7 +285,7 @@ struct AK::Traits<Chess::Piece> : public GenericTraits<Chess::Piece> {
template<> template<>
struct AK::Traits<Chess::Board> : public GenericTraits<Chess::Board> { struct AK::Traits<Chess::Board> : public GenericTraits<Chess::Board> {
static unsigned hash(Chess::Board chess) static unsigned hash(const Chess::Board chess)
{ {
unsigned hash = 0; unsigned hash = 0;
hash = pair_int_hash(hash, static_cast<u32>(chess.m_white_can_castle_queenside)); hash = pair_int_hash(hash, static_cast<u32>(chess.m_white_can_castle_queenside));