I was in the process of optimizing my chess engine in python when I was doing some testing on this position (engine as black) with a depth of 4:
board and everything seemed fine until I looked at the evaluations for each position. When moving the black queen from h1 to h6, it gives the position a score of 69.5 for black which is clearly wrong because white can promote on the next move.
I rewrote my alpha beta function to its most basic form, like it’s written on the chess programming wiki,
Mine:
def search(self, depth: int, whiteTurn: bool, alpha: int, beta: int, baseDepth: int) -> float:
if depth == 0:
return self.evaluate(whiteTurn)
moves = []
squares = list(self.board.keys())
# finding legal moves this turn
if whiteTurn:
for square in squares:
# check for a piece
if self.board[square] != '0' and self.board[square].isupper():
squareMoves = self.orderMoves(findLegalMoves(self.pythonBoard.legal_moves, square), square)
for move, score in squareMoves:
moves.append([ch.Move.from_uci(square + move), score])
moves = [move[0] for move in sorted(moves, key=lambda x: x[1], reverse=True)]
else:
for square in squares:
if self.board[square] != '0' and self.board[square].islower():
squareMoves = self.orderMoves(findLegalMoves(self.pythonBoard.legal_moves, square), square)
for move, score in squareMoves:
moves.append([ch.Move.from_uci(square + move), score])
moves = [move[0] for move in sorted(moves, key=lambda x: x[1], reverse=True)]
for move in moves:
self.pythonBoard.push(move)
fenboard = self.pythonBoard.board_fen()
self.board = fenConverter(fenboard)
evaluation = -self.search(depth - 1, not whiteTurn, -beta, -alpha, baseDepth)
if depth == DEPTH:
print(evaluation, 'n', self.pythonBoard)
self.pythonBoard.pop()
self.board = fenConverter(self.pythonBoard.board_fen())
if evaluation >= beta:
return beta
if evaluation > alpha:
if depth == DEPTH:
self.move = move
self.materialValue = evaluation
alpha = evaluation
return alpha
Their pseudocode:
int alphaBeta( int alpha, int beta, int depthleft ) {
if( depthleft == 0 ) return quiesce( alpha, beta );
bestValue = -infinity;
for ( all moves) {
score = -alphaBeta( -beta, -alpha, depthleft - 1 );
if( score > bestValue )
{
bestValue = score;
if( score > alpha )
alpha = score; // alpha acts like max in MiniMax
}
if( score >= beta )
return bestValue; // fail soft beta-cutoff, existing the loop here is also fine
}
return bestValue;
}
with this evaluation function:
def evaluate(self, isWhite: bool) -> float:
"""
evaluate evaluates the position
"""
materialValue = 0
squares = list(self.board.keys())
if self.pythonBoard.is_stalemate():
return 0
if self.pythonBoard.outcome() != None:
if self.pythonBoard.is_checkmate():
return float('-inf')
for square in squares:
# if there's a piece on the square
if self.board[square] != '0':
name = self.board[square]
color = findColor(name)
moves = set()
piece = Piece(name, color, 0, moves)
if color == 'black':
if name == 'p':
vMap = pawnMap(square)
elif name == 'n':
vMap = knightMap(square)
elif name == 'b':
vMap = bishopMap(square)
elif name == 'q':
vMap = queenMap(square)
elif name == 'k':
if ((self.whitePieceCount['Q'] == 0 and self.whitePieceCount['R'] <= 1 and self.whitePieceCount['B'] + self.whitePieceCount['N'] <= 2) or
(self.whitePieceCount['B'] + self.whitePieceCount['N'] + self.whitePieceCount['R'] <= 2 and self.whitePieceCount['R'] <= 1)):
vMap = lateKingMap(square)
else:
vMap = earlyKingMap(square)
else:
vMap = rookMap(square)
materialValue += vMap.mapValue()
if color == 'white':
row = int(square[1])
newRow = str(9 - row)
square = square[0] + newRow
if name == 'P':
vMap = pawnMap(square)
elif name == 'N':
vMap = knightMap(square)
elif name == 'B':
vMap = bishopMap(square)
elif name == 'Q':
vMap = queenMap(square)
elif name == 'K':
if ((self.blackPieceCount['q'] == 0 and self.blackPieceCount['r'] <= 1 and self.blackPieceCount['b'] + self.blackPieceCount['n'] <= 2) or
(self.blackPieceCount['b'] + self.blackPieceCount['n'] + self.blackPieceCount['r'] <= 2 and self.blackPieceCount['r'] <= 1)):
vMap = lateKingMap(square)
else:
vMap = earlyKingMap(square)
else:
vMap = rookMap(square)
materialValue += -vMap.mapValue()
materialValue += piece.value * 10
if isWhite:
# materialValue += self.endGameEval(self.blackPieces, isWhite)
return materialValue
else:
# materialValue -= self.endGameEval(self.whitePieces, isWhite)
return -materialValue
Black’s piece values are negative and white’s are positive, so that’s why I return -materialValue for black. In all positions I tested with depth 1 to see if the evaluate function was wrong, it seemed to be working. All the values it gave were expected. I’m unsure how that could be the problem, but then the function I basically copied from the chess programming wiki didn’t work.
Otherwise, the move ordering is fine (shouldn’t affect the evaluation either way) and it finds all possible moves correctly.
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