New to Python, which I really like BTW.
First serious prog. Hope you like it. I know it needs a 'can't move if
your King would be put into check' test. But the weighted value of the
King piece does a surprising emergent job.
#!/usr/bin/python -tt
# -*- coding: utf-8 -*-
# Copyright (C) 2013 Chris Hinsley, GPL V3 License
import sys
import random
import os
PLY = 3
EMPTY = 0
BLACK = 1
WHITE = 2
NO_CAPTURE = 3
MAY_CAPTURE = 4
MUST_CAPTURE = 5
def piece_type(piece):
return EMPTY if piece == 32 else BLACK if chr(piece) in 'KQRBNP' else WHITE
def display_board(board):
print ' a b c d e f g h'
print '+---+---+---+---+---+---+---+---+'
for row in range(8):
for col in range(8):
sys.stdout.write('| ')
sys.stdout.write(chr(board[row * 8 + col]))
sys.stdout.write(' ')
sys.stdout.write('|')
print 8 - row
print '+---+---+---+---+---+---+---+---+'
def piece_moves(board, index, dx, dy, capture_flag, distance):
piece = board[index]
type = piece_type(piece)
cx = index % 8
cy = index / 8
for step in range(distance):
nx = cx + (dx * (step + 1))
ny = cy + (dy * (step + 1))
if nx in range(8) and ny in range(8):
newindex = ny * 8 + nx
newpiece = board[newindex]
newtype = piece_type(newpiece)
if capture_flag == MUST_CAPTURE:
if newtype != EMPTY and newtype != type:
board[index] = ' '
if (ny == 0 or ny == 7) and chr(piece) in 'Pp':
for promote in 'QRBN' if type == BLACK else 'qrbn':
board[newindex] = promote
yield board
else:
board[newindex] = piece
yield board
board[index], board[newindex] = piece, newpiece
elif capture_flag == MAY_CAPTURE:
if newtype == EMPTY or newtype != type:
board[index], board[newindex] = ' ', piece
yield board
board[index], board[newindex] = piece, newpiece
break
elif newtype == EMPTY:
board[index] = ' '
if (ny == 0 or ny == 7) and chr(piece) in 'Pp':
for promote in 'QRBN' if type == BLACK else 'qrbn':
board[newindex] = promote
yield board
else:
board[newindex] = piece
yield board
board[index], board[newindex] = piece, newpiece
else:
break
def pawn_moves(board, index, options):
for x, y, flag, distance in options:
for new_board in piece_moves(board, index, x, y, flag, distance):
yield new_board
def other_moves(board, index, options, distance):
for x, y in options:
for new_board in piece_moves(board, index, x, y, MAY_CAPTURE,
distance):
yield new_board
def black_pawn_moves(board, index):
distance = 2 if index in range(8, 16) else 1
for new_board in pawn_moves(board, index, [(0, 1, NO_CAPTURE,
distance), (-1, 1, MUST_CAPTURE, 1), (1, 1, MUST_CAPTURE, 1)]):
yield new_board
def white_pawn_moves(board, index):
distance = 2 if index in range(48, 56) else 1
for new_board in pawn_moves(board, index, [(0, -1, NO_CAPTURE,
distance), (-1, -1, MUST_CAPTURE, 1), (1, -1, MUST_CAPTURE, 1)]):
yield new_board
def rook_moves(board, index):
for new_board in other_moves(board, index, [(0, -1), (-1, 0), (0,
1), (1, 0)], 7):
yield new_board
def bishop_moves(board, index):
for new_board in other_moves(board, index, [(-1, -1), (-1, 1), (1,
1), (1, -1)], 7):
yield new_board
def knight_moves(board, index):
for new_board in other_moves(board, index, [(-2, 1), (2, -1), (2,
1), (-1, -2), (-1, 2), (1, -2), (1, 2)], 1):
yield new_board
def queen_moves(board, index):
for new_board in bishop_moves(board, index):
yield new_board
for new_board in rook_moves(board, index):
yield new_board
def king_moves(board, index):
for new_board in other_moves(board, index, [(0, -1), (-1, 0), (0,
1), (1, 0), (-1, -1), (-1, 1), (1, 1), (1, -1)], 1):
yield new_board
moves = {'P' : black_pawn_moves, 'p' : white_pawn_moves, \
'R' : rook_moves, 'r' : rook_moves, \
'B' : bishop_moves, 'b' : bishop_moves, \
'N' : knight_moves, 'n' : knight_moves, \
'Q' : queen_moves, 'q' : queen_moves, \
'K' : king_moves, 'k' : king_moves}
def all_moves(board, turn):
for index, piece in enumerate(board):
if piece_type(piece) == turn:
for new_board in moves[chr(piece)](board, index):
yield new_board
piece_values = {'K' : (1000000, 0), 'k' : (0, 1000000), \
'P' : (1, 0), 'p' : (0, 1), \
'N' : (3, 0), 'n' : (0, 3), \
'B' : (3, 0), 'b' : (0, 3), \
'R' : (5, 0), 'r' : (0, 5), \
'Q' : (9, 0), 'q' : (0, 9)}
position_values = [0, 0, 0, 0, 0, 0, 0, 0, \
0, 1, 1, 1, 1, 1, 1, 0, \
0, 1, 2, 2, 2, 2, 1, 0, \
0, 1, 2, 3, 3, 2, 1, 0, \
0, 1, 2, 3, 3, 2, 1, 0, \
0, 1, 2, 2, 2, 2, 1, 0, \
0, 1, 1, 1, 1, 1, 1, 0, \
0, 0, 0, 0, 0, 0, 0, 0]
def score_board(board):
black_score, white_score = 0, 0
for index, piece in enumerate(board):
type = piece_type(piece)
if type != EMPTY:
position_value = position_values[index]
if type == BLACK:
black_score += position_value
else:
white_score += position_value
black_value, white_value = piece_values[chr(piece)]
black_score += black_value
white_score += white_value
return (black_score, white_score)
def turn_score(board, turn):
black_score, white_score = score_board(board)
return (white_score - black_score) if turn == WHITE else
(black_score - white_score)
def best_move(board, turn, ply):
best_score = -10000000
best_boards = []
for new_board in all_moves(board, turn):
if ply:
next_turn = BLACK if turn == WHITE else WHITE
score = turn_score(best_move(new_board, next_turn, ply - 1), turn)
else:
score = turn_score(new_board, turn)
if score > best_score or not best_boards:
best_score = score
best_boards = [new_board[:]]
elif score == best_score:
best_boards.append(new_board[:])
if best_boards:
return random.choice(best_boards)
return board[:]
def main():
board = bytearray('RNBQKBNRPPPPPPPP
pppppppprnbqkbnr')
turn = WHITE
while True:
board = best_move(board, turn, PLY)
turn = BLACK if turn == WHITE else WHITE
os.system('clear')
display_board(board)
#raw_input()
if __name__ == '__main__':
main()
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