Create engine/move_ordering.py
Browse files- engine/move_ordering.py +115 -0
engine/move_ordering.py
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| 1 |
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"""
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Move Ordering for Nexus-Nano
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Simplified for speed - MVV-LVA + Killer moves only
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"""
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import chess
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from typing import List, Optional, Dict
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class MoveOrderer:
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"""Fast move ordering with minimal overhead"""
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PIECE_VALUES = {
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chess.PAWN: 100,
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chess.KNIGHT: 320,
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chess.BISHOP: 330,
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chess.ROOK: 500,
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chess.QUEEN: 900,
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chess.KING: 20000
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}
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def __init__(self):
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# Only killer moves (no history table for speed)
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self.killer_moves: Dict[int, List[Optional[chess.Move]]] = {}
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self.max_killers = 2
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self.killer_hits = 0
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def order_moves(
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self,
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board: chess.Board,
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moves: List[chess.Move],
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depth: int,
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tt_move: Optional[chess.Move] = None
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) -> List[chess.Move]:
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"""
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Fast move ordering
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Priority: TT move > Captures (MVV-LVA) > Killers > Others
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"""
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scored_moves = []
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for move in moves:
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score = 0
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# TT move
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if tt_move and move == tt_move:
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score += 1000000
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# Captures
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elif board.is_capture(move):
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score += self._score_capture(board, move)
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# Quiet moves
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else:
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# Killer moves
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if self._is_killer(move, depth):
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score += 9000
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self.killer_hits += 1
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# Promotions
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if move.promotion == chess.QUEEN:
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score += 8000
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# Checks
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board.push(move)
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if board.is_check():
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score += 5000
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board.pop()
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# Center control
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center = [chess.D4, chess.D5, chess.E4, chess.E5]
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if move.to_square in center:
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score += 30
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scored_moves.append((score, move))
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scored_moves.sort(key=lambda x: x[0], reverse=True)
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return [move for _, move in scored_moves]
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def _score_capture(self, board: chess.Board, move: chess.Move) -> int:
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"""MVV-LVA scoring"""
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captured = board.piece_at(move.to_square)
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attacker = board.piece_at(move.from_square)
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if not captured or not attacker:
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return 0
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victim = self.PIECE_VALUES.get(captured.piece_type, 0)
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attacker_val = self.PIECE_VALUES.get(attacker.piece_type, 1)
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return (victim * 10 - attacker_val) * 100
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def _is_killer(self, move: chess.Move, depth: int) -> bool:
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killers = self.killer_moves.get(depth, [])
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return move in killers
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def update_killer_move(self, move: chess.Move, depth: int):
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if depth not in self.killer_moves:
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self.killer_moves[depth] = []
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killers = self.killer_moves[depth]
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if move not in killers:
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killers.insert(0, move)
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self.killer_moves[depth] = killers[:self.max_killers]
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def clear(self):
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self.killer_moves.clear()
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self.killer_hits = 0
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def get_stats(self) -> Dict:
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return {
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'killer_hits': self.killer_hits,
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'killer_depths': len(self.killer_moves)
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}
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