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David_AI_v8.py
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David_AI_v8.py
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"""This chess engine was written by David for fun.
A board is represented by 128 char array
ToDo:
- change positional scoring according to the game's phase
- score moves towards enemy king more highly
- score repeated positions differently as they lead to draws
- create isCheck function
- use isCheck in castling
- add strict legal move generation function (look for check and stalemate)
- create isStalemate function
- make runner end the game when there is checkmate
- make runner end the game when there are no legal moves (stalemate)
- en passant
- switch to negamax
- aspiration search
"""
from time import perf_counter as now
from copy import copy
from array import array
from itertools import count
from shared import ThreeFoldRepetition
PIECE_MOVE_DIRECTION = {
'R': (1, 16, -1, -16),
'B': (1+16, 1-16, 16-1, -1-16),
'N': (1+2*16, 1-2*16, -1+2*16, -1-2*16, 2+16, 2-16, -2+16, -2-16)}
PIECE_MOVE_DIRECTION['K'] = PIECE_MOVE_DIRECTION['R'] + PIECE_MOVE_DIRECTION['B']
PIECE_MOVE_DIRECTION['Q'] = PIECE_MOVE_DIRECTION['K']
for _piece in copy(PIECE_MOVE_DIRECTION):
PIECE_MOVE_DIRECTION[_piece.lower()] = PIECE_MOVE_DIRECTION[_piece]
PIECE_VALUE = {
'.': 0,
'K': 20000, 'Q': 975, 'R': 500, 'B': 335, 'N': 325, 'P': 100,
'k': -20000, 'q': -975, 'r': -500, 'b': -335, 'n': -325, 'p': -100
}
POSITION_VALUE_READABLE = {
'P': [
[0, 0, 0, 0, 0, 0, 0, 0],
[50, 50, 50, 50, 50, 50, 50, 50],
[10, 10, 20, 30, 30, 20, 10, 10],
[5, 5, 10, 25, 25, 10, 5, 5],
[0, 0, 0, 2, 2, 0, 0, 0],
[5, -5,-10, 0, 0,-10, -5, 5],
[5, 10, 10,-20,-20, 10, 10, 5],
[0, 0, 0, 0, 0, 0, 0, 0]],
# [[5*(x - (x * x / 7))+(0.02 * (y+2)**4)-10 for x in range(8)] for y in range(7, -1, -1)],
# print('\n'.join(' '.join('{}'.format(int(PAWN_POSITION_VALUE[y][x]))
# for x in range(8))for y in range(8))+'\n')
'N': [
[-8, -8, -8, -8, -8, -8, -8, -8],
[-8, 0, 0, 0, 0, 0, 0, -8],
[-8, 0, 4, 6, 6, 4, 0, -8],
[-8, 0, 6, 8, 8, 6, 0, -8],
[-8, 0, 6, 8, 8, 6, 0, -8],
[-8, 0, 4, 6, 6, 4, 0, -8],
[-8, 0, 1, 2, 2, 1, 0, -8],
[-16,-12, -8, -8, -8, -8, -12, -16]],
'B': [
[-4, -4, -4, -4, -4, -4, -4, -4],
[-4, 0, 0, 0, 0, 0, 0, -4],
[-4, 0, 2, 4, 4, 2, 0, -4],
[-4, 0, 4, 6, 6, 4, 0, -4],
[-4, 0, 4, 6, 6, 4, 0, -4],
[-4, 1, 2, 4, 4, 2, 1, -4],
[-4, 2, 1, 1, 1, 1, 2, -4],
[-4, -4, -12, -4, -4, -12, -4, -4]],
'R': [
[5, 5, 5, 5, 5, 5, 5, 5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[-5, 0, 0, 0, 0, 0, 0, -5],
[0, 0, 0, 2, 2, 0, 0, 0]],
'Q': [
[0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 1, 1, 0, 0],
[0, 0, 1, 2, 2, 1, 0, 0],
[0, 0, 2, 3, 3, 2, 0, 0],
[0, 0, 2, 3, 3, 2, 0, 0],
[0, 0, 1, 2, 2, 1, 0, 0],
[0, 0, 1, 1, 1, 1, 0, 0],
[-5, -5, -5, -5, -5, -5, -5, -5]],
# this should change with the game's phase
'K': [
[-40, -30, -50, -70, -70, -50, -30, -40],
[-30, -20, -40, -60, -60, -40, -20, -30],
[-20, -10, -30, -50, -50, -30, -10, -20],
[-10, 0, -20, -40, -40, -20, 0, -10],
[0, 10, -10, -30, -30, -10, 10, 0],
[10, 20, 0, -20, -20, 0, 20, 10],
[30, 40, 20, 0, 0, 20, 40, 30],
[40, 50, 30, 10, 10, 30, 50, 40]],
'.': [[0 for _ in range(8)] for _ in range(8)]
}
# The last 4 chars of the board contain the castling rights.
# If the char is true then castling is allowed
BOTTOM_LEFT_CASTLING = 124
BOTTOM_RIGHT_CASTLING = 125
TOP_LEFT_CASTLING = 126
TOP_RIGHT_CASTLING = 127
POSITION_VALUE = dict()
for piece_ in POSITION_VALUE_READABLE:
POSITION_VALUE[piece_] = []
POSITION_VALUE[piece_.lower()] = []
for row in POSITION_VALUE_READABLE[piece_].__reversed__():
POSITION_VALUE[piece_].extend(
[PIECE_VALUE[piece_]+value for value in row]+[None]*8)
for row in POSITION_VALUE_READABLE[piece_]:
POSITION_VALUE[piece_.lower()].extend(
[-PIECE_VALUE[piece_]-value for value in row.__reversed__()]+[None]*8)
assert len(POSITION_VALUE['K']) == 128
# valid positions
valid_pos = [x+16*y for x in range(8) for y in range(8)]
assert len(valid_pos) == 64
transpositionTable = dict()
total_moves = 0
time_out_point = now() + 100
history = []
def evaluate(board)->float:
return sum(POSITION_VALUE[board[x+16*y]][x+16*y] for x in range(8) for y in range(8))
def move(board, pos1, pos2):
global total_moves
"""returns a board with a move made"""
total_moves += 1
board = copy(board)
# add piece to destination
board[pos2] = board[pos1]
# remove piece from source
board[pos1] = '.'
# most moves don't affect castling rights so I do a fast set membership test
if pos1 in {0, 4, 7,
0+7*16, 4+7*16, 7+7*16}:
if pos1 == 0:
board[BOTTOM_LEFT_CASTLING] = '\0'
elif pos1 == 4:
board[BOTTOM_LEFT_CASTLING] = board[BOTTOM_RIGHT_CASTLING] = '\0'
elif pos1 == 7:
board[BOTTOM_RIGHT_CASTLING] = '\0'
elif pos1 == 0+7*16:
board[TOP_LEFT_CASTLING] = '\0'
elif pos1 == 4+7*16:
board[TOP_LEFT_CASTLING] = board[TOP_RIGHT_CASTLING] = '\0'
elif pos1 == 7+7*16:
board[TOP_RIGHT_CASTLING] = '\0'
return board
def moves(board, _player_is_white: bool):
"""This generates a list of all possible game states after one move.
It does not check for whether the king is in check."""
for pos1 in valid_pos:
piece = board[pos1]
if piece in 'KQRBN' if _player_is_white else piece in 'kqrbn':
for direction in PIECE_MOVE_DIRECTION[piece]:
for pos2 in count(pos1+direction, direction):
if pos2 & 0x88:
# then it is a move off the board
break
target_piece = board[pos2]
if target_piece == '.':
# then it is moving into an empty square
yield (
move(board, pos1, pos2),
POSITION_VALUE[piece][pos2] -
POSITION_VALUE[piece][pos1])
elif target_piece.islower() if _player_is_white else target_piece.isupper():
# then it is taking an opponent's piece
yield (
move(board, pos1, pos2),
POSITION_VALUE[piece][pos2] -
POSITION_VALUE[target_piece][pos2] -
POSITION_VALUE[piece][pos1])
break
else:
# then it is taking it's own piece
break
if piece in 'KkNn':
break
# pawns are weird
if piece == 'P' if _player_is_white else piece == 'p':
# this section is for captures
for pos2 in (pos1+1+16, pos1-1+16) if _player_is_white else (pos1+1-16, pos1-1-16):
if pos2 & 0x88:
continue
target_piece = board[pos2]
if target_piece.islower() if _player_is_white else target_piece.isupper():
# then a take is possible
after_pawn_move = move(board, pos1, pos2)
if pos2 >= (7*16) if _player_is_white else pos2 < 8:
# then the end of the board has been reached and promotion is needed
for replacement_piece in ('QRBN' if _player_is_white else 'qrbn'):
after_pawn_replacement = copy(after_pawn_move)
after_pawn_replacement[pos2] = replacement_piece
yield(
after_pawn_replacement,
POSITION_VALUE[replacement_piece][pos2] -
POSITION_VALUE[target_piece][pos2] -
POSITION_VALUE[piece][pos1])
else:
yield(
after_pawn_move,
POSITION_VALUE[piece][pos2] -
POSITION_VALUE[target_piece][pos2] -
POSITION_VALUE[piece][pos1])
# Check if pawn can move forwards 1
# Note that there is no need to check for moving off the edge of the board
# due to pawns on the back row always being promoted.
pos2 = pos1 + (16 if _player_is_white else -16)
if board[pos2] == '.':
# check if pawn can be promoted
if pos2 >= (7*16) if _player_is_white else pos2 < 8:
after_pawn_move = move(board, pos1, pos2)
# add each possible promotion to _moves
for replacement_piece in ('QRBN' if _player_is_white else 'qrbn'):
after_pawn_replacement = copy(after_pawn_move)
after_pawn_replacement[pos2] = replacement_piece
yield(
after_pawn_replacement,
POSITION_VALUE[replacement_piece][pos2] -
POSITION_VALUE[piece][pos1])
else:
yield(
move(board, pos1, pos2),
POSITION_VALUE[piece][pos2] -
POSITION_VALUE[piece][pos1])
# check if pawn can move forwards 2
if pos1 < 32 if _player_is_white else pos1 >= 6*16 :
pos2 = pos1 + (32 if _player_is_white else -32)
if board[pos2] == '.':
yield(
move(board, pos1, pos2),
POSITION_VALUE[piece][pos2] -
POSITION_VALUE[piece][pos1])
# TODO this should check if the king is moving into, out of or through check
if _player_is_white:
if (board[BOTTOM_LEFT_CASTLING] and
board[0] == 'R' and
board[1] == '.' and
board[2] == '.' and
board[3] == '.' and
board[4] == 'K'):
yield castle(board, 0, 4, 3, 2)
if (board[BOTTOM_RIGHT_CASTLING] and
board[7] == 'R' and
board[6] == '.' and
board[5] == '.' and
board[4] == 'K'):
yield castle(board, 7, 4, 5, 6)
else:
if (board[TOP_LEFT_CASTLING] and
board[0+7*16] == 'r' and
board[1+7*16] == '.' and
board[2+7*16] == '.' and
board[3+7*16] == '.' and
board[4+7*16] == 'k'):
yield castle(board, 0+7*16, 4+7*16, 3+7*16, 2+7*16)
if (board[TOP_RIGHT_CASTLING] and
board[7+7*16] == 'r' and
board[6+7*16] == '.' and
board[5+7*16] == '.' and
board[4+7*16] == 'k'):
yield castle(board, 7+7*16, 4+7*16, 5+7*16, 6+7*16)
def castle(board, old_rook_location, old_king_location, new_rook_location, new_king_location):
board = copy(board)
board[new_rook_location] = rook = board[old_rook_location]
board[new_king_location] = king = board[old_king_location]
board[old_rook_location] = board[old_king_location] = '.'
if old_king_location == 4:
board[BOTTOM_LEFT_CASTLING] = board[BOTTOM_RIGHT_CASTLING] = '\0'
else:
board[TOP_LEFT_CASTLING] = board[TOP_RIGHT_CASTLING] = '\0'
return (
board,
POSITION_VALUE[rook][new_rook_location] +
POSITION_VALUE[king][new_king_location] -
POSITION_VALUE[rook][old_rook_location] -
POSITION_VALUE[king][old_king_location])
def alpha_beta(board, depth, current_cscore, player_is_white, alpha, beta)->int:
"""Implements alpha beta tree search, returns a score. This fails soft."""
# if abs(current_cscore - evaluate(board)) > 0.1:
# print(current_cscore, evaluate(board), board)
# assert len(board) == 128
# lookup the current node to see if it has already been searched
key = board.tobytes() + (b'w' if player_is_white else b'b')
if key in transpositionTable:
node_score, node_type, node_search_depth = transpositionTable[key]
if node_search_depth >= depth:
if (node_type == 'exact' or
node_type == 'high' and node_score >= beta or
node_type == 'low' and node_score <= alpha):
return node_score
possible_moves = moves(board, player_is_white)
if depth > 1:
if now() > time_out_point:
raise TimeoutError
# then try to guess the best order to try moves
possible_moves = list(possible_moves)
possible_moves.sort(key=lambda _move: _move[1], reverse=player_is_white)
current_best_score = (-99999) if player_is_white else 99999
for possible_move, diff in possible_moves:
move_score = current_cscore + diff
# assert abs(move_score - evaluate(possible_move)) < 0.001
# Only search deeper if both kings are still present.
# This also stops my engine trading my king now for your king later.
# I also search deeper then normal if a take is made
# Note that the comparison is ordered for evaluation speed
if depth >= 1 and (depth >= 2 or abs(diff) > 50) and abs(diff) < 1000:
# this does not always use move ordering :-( todo
move_score = alpha_beta(possible_move, depth - 1, move_score, not player_is_white, alpha, beta)
if player_is_white:
if move_score > current_best_score:
current_best_score = move_score
if move_score > alpha:
alpha = move_score
if alpha >= beta:
# the score failed high
transpositionTable[key] = current_best_score, 'high', depth
break
else:
if move_score < current_best_score:
current_best_score = move_score
if move_score < beta:
beta = move_score
if alpha >= beta:
# the score failed low
transpositionTable[key] = current_best_score, 'low', depth
break
else:
# the score is exact and the earlier check of the table ensures that we are not overwriting
# an entry of greater depth
transpositionTable[key] = current_best_score, 'exact', depth
return current_best_score
def estimated_score(board, previous_cscore, diff, player_is_white):
key = board.tobytes() + (b'w' if player_is_white else b'b')
if key in transpositionTable:
return transpositionTable[key][0]
else:
return previous_cscore + diff
def search(board, depth, current_cscore, player_is_white, alpha, beta):
"""Implements top level node in alpha_beta tree search, returns a best move"""
# assert depth > 0
possible_moves = list(moves(board, player_is_white))
possible_moves.sort(
key=lambda _move: estimated_score(_move[0], current_cscore, _move[1], player_is_white),
reverse=player_is_white)
for possible_move, diff in possible_moves:
if depth == 1:
move_score = current_cscore + diff
# assert abs(move_score - evaluate(possible_move)) < 0.001
else:
move_score = alpha_beta(possible_move, depth - 1, current_cscore + diff, not player_is_white, alpha, beta)
if player_is_white:
if move_score > alpha:
alpha = move_score
best_move = possible_move
else:
if move_score < beta:
beta = move_score
best_move = possible_move
return best_move, alpha if player_is_white else beta
def to_array(given_history: [[str]] or [[[str]]]) -> array or [array]:
"""Converts boards from a list of lists to arrays"""
# shortcut the method if only given a single board
if type(given_history[0][0]) == str:
return array('u', ''.join(''.join(row)+'_'*8 for row in given_history))
assert len(given_history[0]) == 8
assert len(given_history[0][0]) == 8
_history = []
# at the beginning of a game all castling options are possible
castling_rights = array('u', '____')
# incrementally update the castling rights
for given_board in given_history:
board = array('u', ''.join(''.join(row)+'_'*8 for row in given_board))
if board[0] != 'R':
castling_rights[0] = '\0'
if board[4] != 'K':
castling_rights[0] = castling_rights[1] = '\0'
if board[7] != 'R':
castling_rights[1] = '\0'
if board[0+7*16] != 'r':
castling_rights[2] = '\0'
if board[4+7*16] != 'k':
castling_rights[2] = castling_rights[3] = '\0'
if board[7+7*16] != 'r':
castling_rights[3] = '\0'
board[-4:] = castling_rights
_history.append(board)
return _history
def from_array(given_history: array or [array]) -> [[str]] or [[[str]]]:
"""Converts boards from arrays to lists of lists"""
if type(given_history) == array:
array_board = given_history
list_of_lists = [[array_board[x + 16 * y] for x in range(8)] for y in range(8)]
assert type(list_of_lists) == list
assert type(list_of_lists[0]) == list
return list_of_lists
_history = [[[
array_board[x + 16 * y] for x in range(8)] for y in range(8)]
for array_board in given_history]
assert type(_history) == list
assert type(_history[0]) == list
assert type(_history[0][0]) == list
return _history
def main(given_history, white_time, black_time):
global transpositionTable
global time_out_point
global history
start_time = now()
history = to_array(given_history)
current_board = history[-1]
assert len(current_board) == 128
assert type(history[-1]) == type(current_board)
if len(history) < 3:
transpositionTable = dict()
player_is_white = len(history) % 2 == 1
available_time = white_time if player_is_white else black_time
time_out_point = start_time + available_time - 0.5 # always hold 0.5 seconds in reserve
current_score = evaluate(current_board)
best_move = None
alpha = -99999
beta = 99999
for depth in range(1, 99):
search_start_time = now()
try:
best_move, best_score = search(current_board, depth, current_score, player_is_white, alpha, beta)
# the transposition table write is inside the try: to ensure it is only written when the search completes
transpositionTable[current_board.tobytes()] = best_score, 'exact', depth
except TimeoutError:
print('internal timeout')
break
search_run_time = now() - search_start_time
# print(f'{depth} {search_run_time:.3f}')
time_remaining = available_time - (now() - start_time)
if time_remaining < search_run_time * 40:
break
if abs(best_score) > 10000:
# print('check mate is expected')
break
print(f'search depth: {depth}-{depth+1}')
print(f'expected score: {best_score}')
# if I am losing badly and in a loop then call a draw
if (((best_score < -400) if player_is_white else (best_score > 400)) and
len(history) > 9 and history[-1] == history[-5] == history[-9]):
raise ThreeFoldRepetition
assert len(best_move) == 128
return from_array(best_move)
'''
At this point David_AI_v4 wins 16/16 games
changed position scoring to make David_AI_v5
this also causes the search of more moves for the benchmark position
250 2 0.002
5160 3 0.046
18017 4 0.090
217693 5 1.385
737830 6 3.568
144904 moves searched per second
small boost from removing unnecessary code
250 2 0.002
5160 3 0.050
18017 4 0.138
217693 5 1.092
737965 6 2.868
177823 moves searched per second
added move counting
300 2 0.083
3508 3 0.483
12901 4 1.628
109606 5 13.375
396902 6 47.114
6331 moves searched per second
switched to centipawn evaluation & tweaked scoring
358 2 0.055
4777 3 0.612
21297 4 2.285
286896 5 36.687
7237 leaves searched per second
15/20 scored with the extra terms
18/20 with extra terms removed
24/26 after conversion to centipawns
23.5/26 with CPW piece square tables (add incentive to move pawns forwards)
166 2 0.002
4876 3 0.040
19911 4 0.097
287690 5 1.339
1105592 6 4.259
192741 leaves searched per second
simplified piece value lookup
159 2 0.002
5164 3 0.033
20096 4 0.086
160780 5 0.809
172953 leaves searched per second
removed function call for position value lookup
159 2 0.001
5164 3 0.024
20096 4 0.094
160780 5 0.669
204022 leaves searched per second :-)
changed pawn lookup table and switched to testing on PC
131 2 0.001
4057 3 0.029
18982 4 0.108
126569 5 0.776
138422 leaves searched per second
added quiescence search to depth 2
878 2 0.008
45827 3 0.336
197728 4 1.433
1102823 5 6.893
127180 leaves searched per second
ditched fancy move sorting
878 2 0.008
44478 3 0.332
190035 4 1.300
1032192 5 6.660
124355 leaves searched per second
removed all traces of evaluate
878 2 0.008
45726 3 0.312
194771 4 1.297
1094450 5 6.508
134704 leaves searched per second
quiescence search to depth 1
210 2 0.002
8224 3 0.068
58484 4 0.354
311780 5 2.244
116886 leaves searched per second
switched back to mac
210 2 0.003
8224 3 0.056
58484 4 0.311
311780 5 2.356
114390 leaves searched per second
reordered comparison
210 2 0.002
8224 3 0.087
58484 4 0.218
311780 5 1.363
186732 leaves searched per second
switched back to using lists of lists
210 2 0.002 65
8224 3 0.059 1977
58484 4 0.226 3889
311780 5 1.751 59593
152995 leaves searched per second
changed way moves are counted
42 1 0.001 0
252 2 0.004 65
8266 3 0.073 1977
58526 4 0.203 3889
311822 5 1.746 59593
153933 moves made per second
switched to using arrays
42 1 0.000 0
262 2 0.002 64
8585 3 0.075 2018
18977 4 0.156 2981
251061 5 1.476 56693
146883 moves made per second
removed PIECE_VALUE
42 1 0.000 0
262 2 0.001 64
8585 3 0.054 2018
18977 4 0.052 2981
251061 5 1.378 56693
169003 moves made per second
added tracking of castling rights
42 1 0.000 0
262 2 0.002 64
8585 3 0.055 2018
18977 4 0.076 2981
251061 5 1.666 56693
139514 moves made per second
make tracking of castling rights more efficient
42 1 0.001 0
262 2 0.004 64
8585 3 0.067 2018
18977 4 0.062 2981
251061 5 1.507 56693
153069 moves made per second
switched to unoptimised 0x88 representation
42 1 0.000 0
262 2 0.001 64
8589 3 0.052 2022
18984 4 0.082 2986
252137 5 1.962 57081
120205 moves made per second
optimised 0x88 move generation
42 1 0.000 0
262 2 0.001 64
8589 3 0.043 2018
18986 4 0.057 2981
251283 5 1.316 56691
177237 moves made per second
implemented castling & changed move generation order
42 1 0.000 0
252 2 0.001 65
8353 3 0.060 1989
59137 4 0.179 3921
315452 5 1.253 60681
211089 moves made per second
'''