Problems with search loop

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DMK
2021-08-01 15:36:03 +03:00
commit 8d51d69ab3
10 changed files with 1134 additions and 0 deletions

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.gitignore vendored Normal file
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# Files and directories created by pub.
.dart_tool/
.packages
# Conventional directory for build output.
build/

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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "Dart",
"type": "dart",
"request": "launch",
"program": "bin/dartsunfish.dart",
"console": "terminal",
// "flutterMode": "debug"
// "dartMode": "debug",
},
// {
// "name": "dartsunfish",
// "request": "launch",
// "type": "dart"
// }
]
}

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CHANGELOG.md Normal file
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## 1.0.0
- Initial version.

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README.md Normal file
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A sample command-line application with an entrypoint in `bin/`, library code
in `lib/`, and example unit test in `test/`.

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analysis_options.yaml Normal file
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# Defines a default set of lint rules enforced for projects at Google. For
# details and rationale, see
# https://github.com/dart-lang/pedantic#enabled-lints.
include: package:pedantic/analysis_options.yaml
# For lint rules and documentation, see http://dart-lang.github.io/linter/lints.
# Uncomment to specify additional rules.
# linter:
# rules:
# - camel_case_types
# analyzer:
# exclude:
# - path/to/excluded/files/**

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bin/dartsunfish.dart Normal file
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import 'package:dartsunfish/dartsunfish.dart' as dartsunfish;
void main(List<String> arguments) {
dartsunfish.GameBot().playGame();
}

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lib/dartsunfish.dart Normal file
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import 'dart:io';
import 'dart:math';
import 'dart:developer' as dv;
///String extentions
extension CheckString on String {
bool get isSpace => trim().isEmpty || RegExp(r'/\s/').hasMatch(this);
bool get isUpper => !isSpace && toUpperCase() == this && this != '.';
bool get isLower => !isSpace && toLowerCase() == this && this != '.';
String get reversed => split('').reversed.join('');
String get swapCase =>
split('').map((x) => x.toUpperCase() == x ? x.toLowerCase() : x.toUpperCase()).toList().join('');
String get reversedAndSwapCased =>
split('').map((x) => x.toUpperCase() == x ? x.toLowerCase() : x.toUpperCase()).toList().reversed.join('');
}
// List of list extention
extension CheckListOfTuples on List {
bool doContains(newList) => newList.length == 2 && indexWhere((l) => l[0] == newList[0] && l[1] == newList[1]) > -1;
}
int getSeconds() {
return DateTime.now().millisecondsSinceEpoch ~/ 1000.toInt();
}
// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// // Piece-Square tables. Tune these to change sunfish's behaviour
// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// TODO: add wizard
final piece = {'P': 100, 'N': 280, 'B': 320, 'R': 479, 'Q': 929, 'K': 60000};
///TODO: add 2 raws and 2 colums to each set AND Wizard pst
var pst = {
'P': [
0, 0, 0, 0, 0, 0, 0, 0, //
78, 83, 86, 73, 102, 82, 85, 90, //
7, 29, 21, 44, 40, 31, 44, 7, //
-17, 16, -2, 15, 14, 0, 15, -13, //
-26, 3, 10, 9, 6, 1, 0, -23, //
-22, 9, 5, -11, -10, -2, 3, -19, //
-31, 8, -7, -37, -36, -14, 3, -31, //
0, 0, 0, 0, 0, 0, 0, 0
], //
'N': [
-66, -53, -75, -75, -10, -55, -58, -70, //
-3, -6, 100, -36, 4, 62, -4, -14, //
10, 67, 1, 74, 73, 27, 62, -2, //
24, 24, 45, 37, 33, 41, 25, 17, //
-1, 5, 31, 21, 22, 35, 2, 0, //
-18, 10, 13, 22, 18, 15, 11, -14, //
-23, -15, 2, 0, 2, 0, -23, -20, //
-74, -23, -26, -24, -19, -35, -22, -69
], //
'B': [
-59, -78, -82, -76, -23, -107, -37, -50, //
-11, 20, 35, -42, -39, 31, 2, -22, //
-9, 39, -32, 41, 52, -10, 28, -14, //
25, 17, 20, 34, 26, 25, 15, 10, //
13, 10, 17, 23, 17, 16, 0, 7, //
14, 25, 24, 15, 8, 25, 20, 15, //
19, 20, 11, 6, 7, 6, 20, 16, //
-7, 2, -15, -12, -14, -15, -10, -10
], //
'R': [
35, 29, 33, 4, 37, 33, 56, 50, //
55, 29, 56, 67, 55, 62, 34, 60, //
19, 35, 28, 33, 45, 27, 25, 15, //
0, 5, 16, 13, 18, -4, -9, -6, //
-28, -35, -16, -21, -13, -29, -46, -30, //
-42, -28, -42, -25, -25, -35, -26, -46, //
-53, -38, -31, -26, -29, -43, -44, -53, //
-30, -24, -18, 5, -2, -18, -31, -32
], //
'Q': [
6, 1, -8, -104, 69, 24, 88, 26, //
14, 32, 60, -10, 20, 76, 57, 24, //
-2, 43, 32, 60, 72, 63, 43, 2, //
1, -16, 22, 17, 25, 20, -13, -6, //
-14, -15, -2, -5, -1, -10, -20, -22, //
-30, -6, -13, -11, -16, -11, -16, -27, //
-36, -18, 0, -19, -15, -15, -21, -38, //
-39, -30, -31, -13, -31, -36, -34, -42
], //
'K': [
4, 54, 47, -99, -99, 60, 83, -62, //
-32, 10, 55, 56, 56, 55, 10, 3, //
-62, 12, -57, 44, -67, 28, 37, -31, //
-55, 50, 11, -4, -19, 13, 0, -49, //
-55, -43, -52, -28, -51, -47, -8, -50, //
-47, -42, -43, -79, -64, -32, -29, -32, //
-4, 3, -14, -50, -57, -18, 13, 4, //
17, 30, -3, -14, 6, -1, 40, 18
], //
};
// recalculating Piece-Square raw into desk surrounded by 0-s
List<int> padrow(List<int> row, String k) {
var rowBody = <int>[for (int x in row) x + piece[k]!];
return [
0,
...rowBody,
0,
];
}
void setPst() {
pst.forEach((key, item) {
final innerItem = [...List.filled(20, 0)];
for (var i = 0; i < 8; i++) {
innerItem.addAll(padrow(item.getRange(i * 8, i * 8 + 8).toList(), key));
}
innerItem.addAll(List.filled(20, 0));
pst[key] = innerItem;
});
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Global constants
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Our board is represented as a 120 character string. The padding allows for
// fast detection of moves that don't stay within the board.
//TODO: Tune globals for 10x10 field
final A1 = 91, H1 = 98, A8 = 21, H8 = 28;
final initial = (' \n' // 0 - 9
' \n' // 10 - 19
' rnbqkbnr\n' // 20 - 29
' pppppppp\n' // 30 - 39
' ........\n' // 40 - 49
' ........\n' // 50 - 59
' ........\n' // 60 - 69
' ........\n' // 70 - 79
' PPPPPPPP\n' // 80 - 89
' RNBQKBNR\n' // 90 - 99
' \n' // 100 -109
' \n' // 110 -119
);
// Lists of possible moves for each piece type.
int N = -10, E = 1, S = 10, W = -1;
//TODO: add directions for Wizard
final Map<String?, List<int>> directions = {
'P': [N, N + N, N + W, N + E],
'N': [N + N + E, E + N + E, E + S + E, S + S + E, S + S + W, W + S + W, W + N + W, N + N + W],
'B': [N + E, S + E, S + W, N + W],
'R': [N, E, S, W],
'Q': [N, E, S, W, N + E, S + E, S + W, N + W],
'K': [N, E, S, W, N + E, S + E, S + W, N + W],
'.': []
};
// Mate value must be greater than 8*queen + 2*(rook+knight+bishop)
// King value is set to twice this value such that if the opponent is
// 8 queens up, but we got the king, we still exceed MATE_VALUE.
// When a MATE is detected, we'll set the score to MATE_UPPER - plies to get there
// E.g. Mate in 3 will be MATE_UPPER - 6
// TOD: replace mate with King capture event
final MATE_LOWER = piece['K']! - 10 * piece['Q']!;
final MATE_UPPER = piece['K']! + 10 * piece['Q']!;
// The table size is the maximum number of elements in the transposition table.
final TABLE_SIZE = 1e7;
// Constants for tuning search
final QS_LIMIT = 219, EVAL_ROUGHNESS = 13, DRAW_TEST = true;
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Chess logic
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class Position {
Position(
this.board,
this.score,
this.wc,
this.bc,
this.ep,
this.kp,
);
String board;
int score;
List<bool> wc;
List<bool> bc;
int ep;
int kp;
/*
""" A state of a chess game
board -- a 120 char representation of the board
score -- the board evaluation
wc -- the castling rights, [west/queen side, east/king side]
bc -- the opponent castling rights, [west/king side, east/queen side]
ep - the en passant square
kp - the king passant square
""";
*/
Iterable<List<int>> gen_moves() sync* {
// For each of our pieces, iterate through each possible 'ray' of moves,
// as defined in the 'directions' map. The rays are broken e.g. by
// captures or immediately in case of pieces such as knights.
//TODO: add limitation of 3 cells for Wizard
final charsList = board.split('');
for (var i = 0; i < board.length; i++) {
final p = charsList[i];
// yield ([i, 12]);
// }
// board.split('').asMap().forEach((i, p) sync* {
if (!p.isUpper) {
continue;
}
for (var d in directions[p]!) {
for (var j in count(i + d, d)) {
final q = board[j];
// Stay inside the board, and off friendly pieces
if (q.isSpace || q.isUpper) {
break;
}
// Pawn move, double move and capture
if (p == 'P' && [N, N + N].contains(d) && q != '.') {
break;
}
if (p == 'P' && d == (N + N) && (i < A1 + N || board[i + N] != '.')) {
break;
}
if (p == 'P' && [N + W, N + E].contains(d) && q == '.' && ![ep, kp, kp - 1, kp + 1].contains(j)) {
break;
}
// Move it
final res = [i, j];
yield (res);
// Stop crawlers from sliding, and sliding after captures
if ('PNK'.contains(p) || q.isLower) {
break;
}
// Castling, by sliding the rook next to the king
if (i == A1 && board[j + E] == 'K' && wc[0]) {
yield ([j + E, j + W]);
}
if (i == H1 && board[j + W] == 'K' && wc[1]) {
yield ([j + W, j + E]);
}
}
}
}
}
// String reversed(String subject) {
// return subject.split('').reversed.join();
// }
String swapCase(String subject) {
if (subject is! String || subject.isEmpty) {
return '';
}
String _swap(String l) {
if (l.toUpperCase() == l) {
return l.toLowerCase();
} else {
return l.toUpperCase();
}
}
var subjectChars = subject.split('');
return subjectChars.map((x) => _swap(x)).join();
}
Position rotate() {
''' Rotates the board, preserving enpassant ''';
return Position(board.reversedAndSwapCased, -score, bc, wc, ep > 0 ? 119 - ep : 0, kp > 0 ? 119 - kp : 0);
}
Position nullmove() {
''' Like rotate, but clears ep and kp ''';
return Position(board.reversedAndSwapCased, -score, bc, wc, 0, 0);
}
String put(String _str, int i, String p) {
final newStr = _str.substring(0, i) + p + _str.substring(i + 1);
return newStr;
}
// move piece due to the move scecification
Position movePiece(List<int> move) {
final i = move[0], j = move[1];
final p = board[i];
final q = board[j];
// Copy variables and reset ep and kp
var _board = board;
var _wc = wc, _bc = bc, _ep = 0, _kp = 0;
score = score + value(move);
// Actual move
board = put(_board, j, p);
board = put(board, i, '.');
// Castling rights, we move the rook or capture the opponent's
if (i == A1) {
_wc = [false, wc[1]];
}
if (i == H1) {
_wc = [wc[0], false];
}
if (j == A8) {
bc = [bc[0], false];
}
if (j == H8) {
bc = [false, bc[1]];
}
// Castling
if (p == 'K') {
_wc = [false, false];
if ((j - i).abs() == 2) {
kp = (i + j); //2
board = put(board, (j < i) ? A1 : H1, '.');
board = put(board, kp, 'R');
}
}
// Pawn promotion, double move and en passant capture
if (p == 'P') {
if (A8 <= j && j <= H8) {
board = put(board, j, 'Q');
}
if (j - i == 2 * N) {
ep = i + N;
}
if (j == ep) {
board = put(board, j + S, '.');
}
}
// We rotate the returned position, so it's ready for the next player
return Position(board, score, _wc, _bc, _ep, _kp).rotate();
}
// calculate score of the board position
int value(List<int> move) {
final i = move[0], j = move[1];
final p = board[i], q = board[j];
// Actual move
score = pst[p] != null ? pst[p]![j] - pst[p]![i] : 0;
// Capture
if (!q.isUpper) {
score += pst[q.toUpperCase()] != null ? pst[q.toUpperCase()]![119 - j] : 0;
}
// Castling check detection
if ((j - kp).abs() < 2) {
score += pst['K']![119 - j];
}
// Castling
if (p == 'K' && (i - j).abs() == 2) {
score += pst['R']![(i + j)]; //2]
score -= pst['R']![j < i ? A1 : H1];
}
// Special pawn stuff
if (p == 'P') {
if (A8 <= j && j <= H8) {
score += pst['Q']![j] - pst['P']![j];
}
if (j == ep) {
score += pst['P']![119 - (j + S)];
}
}
return score;
}
/// python counter immulation
Iterable<int> count(int firstval, int step) sync* {
var x = firstval;
while (true) {
yield (x);
x += step;
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Search logic
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// lower <= s(pos) <= upper
class Entry {
Entry(this.lower, this.upper);
int lower;
int upper;
}
class Searcher {
Searcher();
late Map<List, Entry> tpScore = {};
late Map<Position, List<int>?> tpMove = {};
late Set<Position> history;
int nodes = 0;
int bound(Position pos, int gamma, int depth, {bool root = true}) {
''' returns r where
s(pos) <= r < gamma if gamma > s(pos)
gamma <= r <= s(pos) if gamma <= s(pos)''';
nodes += 1;
// Depth <= 0 is QSearch. Here any position is searched as deeply as is needed for
// calmness, and from this point on there is no difference in behaviour depending on
// depth, so so there is no reason to keep different depths in the transposition table.
depth = max(depth, 0);
// Sunfish is a king-capture engine, so we should always check if we
// still have a king. Notice since this is the only termination check,
// the remaining code has to be comfortable with being mated, stalemated
// or able to capture the opponent king.
if (pos.score <= -MATE_LOWER) {
return -MATE_UPPER;
}
// We detect 3-fold captures by comparing against previously
// _actually played_ positions.
// Note that we need to do this before we look in the table, as the
// position may have been previously reached with a different score.
// This is what prevents a search instability.
// FIXME: This is not true, since other positions will be affected by
// the new values for all the drawn positions.
if (DRAW_TEST) {
if (!root && history.contains(pos)) {
return 0;
}
}
// Look in the table if we have already searched this position before.
// We also need to be sure, that the stored search was over the same
// nodes as the current search.
var entry = tpScore[[pos, depth, root]] ?? Entry(-MATE_UPPER, MATE_UPPER);
if (entry.lower >= gamma && (!root || tpMove[pos] != null)) {
return entry.lower;
}
if (entry.upper < gamma) {
return entry.upper;
}
// Here extensions may be added
// Such as 'if in_check: depth += 1'
// Generator of moves to search in order.
// This allows us to define the moves, but only calculate them if needed.
Iterable<List<dynamic>> moves() sync* {
// First try not moving at all. We only do this if there is at least one major
// piece left on the board, since otherwise zugzwangs are too dangerous.
// if (depth > 0 && !root && any(c in pos.board for c in 'RBNQ')){
if (depth > 0 && !root && pos.board.split('').any((c) => 'RBNQ'.contains(c))) {
// print('post 1st condition');
yield ([null, -1 * bound(pos.nullmove(), 1 - gamma, depth - 3, root: false)]);
}
// For QSearch we have a different kind of null-move, namely we can just stop
// and not capture anything else.
if (depth == 0) {
// print('post 2nd condition');
yield ([null, pos.score]);
}
// Then killer move. We search it twice, but the tp will fix things for us.
// Note, we don't have to check for legality, since we've already done it
// before. Also note that in QS the killer must be a capture, otherwise we
// will be non deterministic.
var killer = tpMove[pos];
if (killer != null && (depth > 0 || pos.value(killer) >= QS_LIMIT)) {
// print('post killer');
yield ([killer, -1 * bound(pos.movePiece(killer), 1 - gamma, depth - 1, root: false)]);
}
// Then all the other moves
var possibleMoves = pos.gen_moves().toList()
..sort((a, b) => pos.value(a).compareTo(pos.value(b)))
..toList(); //.reversed;
for (var move in possibleMoves.reversed) {
//pos.gen_moves().toList().sort((a, b) => a.value.compareto(b.value)).toList().reversed)) {
// for val, move in sorted(((pos.value(move), move) for move in pos.gen_moves()), reverse=true):
// If depth == 0 we only try moves with high intrinsic score (captures and
// promotions). Otherwise we do all moves.
if (depth > 0 || pos.value(move) >= QS_LIMIT) {
yield ([move, -1 * bound(pos.movePiece(move), 1 - gamma, depth - 1, root: false)]);
}
}
}
// Run through the moves, shortcutting when possible
var best = -MATE_UPPER;
for (var m in moves()) {
List<int>? move = m[0];
int score = m[1];
best = max(best, score);
// if (depth == 0){
// print([
// 'Depth',
// depth,
// 'Move',
// move != null ? UI.render(119 - move[0]) + UI.render(119 - move[1]) : 'No move',
// 'Score',
// score,
// 'Best',
// best,
// 'Gamma',
// gamma,
// 'STOP',
// best >= gamma
// ]);}
if (best >= gamma) {
// Clear before setting, so we always have a value
if (tpMove.length > TABLE_SIZE) {
tpMove.clear();
}
// Save the move for pv construction and killer heuristic
tpMove[pos] = move;
break;
}
}
// Stalemate checking is a bit tricky: Say we failed low, because
// we can't (legally) move and so the (real) score is -infty.
// At the next depth we are allowed to just return r, -infty <= r < gamma,
// which is normally fine.
// However, what if gamma = -10 and we don't have any legal moves?
// Then the score is actaully a draw and we should fail high!
// Thus, if best < gamma and best < 0 we need to double check what we are doing.
// This doesn't prevent sunfish from making a move that results in stalemate,
// but only if depth == 1, so that's probably fair enough.
// (Btw, at depth 1 we can also mate without realizing.)
if (best < gamma && best < 0 && depth > 0) {
bool is_dead(pos) {
return pos.value.any((m) => m >= MATE_LOWER);
}
// if (all(is_dead(pos.move(m)) for m in pos.gen_moves())){
if (pos.gen_moves().every((m) => is_dead(pos.movePiece(m)))) {
var in_check = is_dead(pos.nullmove());
best = in_check ? -MATE_UPPER : 0;
}
}
// Clear before setting, so we always have a value
if (tpScore.length > TABLE_SIZE) {
tpScore.clear();
}
// Table part 2
if (best >= gamma) {
tpScore[[pos, depth, root]] = Entry(best, entry.upper);
}
if (best < gamma) {
tpScore[[pos, depth, root]] = Entry(entry.lower, best);
}
return best;
}
Iterable<dynamic> search(Position pos, Set<Position> _history) sync* {
''' Iterative deepening MTD-bi search ''';
nodes = 0;
if (DRAW_TEST) {
history = _history;
// print('// Clearing table due to new history')
tpScore.clear();
}
// In finished games, we could potentially go far enough to cause a recursion
// limit exception. Hence we bound the ply.
for (var depth = 1; depth < 1000; depth++) {
// The inner loop is a binary search on the score of the position.
// Inv: lower <= score <= upper
// 'while lower != upper' would work, but play tests show a margin of 20 plays
// better.
var lower = -MATE_UPPER;
var upper = MATE_UPPER;
while (lower < upper - EVAL_ROUGHNESS) {
var gamma = (lower + upper + 1) ~/ 2;
var score = bound(pos, gamma, depth);
if (score >= gamma) lower = score;
if (score < gamma) upper = score;
}
// We want to make sure the move to play hasn't been kicked out of the table,
// So we make another call that must always fail high and thus produce a move.
// bound(pos, lower, depth);
// If the game hasn't finished we can retrieve our move from the
// transposition table.
yield ([
depth,
tpMove[pos],
tpScore[[pos, depth, true]]?.lower
]);
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// User interface
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class UI {
static int parse(String? c) {
var fil = c![0].codeUnits.first - 'a'.codeUnits.first;
var rank = int.parse(c[1]) - 1;
return A1 + fil - 10 * rank;
}
static String render(int i) {
var rank = (i - A1) ~/ 10;
var fil = (i - A1) % 10;
return String.fromCharCodes([fil + 'a'.codeUnits.first]) + (-rank + 1).toString();
}
static void printBoard(Position pos) {
final uni_pieces = {
'R': '',
'N': '',
'B': '',
'Q': '',
'K': '',
'P': '',
'r': '',
'n': '',
'b': '',
'q': '',
'k': '',
'p': '',
'.': '·',
// ' ': ' '
};
print('');
final bordChars = pos.board.split('\n');
for (var i = 0; i < bordChars.length; i++) {
var row = bordChars[i];
if (!row.isSpace) {
var pieces = row.split('').map((e) => e = e.isSpace ? '' : uni_pieces[e]!);
print('${(10 - i)}${pieces.join(' ')}');
}
}
print(' a b c d e f g h \n\n');
}
}
class GameBot {
GameBot();
void gameMain() {
var hist = <Position>[
Position(initial, 0, [true, true], [true, true], 0, 0),
];
var searcher = Searcher();
while (true) {
UI.printBoard(hist.last);
if (hist.last.score <= -MATE_LOWER) {
print('You lost');
break;
}
// We query the user until she enters a (pseudo) legal move.
var move = <int>[];
final possibleMoves = hist.last.gen_moves().toList();
while (!possibleMoves.doContains(move)) {
var pattern = RegExp(
r'([a-h][1-8])' * 2,
caseSensitive: false,
multiLine: false,
);
print('Your move:');
var input = stdin.readLineSync();
var match = pattern.firstMatch(input.toString());
if (match != null) {
move = [UI.parse(match.group(1)), UI.parse(match.group(2))];
if (!possibleMoves.doContains(move)) {
print('Not valid move typed in. Try again');
}
} else {
// Inform the user when invalid input (e.g. "help") is entered
print('Please enter a move like g8f6');
}
}
try {
hist.add(hist.last.movePiece(move));
} catch (e) {
// print(e.toString());
}
// After our move we rotate the board and print it again.
// This allows us to see the effect of our move.
UI.printBoard(hist.last.rotate());
// print('${hist.last.score}');
if (hist.last.score <= -MATE_LOWER) {
print('You won');
break;
}
// Fire up the engine to look for a move.
var _depth = 0;
var score = 0;
var start = getSeconds();
/*
*/
for (var s in searcher.search(hist.last, hist.toSet())) {
_depth = s[0];
move = s[1];
score = s[2] ?? 0;
if (getSeconds() - start > 1) {
break;
}
}
if (score == MATE_UPPER) {
print('Checkmate!');
}
// The black player moves from a rotated position, so we have to
// 'back rotate' the move before printing it.
print('My move: ${UI.render(119 - move[0]) + UI.render(119 - move[1])}');
hist.add(hist.last.movePiece(move));
}
}
void playGame() {
dv.log('message');
setPst();
gameMain();
}
}

341
pubspec.lock Normal file
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# Generated by pub
# See https://dart.dev/tools/pub/glossary#lockfile
packages:
_fe_analyzer_shared:
dependency: transitive
description:
name: _fe_analyzer_shared
url: "https://pub.dartlang.org"
source: hosted
version: "23.0.0"
analyzer:
dependency: transitive
description:
name: analyzer
url: "https://pub.dartlang.org"
source: hosted
version: "2.0.0"
args:
dependency: transitive
description:
name: args
url: "https://pub.dartlang.org"
source: hosted
version: "2.2.0"
async:
dependency: transitive
description:
name: async
url: "https://pub.dartlang.org"
source: hosted
version: "2.8.1"
boolean_selector:
dependency: transitive
description:
name: boolean_selector
url: "https://pub.dartlang.org"
source: hosted
version: "2.1.0"
charcode:
dependency: transitive
description:
name: charcode
url: "https://pub.dartlang.org"
source: hosted
version: "1.3.1"
cli_util:
dependency: transitive
description:
name: cli_util
url: "https://pub.dartlang.org"
source: hosted
version: "0.3.3"
collection:
dependency: transitive
description:
name: collection
url: "https://pub.dartlang.org"
source: hosted
version: "1.15.0"
convert:
dependency: transitive
description:
name: convert
url: "https://pub.dartlang.org"
source: hosted
version: "3.0.1"
coverage:
dependency: transitive
description:
name: coverage
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.3"
crypto:
dependency: transitive
description:
name: crypto
url: "https://pub.dartlang.org"
source: hosted
version: "3.0.1"
file:
dependency: transitive
description:
name: file
url: "https://pub.dartlang.org"
source: hosted
version: "6.1.2"
frontend_server_client:
dependency: transitive
description:
name: frontend_server_client
url: "https://pub.dartlang.org"
source: hosted
version: "2.1.0"
glob:
dependency: transitive
description:
name: glob
url: "https://pub.dartlang.org"
source: hosted
version: "2.0.1"
http_multi_server:
dependency: transitive
description:
name: http_multi_server
url: "https://pub.dartlang.org"
source: hosted
version: "3.0.1"
http_parser:
dependency: transitive
description:
name: http_parser
url: "https://pub.dartlang.org"
source: hosted
version: "4.0.0"
io:
dependency: transitive
description:
name: io
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.3"
js:
dependency: transitive
description:
name: js
url: "https://pub.dartlang.org"
source: hosted
version: "0.6.3"
logging:
dependency: transitive
description:
name: logging
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.1"
matcher:
dependency: transitive
description:
name: matcher
url: "https://pub.dartlang.org"
source: hosted
version: "0.12.10"
meta:
dependency: transitive
description:
name: meta
url: "https://pub.dartlang.org"
source: hosted
version: "1.7.0"
mime:
dependency: transitive
description:
name: mime
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.0"
node_preamble:
dependency: transitive
description:
name: node_preamble
url: "https://pub.dartlang.org"
source: hosted
version: "2.0.1"
package_config:
dependency: transitive
description:
name: package_config
url: "https://pub.dartlang.org"
source: hosted
version: "2.0.0"
path:
dependency: transitive
description:
name: path
url: "https://pub.dartlang.org"
source: hosted
version: "1.8.0"
pedantic:
dependency: "direct dev"
description:
name: pedantic
url: "https://pub.dartlang.org"
source: hosted
version: "1.11.1"
pool:
dependency: transitive
description:
name: pool
url: "https://pub.dartlang.org"
source: hosted
version: "1.5.0"
pub_semver:
dependency: transitive
description:
name: pub_semver
url: "https://pub.dartlang.org"
source: hosted
version: "2.0.0"
shelf:
dependency: transitive
description:
name: shelf
url: "https://pub.dartlang.org"
source: hosted
version: "1.2.0"
shelf_packages_handler:
dependency: transitive
description:
name: shelf_packages_handler
url: "https://pub.dartlang.org"
source: hosted
version: "3.0.0"
shelf_static:
dependency: transitive
description:
name: shelf_static
url: "https://pub.dartlang.org"
source: hosted
version: "1.1.0"
shelf_web_socket:
dependency: transitive
description:
name: shelf_web_socket
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.1"
source_map_stack_trace:
dependency: transitive
description:
name: source_map_stack_trace
url: "https://pub.dartlang.org"
source: hosted
version: "2.1.0"
source_maps:
dependency: transitive
description:
name: source_maps
url: "https://pub.dartlang.org"
source: hosted
version: "0.10.10"
source_span:
dependency: transitive
description:
name: source_span
url: "https://pub.dartlang.org"
source: hosted
version: "1.8.1"
stack_trace:
dependency: transitive
description:
name: stack_trace
url: "https://pub.dartlang.org"
source: hosted
version: "1.10.0"
stream_channel:
dependency: transitive
description:
name: stream_channel
url: "https://pub.dartlang.org"
source: hosted
version: "2.1.0"
string_scanner:
dependency: transitive
description:
name: string_scanner
url: "https://pub.dartlang.org"
source: hosted
version: "1.1.0"
term_glyph:
dependency: transitive
description:
name: term_glyph
url: "https://pub.dartlang.org"
source: hosted
version: "1.2.0"
test:
dependency: "direct dev"
description:
name: test
url: "https://pub.dartlang.org"
source: hosted
version: "1.17.10"
test_api:
dependency: transitive
description:
name: test_api
url: "https://pub.dartlang.org"
source: hosted
version: "0.4.2"
test_core:
dependency: transitive
description:
name: test_core
url: "https://pub.dartlang.org"
source: hosted
version: "0.4.0"
typed_data:
dependency: transitive
description:
name: typed_data
url: "https://pub.dartlang.org"
source: hosted
version: "1.3.0"
vm_service:
dependency: transitive
description:
name: vm_service
url: "https://pub.dartlang.org"
source: hosted
version: "7.1.1"
watcher:
dependency: transitive
description:
name: watcher
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.0"
web_socket_channel:
dependency: transitive
description:
name: web_socket_channel
url: "https://pub.dartlang.org"
source: hosted
version: "2.1.0"
webkit_inspection_protocol:
dependency: transitive
description:
name: webkit_inspection_protocol
url: "https://pub.dartlang.org"
source: hosted
version: "1.0.0"
yaml:
dependency: transitive
description:
name: yaml
url: "https://pub.dartlang.org"
source: hosted
version: "3.1.0"
sdks:
dart: ">=2.12.0 <3.0.0"

16
pubspec.yaml Normal file
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@@ -0,0 +1,16 @@
name: dartsunfish
description: A sample command-line application.
version: 1.0.0
# homepage: https://www.example.com
environment:
sdk: '>=2.12.0 <3.0.0'
dependencies:
# path: ^1.8.0
# flutter:
# sdk: flutter
dev_dependencies:
pedantic: ^1.10.0
test: ^1.16.0

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// import 'package:dartsunfish/dartsunfish.dart';
import 'package:test/test.dart';
void main() {
test('calculate', () {
// expect(calculate(), 42);
});
}