Пример #1
0
    def game_changed(self, model, ply):
        if len(self.plot) + model.lowply > ply:
            return

        for i in range(len(self.plot) + model.lowply, ply):
            if i in model.scores:
                points = model.scores[i][1]
            else:
                points = leval.evaluateComplete(
                    model.getBoardAtPly(i).board, WHITE)
            self.plot.addScore(points)

        if model.status == DRAW:
            points = 0
        elif model.status == WHITEWON:
            points = sys.maxsize
        elif model.status == BLACKWON:
            points = -sys.maxsize
        else:
            if ply in model.scores:
                points = model.scores[ply][1]
            else:
                points = leval.evaluateComplete(
                    model.getBoardAtPly(ply).board, WHITE)
        self.plot.addScore(points)

        # As shownChanged will normally be emitted just after game_changed -
        # if we are viewing the latest position - we can do the selection change
        # now, and thereby avoid redraw being called twice
        if self.plot.selected == ply - model.lowply - 1:
            self.plot.select(ply - model.lowply)
        self.plot.redraw()

        # Uncomment this to debug eval function
        return

        board = model.boards[-1].board
        opboard = model.boards[-1].clone().board
        opboard.setColor(1 - opboard.color)
        material, phase = leval.evalMaterial(board)
        if board.color == WHITE:
            print("material", -material)
            e1 = leval.evalKingTropism(board)
            e2 = leval.evalKingTropism(opboard)
            print("evaluation: %d + %d = %d " % (e1, e2, e1 + e2))
            p1 = leval.evalPawnStructure(board, phase)
            p2 = leval.evalPawnStructure(opboard, phase)
            print("pawns: %d + %d = %d " % (p1, p2, p1 + p2))
            print("knights:", -leval.evalKnights(board))
            print("king:", -leval.evalKing(board, phase))
        else:
            print("material", material)
            print("evaluation:", leval.evalKingTropism(board))
            print("pawns:", leval.evalPawnStructure(board, phase))
            print("pawns2:", leval.evalPawnStructure(opboard, phase))
            print("pawns3:", leval.evalPawnStructure(board, phase) +
                  leval.evalPawnStructure(opboard, phase))
            print("knights:", leval.evalKnights(board))
            print("king:", leval.evalKing(board, phase))
        print("----------------------")
Пример #2
0
    def game_changed(self, model, ply):
        if len(self.plot) + model.lowply > ply:
            return

        for i in range(len(self.plot) + model.lowply, ply):
            if i in model.scores:
                points = model.scores[i][1]
            else:
                points = leval.evaluateComplete(
                    model.getBoardAtPly(i).board, WHITE)
            self.plot.addScore(points)

        if model.status == DRAW:
            points = 0
        elif model.status == WHITEWON:
            points = sys.maxsize
        elif model.status == BLACKWON:
            points = -sys.maxsize
        else:
            if ply in model.scores:
                points = model.scores[ply][1]
            else:
                points = leval.evaluateComplete(
                    model.getBoardAtPly(ply).board, WHITE)
        self.plot.addScore(points)

        # As shownChanged will normally be emitted just after game_changed -
        # if we are viewing the latest position - we can do the selection change
        # now, and thereby avoid redraw being called twice
        if self.plot.selected == ply - model.lowply - 1:
            self.plot.select(ply - model.lowply)
        self.plot.redraw()

        # Uncomment this to debug eval function
        return

        board = model.boards[-1].board
        opboard = model.boards[-1].clone().board
        opboard.setColor(1 - opboard.color)
        material, phase = leval.evalMaterial(board)
        if board.color == WHITE:
            print("material", -material)
            e1 = leval.evalKingTropism(board)
            e2 = leval.evalKingTropism(opboard)
            print("evaluation: %d + %d = %d " % (e1, e2, e1 + e2))
            p1 = leval.evalPawnStructure(board, phase)
            p2 = leval.evalPawnStructure(opboard, phase)
            print("pawns: %d + %d = %d " % (p1, p2, p1 + p2))
            print("knights:", -leval.evalKnights(board))
            print("king:", -leval.evalKing(board, phase))
        else:
            print("material", material)
            print("evaluation:", leval.evalKingTropism(board))
            print("pawns:", leval.evalPawnStructure(board, phase))
            print("pawns2:", leval.evalPawnStructure(opboard, phase))
            print("pawns3:", leval.evalPawnStructure(board, phase) +
                  leval.evalPawnStructure(opboard, phase))
            print("knights:", leval.evalKnights(board))
            print("king:", leval.evalKing(board, phase))
        print("----------------------")