weight sides more
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5f1236d351
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@ -199,6 +199,14 @@ impl Board {
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Self::all_positions().filter(move |&(i, j)| self.would_prop(i, j, color))
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}
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pub fn sides() -> impl Iterator<Item = (usize, usize)> {
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(0..BOARD_SIZE)
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.map(|i| (i, BOARD_SIZE - 1))
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.chain((0..BOARD_SIZE).map(|i| (i, 0)))
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.chain((0..BOARD_SIZE).map(|j| (BOARD_SIZE - 1, j)))
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.chain((0..BOARD_SIZE).map(|j| (0, j)))
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}
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/// Get a reference to a backing [`BitBoard`]
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const fn board(&self, color: Piece) -> &BitBoard {
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match color {
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@ -39,18 +39,29 @@ impl Move {
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}
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fn compute_self_value(&self, agent_color: Piece) -> i64 {
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let mut self_value = self.board.net_score(agent_color) as i64;
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if self.winner == Winner::Player(!agent_color) {
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// if this board results in the opponent winning, MAJORLY negatively weigh this move
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// NOTE! this branch isn't completely deleted because if so, the bot wouldn't make a move.
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// We shouldn't prune branches because we still need to always react to the opponent's moves
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self_value = i64::MIN;
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return i64::MIN;
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} else if self.winner == Winner::Player(agent_color) {
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// results in a win for the agent
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self_value = i64::MAX;
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return i64::MAX;
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} else if self.winner == Winner::Tie {
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// idk what a Tie should be valued?
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return 0;
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}
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// TODO! handle ties... what should they be valued as? maybe `i64::MAX / 2` or 0?
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let mut self_value = self.board.net_score(agent_color) as i64;
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let corner_v_agent = Board::sides()
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.filter(|&(i, j)| self.board.get_piece(i, j, agent_color))
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.count() as i64;
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let corner_v_not_agent = Board::sides()
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.filter(|&(i, j)| self.board.get_piece(i, j, !agent_color))
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.count() as i64;
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// make net-corner capture important
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self_value += (corner_v_agent - corner_v_not_agent) * 4;
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self_value
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}
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