Code viewer for World: Chess : Mind vs Simple ...

// Cloned by Mathias Bazin on 1 Aug 2018 from World "Chess :  Mind  vs  Simple AI - Depth 1 (a bit of random)" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 1 Aug 2018 from World "Chess :  Mind  vs  Simple AI - Depth 1" by Mathias Bazin 
// Please leave this clone trail here.
 


// Cloned by Mathias Bazin on 1 Aug 2018 from World "Chess : Mind vs Random" by Mathias Bazin 
// Please leave this clone trail here.
 
AB.runReady      = false;
AB.clockTick = 60;


let s = document.createElement("script");
s.src = "https://cdnjs.cloudflare.com/ajax/libs/chess.js/0.10.2/chess.js";                          
s.onload = function() { 
    console.log("chess loaded");
    
    AB.runReady = true; 
};        // function to be called when JS is loaded
document.head.appendChild(s);  

	
function World() 
{ 
    
    
    let chess;
    let scl = 40;
    let xoff = 100;
    let yoff = $(document).height()/2;
    let turn = 0;
    let preventRepetition = true;
    
    let ctx;
    let self = this;

    let bk, bq, bn, br, bb, bp, wk, wq, wn, wr, wb, wp, board;
    
    
    
    
    
    
    function drawBoard(board)
    {
        let square = 0;
        
        for(let cur of board)
        {
            switch(cur)
            {
                case "r":
                    ctx.drawImage(br, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "n":
                    ctx.drawImage(bn, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "b":
                    ctx.drawImage(bb, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "q":
                    ctx.drawImage(bq, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "k":
                    ctx.drawImage(bk, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "p":
                    ctx.drawImage(bp, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "R":
                    ctx.drawImage(wr, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "N":
                    ctx.drawImage(wn, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "B":
                    ctx.drawImage(wb, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "Q":
                    ctx.drawImage(wq, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "K":
                    ctx.drawImage(wk, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                case "P":
                    ctx.drawImage(wp, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    // text(cur, xoff + scl*(square%8), yoff + scl*(Math.floor(square/8)));
                    square++;
                    break;
                    
                
                case "/":
                    break;
                    
                    
                case " ":
                    return;
                    
                
                case "1":
                case "2":
                case "3":
                case "4":
                case "5":
                case "6":
                case "7":
                case "8":
                    square += +cur;
                    break;
                    
                
                default:
                    console.log("Error in drawBoard");
            }
        }
    }
    
    
    function drawGrid()
    {
        ctx.drawImage(board,xoff,yoff);
    }
    
    
    
    
    
 
	this.newRun = function()
	{
		
		threeworld.init ( "white" ); 	
		ctx = threeworld.getContext ( "2d" );
	
		chess = new Chess();
    	
    	bk = new Image(); 
        bk.src = '/uploads/mathias/bk.png';
        
        bq = new Image(); 
        bq.src = '/uploads/mathias/bq.png';
        
        bn = new Image(); 
        bn.src = '/uploads/mathias/bn.png';
        
        br = new Image(); 
        br.src = '/uploads/mathias/br.png';
        
        bb = new Image(); 
        bb.src = '/uploads/mathias/bb.png';
        
        bp = new Image(); 
        bp.src = '/uploads/mathias/bp.png';
        
        wk = new Image(); 
        wk.src = '/uploads/mathias/wk.png';
        
        wq = new Image(); 
        wq.src = '/uploads/mathias/wq.png';
        
        wn = new Image(); 
        wn.src = '/uploads/mathias/wn.png';
        
        wr = new Image(); 
        wr.src = '/uploads/mathias/wr.png';
        
        wb = new Image(); 
        wb.src = '/uploads/mathias/wb.png';
        
        wp = new Image(); 
        wp.src = '/uploads/mathias/wp.png';
        
        board = new Image();
    	board.src = '/uploads/mathias/board.png'
        
    	
        drawBoard(chess.fen());
        
	};
 

	this.takeAction = function ( action )		 
	{
	    if (!chess.game_over())
        {
            turn++;

            if(chess.turn() == 'w')
            {
                $("#user_span1").html("<p>Turn " + turn + "</p> <p>White has to make a move</p>");
                chess.move(action);
            }
            else //Black player makes his move
            {
                $("#user_span1").html("<p>Turn " + turn + "</p> <p>Black has to make a move</p>");
                if (turn == 2) //at first black turn do a random move so games may vary
                {
                    let moves = chess.moves();
                    let move = moves[Math.floor(Math.random() * moves.length)];
                    chess.move(move); //random legal move
                }
                else
                {
                    let move = minimaxRoot(2, chess, true);
                    chess.move(move); 
                    
                    while (preventRepetition && in_threefold_repetition(chess))
                    {
                        console.log("Black tries to avoid threefold repetition");
                        chess.undo();
                        let moves = chess.moves();
                        move = moves[Math.floor(Math.random() * moves.length)];
                        chess.move(move); //random legal move
                    }
                }
            }
            
            
            drawGrid();
            drawBoard(chess.fen());
            // console.log(chess.ascii());
        }
        else 
        {
            ABRun.abortRun = true;
            
        }
	};


 
	this.getState = function()
	{
	    return chess.fen();
	};

	this.getScore = function()
	{
	    let score = 200; //base score
	    let fen = chess.fen();
	    let i = 0;
	    
	    
	    //points for the pieces
	    while (fen[i] != " ")
	    {
	        switch(fen[i])
	        {
	            case 'r':
	                score -= 5;
	                break;
	                
	            case 'n':
	            case 'b':
	                score -= 3;
	                break;
	                
	            case 'p':
	                score -= 1;
	                break;
	                
	            case 'q':
	                score -= 9;
	                break;
	           
	            case 'R':
	                score += 5;
	                break;
	                
	            case 'N':
	            case 'B':
	                score += 3;
	                break;
	                
	            case 'P':
	                score += 1;
	                break;
	                
	            case 'Q':
	                score += 9;
	                break;
	        }
	  
	        i++;
	    }
	    
	    console.log("pieces points : ", score);
	    
	    
	    //points for the win/lose and time
	    if(chess.in_checkmate())
        {
            let timePoints = 100 - turn;
            if (timePoints < 0) timePoints = 0;
            timePoints *= 2;
            
            console.log("time points", timePoints);
            
            if (chess.turn() == 'b')
            {
                console.log("win ponts : ", 100);
                score += 100;
                score += timePoints;
            }
            else
            {
                console.log("lose ponts : ", -100);
                score -= 100;
                score -= timePoints;
            }
        }
	    
	    
	    return score;
	}
	
	
	this.endRun = function()
	{
	    
	    let s = "Game Over";
        if (chess.in_draw())
        {
            s += " : Draw";
                
            if (chess.insufficient_material()) s += " (insufficient material)";
            if (chess.in_stalemate()) s += " (stalemate)";
            if (in_threefold_repetition(chess)) s += " (threefold repetition)";
        }
        else if(chess.in_checkmate())
        {
            if (chess.turn() == 'b') s+= " : White wins (Black has been checkmated)";
           else s+= " : Black wins (White has been ckheckmated)";
        }
        console.log(s);
        $("#user_span2").html("<p>" + s + "</p>");
        ctx.font = "20px Arial";
        ctx.fillText(s,xoff,yoff - 20); 
        
        $("#user_span2").html("<p>Score : " + self.getScore() + "</p>");
	}
	
	
	
	
	
	
	
	
	
	
	/*=========================The "AI" part starts here *====================*/
    
    let positionCount;
    
    let minimaxRoot =function(depth, game, isMaximisingPlayer) {
    
        let newGameMoves = game.moves();
        let bestMove = -9999;
        let bestMoveFound;
    
        for(let i = 0; i < newGameMoves.length; i++) {
            let newGameMove = newGameMoves[i]
            game.move(newGameMove);
            let value = minimax(depth - 1, game, -10000, 10000, !isMaximisingPlayer);
            game.undo();
            if(value >= bestMove) {
                bestMove = value;
                bestMoveFound = newGameMove;
            }
        }
        return bestMoveFound;
    };
    
    let minimax = function (depth, game, alpha, beta, isMaximisingPlayer) {
        positionCount++;
        if (depth === 0) {
            return -evaluateBoard(toBoard(game));
        }
    
        let newGameMoves = game.moves();
    
        if (isMaximisingPlayer) {
            let bestMove = -9999;
            for (let i = 0; i < newGameMoves.length; i++) {
                game.move(newGameMoves[i]);
                bestMove = Math.max(bestMove, minimax(depth - 1, game, alpha, beta, !isMaximisingPlayer));
                game.undo();
                alpha = Math.max(alpha, bestMove);
                if (beta <= alpha) {
                    return bestMove;
                }
            }
            return bestMove;
        } else {
            let bestMove = 9999;
            for (let i = 0; i < newGameMoves.length; i++) {
                game.move(newGameMoves[i]);
                bestMove = Math.min(bestMove, minimax(depth - 1, game, alpha, beta, !isMaximisingPlayer));
                game.undo();
                beta = Math.min(beta, bestMove);
                if (beta <= alpha) {
                    return bestMove;
                }
            }
            return bestMove;
        }
    };
    
    let evaluateBoard = function (board) {
        let totalEvaluation = 0;
        for (let i = 0; i < 8; i++) {
            for (let j = 0; j < 8; j++) {
                totalEvaluation = totalEvaluation + getPieceValue(board[i][j], i ,j);
            }
        }
        return totalEvaluation;
    };
    
    let reverseArray = function(array) {
        return array.slice().reverse();
    };
    
    let pawnEvalWhite =
        [
            [0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0],
            [5.0,  5.0,  5.0,  5.0,  5.0,  5.0,  5.0,  5.0],
            [1.0,  1.0,  2.0,  3.0,  3.0,  2.0,  1.0,  1.0],
            [0.5,  0.5,  1.0,  2.5,  2.5,  1.0,  0.5,  0.5],
            [0.0,  0.0,  0.0,  2.0,  2.0,  0.0,  0.0,  0.0],
            [0.5, -0.5, -1.0,  0.0,  0.0, -1.0, -0.5,  0.5],
            [0.5,  1.0, 1.0,  -2.0, -2.0,  1.0,  1.0,  0.5],
            [0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0]
        ];
    
    let pawnEvalBlack = reverseArray(pawnEvalWhite);
    
    let knightEval =
        [
            [-5.0, -4.0, -3.0, -3.0, -3.0, -3.0, -4.0, -5.0],
            [-4.0, -2.0,  0.0,  0.0,  0.0,  0.0, -2.0, -4.0],
            [-3.0,  0.0,  1.0,  1.5,  1.5,  1.0,  0.0, -3.0],
            [-3.0,  0.5,  1.5,  2.0,  2.0,  1.5,  0.5, -3.0],
            [-3.0,  0.0,  1.5,  2.0,  2.0,  1.5,  0.0, -3.0],
            [-3.0,  0.5,  1.0,  1.5,  1.5,  1.0,  0.5, -3.0],
            [-4.0, -2.0,  0.0,  0.5,  0.5,  0.0, -2.0, -4.0],
            [-5.0, -4.0, -3.0, -3.0, -3.0, -3.0, -4.0, -5.0]
        ];
    
    let bishopEvalWhite = [
        [ -2.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -2.0],
        [ -1.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -1.0],
        [ -1.0,  0.0,  0.5,  1.0,  1.0,  0.5,  0.0, -1.0],
        [ -1.0,  0.5,  0.5,  1.0,  1.0,  0.5,  0.5, -1.0],
        [ -1.0,  0.0,  1.0,  1.0,  1.0,  1.0,  0.0, -1.0],
        [ -1.0,  1.0,  1.0,  1.0,  1.0,  1.0,  1.0, -1.0],
        [ -1.0,  0.5,  0.0,  0.0,  0.0,  0.0,  0.5, -1.0],
        [ -2.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -2.0]
    ];
    
    let bishopEvalBlack = reverseArray(bishopEvalWhite);
    
    let rookEvalWhite = [
        [  0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0],
        [  0.5,  1.0,  1.0,  1.0,  1.0,  1.0,  1.0,  0.5],
        [ -0.5,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -0.5],
        [ -0.5,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -0.5],
        [ -0.5,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -0.5],
        [ -0.5,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -0.5],
        [ -0.5,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -0.5],
        [  0.0,   0.0, 0.0,  0.5,  0.5,  0.0,  0.0,  0.0]
    ];
    
    let rookEvalBlack = reverseArray(rookEvalWhite);
    
    let evalQueen = [
        [ -2.0, -1.0, -1.0, -0.5, -0.5, -1.0, -1.0, -2.0],
        [ -1.0,  0.0,  0.0,  0.0,  0.0,  0.0,  0.0, -1.0],
        [ -1.0,  0.0,  0.5,  0.5,  0.5,  0.5,  0.0, -1.0],
        [ -0.5,  0.0,  0.5,  0.5,  0.5,  0.5,  0.0, -0.5],
        [  0.0,  0.0,  0.5,  0.5,  0.5,  0.5,  0.0, -0.5],
        [ -1.0,  0.5,  0.5,  0.5,  0.5,  0.5,  0.0, -1.0],
        [ -1.0,  0.0,  0.5,  0.0,  0.0,  0.0,  0.0, -1.0],
        [ -2.0, -1.0, -1.0, -0.5, -0.5, -1.0, -1.0, -2.0]
    ];
    
    let kingEvalWhite = [
    
        [ -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0],
        [ -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0],
        [ -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0],
        [ -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0],
        [ -2.0, -3.0, -3.0, -4.0, -4.0, -3.0, -3.0, -2.0],
        [ -1.0, -2.0, -2.0, -2.0, -2.0, -2.0, -2.0, -1.0],
        [  2.0,  2.0,  0.0,  0.0,  0.0,  0.0,  2.0,  2.0 ],
        [  2.0,  3.0,  1.0,  0.0,  0.0,  1.0,  3.0,  2.0 ]
    ];
    
    let kingEvalBlack = reverseArray(kingEvalWhite);
    
    
    
    
    let getPieceValue = function (piece, x, y) {
        if (piece === null) {
            return 0;
        }
        let getAbsoluteValue = function (piece, isWhite, x ,y) {
            if (piece.type === 'p') {
                return 10 + ( isWhite ? pawnEvalWhite[y][x] : pawnEvalBlack[y][x] );
            } else if (piece.type === 'r') {
                return 50 + ( isWhite ? rookEvalWhite[y][x] : rookEvalBlack[y][x] );
            } else if (piece.type === 'n') {
                return 30 + knightEval[y][x];
            } else if (piece.type === 'b') {
                return 30 + ( isWhite ? bishopEvalWhite[y][x] : bishopEvalBlack[y][x] );
            } else if (piece.type === 'q') {
                return 90 + evalQueen[y][x];
            } else if (piece.type === 'k') {
                return 900 + ( isWhite ? kingEvalWhite[y][x] : kingEvalBlack[y][x] );
            }
            throw "Unknown piece type: " + piece.type;
        };
    
        let absoluteValue = getAbsoluteValue(piece, piece.color === 'w', x ,y);
        return piece.color === 'w' ? absoluteValue : -absoluteValue;
    };
    
    
    function toBoard(game)
    {
        let letters = ['a','b','c','d','e','f','g','h'];
        let nbs = ['8','7','6','5','4','3','2','1'];
        
        let b = new Array(8);
        for (let i =0; i<8; i++)
        {
            b[i] = new Array(8);
            for (let j = 0; j <8; j++)
            {
                let square = letters[j] + nbs[i];
                b[i][j] = game.get(square);
            }
        }
        
        return b;
        
    }

    function boardToString(b)
    {
        let s = "";
        
        for (let i = 0; i<8; i++)
        {
            for (let j = 0; j<8; j++)
            {
                if (b[i][j] === null) s += " ";
                else
                {
                    if (b[i][j].color == 'b') s += b[i][j].type;
                    else s += b[i][j].type.toUpperCase();
                }
            }
            s += "\n";
        }
        
        return s;
    }
    
    
    function in_threefold_repetition(game) {
        /* to do: while this function is fine for casual use, a better
          implementation would use a Zobrist key (instead of FEN). the
          Zobrist key would be maintained in the make_move/undo_move functions,
          avoiding the costly that we do below.
         */
        var moves = [];
        var positions = {};
        var repetition = false;
    
        while (true) {
          var move = game.undo();
          if (!move) break;
          moves.push(move);
        }
    
        while (true) {
          /* remove the last two fields in the FEN string, they're not needed
           * when checking for draw by rep */
          var fen = game.fen().split(' ').slice(0,4).join(' ');
    
          /* has the position occurred three or move times */
          positions[fen] = (fen in positions) ? positions[fen] + 1 : 1;
          if (positions[fen] >= 3) {
            repetition = true;
          }
    
          if (!moves.length) {
            break;
          }
          game.move(moves.pop());
        }
    
        return repetition;
    }

}