2026-08-23 06:53:40 +00:00
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// Ценность фигур (обрати внимание, ключи теперь в нижнем регистре под новый движок)
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2026-08-22 17:36:51 +00:00
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const PIECE_VALUE = {
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2026-08-23 06:53:40 +00:00
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p: 100,
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n: 320,
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b: 330,
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r: 500,
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q: 900,
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k: 20000,
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2026-08-22 17:36:51 +00:00
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};
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const LEVELS = {
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2026-08-23 06:53:40 +00:00
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easy: { depth: 1, randomness: 0.35 },
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intermediate: { depth: 2, randomness: 0.08 },
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hard: { depth: 3, randomness: 0.01 },
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expert: { depth: 4, randomness: 0 },
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2026-08-22 17:36:51 +00:00
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};
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2026-08-23 06:53:40 +00:00
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// 1. АЛГОРИТМИЧЕСКАЯ ПОЗИЦИОННАЯ ОЦЕНКА
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// Вычисляет бонус для фигуры в зависимости от ее положения на доске
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function getPositionalBonus(piece, sqStr) {
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const file = sqStr.charCodeAt(0) - 97; // 0 до 7 (от 'a' до 'h')
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const rank = sqStr.charCodeAt(1) - 49; // 0 до 7 (от '1' до '8')
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// Относительная горизонталь: 0 - домашняя линия, 7 - линия превращения
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const relativeRank = piece.color === "w" ? rank : 7 - rank;
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// Близость к центру (чем больше, тем ближе)
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const centerDistX = Math.abs(3.5 - file);
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const centerDistY = Math.abs(3.5 - relativeRank);
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const centerScore = 7 - (centerDistX + centerDistY);
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2026-08-22 17:36:51 +00:00
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2026-08-23 06:53:40 +00:00
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let bonus = 0;
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switch (piece.type) {
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case "p":
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bonus += (relativeRank * relativeRank) * 2; // Мощный бонус за продвижение
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if (file > 2 && file < 5) bonus += 15; // Центральные пешки сильнее
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break;
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case "n":
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bonus += centerScore * 8; // Кони требуют центра
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if (file === 0 || file === 7 || rank === 0 || rank === 7) bonus -= 25; // Кони на краю - позор
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break;
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case "b":
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bonus += centerScore * 5; // Слонам нравятся центральные диагонали
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if (relativeRank === 0) bonus -= 10; // Штраф за пассивность на задней линии
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break;
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case "r":
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if (relativeRank === 6) bonus += 35; // Ладьи на 7-й горизонтали смертоносны
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if (file === 3 || file === 4) bonus += 15; // Давим на центральные вертикали
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break;
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case "q":
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bonus += centerScore * 3; // Ферзю легкий бонус за центр
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break;
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case "k":
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if (relativeRank < 2) {
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if (file < 2 || file > 5) bonus += 40; // Безопасность (рокировка)
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if (file === 3 || file === 4) bonus -= 20; // Опасность в центре
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} else {
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bonus -= relativeRank * 15; // В миттельшпиле королю не стоит гулять
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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break;
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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return bonus;
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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// 2. БЫСТРЫЙ ОЦЕНЩИК
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2026-08-22 17:36:51 +00:00
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function evaluate(engine, color) {
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2026-08-23 06:53:40 +00:00
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let score = 0;
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// Перебираем только словарь активных фигур (вместо пустых клеток 8х8)
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for (const [sq, piece] of Object.entries(engine.state.board)) {
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const val = PIECE_VALUE[piece.type] || 0;
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const positional = getPositionalBonus(piece, sq);
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const total = val + positional;
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if (piece.color === color) {
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score += total;
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} else {
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score -= total;
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2026-08-22 17:36:51 +00:00
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}
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}
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2026-08-23 06:53:40 +00:00
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return score;
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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// 3. MVV-LVA СОРТИРОВКА (Most Valuable Victim - Least Valuable Attacker)
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function orderMoves(engine, moves) {
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for (const move of moves) {
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let score = 0;
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if (move.capture) {
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const attacker = engine.getPiece(move.from);
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const victim = engine.getPiece(move.to) || { type: "p" }; // Фолбэк для взятия на проходе
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if (attacker && victim) {
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// Если пешка(100) бьет ферзя(900) -> огромный приоритет
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score += 1000 + PIECE_VALUE[victim.type] - PIECE_VALUE[attacker.type];
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}
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}
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if (move.promotion) {
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score += PIECE_VALUE[move.promotion] + 900;
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}
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move._score = score;
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}
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return moves.sort((a, b) => b._score - a._score);
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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// 4. МИНИМАКС С ОТСЕЧЕНИЕМ И МГНОВЕННОЙ ОТМЕНОЙ (UNDO)
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function minimax(engine, depth, alpha, beta, maximizingColor) {
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// Быстрая проверка на ничью (правило 50 ходов)
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if (engine.state.halfmove >= 100) return 0;
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if (depth <= 0) {
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return evaluate(engine, maximizingColor);
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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const turn = engine.state.turn;
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const moves = engine.legalMoves(turn);
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2026-08-22 17:36:51 +00:00
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if (!moves.length) {
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2026-08-23 06:53:40 +00:00
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if (engine.inCheck(engine.state, turn)) {
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// Предпочитаем самые быстрые маты, прибавляя остаточную глубину
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return turn === maximizingColor ? -1000000 - depth : 1000000 + depth;
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}
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return 0; // Пат
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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orderMoves(engine, moves);
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2026-08-22 17:36:51 +00:00
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2026-08-23 06:53:40 +00:00
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const maximizing = turn === maximizingColor;
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let bestScore = maximizing ? -Infinity : Infinity;
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2026-08-22 17:36:51 +00:00
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for (const move of moves) {
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2026-08-23 06:53:40 +00:00
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// Делаем ход напрямую в оригинальном движке
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engine.makeMove({ from: move.from, to: move.to, promotion: move.promotion });
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const score = minimax(engine, depth - 1, alpha, beta, maximizingColor);
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// Моментально откатываем
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engine.undo();
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2026-08-22 17:36:51 +00:00
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if (maximizing) {
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2026-08-23 06:53:40 +00:00
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bestScore = Math.max(bestScore, score);
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alpha = Math.max(alpha, bestScore);
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2026-08-22 17:36:51 +00:00
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} else {
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2026-08-23 06:53:40 +00:00
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bestScore = Math.min(bestScore, score);
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beta = Math.min(beta, bestScore);
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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if (beta <= alpha) break; // Альфа-бета отсечение
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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return bestScore;
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2026-08-22 17:36:51 +00:00
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}
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export const AI_LEVELS = LEVELS;
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2026-08-23 06:53:40 +00:00
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export function chooseComputerMove(engine, level = "intermediate") {
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const config = LEVELS[level] || LEVELS.intermediate;
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const color = engine.state.turn;
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const moves = engine.legalMoves(color);
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if (!moves.length) return null;
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2026-08-22 17:36:51 +00:00
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2026-08-23 06:53:40 +00:00
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// Первичная сортировка для эффективного начала
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orderMoves(engine, moves);
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2026-08-22 17:36:51 +00:00
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const ranked = [];
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for (const move of moves) {
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2026-08-23 06:53:40 +00:00
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engine.makeMove({ from: move.from, to: move.to, promotion: move.promotion });
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const score = minimax(engine, Math.max(0, config.depth - 1), -Infinity, Infinity, color);
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engine.undo();
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ranked.push({ move, score });
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2026-08-22 17:36:51 +00:00
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}
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2026-08-23 06:53:40 +00:00
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ranked.sort((a, b) => b.score - a.score);
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2026-08-22 17:36:51 +00:00
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2026-08-23 06:53:40 +00:00
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if (!ranked.length) return moves[0];
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2026-08-22 17:36:51 +00:00
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2026-08-23 06:53:40 +00:00
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// Применяем процент случайности для уровней ниже эксперта
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if (Math.random() < config.randomness) {
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const count = Math.min(3, ranked.length);
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return ranked[Math.floor(Math.random() * count)].move;
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2026-08-22 17:36:51 +00:00
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}
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return ranked[0].move;
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2026-08-23 06:53:40 +00:00
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}
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