4 * ----------------------------------------------------------------------
5 * Copyright (c) 1993, 1994, 1995 Matthias Mutz
6 * Copyright (c) 1999 Michael Vanier and the Free Software Foundation
7 * Copyright (c) 2008, 2013, 2014 Yann Dirson and the Free Software Foundation
9 * GNU SHOGI is based on GNU CHESS
11 * Copyright (c) 1988, 1989, 1990 John Stanback
12 * Copyright (c) 1992 Free Software Foundation
14 * This file is part of GNU SHOGI.
16 * GNU Shogi is free software; you can redistribute it and/or modify it
17 * under the terms of the GNU General Public License as published by the
18 * Free Software Foundation; either version 3 of the License,
19 * or (at your option) any later version.
21 * GNU Shogi is distributed in the hope that it will be useful, but WITHOUT
22 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
23 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
26 * You should have received a copy of the GNU General Public License along
27 * with GNU Shogi; see the file COPYING. If not, see
28 * <http://www.gnu.org/licenses/>.
29 * ----------------------------------------------------------------------
36 /* Hash table for preventing multiple scoring of the same position */
38 int EADD = 0; /* number of writes to the cache table */
39 int EGET = 0; /* number of hits to the cache table */
40 int PUTVAR = false; /* shall the current scoring be cached? */
43 /* Pieces and colors of initial board setup */
46 const small_short Stboard[NO_SQUARES] =
48 lance, knight, silver, gold, king, gold, silver, knight, lance,
49 0, bishop, 0, 0, 0, 0, 0, rook, 0,
50 pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
51 0, 0, 0, 0, 0, 0, 0, 0, 0,
52 0, 0, 0, 0, 0, 0, 0, 0, 0,
53 0, 0, 0, 0, 0, 0, 0, 0, 0,
54 pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
55 0, rook, 0, 0, 0, 0, 0, bishop, 0,
56 lance, knight, silver, gold, king, gold, silver, knight, lance
60 const small_short Stcolor[NO_SQUARES] =
62 black, black, black, black,
63 black, black, black, black, black,
64 neutral, black, neutral, neutral,
65 neutral, neutral, neutral, black, neutral,
66 black, black, black, black,
67 black, black, black, black, black,
68 neutral, neutral, neutral, neutral,
69 neutral, neutral, neutral, neutral, neutral,
70 neutral, neutral, neutral, neutral,
71 neutral, neutral, neutral, neutral, neutral,
72 neutral, neutral, neutral, neutral,
73 neutral, neutral, neutral, neutral, neutral,
74 white, white, white, white,
75 white, white, white, white, white,
76 neutral, white, neutral, neutral,
77 neutral, neutral, neutral, white, neutral,
78 white, white, white, white,
79 white, white, white, white, white
82 const small_short Stboard[NO_SQUARES] =
84 king, gold, silver, bishop, rook,
88 rook, bishop, silver, gold, king,
92 const small_short Stcolor[NO_SQUARES] =
94 black, black, black, black, black,
95 black, neutral, neutral, neutral, neutral,
96 neutral, neutral, neutral, neutral, neutral,
97 neutral, neutral, neutral, neutral, white,
98 white, white, white, white, white
102 /* Actual pieces and colors */
104 small_short board[NO_SQUARES], color[NO_SQUARES];
107 /* relative piece values at the beginning of main stages */
109 #define MAIN_STAGES 4
111 static small_short ispvalue[NO_PIECES][MAIN_STAGES] =
113 { 0, 35, 70, 99 }, /* main stage borders */
114 /* ------------------------------------------ */
115 { 7, 7, 8, 10 }, /* Pawn */
117 { 20, 35, 45, 60 }, /* Lance */
118 { 20, 35, 45, 60 }, /* Knight */
120 { 35, 40, 60, 80 }, /* Silver */
121 { 35, 50, 65, 80 }, /* Gold */
122 { 90, 90, 90, 90 }, /* Bishop */
123 { 95, 95, 95, 95 }, /* Rook */
124 { 15, 25, 40, 65 }, /* promoted Pawn */
126 { 25, 45, 55, 65 }, /* promoted Lance */
127 { 25, 45, 55, 65 }, /* promoted Knight */
129 { 35, 55, 75, 75 }, /* promoted Silver */
130 { 99, 99, 99, 99 }, /* promoted Bishop */
131 { 97, 97, 99, 99 }, /* promoted Rook */
132 { 100, 100, 100, 100 }, /* King */
135 /* Features and Weights */
162 #define KNGPROTECT 25
170 static small_short weight[NO_FEATURES + 1][MAIN_STAGES + 2] =
172 { 80, 100, 100, 40, 10, 15 }, /* ATTACKED */
173 { 80, 100, 100, 50, 14, 10 }, /* HUNGP */
174 { 80, 100, 100, 50, 18, 12 }, /* HUNGX */
175 { 100, 50, 0, 0, 2, 1 }, /* CNTRL5TH */
176 { 100, 100, 60, 10, 4, 2 }, /* HOLES */
177 { 100, 50, 0, 0, 14, 7 }, /* PCASTLE */
178 { 100, 50, 0, 0, 6, 12 }, /* PATTACK */
179 { 10, 40, 70, 100, 10, 15 }, /* CTRLK */
180 { 100, 80, 50, 40, 2, 1 }, /* PROTECT */
181 { 40, 100, 40, 5, 4, 4 }, /* HCLSD */
182 { 80, 100, 80, 30, 10, 15 }, /* PINVAL */
183 { 80, 100, 60, 15, 6, 10 }, /* XRAY */
184 { 100, 50, 0, 0, 15, 15 }, /* OPENWRONG */
185 { 0, 40, 70, 100, 8, 12 }, /* SEED */
186 { 50, 100, 80, 20, 5, 3 }, /* LOOSE */
187 { 50, 100, 80, 50, 100, 100 }, /* MOBILITY (%) */
188 { 50, 100, 80, 50, 4, 8 }, /* TARGET */
189 { 50, 40, 100, 80, 8, 4 }, /* KSFTY */
190 { 80, 100, 60, 20, 5, 5 }, /* HOPN */
191 { 20, 40, 80, 100, 3, 6 }, /* PROMD */
192 { 20, 40, 80, 100, 4, 1 }, /* KINGOD */
193 { 5, 40, 100, 50, 0, 4 }, /* PWNDROP */
194 { 0, 20, 80, 100, 0, 4 }, /* DFFDROP */
195 { 20, 50, 100, 80, 0, 4 }, /* FCLATTACK */
196 { 0, 20, 80, 100, 0, 8 }, /* KNGATTACK */
197 { 40, 80, 100, 80, 6, 0 }, /* KNGPROTECT */
198 { 50, 100, 60, 10, 0, 8 }, /* DNGPC */
199 { 30, 100, 60, 5, 0, 6 }, /* LSATTACK */
200 { 0, 50, 80, 100, 0, 8 }, /* NIHATTACK */
201 { 50, 100, 80, 60, 8, 0 }, /* COHESION */
202 { 100, 100, 80, 60, 4, 4 }, /* OPPDROP */
206 short ADVNCM[NO_PIECES];
208 /* distance to enemy king */
209 static const short EnemyKingDistanceBonus[10] =
210 { 0, 6, 4, -1, -3, -4, -6, -8, -10, -12 };
212 /* distance to own king */
213 static const short OwnKingDistanceBonus[10] =
214 { 0, 5, 2, 1, 0, -1, -2, -3, -4, -5 };
216 /* distance to promotion zone */
218 static const int PromotionZoneDistanceBonus[NO_ROWS] =
219 { 0, 0, 0, 0, 2, 6, 6, 8, 8 };
221 static const int PromotionZoneDistanceBonus[NO_ROWS] =
222 { 0, 0, 2, 6, 8 }; /* FIXME ? */
225 #define MAX_BMBLTY 20
226 #define MAX_RMBLTY 20
229 /* Bishop mobility bonus indexed by # reachable squares */
230 static const short BMBLTY[MAX_BMBLTY] =
231 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
233 /* Rook mobility bonus indexed by # reachable squares */
234 static const short RMBLTY[MAX_RMBLTY] =
235 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
238 /* Lance mobility bonus indexed by # reachable squares */
239 static const short LMBLTY[MAX_LMBLTY] =
240 { 0, 0, 0, 0, 4, 6, 8, 10 };
243 static const short MBLTY[NO_PIECES] =
254 static const short KTHRT[36] =
255 { 0, -8, -20, -36, -52, -68, -80, -80, -80, -80, -80, -80,
256 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80,
257 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80 };
259 static small_short fvalue[2][NO_FEATURES];
261 long attack[2][NO_SQUARES]; /* threats to squares */
262 small_short sseed[NO_SQUARES]; /* square occupied by a seed piece? */
264 struct signature threats_signature[2] = /* statistics valid for position.. */
265 { { -1, -1 }, { -1, -1 } }; /* attack and sseed available */
267 small_short starget[2][NO_SQUARES]; /* significance as a target for a
268 * side of a square */
269 small_short sloose[NO_SQUARES]; /* square occupied by a loose piece? */
270 small_short shole[NO_SQUARES]; /* empty square a hole? */
271 small_short shung[NO_SQUARES]; /* hung piece? */
273 struct signature squares_signature = /* statistics valid for position ... */
274 { 0, 0 }; /* starget, sloose, shole, shung available */
276 short target[2], seed[2], loose[2], hole[2];
278 short captured[2]; /* number of captured pieces */
279 short dcaptured[2]; /* different types of captured pieces */
281 small_short Kdist[2][NO_SQUARES]; /* distance to king */
283 short MAXADIST, MAXCDIST; /* maximum half move distance to pattern */
285 char GameType[2] = { UNKNOWN, UNKNOWN }; /* chosen game type of each side */
288 static short attack_opening_sequence[2]; /* current castle patterns */
289 static short castle_opening_sequence[2]; /* current attack formations */
291 static small_short Mpawn [2][NO_SQUARES];
292 static small_short Msilver[2][NO_SQUARES];
293 static small_short Mgold [2][NO_SQUARES];
294 static small_short Mking [2][NO_SQUARES];
296 static small_short Mlance [2][NO_SQUARES];
297 static small_short Mknight[2][NO_SQUARES];
299 static small_short Mbishop[2][NO_SQUARES];
300 static small_short Mrook [2][NO_SQUARES];
302 static Mpiece_array Mpawn,
306 Msilver, Mgold, Mbishop, Mrook, Mking;
308 Mpiece_array *Mpiece[NO_PIECES] =
313 &Msilver, &Mgold, &Mbishop, &Mrook,
318 &Mgold, &Mbishop, &Mrook, &Mking };
322 static small_short *PC1, *PC2;
323 static small_short *fv1;
324 static long *atk1, *atk2;
327 #define csquare(side, sq) ((side == black) ? sq : (NO_SQUARES - 1 - sq))
328 #define crow(side, sq) row(csquare(side, sq))
329 #define ccolumn(side, sq) column(csquare(side, sq))
333 on_csquare(short side, short piece, short square)
336 /* FIXME: un-obfuscate this! */
337 return ((board[sq = csquare(side, square)] == piece)
338 && (color[sq] == side));
343 on_column(short side, short piece, short c)
347 for (sq = c; sq < NO_SQUARES; sq += NO_COLS)
349 if (on_csquare(side, piece, sq))
357 #define empty_csquare(side, square) \
358 (board[csquare(side, square)] == no_piece)
361 on_left_side(short side, short piece)
365 for (c = 0; c < 4; c++)
367 if (on_column(side, piece, c))
376 on_right_side(short side, short piece)
380 for (c = 5; c < NO_COLS; c++)
382 if (on_column(side, piece, c))
390 short pscore[2]; /* piece score for each side */
396 * Fill array attack[side][] with info about attacks to a square. Bits
397 * 16-31 are set if the piece (king .. pawn) attacks the square. Bits 0-15
398 * contain a count of total attacks to the square. Fill array sseed[] with
399 * info about occupation by a seed piece.
411 unsigned char *ppos, *pdir;
413 short i, kd, piece, xside;
416 if (MatchSignature(threats_signature[side]))
418 /* data valid for current positional signature */
425 array_zero(a, NO_SQUARES * sizeof(a[0]));
427 PL = PieceList[side];
429 for (i = PieceCnt[side]; i >= 0; i--)
435 ptyp = ptype[side][piece];
438 u = first_direction(ptyp, &d, sq);
440 ppos = (*nextpos[ptyp])[sq];
441 pdir = (*nextdir[ptyp])[sq];
447 a[u] = ((a[u] + 1) | c);
449 if ((kd = Kdist[xside][u]) < 2)
456 u = ((color[u] == neutral)
457 ? next_position(ptyp, &d, sq, u)
458 : next_direction(ptyp, &d, sq));
460 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
466 /* data valid for current positional signature */
467 CopySignature(threats_signature[side]);
473 * Compute the board square with nunmap offset "id". If side == white,
474 * offset is negated. inunmap[sq] is the corresponding nunmap index isq.
475 * nunmap[isq + id] computes the board square. If negative, it is outside
480 add_target(short sq, short side, short id)
482 short isq, tsq, xside;
484 tsq = (side == black) ? nunmap[isq + id] : nunmap[isq - id];
488 target[xside = side^1]++;
490 if (attack[side][tsq])
491 starget[xside][tsq]++; /* protected target square */
493 starget[xside][tsq] += 2; /* unprotected target square */
500 * Target squares can be vertically ahead, diagonally ahead
501 * or diagonally behind.
505 CheckTargetPiece(short sq, short side)
509 case pawn: /* vertically ahead if unprotected */
510 if (!attack[side][sq])
511 add_target(sq, side, 11);
514 case king: /* diagonally and vertically ahead */
515 add_target(sq, side, 10);
516 add_target(sq, side, 11);
517 add_target(sq, side, 12);
520 case rook: /* diagonally ahead and behind */
521 add_target(sq, side, 10);
522 add_target(sq, side, 12);
523 add_target(sq, side, -10);
524 add_target(sq, side, -12);
527 case bishop: /* vertically ahead */
528 add_target(sq, side, 11);
532 case knight: /* vertically ahead if advanced */
533 /* FIXME: gotta love them magic numbers... */
534 if ((sq != 1) && (sq != 7) && (sq != 73) && (sq != 79))
535 add_target(sq, side, 11);
544 ScoreKingOpeningFeatures(void)
546 short s = 0, sq = OwnKing, ds;
548 if (GameType[c1] == STATIC_ROOK)
550 /* Penalty for king on right side or fifth file */
552 c = 4 - ccolumn(c1, sq);
554 if ((c < 0) || ((c == 0) && (sq != kingP[c1])))
555 s += (ds = -c - c - fv1[OPENWRONG]);
557 else if (GameType[c1] == RANGING_ROOK)
559 /* Penalty for king on left side or fifth file */
561 c = 4 - ccolumn(c1, sq);
563 if ((c > 0) || ((c == 0) && (sq != kingP[c1])))
565 s += (ds = -c - c - fv1[OPENWRONG]);
568 /* Penalty for king moved before rook switch */
571 if (on_csquare(c1, rook, 16))
573 s += (ds = -4 * fv1[OPENWRONG]);
578 /* Penalty for sitting king after rook switch */
579 if (!on_csquare(c1, rook, 16))
581 s += (ds = -2 * fv1[OPENWRONG]);
585 /* Penalty for defending general moved
586 * before king switch to right side */
587 if (ccolumn(c1, sq) < 6)
589 if (Mvboard[csquare(c1, 5)] || Mvboard[csquare(c1, 6)])
591 s += (ds = -2 * fv1[OPENWRONG]);
605 short sq, side, piece, n;
607 if (MatchSignature(squares_signature))
609 /* data valid for current positional signature */
613 array_zero(shole, sizeof(shole));
614 array_zero(sloose, sizeof(sloose));
615 array_zero(starget, sizeof(starget));
617 hole[0] = hole[1] = loose[0] = loose[1]
618 = target[0] = target[1] = 0;
620 for (sq = 0; sq < NO_SQUARES; sq++)
622 if ((side = color[sq]) == neutral)
626 if (!attack[white][sq])
632 else if (InBlackCamp(sq))
634 if (!attack[black][sq])
643 /* occupied by "side" piece */
644 if (!attack[side][sq])
650 CheckTargetPiece(sq, side);
654 for (side = black; side <= white; side++)
656 captured[side] = dcaptured[side] = 0;
658 for (piece = pawn; piece <= rook; piece++)
660 if ((n = Captured[side][piece]) != 0)
670 /* Data valid for current positional signature */
671 CopySignature(squares_signature);
676 /* ............ POSITIONAL EVALUATION ROUTINES ............ */
680 * mtl[side] - value of all material
681 * hung[side] - count of hung pieces
682 * Tscore[ply] - search tree score for ply ply
683 * Pscore[ply] - positional score for ply ply
684 * INCscore - bonus score or penalty for certain moves
685 * Sdepth - search goal depth
686 * xwndw - evaluation window about alpha/beta
687 * EWNDW - second evaluation window about alpha/beta
688 * ChkFlag[ply] - checking piece at level ply or 0 if no check
689 * TesujiFlag[ply] - 1 if tesuji move at level ply or 0 if no tesuji
690 * PC1[column] - # of my pawns in this column
691 * PC2[column] - # of opponents pawns in column
692 * PieceCnt[side] - just what it says
699 * Compute an estimate of the score by adding the positional score from the
700 * previous ply to the material difference. If this score falls inside a
701 * window which is 180 points wider than the alpha-beta window (or within a
702 * 50 point window during quiescence search) call ScorePosition() to
703 * determine a score, otherwise return the estimated score. "side" is the
704 * side which has to move.
713 short *InChk, /* output Check flag */
714 short *blockable) /* king threat blockable */
720 s = -Pscore[ply - 1] + mtl[side] - mtl[xside] /* - INCscore */;
721 hung[black] = hung[white] = 0;
723 /* should we use the estimete or score the position */
726 || (ply > Sdepth && s >= (alpha - 30) && s <= (beta + 30))
728 || (use_etable && CheckEETable(side))
734 /* score the position */
735 array_zero(sseed, sizeof(sseed));
737 seed[0] = seed[1] = 0;
740 if (Anyattack(side, sq = PieceList[xside][0]) && (board[sq] == king))
742 *InChk = (board[sq = PieceList[side][0]] == king)
743 ? SqAttacked(sq, xside, blockable)
746 return ((SCORE_LIMIT + 1001) - ply);
750 *InChk = (board[sq = PieceList[side][0]] == king)
751 ? Anyattack(xside, sq)
760 s = ScorePosition(side);
765 /* use the estimate but look at check */
768 *InChk = (board[sq = PieceList[side][0]] == king)
769 ? SqAttacked(sq, xside, blockable)
772 if ((board[sq = PieceList[xside][0]] == king)
773 && SqAttacked(sq, side, blockable))
775 return ((SCORE_LIMIT + 1001) - ply);
779 Pscore[ply] = s - mtl[side] + mtl[xside];
780 ChkFlag[ply - 1] = ((*InChk) ? Pindex[TOsquare] : 0);
788 value_of_weakest_attacker(long a2)
792 min_value = SCORE_LIMIT;
794 for (piece = pawn; piece <= king; piece++)
796 if (control[piece] & a2)
798 if (min_value > (v = (*value)[stage][piece]))
810 * Find (promoted) Bishop, (promoted) Rook, and Lance mobility, x-ray
811 * attacks, and pins. Let BRL be the bishop, rook, or lance. Let P be the
812 * first piece (not a king or a pawn) in a direction and let Q be the
813 * second piece in the same direction. If Q is an unprotected opponent's
814 * piece with bigger relative value than BRL, there is a pin if P is an
815 * opponent's piece and there is an x-ray attack if P belongs to this side.
816 * Increment the hung[] array if a pin is found.
820 BRLscan(short sq, short *mob)
825 unsigned char *ppos, *pdir;
829 short u, xu, pin, ptyp, csq = column(sq);
830 short piece, upiece, xupiece, rvalue, ds;
831 small_short *Kd = Kdist[c2];
836 rvalue = (*value)[stage][piece];
837 ptyp = ptype[c1][upiece = unpromoted[piece]];
838 rvalue = (*value)[stage][upiece];
841 u = first_direction(ptyp, &d, sq);
843 ppos = (*nextpos[ptyp])[sq];
844 pdir = (*nextdir[ptyp])[sq];
848 pin = -1; /* start new direction */
854 s += (ds = fv1[CTRLK] * (2 - Kd[u]));
857 if ((ds = starget[c1][u]) != 0)
859 /* threatening a target square */
860 if ((pin < 0) /* direct threat */
861 || (color[pin] == c2)) /* pin threat */
863 s += (ds *= fv1[TARGET]);
867 if ((ds = shole[u]) != 0)
869 /* attacking or protecting a hole */
870 s += (ds = fv1[HOLES]);
872 else if (InPromotionZone(c1, u))
874 /* attacking a square in promotion zone */
875 s += (ds = fv1[HOLES] / 2);
878 if (color[u] == neutral)
882 xu = next_position(ptyp, &d, sq, u);
884 if (xu == next_direction(ptyp, &dd, sq))
885 pin = -1; /* oops new direction */
888 if ((xu = ppos[u]) == pdir[u])
889 pin = -1; /* oops new direction */
896 /* there is a piece in current direction */
899 /* it's the first piece in the current direction */
903 /* own intercepting piece in x-ray attack */
907 if (board[u] == pawn)
909 s += (ds = 2*fv1[PROTECT]);
911 else if (in_opening_stage)
913 s += (ds = -2*fv1[PROTECT]);
919 /* bishop or rook x-ray */
920 if ((upiece == bishop) && (board[u] == pawn)
921 && (GameType[c1] == STATIC_ROOK))
923 s += (ds = -2*fv1[HCLSD]);
926 else if ((upiece == rook) && (board[u] == lance)
927 && (GameType[c1] == STATIC_ROOK)
928 && (column(u) == csq))
930 s += (ds = fv1[XRAY]);
937 /* enemy's intercepting piece in pin attack */
941 /* lance pin attack */
942 if (board[u] == pawn)
944 s += (ds = -2*fv1[PROTECT]);
946 else if (in_opening_stage)
948 s += (ds = 2 * fv1[PROTECT]);
954 /* bishop or rook pin attack */
955 if (board[u] == pawn)
957 s += (ds = -fv1[HCLSD]);
964 xu = next_position(ptyp, &d, sq, u);
966 if (xu != next_direction(ptyp, &dd, sq))
967 pin = u; /* not on the edge and on to find a pin */
969 if ((xu = ppos[u]) != pdir[u])
970 pin = u; /* not on the edge and on to find a pin */
976 /* it's the second piece in the current direction */
980 /* second piece is an own piece */
981 if ((upiece == bishop) && (board[u] == pawn)
982 && (GameType[c1] == STATIC_ROOK))
984 s += (ds = -fv1[HCLSD]);
989 /* second piece is an enemy piece */
990 if (upiece == bishop && board[u] == pawn)
992 s += (ds = -fv1[HCLSD]/2);
995 if (((*value)[stage][xupiece = unpromoted[board[u]]]
999 if (color[pin] == c2)
1001 if ((xupiece == king) && (in_endgame_stage))
1003 s += (ds = 2 * fv1[PINVAL]);
1007 s += (ds = fv1[PINVAL]);
1010 if ((atk2[pin] == 0)
1011 || (atk1[pin] > control[board[pin]] + 1))
1020 if (upiece == lance)
1022 s += (ds = fv1[XRAY] / 2);
1027 s += (ds = fv1[XRAY]);
1033 pin = -1; /* new direction */
1036 u = next_direction(ptyp, &d, sq);
1051 #define ctlSG (ctlS | ctlG | ctlPp | ctlLp | ctlNp | ctlSp)
1056 * Assign penalties if king can be threatened by checks, if squares near
1057 * the king are controlled by the enemy (especially by promoted pieces), or
1058 * if there are no own generals near the king.
1060 * The following must be true:
1061 * board[sq] == king, c1 == color[sq], c2 == otherside[c1]
1064 #define SCORETHREAT \
1066 if (color[u] != c2) \
1068 if ((atk1[u] == 0) || ((atk2[u] & CNT_MASK) != 0)) \
1074 s += (ds = -fv1[CTRLK]); \
1090 unsigned char *ppos, *pdir;
1097 /* Penalties, if a king can be threatened by checks. */
1105 for (p = pawn; p < king; p++)
1107 if (HasPiece[c2][p] || Captured[c2][p])
1111 /* if a c1 piece can reach u from sq,
1112 * then a c2 piece can reach sq from u.
1113 * That means, each u is a square, from which a
1114 * piece of type p and color c2 threats square sq.
1116 ptyp = ptype[c1][p];
1119 u = first_direction(ptyp, &d, sq);
1121 ppos = (*nextpos[ptyp])[sq];
1122 pdir = (*nextdir[ptyp])[sq];
1128 /* If a p piece can reach (controls or can drop to)
1129 * square u, then score threat.
1132 if (atk2[u] & control[p])
1134 else if ((Captured[c2][p] && color[u]) == neutral)
1138 u = ((color[u] == neutral)
1139 ? next_position(ptyp, &d, sq, u)
1140 : next_direction(ptyp, &d, sq));
1142 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
1150 s += (ds = fv1[KSFTY] * KTHRT[cnt] / 16);
1152 /* Penalties, if squares near king are controlled by enemy. */
1156 ptyp = ptype[c1][king];
1159 u = first_direction(ptyp, &d, sq);
1161 pdir = (*nextpos[ptyp])[sq];
1167 if (!ok && color[u] == c1)
1169 short ptype_piece = ptype[black][board[u]];
1171 if ((ptype_piece == ptype_silver) || (ptype_piece == ptype_gold))
1175 if (atk2[u] > atk1[u])
1179 if (atk2[u] & ctlSG)
1181 s += (ds = -fv1[KSFTY] / 2);
1186 u = next_direction(ptyp, &d, sq);
1193 if (!ok || (cnt > 1))
1196 s += (ds = -fv1[KSFTY]/2);
1198 s += (ds = -fv1[KSFTY]);
1205 static short checked_trapped;
1209 * See if the attacked piece has unattacked squares to move to. The following
1210 * must be true: c1 == color[sq] c2 == otherside[c1]
1220 unsigned char *ppos, *pdir;
1226 rvalue = (*value)[stage][piece];
1227 ptyp = ptype[c1][piece];
1230 u = first_direction(ptyp, &d, sq);
1232 ppos = (*nextpos[ptyp])[sq];
1233 pdir = (*nextdir[ptyp])[sq];
1241 if ((atk2[u] == 0) || ((*value)[stage][board[u]] >= rvalue))
1246 u = ((color[u] == neutral)
1247 ? next_position(ptyp, &d, sq, u)
1248 : next_direction(ptyp, &d, sq));
1250 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
1255 checked_trapped = true;
1263 AttackedPieceValue(short sq)
1284 OpenFileValue(short sq, short hopn, short hopnx)
1288 if (PC1[fyle = column(sq)] == 0)
1304 /* Distance bonus */
1306 #define PromotionZoneDistanceValue(sq, dd) \
1307 if ((ds = fv1[PROMD])) \
1309 s += (ds = ds * PromotionZoneDistanceBonus[crow(c1, sq)] * dd); \
1312 #define OwnKingDistanceValue(sq, dd, maxd) \
1313 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c1][sq]) <= maxd)) \
1315 s += (ds = ds * OwnKingDistanceBonus[ad] * dd); \
1318 #define EnemyKingDistanceValue(sq, dd, maxd) \
1319 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c2][sq]) <= maxd)) \
1321 s += (ds = ds * EnemyKingDistanceBonus[ad] * dd); \
1329 * Calculate the positional value for a pawn on 'sq'.
1333 PawnValue(short sq, short side)
1337 short ccol = ccolumn(c1, sq);
1339 PromotionZoneDistanceValue(sq, 3);
1342 if (color[(c1 == black) ? (sq + NO_COLS) : (sq - NO_COLS)] == neutral)
1344 s += (ds = MBLTY[pawn]);
1347 if ((a1 & ((ctlR | ctlRp) | ctlL)))
1349 s += (ds = fv1[ATTACKED]);
1352 if (in_opening_stage)
1355 /* FIXME: [HGM] The 3rd-rank Pawn section is meaningless in mini-Shogi,
1356 * (which does not have opposing Pawns), and can do out-of-bound access,
1357 * as the promotion zone is only 1 rank, so Pawns can be closer than 3 ranks
1358 * to the board edge.
1360 if (crow(c1, sq) == 2) /* pawn on 3d rank */
1362 if (board[(c1 == black) ?
1363 (sq + 3*NO_COLS) : (sq - 3*NO_COLS)] == pawn)
1365 /* opposing pawn has been moved (even column == (sq & 1)) */
1373 m = (side == c1) ? 3 : 5;
1377 m = (side == c1) ? 2 : 3;
1381 m = (side == c1) ? 1 : 2;
1385 s += (ds = -m * MBLTY[pawn]);
1389 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1390 * board - and anyway we don't know the stage really :)
1392 if ((GameType[c1] == STATIC_ROOK) && (sq == csquare(c1, 43)))
1394 if ((atk2[csquare(c1, 52)] & CNT_MASK) < 2)
1396 s += (ds = fv1[ATTACKED]);
1400 if ((GameType[c2] == STATIC_ROOK) && (ccol == 1))
1402 if (sq == csquare(c1, 28))
1404 s += (ds = -fv1[ATTACKED]);
1407 if (((atk1[csquare(c1, 19)] & CNT_MASK) < 2)
1408 && ((atk1[csquare(c1, 28)] & CNT_MASK) < 2))
1410 s += (ds = -2 * fv1[ATTACKED]);
1422 * Calculate the positional value for a lance on 'sq'.
1426 LanceValue(short sq)
1428 short s = 0, ds, ad;
1430 OwnKingDistanceValue(sq, 1, 2);
1432 OpenFileValue(sq, -fv1[HOPN], fv1[HOPN]);
1434 if (!checked_trapped && (crow(c1, sq) > 2))
1436 if (in_opening_stage || trapped(sq))
1438 s += (ds = -3 * fv1[ATTACKED]);
1442 s += (ds = -2 * fv1[ATTACKED]);
1452 * Calculate the positional value for a knight on 'sq'.
1456 KnightValue(short sq)
1459 short ds, checked_trapped = false;
1460 short c = column(sq);
1462 PromotionZoneDistanceValue(sq, 1);
1463 OwnKingDistanceValue(sq, 1, 2);
1465 if (!checked_trapped && (crow(c1, sq) > 2))
1469 s += (ds = -4 * fv1[ATTACKED]);
1473 s += (ds = -3 * fv1[ATTACKED]);
1477 if ((c == 0) || (c == 8))
1479 s += (ds = -fv1[ATTACKED]);
1489 * Calculate the positional value for a silver on 'sq'.
1493 SilverValue(short sq)
1497 OwnKingDistanceValue(sq, 2, 3);
1499 if ((Kdist[c1][sq] < 3)
1500 && (atk1[sq] & (control[gold] | control[silver])))
1502 s += (ds = fv1[COHESION]);
1505 if (in_opening_stage)
1508 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1509 * board - and anyway we don't know the stage really :)
1511 if (GameType[c1] == STATIC_ROOK)
1513 if (csquare(c1, sq) == 12)
1517 if ((board[csq = csquare(c1, 20)] == bishop)
1518 && (color[csq] == c1))
1520 s += (ds = -2 * fv1[OPENWRONG]);
1528 EnemyKingDistanceValue(sq, 2, 3);
1537 * Calculate the positional value for a gold on 'sq'.
1543 short s = 0, ds, ad;
1545 OwnKingDistanceValue(sq, 2, 3);
1547 if ((Kdist[c1][sq] < 3)
1548 && (atk1[sq] & (control[gold] | control[silver])))
1550 s += (ds = fv1[COHESION]);
1553 if (in_opening_stage)
1556 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1557 * board - and anyway we don't know the stage really :)
1559 if ((GameType[c1] == STATIC_ROOK) && (GameType[c2] != STATIC_ROOK))
1561 if (Mvboard[csquare(c1, 3)])
1563 s += (ds = -2 * fv1[OPENWRONG]);
1570 EnemyKingDistanceValue(sq, 2, 3);
1579 * Calculate the positional value for a bishop on 'sq'.
1583 BishopValue(short sq)
1585 short s = 0, ds, ad;
1587 if (in_opening_stage)
1590 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1591 * board - and anyway we don't know the stage really :)
1593 if (GameType[c1] == RANGING_ROOK)
1595 /* Bishops diagonal should not be open */
1596 if (!on_csquare(c1, pawn, 30))
1598 s += (ds = -fv1[OPENWRONG]);
1601 else if (GameType[c2] == RANGING_ROOK)
1603 /* Bishops diagonal should be open */
1604 if ((csquare(c1, sq) == 10)
1605 && (!empty_csquare(c1, 20) || !empty_csquare(c1, 30)))
1607 s += (ds = -fv1[OPENWRONG]);
1609 else if ((csquare(c1, sq) == 20) && !empty_csquare(c1, 30))
1611 s += (ds = -fv1[OPENWRONG]);
1618 EnemyKingDistanceValue(sq, 1, 3);
1627 * Calculate the positional value for a rook on 'sq'.
1631 RookValue(short sq, short side)
1633 short s = 0, ds, ad;
1635 OpenFileValue(sq, 2 * fv1[HOPN], 4*fv1[HOPN]);
1637 if (in_opening_stage)
1640 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1641 * board - and anyway we don't know the stage really :)
1643 short WRONG = fv1[OPENWRONG], OPOK = WRONG / 3;
1645 if (GameType[c1] == STATIC_ROOK)
1647 short c = ccolumn(c1, sq);
1649 /* Bonus for rook on 8th file */
1656 * Bonus for rook on right side,
1657 * penalty for rook on left side
1665 s += (ds = c + c + OPOK);
1669 s += (ds = -c - c - WRONG);
1672 else if (GameType[c1] == RANGING_ROOK)
1674 /* Bonus for rook on left side and
1675 * bishops diagonal closed, penalty otherwise. */
1678 c = 4 - ccolumn(c1, sq);
1683 /* Bishops diagonal should not be open. */
1684 if (on_csquare(c1, pawn, 30))
1687 s += (ds = -c - c - WRONG);
1691 s += (ds = -c - c - WRONG);
1693 /* Penalty for king not on initial square. */
1694 if (!on_csquare(side, king, 4))
1705 EnemyKingDistanceValue(sq, 1, 3);
1714 * Calculate the positional value for a promoted pawn on 'sq'.
1718 PPawnValue(short sq)
1720 short s = 0, ds, ad;
1722 EnemyKingDistanceValue(sq, 3, 10);
1731 * Calculate the positional value for a promoted lance on 'sq'.
1735 PLanceValue(short sq)
1737 short s = 0, ds, ad;
1739 EnemyKingDistanceValue(sq, 3, 10);
1747 * Calculate the positional value for a promoted knight on 'sq'.
1751 PKnightValue(short sq)
1753 short s = 0, ds, ad;
1755 EnemyKingDistanceValue(sq, 3, 10);
1764 * Calculate the positional value for a promoted silver on 'sq'.
1768 PSilverValue(short sq)
1770 short s = 0, ds, ad;
1772 EnemyKingDistanceValue(sq, 3, 10);
1780 * Calculate the positional value for a promoted bishop on 'sq'.
1784 PBishopValue(short sq)
1786 short s = 0, ds, ad;
1788 EnemyKingDistanceValue(sq, 3, 4);
1796 * Calculate the positional value for a promoted rook on 'sq'.
1800 PRookValue(short sq)
1802 short s = 0, ds, ad;
1804 EnemyKingDistanceValue(sq, 3, 4);
1806 OpenFileValue(sq, 3 * fv1[HOPN], 2 * fv1[HOPN]);
1814 * Calculate the positional value for a king on 'sq'.
1822 if (fv1[KSFTY] != 0)
1826 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1827 * board - and anyway we don't know the stage really :)
1829 if (in_opening_stage)
1831 if ((GameType[c1] != UNKNOWN) && (ccolumn(c1, sq) == 4))
1833 s += (ds = -fv1[OPENWRONG] / 3);
1835 else if ((GameType[c1] == STATIC_ROOK) && on_right_side(c1, sq))
1837 s += (ds = -fv1[OPENWRONG] / 2);
1839 else if ((GameType[c1] == RANGING_ROOK) && on_left_side(c1, sq))
1841 s += (ds = -fv1[OPENWRONG] / 2);
1846 /* CHECKME: is this correct? */
1847 if ((ds = fv1[HOPN]))
1849 s += OpenFileValue(sq, -2 * ds, -4 * ds);
1858 * Calculate the positional value for a piece on 'sq'.
1862 PieceValue(short sq, short side)
1869 if (piece == no_piece)
1872 s = (*Mpiece[piece])[c1][sq];
1874 checked_trapped = false;
1878 /* pin/x-ray attack and mobility for sweeping pieces */
1879 s += (ds = BRLscan(sq, &mob));
1881 if ((piece == bishop) || (piece == pbishop))
1882 s += (ds = BMBLTY[mob] * fv1[MOBILITY] / 100);
1883 else if ((piece == rook) || (piece == prook))
1884 s += (ds = RMBLTY[mob] * fv1[MOBILITY] / 100);
1887 s += (ds = LMBLTY[mob] * fv1[MOBILITY] / 100);
1892 /* mobility for non-sweeping pieces */
1900 /* opponent attacks piece */
1903 /* undefended piece */
1904 s += AttackedPieceValue(sq);
1908 /* defended piece */
1909 short attack_value = value_of_weakest_attacker(a2);
1910 short piece_value = (*value)[stage][piece];
1912 if (attack_value < piece_value)
1914 /* attacked by a weaker piece */
1915 s += AttackedPieceValue(sq) / 2;
1917 else if (abs(attack_value - piece_value) < 10)
1919 /* opponent has the option to exchange equal pieces */
1920 s += (ds = -fv1[ATTACKED]);
1930 /* piece is defended */
1931 s += (ds = (a1 & CNT_MASK) * fv1[PROTECT]);
1936 s += (ds = fv1[SEED]);
1941 s += (ds = -fv1[LOOSE]);
1944 if (starget[c1][sq])
1948 s -= (ds = -fv1[ATTACKED]/2);
1950 else if (piece == pawn)
1952 s += (ds = fv1[ATTACKED]);
1956 if (starget[c2][sq])
1960 s -= (ds = -fv1[ATTACKED] / 3);
1964 s += (ds = fv1[ATTACKED]);
1968 if (Kdist[c1][sq] == 1)
1970 s += (ds = fv1[KSFTY]);
1977 s += PawnValue(sq, side);
1982 s += LanceValue(sq);
1986 s += KnightValue(sq);
1991 s += SilverValue(sq);
1999 s += BishopValue(sq);
2003 s += RookValue(sq, side);
2011 s += PPawnValue(sq);
2016 s += PLanceValue(sq);
2020 s += PKnightValue(sq);
2025 s += PSilverValue(sq);
2029 s += PBishopValue(sq);
2033 s += PRookValue(sq);
2043 * Score distance to pattern regarding the game type which side plays.
2047 ScorePatternDistance(short c1)
2050 small_short *fv1 = fvalue[c1];
2053 if ((MAXCDIST > 0) && (fv1[PCASTLE] != 0)
2054 && ((os = castle_opening_sequence[c1]) >= 0))
2056 ds = board_to_pattern_distance(c1, os, MAXCDIST, GameCnt);
2060 s += (ds *= fv1[PCASTLE]);
2064 if ((MAXADIST > 0) && (fv1[PATTACK] != 0)
2065 && ((os = attack_opening_sequence[c1]) >= 0))
2067 ds = board_to_pattern_distance(c1, os, MAXADIST, GameCnt);
2071 s += (ds *= fv1[PATTACK]);
2082 * Determine castle and attack pattern which should be reached next.
2083 * Only patterns are considered, which have not been reached yet.
2087 UpdatePatterns(short side, short GameCnt)
2090 short xside = side ^ 1;
2094 strcpy(s, "CASTLE_?_?");
2095 s[7] = GameType[side];
2096 s[9] = GameType[xside];
2097 castle_opening_sequence[side] = os
2098 = locate_opening_sequence(side, s, GameCnt);
2100 if (flag.post && (os != END_OF_SEQUENCES))
2102 for (j = 0; j < MAX_SEQUENCE; j++)
2104 for (k = OpeningSequence[os].first_pattern[j];
2105 k != END_OF_PATTERNS;
2106 k = Pattern[k].next_pattern)
2108 if (Pattern[k].distance[side] >= 0)
2114 if (os != END_OF_SEQUENCES)
2115 update_advance_bonus(side, os);
2117 strcpy(s, "ATTACK_?_?");
2118 s[7] = GameType[side];
2119 s[9] = GameType[xside];
2120 attack_opening_sequence[side] = os
2121 = locate_opening_sequence(side, s, GameCnt);
2123 if (flag.post && (os != END_OF_SEQUENCES))
2125 for (j = 0; j < MAX_SEQUENCE; j++)
2127 for (k = OpeningSequence[os].first_pattern[j];
2128 k != END_OF_PATTERNS;
2129 k = Pattern[k].next_pattern)
2131 if (Pattern[k].distance[side] >= 0)
2138 dsp->ShowPatternCount(side, n);
2140 if (os != END_OF_SEQUENCES)
2141 update_advance_bonus(side, os);
2149 short ds, col, n, m, piece;
2151 if ((n = Captured[c1][pawn]))
2155 for (col = 0; col < NO_COLS; col++)
2164 /* FIXME! another great obfuscated line... */
2165 pscore[c1] += (ds *= ((n > 2) ? 3 : n));
2170 for (piece = pawn+1, n = 0; piece <= rook; piece++)
2172 if (Captured[c1][piece])
2176 pscore[c1] += (ds = m * fv1[DFFDROP]);
2179 for (piece = pawn, n = 0; piece <= rook; piece++)
2181 if (Captured[c1][piece])
2186 ds = BMBLTY[MAX_BMBLTY - 1];
2190 ds = RMBLTY[MAX_RMBLTY - 1];
2195 ds = LMBLTY[MAX_LMBLTY - 1];
2205 if (!Captured[c2][piece])
2206 n += relative_value[piece];
2212 pscore[c1] += (ds = -n * fv1[OPPDROP] / 2);
2221 * Perform normal static evaluation of board position. A score is generated
2222 * for each piece and these are summed to get a score for each side.
2226 ScorePosition(short side)
2235 UpdateWeights(side);
2237 hung[black] = hung[white] = pscore[black] = pscore[white] = 0;
2239 array_zero(shung, sizeof(shung));
2242 if (!(use_etable && ProbeEETable(side, &s)))
2245 for (c1 = black; c1 <= white; c1++)
2249 /* atk1 is array of attacks on squares by my side */
2252 /* atk2 is array of attacks on squares by other side */
2255 /* same for PC1 and PC2 */
2259 /* same for fv1 and fv2 */
2262 for (i = PieceCnt[c1]; i >= 0; i--)
2264 sq = PieceList[c1][i];
2266 #if defined SAVE_SVALUE
2267 pscore[c1] += PieceValue(sq, side);
2269 pscore[c1] += (svalue[sq] = PieceValue(sq, side));
2277 # define BLACKHOME_START 0
2278 # define BLACKHOME_END 26
2279 # define MIDDLEROW_START 36
2280 # define MIDDLEROW_END 44
2281 # define WHITEHOME_START 54
2282 # define WHITEHOME_END 80
2284 # define BLACKHOME_START 0
2285 # define BLACKHOME_END 4
2286 # define MIDDLEROW_START 10
2287 # define MIDDLEROW_END 14
2288 # define WHITEHOME_START 19
2289 # define WHITEHOME_END 24
2291 for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
2297 /* Score fifth rank */
2298 for (sq = MIDDLEROW_START, n = 0; sq <= MIDDLEROW_END; sq++)
2300 if ((color[sq] == c1) || (attack[c1][sq] != 0))
2306 pscore[c1] += (ds = n * fv1[CNTRL5TH]);
2310 for (sq = ((c1 == black) ? BLACKHOME_START : WHITEHOME_START), n = 0;
2311 sq <= ((c1 == black) ? BLACKHOME_END : WHITEHOME_END);
2314 if (board[sq] == no_piece && attack[c1][sq] == 0)
2320 pscore[c1] += (ds = -n * fv1[HOLES]);
2325 pscore[c1] += (ds = -fv1[HUNGX]);
2328 /* Score opening features and
2329 * castle/attack pattern distances */
2331 if (in_opening_stage)
2333 pscore[c1] += (ds = ScoreKingOpeningFeatures());
2334 pscore[c1] += (ds = ScorePatternDistance(c1));
2338 score = mtl[side] - mtl[xside]
2339 + pscore[side] - pscore[xside] + 10;
2342 if (use_etable && PUTVAR)
2343 PutInEETable(side, score);
2347 #ifdef CACHE /* CHECKME: this looks bad */
2357 * Try to determine the game type of "side".
2362 GuessGameType(short side_to_move)
2365 short StaticRook[2] = { 0, 0 };
2366 short RangingRook[2] = { 0, 0 };
2368 for (side = black; side <= white; side++)
2370 /* computer should not change its mind */
2372 extern int bookflag;
2374 gt = GameType[side];
2376 if (!bookflag && (side == side_to_move))
2378 if (gt == STATIC_ROOK)
2379 StaticRook[side] += 4;
2380 else if (gt == RANGING_ROOK)
2381 RangingRook[side] += 4;
2384 /* static rook conditions */
2386 if (on_column(side, rook, 7))
2387 StaticRook[side] += 3;
2389 if (on_csquare(side, pawn, 34))
2390 StaticRook[side] += 6;
2391 else if (on_csquare(side, pawn, 43))
2392 StaticRook[side] += 4;
2393 else if (!on_column(side, pawn, 7))
2394 StaticRook[side] += 5;
2396 if (empty_csquare(side, 5) || empty_csquare(side, 6))
2397 StaticRook[side] += 2;
2399 if (on_left_side(side, king))
2400 StaticRook[side] += 2;
2402 /* ranging rook conditions */
2404 if (on_left_side(side, rook))
2405 RangingRook[side] += 5;
2406 else if (!on_column(side, rook, 7))
2407 RangingRook[side] += 3;
2409 if (on_csquare(side, pawn, 25))
2410 RangingRook[side] += 1;
2412 if (on_csquare(side, pawn, 30))
2413 RangingRook[side] += 1;
2415 RangingRook[side] -= 2;
2417 if (!on_right_side(side, rook))
2418 RangingRook[side] += 4;
2420 if (on_right_side(side, king))
2421 RangingRook[side] += 4;
2423 if (on_csquare(side, bishop, 20))
2425 if (on_csquare(side, silver, 11)
2426 || on_csquare(side, silver, 12)
2427 || on_csquare(side, silver, 21))
2429 RangingRook[side] += 3;
2433 if ((StaticRook[side] > 5) || (RangingRook[side] > 5))
2435 GameType[side] = (StaticRook[side] > RangingRook[side])
2436 ? STATIC_ROOK : RANGING_ROOK;
2440 GameType[side] = UNKNOWN;
2444 if ((GameType[black] == UNKNOWN) || (GameType[white] == UNKNOWN))
2446 for (side = black; side <= white; side++)
2448 if ((side == computer) && (GameType[side] == UNKNOWN))
2451 * Game type is UNKNOWN.
2452 * Make a decision what type of game to play.
2453 * To make computer games more interesting, make a
2457 if (!on_csquare(side, pawn, 25))
2459 /* Play static rook if rook pawn has been pushed! */
2460 GameType[side] = STATIC_ROOK;
2464 unsigned int random = urand() % 100;
2465 short d = StaticRook[side] - RangingRook[side];
2467 switch (GameType[side ^ 1])
2470 if (random < 35 + d)
2471 GameType[side] = STATIC_ROOK;
2472 else if (random < 95)
2473 GameType[side] = RANGING_ROOK;
2477 if (random < 75 + d)
2478 GameType[side] = STATIC_ROOK;
2479 else if (random < 95)
2480 GameType[side] = RANGING_ROOK;
2484 if (random < 33 + d)
2485 GameType[side] = STATIC_ROOK;
2486 else if (random < 66)
2487 GameType[side] = RANGING_ROOK;
2500 DetermineGameType(short side_to_move)
2505 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2506 GuessGameType(side_to_move);
2508 GameType[black] = UNKNOWN;
2509 GameType[white] = UNKNOWN;
2512 array_zero(Mpawn, sizeof(Mpawn));
2514 array_zero(Mlance, sizeof(Mlance));
2515 array_zero(Mknight, sizeof(Mknight));
2517 array_zero(Msilver, sizeof(Msilver));
2518 array_zero(Mgold, sizeof(Mgold));
2519 array_zero(Mbishop, sizeof(Mbishop));
2520 array_zero(Mrook, sizeof(Mrook));
2521 array_zero(Mking, sizeof(Mking));
2523 if (in_opening_stage)
2525 for (side = black; side <= white; side++)
2526 UpdatePatterns(side, GameCnt);
2530 dsp->ShowPatternCount(black, -1);
2531 dsp->ShowPatternCount(white, -1);
2538 * This is done one time before the search is started. Set up arrays
2539 * Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the SqValue()
2540 * function to determine the positional value of each piece.
2544 ExaminePosition(short side)
2546 short c1, piece, sq, i, bsq, wsq;
2548 /* Build enemy king distance tables. */
2550 for (sq = 0, bsq = BlackKing, wsq = WhiteKing; sq < NO_SQUARES; sq++)
2552 Kdist[black][sq] = distance(sq, bsq);
2553 Kdist[white][sq] = distance(sq, wsq);
2561 DetermineGameType(side);
2562 DetermineStage(side);
2564 UpdateWeights(side);
2566 array_zero(HasPiece, sizeof(HasPiece));
2568 for (c1 = black; c1 <= white; c1++)
2570 for (i = PieceCnt[c1]; i >= 0; i--)
2572 ++HasPiece[c1][piece = board[sq = PieceList[c1][i]]];
2579 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2581 DetermineStage(short side)
2583 short xside = side ^ 1, ds, db1, c1, c2, feature;
2585 /* Determine initial stage */
2587 balance[side] = balance[xside] = 50;
2589 if ((GameType[side] == STATIC_ROOK)
2590 && (GameType[xside] == STATIC_ROOK))
2594 else if (GameCnt < 60)
2596 else if (GameCnt < 80)
2601 else if ((GameType[side] == RANGING_ROOK)
2602 || (GameType[xside] == RANGING_ROOK))
2606 else if (GameCnt < 50)
2608 else if (GameCnt < 70)
2617 else if (GameCnt < 55)
2619 else if (GameCnt < 75)
2626 /* Update stage depending on board features and attack balance value */
2628 if (abs(ds = (mtl[side] - mtl[xside]))
2629 > (db1 = (*value)[stage][lance]))
2631 db1 = abs(4 * ds / db1);
2634 balance[side] += db1;
2636 balance[xside] += db1;
2638 stage += (ds = db1);
2642 for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
2644 if ((ds = seed[c1]) > 2)
2646 balance[c1] += (db1 = ds * 2);
2655 if ((db1 = hung[c1]) > 2)
2657 balance[c1] -= (db1 *= 2);
2661 if ((db1 = loose[c1]) > 4)
2663 balance[c1] -= (db1 /= 2);
2668 if ((ds = hole[c1]))
2670 balance[c1] -= (db1 = ds);
2675 if ((db1 = target[c1]) > 3)
2677 balance[c1] += (db1 /= 3);
2679 stage += (ds = db1 / 4);
2682 stage += (ds = captured[c1] / 2);
2684 if ((db1 = captured[c1]) > 4)
2686 balance[c1] += (db1 /= 2);
2690 if ((db1 = dcaptured[c1]) > 3)
2696 if (balance[c1] > 99)
2698 else if (balance[c1] < 0)
2710 /* Determine stage dependant weights */
2712 ADVNCM[pawn] = 1; /* advanced pawn bonus increment */
2717 ADVNCM[silver] = 1; /* advanced silver bonus increment */
2718 ADVNCM[gold] = 1; /* advanced gold bonus increment */
2721 ADVNCM[king] = 1; /* advanced king bonus increment */
2723 MAXCDIST = (stage < 33) ? (33 - stage) / 4 : 0;
2724 MAXADIST = (stage < 30) ? (30 - stage) / 4 : 0;
2726 for (c1 = black; c1 <= white; c1++)
2728 for (feature = 0; feature < NO_FEATURES; feature++)
2730 fvalue[c1][feature] =
2731 ((((*fscore)[stage][feature][0] * (99 - balance[c1])) + 50)
2733 + ((((*fscore)[stage][feature][1] * balance[c1]) + 50)
2742 UpdateWeights(short stage)
2744 /* FIXME: this was emptied between 1.1p02 ans 1.2p03, do we keep it ? */
2750 * Compute stage dependent relative material values assuming
2751 * linearity between the main stages:
2753 * minstage < stage < maxstage =>
2754 * stage - minstage value - minvalue
2755 * ------------------- = -------------------
2756 * maxstage - minstage maxvalue - minvalue
2761 linear_piece_value(short piece, short stage, short i, short j)
2763 short minvalue, maxvalue, minstage, maxstage;
2765 minstage = ispvalue[0][i];
2766 maxstage = ispvalue[0][j];
2767 minvalue = ispvalue[piece][i];
2768 maxvalue = ispvalue[piece][j];
2770 /* FIXME: set a variable then return it, puh-leeze! */
2771 return ((stage - minstage) * (maxvalue - minvalue)
2772 / (maxstage - minstage)) + minvalue;
2778 linear_feature_value(short feature, short stage, short i, short j)
2780 short minvalue, maxvalue, minstage, maxstage;
2782 minstage = ispvalue[0][i];
2783 maxstage = ispvalue[0][j];
2784 minvalue = weight[feature][i];
2785 maxvalue = weight[feature][j];
2787 /* FIXME: set a variable then return it, puh-leeze! */
2788 return ((stage - minstage) * (maxvalue - minvalue)
2789 / (maxstage - minstage)) + minvalue;
2794 * matweight = percentage_of_max_value * max_value(stage) / 100
2795 * max_value(0) = MAX_VALUE; max_value(100) = MIN_VALUE
2796 * => max_value(stage) = a * stage + b; b = MAX_VALUE,
2797 * a = (MIN_VALUE - MAX_VALUE)/100
2800 #define MIN_VALUE 300
2801 #define MAX_VALUE 1000
2803 #define max_value(stage) \
2804 ((long)(MIN_VALUE - MAX_VALUE) * stage + (long)100 * MAX_VALUE)
2805 #define matweight(value, stage) \
2806 ((long)max_value(stage) * value / 10000)
2811 Initialize_eval(void)
2813 short stage, piece, feature, i;
2815 for (stage = 0; stage < NO_STAGES; stage++)
2817 for (i = 0; i < MAIN_STAGES; i++)
2819 if (stage == ispvalue[0][i])
2821 for (piece = 0; piece < NO_PIECES; piece++)
2823 (*value)[stage][piece] =
2824 matweight(ispvalue[piece][i], stage);
2827 for (feature = 0; feature < NO_FEATURES; feature++)
2829 (*fscore)[stage][feature][0] =
2831 * weight[feature][MAIN_STAGES] + 50) / 100;
2833 (*fscore)[stage][feature][1] =
2835 * weight[feature][MAIN_STAGES + 1] + 50) / 100;
2841 if (stage < ispvalue[0][i + 1])
2843 for (piece = 0; piece < NO_PIECES; piece++)
2845 (*value)[stage][piece] =
2847 linear_piece_value(piece, stage, i, i + 1),
2851 for (feature = 0; feature < NO_FEATURES; feature++)
2853 (*fscore)[stage][feature][0] =
2854 (linear_feature_value(feature, stage, i, i + 1)
2855 * weight[feature][MAIN_STAGES] + 50) / 100;
2857 (*fscore)[stage][feature][1] =
2858 (linear_feature_value(feature, stage, i, i + 1)
2859 * weight[feature][MAIN_STAGES + 1] + 50) / 100;