1 /**************************************************************************/
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3 /* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */
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4 /**************************************************************************/
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5 /* This source code is released in the public domain */
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6 /**************************************************************************/
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9 // in GenCapts we do not generate jumps of more than two squares yet
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10 // promotions by pieces with Lion power stepping in & out the zone in same turn
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11 // promotion on capture
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13 #define VERSION "0.21"
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15 //define PATH level==0 || path[0] == 0x590cb && (level==1 || path[1] == 0x4c0c9 && (level == 2 || path[2] == 0x8598ca && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))*/)))
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29 #define TANDEM 100 /* bonus for pairs of attacking light steppers */
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30 #define KYLIN 100 /* extra end-game value of Kylin for promotability */
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31 #define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */
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41 # include <windows.h>
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43 { // checks for waiting input in pipe
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44 static int pipe, init;
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48 if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);
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49 if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1;
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53 # include <sys/time.h>
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54 # include <sys/ioctl.h>
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58 if(ioctl(0, FIONREAD, &cnt)) return 1;
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61 int GetTickCount() // with thanks to Tord
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63 gettimeofday(&t, NULL);
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64 return t.tv_sec*1000 + t.tv_usec/1000;
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71 #define BWMAX (2*BHMAX)
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72 #define BSIZE BWMAX*BHMAX
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75 #define ONE 1 /* currently no variants with 10-deep board */
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80 #define EDGE (1<<11)
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81 #define TYPE (WHITE|BLACK|EDGE)
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84 #define NPIECES EDGE+1 /* length of piece list */
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86 #define SQLEN 11 /* bits in square number */
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87 #define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */
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88 #define DEFER (1<<2*SQLEN) /* deferral on zone entry */
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89 #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */
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90 #define SPECIAL 1400 /* start of special moves */
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91 #define BURN (SPECIAL + 96) /* start of burn encodings */
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92 #define CASTLE (SPECIAL + 100) /* castling encodings */
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93 #define STEP(X,Y) (BW*(X)+ (Y))
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94 #define SORTKEY(X) 0
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96 #define UPDATE_MOBILITY(X,Y)
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97 #define ADDMOVE(X,Y)
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100 #define CAN_PROMOTE 0x11
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101 #define DONT_DEFER 0x22
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102 #define CANT_DEFER 0x44
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103 #define LAST_RANK 0x88
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104 #define P_WHITE 0x0F
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105 #define P_BLACK 0xF0
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107 // Piece-Square Tables
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108 #define PST_NEUTRAL 0
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109 #define PST_STEPPER BH
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110 #define PST_WJUMPER (BW*BH)
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111 #define PST_SLIDER (BW*BH+BH)
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112 #define PST_TRAP (2*BW*BH)
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113 #define PST_CENTER (2*BW*BH+BH)
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114 #define PST_WPPROM (3*BW*BH)
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115 #define PST_BPPROM (3*BW*BH+BH)
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116 #define PST_BJUMPER (4*BW*BH)
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117 #define PST_ZONDIST (4*BW*BH+BH)
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118 #define PST_ADVANCE (5*BW*BH)
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119 #define PST_RETRACT (5*BW*BH+BH)
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120 #define PST_WFLYER (6*BW*BH)
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121 #define PST_BFLYER (6*BW*BH+BH)
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122 #define PST_LANCE (7*BW*BH)
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123 #define PST_END (8*BW*BH)
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125 typedef unsigned int Move;
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127 char *MoveToText(Move move, int m); // from WB driver
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128 void pmap(int *m, int col);
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129 void pboard(int *b);
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130 void pbytes(unsigned char *b);
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136 short int score[5];
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142 HashBucket *hashTable;
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149 char *name, *promoted;
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151 signed char range[8];
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154 int whiteKey, blackKey;
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158 int from, to, piece, victim, new, booty, epSquare, epVictim[9], ep2Square, revMoveCount;
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159 int savKeyL, savKeyH, gain, loss, filling, saveDelta;
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163 char *array, fenArray[4000], startPos[4000], *reason, checkStack[300];
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164 int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate;
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165 int tsume, pvCuts, allowRep, entryProm, okazaki, pVal;
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166 int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;
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167 int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;
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168 int ll, lr, ul, ur; // corner squares
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169 int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;
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171 Move retMove, moveStack[20000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];
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173 int maxDepth; // used by search
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175 #define X 36 /* slider */
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176 #define R 37 /* jump capture */
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177 #define N -1 /* Knight */
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178 #define J -2 /* jump */
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179 #define I -3 /* jump + step */
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180 #define D -4 /* linear double move */
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181 #define T -5 /* linear triple move */
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182 #define L -6 /* true Lion move */
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183 #define W -7 /* Werewolf move */
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184 #define F -8 /* Lion + 3-step */
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185 #define S -9 /* Lion + range */
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186 #define H -10 /* hook move */
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187 #define C -11 /* capture only */
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188 #define M -12 /* non-capture only */
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190 #define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */
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191 #define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */
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193 PieceDesc chuPieces[] = {
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194 {"LN", "", LVAL, { W,W,W,W,W,W,W,W }, 4 }, // lion
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195 // {"LN", "", LVAL, { T,T,T,T,T,T,T,T }, 4 }, // lion
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196 // {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion
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197 {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king
\r
198 {"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle
\r
199 {"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon
\r
200 {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox
\r
201 {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar
\r
202 {"DK", "SE", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king
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203 {"DH", "HF", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse
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204 {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse
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205 {"R", "DK", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook
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206 {"FS", "", 300, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag
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207 {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale
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208 {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
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209 {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king
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210 {"B", "DH", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop
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211 {"VM", "FO", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover
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212 {"SM", "FB", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover
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213 {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant
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214 {"BT", "FS", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger
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215 {"G", "R", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold
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216 {"FL", "B", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard
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217 {"KN", "LN", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin
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218 {"PH", "FK", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix
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219 {"RV", "WL", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot
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220 {"L", "WH", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance
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221 {"S", "VM", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver
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222 {"C", "SM", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper
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223 {"GB", "DE", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between
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224 {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn
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225 { NULL } // sentinel
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228 PieceDesc shoPieces[] = {
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229 {"DK", "", 700, { X,1,X,1,X,1,X,1 } }, // dragon king
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230 {"DH", "", 520, { 1,X,1,X,1,X,1,X } }, // dragon horse
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231 {"R", "DK", 500, { X,0,X,0,X,0,X,0 } }, // rook
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232 {"B", "DH", 320, { 0,X,0,X,0,X,0,X } }, // bishop
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233 {"K", "", 410, { 1,1,1,1,1,1,1,1 } }, // king
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234 {"CP", "", 400, { 1,1,1,1,1,1,1,1 } }, // king
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235 {"DE", "CP", 250, { 1,1,1,1,0,1,1,1 } }, // silver
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236 {"G", "", 220, { 1,1,1,0,1,0,1,1 } }, // gold
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237 {"S", "G", 200, { 1,1,0,1,0,1,0,1 } }, // silver
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238 {"L", "G", 150, { X,0,0,0,0,0,0,0 } }, // lance
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239 {"N", "G", 110, { N,0,0,0,0,0,0,N } }, // Knight
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240 {"P", "G", 80, { 1,0,0,0,0,0,0,0 } }, // pawn
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241 { NULL } // sentinel
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244 PieceDesc daiPieces[] = {
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245 {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon
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246 {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox
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247 {"EW", "G", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf
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248 {"CS", "G", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword
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249 {"AB", "G", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar
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250 {"I", "G", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron
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251 {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight
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252 {"ST", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone
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253 { NULL } // sentinel
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256 PieceDesc waPieces[] = {
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257 {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon
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258 {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R)
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259 {"DE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle
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260 {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K)
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261 {"BT", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox
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262 {"FL", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon
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263 {"FS", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon
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264 {"S", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM)
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265 {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K)
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266 {"R", "BT", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit
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267 {"B", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar
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268 {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse
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269 {"EW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G)
\r
270 {"VM", "B", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S)
\r
271 {"G", "S", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C)
\r
272 {"SM", "VM", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C)
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273 {"DH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse
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274 {"DK", "EW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog
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275 {"PH", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L)
\r
276 {"L", "FS", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock
\r
277 {"KN", "DE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl
\r
278 {"C", "FL", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow
\r
279 {"P", "EW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P)
\r
280 { NULL } // sentinel
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283 PieceDesc ddPieces[] = {
\r
284 {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin
\r
285 {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite
\r
286 {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake
\r
287 {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant
\r
288 {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian
\r
289 {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian
\r
290 {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian
\r
291 {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian
\r
292 {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant
\r
293 {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant
\r
294 {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater
\r
295 {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon
\r
296 {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
\r
297 {"RB", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird
\r
298 {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer
\r
300 {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse
\r
301 {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King
\r
302 {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey
\r
303 {"DO", "", 10, { 2,X,2,X,2,X,2,X } }, // Dove
\r
304 {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger
\r
305 {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox
\r
306 {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot
\r
307 {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover
\r
308 {"PR", "SQ", 10, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag
\r
309 {"WT", "", 10, { X,1,2,0,X,0,2,X } }, // White Tiger
\r
310 {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon
\r
311 {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog
\r
312 {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear
\r
313 {"SA", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger
\r
314 {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood
\r
315 {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // cat sword
\r
316 {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // flying dragon
\r
317 {"KN", "GD", 150, { J,1,J,1,J,1,J,1 } }, // kirin
\r
318 {"PH", "GB", 150, { 1,J,1,J,1,J,1,J } }, // phoenix
\r
319 {"LN", "FF", 1000, { L,L,L,L,L,L,L,L } }, // lion
\r
320 {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog
\r
321 {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar
\r
322 {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Bishop
\r
323 {"C", "", 10, { 1,1,0,0,1,0,0,1 } }, // Copper
\r
324 {"DH", "", 10, { 1,X,1,X,1,X,1,X } }, // Dragon Horse
\r
325 {"DK", "", 10, { X,1,X,1,X,1,X,1 } }, // Dragon King
\r
326 {"FK", "", 10, { } }, //
\r
327 {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf
\r
328 {"FL", "", 10, { } }, //
\r
329 {"", "", 10, { } }, //
\r
330 {"", "", 10, { } }, //
\r
331 {"", "", 10, { } }, //
\r
332 {"", "", 10, { } }, //
\r
333 { NULL } // sentinel
\r
336 PieceDesc makaPieces[] = {
\r
337 {"DV", "", 10, { 0,1,0,1,0,0,1,1 } }, // Deva
\r
338 {"DS", "", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit
\r
339 {"T", "", 10, { 0,1,0,0,1,0,0,1 } }, // Tile
\r
340 {"CS", "", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent
\r
341 {"RD", "", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon
\r
342 {"CC", "", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock
\r
343 {"OM", "", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey
\r
344 {"BB", "", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear
\r
345 {"OR", "", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat
\r
346 {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog
\r
347 {"WR", "", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler
\r
348 {"GG", "", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods
\r
349 {"BD", "", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil
\r
350 {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil
\r
351 {"DY", "", 10, { J,0,1,0,J,0,1,0 } }, // Donkey
\r
352 {"CP", "", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn
\r
353 {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover
\r
354 {"SF", "", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier
\r
355 {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot
\r
356 {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot
\r
357 {"FG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold
\r
358 {"FS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver
\r
359 {"FC", "", 10, { X,X,0,0,X,0,0,X } }, // Free Copper
\r
360 {"FI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron
\r
361 {"FT", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile
\r
362 {"FN", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone
\r
363 {"FTg", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger
\r
364 {"FLp", "", 10, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)
\r
365 {"FSp", "", 10, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)
\r
366 {"FrD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon
\r
367 {"FC", "", 10, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)
\r
368 {"EM", "", 10, { } }, // Emperor
\r
369 {"TK", "", 10, { } }, // Teaching King
\r
370 {"BS", "", 10, { } }, // Budhist Spirit
\r
371 {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork
\r
372 {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch
\r
373 {"FF", "", 10, { } }, // Furious Fiend
\r
374 {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon
\r
375 {"GB", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird
\r
376 {"FrW", "", 10, { } }, // Free Wolf
\r
377 {"FrB", "", 10, { } }, // Free Bear
\r
378 {"BT", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat
\r
379 {"", "", 10, { } }, //
\r
380 { NULL } // sentinel
\r
383 PieceDesc taiPieces[] = {
\r
384 {"", "", 10, { } }, // Peacock
\r
385 {"", "", 10, { } }, // Vermillion Sparrow
\r
386 {"", "", 10, { } }, // Turtle Snake
\r
387 {"", "", 10, { } }, // Silver Hare
\r
388 {"", "", 10, { } }, // Golden Deer
\r
389 {"", "", 10, { } }, //
\r
390 {"", "", 10, { } }, //
\r
391 {"", "", 10, { } }, //
\r
392 { NULL } // sentinel
\r
395 PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)
\r
396 {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon
\r
397 {"GG", "", 1500, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General
\r
398 {"VG", "", 1400, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General
\r
399 {"RG", "GG",1200, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General
\r
400 {"BG", "VG",1100, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General
\r
401 {"SE", "RG", 10, { X,D,X,X,X,X,X,D } }, // Soaring Eagle
\r
402 {"HF", "BG", 10, { D,X,X,X,X,X,X,X } }, // Horned Falcon
\r
403 {"LH", "", 10, { L,S,L,S,L,S,L,S } }, // Lion-Hawk
\r
404 {"LN", "LH",LVAL, { L,L,L,L,L,L,L,L } }, // Lion
\r
405 {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle
\r
406 {"FK", "FE", 600, { X,X,X,X,X,X,X,X } }, // Free King
\r
407 {"HT", "", 10, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs
\r
408 {"CS", "HT", 10, { X,X,2,X,X,X,2,X } }, // Chariot Soldier
\r
409 {"WB", "FI", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo
\r
410 {"VS", "CS", 10, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier
\r
411 {"SS", "WB", 10, { 2,0,X,0,1,0,X,0 } }, // Side Soldier
\r
412 {"I", "VS", 10, { 1,1,0,0,0,0,0,1 } }, // Iron
\r
413 {"N", "SS", 10, { N,0,0,0,0,0,0,N } }, // Knight
\r
414 {"MG", "", 10, { X,0,0,X,0,X,0,0 } }, // Multi-General
\r
415 {"D", "MG", 10, { 1,0,0,1,0,1,0,0 } }, // Dog
\r
416 { NULL } // sentinel
\r
419 PieceDesc taikyokuPieces[] = {
\r
420 {"", "", 10, { } }, //
\r
421 { NULL } // sentinel
\r
424 PieceDesc chessPieces[] = {
\r
425 {"FK", "", 950, { X,X,X,X,X,X,X,X } },
\r
426 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
427 {"B", "", 320, { 0,X,0,X,0,X,0,X } },
\r
428 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
429 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
430 {"P", "FK", 80, { M,C,0,0,0,0,0,C } },
\r
431 { NULL } // sentinel
\r
434 PieceDesc lionPieces[] = {
\r
435 {"LN","", LVAL, { L,L,L,L,L,L,L,L } },
\r
436 {"FK", "", 600, { X,X,X,X,X,X,X,X } },
\r
437 {"R", "", 300, { X,0,X,0,X,0,X,0 } },
\r
438 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
439 {"B", "", 190, { 0,X,0,X,0,X,0,X } },
\r
440 {"N", "", 180, { N,N,N,N,N,N,N,N } },
\r
441 {"P", "FK", 50, { M,C,0,0,0,0,0,C } },
\r
442 { NULL } // sentinel
\r
445 PieceDesc shatranjPieces[] = {
\r
446 {"FK", "", 150, { 0,1,0,1,0,1,0,1 } },
\r
447 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
448 {"B", "", 90, { 0,J,0,J,0,J,0,J } },
\r
449 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
450 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
451 {"P", "FK", 80, { M,C,0,0,0,0,0,C } },
\r
452 { NULL } // sentinel
\r
455 PieceDesc makrukPieces[] = {
\r
456 {"SM","", 150, { 0,1,0,1,0,1,0,1 } },
\r
457 {"R", "", 500, { X,0,X,0,X,0,X,0 } },
\r
458 {"S", "", 200, { 1,1,0,1,0,1,0,1 } }, // silver
\r
459 {"N", "", 300, { N,N,N,N,N,N,N,N } },
\r
460 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
461 {"P", "SM", 80, { M,C,0,0,0,0,0,C } },
\r
462 { NULL } // sentinel
\r
465 PieceDesc wolfPieces[] = {
\r
466 {"EW","EW",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves
\r
467 {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 },
\r
468 {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 },
\r
469 {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 },
\r
470 {"K", "", 280, { 1,1,1,1,1,1,1,1 } },
\r
471 {"P", "R", 80, { M,C,0,0,0,0,0,C } },
\r
472 { NULL } // sentinel
\r
475 char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..."
\r
476 "/............/............/"
\r
477 "...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll";
\r
478 char daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR"
\r
479 "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"
\r
480 "r:fd:sm:vmb:dh:dk:fk:dk:dhb:vm:sm:fdr/.:vo.:ab.:ew:ph:ln:kn:ew.:ab.:vo./:rv.:cs.:fl.:bt:de:bt.:fl.:cs.:rv/ln:sticsgkgsci:stnl";
\r
481 char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.:RV/:SS:VSB:DH:DK:WB:FI:LH:FE:FI:WB:DK:DHB:VS:SS/"
\r
482 ":SM:VMR:HF:SE:BG:RG:GG:VG:RG:BG:SE:HFR:VM:SM/PPPPPPPPPPPPPPPP/....D......D..../"
\r
483 "................/................/................/................/"
\r
484 "....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/"
\r
485 ":ss:vsb:dh:dk:wb:fi:fe:lh:fi:wb:dk:dhb:vs:ss/:rv.:cs:cs.:bt:ph:fk:ln:kn:bt.:cs:cs.:rv/ln:flicsg:dekgsci:flnl";
\r
486 char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl";
\r
487 char waArray[] = ":PH:DKCG:EWK:VML:KN:SM:DH/.:FL...S...:DE./PPP:BTPPPRPPP/...P...P..."
\r
488 "/.........../.........../..........."
\r
489 "/...p...p.../ppprppp:btppp/.:de...s...:fl./:dh:sm:knl:vmk:ewgc:dk:ph";
\r
490 char chessArray[] = "RNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:fkkbnr";
\r
491 char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr";
\r
492 char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";
\r
493 char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rns:smksnr";
\r
494 char wolfArray[]= "RNB:EWKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:ewkbnr";
\r
497 int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes
\r
498 char *name; // WinBoard name
\r
499 char *array; // initial position
\r
502 typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION, V_WA, V_WOLF } Variant;
\r
506 VariantDesc variants[] = {
\r
507 { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu
\r
508 { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE
\r
509 { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho
\r
510 { 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat
\r
511 { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai
\r
512 { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku
\r
513 { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj
\r
514 { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk
\r
515 { 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion
\r
516 { 22, 11, 11, 3, V_WA, "washogi", waArray}, // Wa
\r
517 { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray}, // Wa
\r
519 { 0, 0, 0, 0, 0 }, // sentinel
\r
520 { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai
\r
521 { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai
\r
522 { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai
\r
523 { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku
\r
530 Vector direction[] = { // clockwise!
\r
540 { 2, 1}, // Knight jumps
\r
550 int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves
\r
551 int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)
\r
552 int neighbors[9]; // similar to kingStep, but starts with null-step
\r
553 char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)
\r
554 #define kStep (kingStep+1)
\r
555 #define nStep (knightStep+1)
\r
557 int attackMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
\r
568 int rayMask[8] = { // indicate which bits in attack-map item are used to count attacks from which direction
\r
579 int one[] = { // 1 in the bit fields for the various directions
\r
588 0100000000 // marks knight jumps
\r
591 // Main Data structures
\r
594 // Interleaved lists for black and white, white taking the odd slots
\r
595 // Pieces in general have two entries: one for the basic, and one for the promoted version
\r
596 // The unused one gets its position set to the invalid square number ABSENT
\r
597 // The list is sorted by piece value, most valuable pieces first
\r
598 // When a piece is captured in the search, both its versions are marked ABSENT
\r
599 // In the root the list is packed to eliminate all captured pieces
\r
600 // The list contains a table for how far the piece moves in each direction
\r
601 // Range encoding: -3 = full Lion, -2 = on-ray Lion, -1 = plain jump, 0 = none, 1 = step, >1 = (limited) range
\r
603 // A table in board format, containing pairs of consecutive integers for each square (indexed as 2*sqr and 2*sqr+1)
\r
604 // The first integer contains info on black attacks to the square, the second similarly for white attacks
\r
605 // Each integer contains eight 3-bit fields, which count the number of attacks on it with moves in a particular direction
\r
606 // (If there are attacks by range-jumpers, the 3-bit count is increased by 2 over the actual value)
\r
608 // The board has twice as many files as actually used, in 0x88 fashion
\r
609 // The used squares hold the piece numbers (for use as index in the piece list)
\r
610 // Unused squares are set to the invalid piece number EDGE
\r
611 // There are also 3 guard ranks of EDGE on each side
\r
613 // Moves are encoded as 11-bit from-square and to-square numbers packed in the low bits of an int
\r
614 // Special moves (like Lion double moves) are encoded by off-board to-squares above a certain value
\r
615 // Promotions are indicated by bit 22
\r
617 // Entries of 16 bytes, holding a 32-bit signature, 16-bit lower- and upper-bound scores,
\r
618 // 8-bit draft of each of those scores, an age counter that stores the search number of the last access.
\r
619 // The hash key is derived as the XOR of the products pieceKey[piece]*squareKey[square].
\r
621 // the promoBoard contains one byte with flags for each square, to indicate for each side whether the square
\r
622 // is in the promotion zone (twice), on the last two ranks, or on the last rank
\r
623 // the promoFlag field in the piece list can select which bits of this are tested, to see if it
\r
624 // (1) can promote (2) can defer when the to-square is on last rank, last two ranks, or anywhere.
\r
625 // Pawns normally can't defer anywhere, but if the user defers with them, their promoFlag is set to promote on last rank only
\r
633 signed char range[8];
\r
638 unsigned char promoGain;
\r
641 } PieceInfo; // piece-list entry
\r
643 int last[2], royal[2], kylin[2];
\r
644 PieceInfo p[NPIECES]; // piece list
\r
655 } HashEntry; // hash-table entry
\r
657 // Some global variables that control your engine's behavior
\r
661 int noCut=1; // engine-defined option
\r
662 int resign; // engine-defined option
\r
663 int contemptFactor; // likewise
\r
666 int squareKey[BSIZE];
\r
668 int rawBoard[BSIZE + 11*BHMAX + 6];
\r
669 //int attacks[2*BSIZE]; // attack map
\r
670 int attackMaps[200*BSIZE], *attacks = attackMaps;
\r
671 char distance[2*BSIZE]; // distance table
\r
672 char promoBoard[BSIZE]; // flags to indicate promotion zones
\r
673 unsigned char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons
\r
674 signed char PST[7*BSIZE];
\r
676 #define board (rawBoard + 6*BHMAX + 3)
\r
677 #define fireBoard (rawFire + BWMAX + 1)
\r
678 #define dist (distance + BSIZE)
\r
681 ListLookUp (char *name, PieceDesc *list)
\r
682 { // find piece of given name in list of descriptors
\r
683 while(list->name && strcmp(name, list->name)) list++;
\r
684 return (list->name == NULL ? NULL : list);
\r
688 LookUp (char *name, int var)
\r
689 { // search piece of given name in all lists relevant for given variant
\r
692 case V_TENJIKU: // Tenjiku
\r
693 desc = ListLookUp(name, tenjikuPieces);
\r
694 if(desc) return desc;
\r
695 return ListLookUp(name, chuPieces);
\r
697 return ListLookUp(name, shoPieces);
\r
699 desc = ListLookUp(name, daiPieces);
\r
700 if(desc) return desc;
\r
702 return ListLookUp(name, chuPieces);
\r
703 case V_CHESS: // FIDE
\r
704 return ListLookUp(name, chessPieces);
\r
705 case V_SHATRANJ: // Shatranj
\r
706 return ListLookUp(name, shatranjPieces);
\r
707 case V_MAKRUK: // Makruk
\r
708 return ListLookUp(name, makrukPieces);
\r
709 case V_LION: // Mighty Lion
\r
710 return ListLookUp(name, lionPieces);
\r
712 return ListLookUp(name, waPieces);
\r
713 case V_WOLF: // Werewolf
\r
714 return ListLookUp(name, wolfPieces);
\r
721 { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)
\r
723 for(i=stm+2; i<=last[stm]; i+=2)
\r
724 if(p[i].promo > n) p[i].promo -= 2;
\r
725 for(i=n; i<last[stm]; i+=2) {
\r
727 if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]
\r
728 if(i+2 == kylin[stm]) kylin[stm] -= 2;
\r
729 if(i < 10) fireFlags[i-2] = fireFlags[i];
\r
735 Worse (int a, int b)
\r
736 { // determine if range a not upward compatible with b
\r
737 if(a == b) return 0;
\r
738 if(a >= 0 && b >= 0) return a < b;
\r
739 if(a >= 0) return 1; // a (limited) range can never do the same as a special move
\r
741 case J: return b < J; // any special move is better than a plain jump
\r
742 case D: return b > 2 || b < D;
\r
743 case T: return b > 3 || b < T;
\r
744 case L: return b > 2 || b < D;
\r
745 case F: return b > 3 || b < F || b == T;
\r
746 case S: return b == H || b == T;
\r
747 case H: return b < 0;
\r
748 default: return 1; // a >= 0, so b must be < 0 and can always do something a ranging move cannot do
\r
754 Lance (signed char *r)
\r
755 { // File-bound forward slider
\r
757 for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;
\r
762 EasyProm (signed char *r)
\r
764 if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);
\r
765 if(r[1] == X || r[7] == X) return 30 + PROMO/2;
\r
770 IsUpwardCompatible (signed char *r, signed char *s)
\r
773 for(i=0; i<8; i++) {
\r
774 if(Worse(r[i], s[i])) return 0;
\r
780 Forward (signed char *r)
\r
783 for(i=2; i<7; i++) if(r[i]) return 0;
\r
788 Range (signed char *r)
\r
791 for(i=0; i<8; i++) {
\r
793 if(r[i] < 0) d = r[i] >= L ? 2 : 36;
\r
799 int multis[2], multiMovers[100];
\r
802 StackMultis (int col)
\r
806 for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers
\r
807 for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) {
\r
808 multiMovers[multis[col]] = i; // found one: put its piece number in list
\r
816 Compactify (int stm)
\r
817 { // remove pieces that are permanently gone (captured or promoted) from one side's piece list
\r
819 for(i=stm+2; i<=last[stm]; i+=2) { // first pass: unpromoted pieces
\r
820 if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there
\r
821 p[k].promo = -2; // orphan promoted version
\r
825 for(i=stm+2; i<=last[stm]; i+=2) { // second pass: promoted pieces
\r
827 if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present
\r
835 AddPiece (int stm, PieceDesc *list)
\r
838 for(i=stm+2; i<=last[stm]; i += 2) {
\r
839 if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break;
\r
842 for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];
\r
843 p[i].value = v = list->value;
\r
844 for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];
\r
845 switch(Range(p[i].range)) {
\r
846 case 1: p[i].pst = PST_STEPPER; break;
\r
847 case 2: p[i].pst = PST_WJUMPER; break;
\r
848 default: p[i].pst = PST_SLIDER; break;
\r
850 key = (stm == WHITE ? &list->whiteKey : &list->blackKey);
\r
851 if(!*key) *key = ~(myRandom()*myRandom());
\r
852 p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view
\r
853 p[i].pieceKey = *key;
\r
854 p[i].promoFlag = 0;
\r
855 p[i].bulk = list->bulk;
\r
856 p[i].ranking = list->ranking;
\r
857 p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;
\r
858 if(Lance(list->range))
\r
859 p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back
\r
860 for(j=stm+2; j<= last[stm]; j+=2) {
\r
861 if(p[j].promo >= i) p[j].promo += 2;
\r
863 if(royal[stm] >= i) royal[stm] += 2;
\r
864 if(kylin[stm] >= i) kylin[stm] += 2;
\r
865 if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;
\r
866 p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy
\r
871 SetUp (char *array, int var)
\r
873 int i, j, n, m, color;
\r
874 char c, name[3], prince = 0;
\r
875 PieceDesc *p1, *p2;
\r
876 last[WHITE] = 1; last[BLACK] = 0;
\r
877 royal[WHITE] = royal[BLACK] = 0;
\r
879 //printf("next rank: %s\n", array);
\r
880 for(j = BW*i; ; j++) {
\r
882 if(*array == '+') pflag++, array++;
\r
883 c = name[0] = *array++;
\r
885 if(c == '.') continue;
\r
886 if(c == '/') break;
\r
887 name[1] = name[2] = 0;
\r
888 if(c == ':') name[0] = *array++, name[1] = *array++;
\r
889 if(name[0] >= 'a') {
\r
891 name[0] += 'A' - 'a';
\r
892 if(name[1]) name[1] += 'A' - 'a';
\r
893 } else color = WHITE;
\r
894 if(!strcmp(name, "CP") || pflag && !strcmp(name, "DE")) prince |= color+1; // remember if we added Crown Prince
\r
895 p1 = LookUp(name, var);
\r
896 if(!p1) printf("tellusererror Unknown piece '%s' in setup\n", name), exit(-1);
\r
897 if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead
\r
898 n = AddPiece(color, p1);
\r
900 if(p1->promoted[0] && !pflag) {
\r
901 if(!strcmp(p1->promoted, "CP")) prince |= color+1; // remember if we added Crown Prince
\r
902 p2 = LookUp(p1->promoted, var);
\r
903 m = AddPiece(color, p2);
\r
906 p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;
\r
907 if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank
\r
908 if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks
\r
909 p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;
\r
912 if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion
\r
913 } else p[n].promo = -1; // unpromotable piece
\r
914 //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);
\r
918 // add dummy Kings if not yet added (needed to set royal[] to valid value!)
\r
919 if(!royal[WHITE]) p[AddPiece(WHITE, LookUp("K", V_CHU))].pos = ABSENT;
\r
920 if(!royal[BLACK]) p[AddPiece(BLACK, LookUp("K", V_CHU))].pos = ABSENT;
\r
921 // add dummy Crown Princes if not yet added
\r
922 if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT;
\r
923 if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;
\r
924 for(i=0; i<8; i++) fireFlags[i] = 0;
\r
925 for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) {
\r
926 int x = p[i].pos; // mark all burn zones
\r
927 fireFlags[i-2] = n;
\r
928 if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;
\r
931 for(i=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves
\r
932 for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;
\r
933 for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {
\r
934 int g = p[i].promoGain;
\r
935 if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;
\r
936 // if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus
\r
937 if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)
\r
938 p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance
\r
939 if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone
\r
940 if((j = p[i].promo) > 0 && g)
\r
941 p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;
\r
942 else p[i].promoGain = 0;
\r
943 board[p[i].pos] = i;
\r
944 rootEval += p[i].value + PST[p[i].pst + p[i].pos];
\r
945 promoDelta += p[i].promoGain;
\r
946 filling += p[i].bulk;
\r
947 } else p[i].promoGain = 0;
\r
948 for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) {
\r
949 int g = p[i].promoGain;
\r
950 // if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus
\r
951 if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)
\r
952 p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance
\r
953 if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus
\r
954 if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone
\r
955 if((j = p[i].promo) > 0 && g)
\r
956 p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;
\r
957 else p[i].promoGain = 0;
\r
958 if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;
\r
959 board[p[i].pos] = i;
\r
960 rootEval -= p[i].value + PST[p[i].pst + p[i].pos];
\r
961 promoDelta -= p[i].promoGain;
\r
962 filling += p[i].bulk;
\r
963 } else p[i].promoGain = 0;
\r
964 StackMultis(WHITE);
\r
965 StackMultis(BLACK);
\r
966 stm = WHITE; xstm = BLACK;
\r
971 return rand() ^ rand()>>10 ^ rand() << 10 ^ rand() << 20;
\r
980 if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack)
\r
981 currentVariant = variants[var].varNr;
\r
982 bWidth = variants[var].boardWidth;
\r
983 bHeight = variants[var].boardRanks;
\r
984 zone = variants[var].zoneDepth;
\r
985 array = variants[var].array;
\r
987 bsize = bWidth*bHeight;
\r
988 chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);
\r
989 tenFlag = (currentVariant == V_TENJIKU);
\r
990 chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF);
\r
991 stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF);
\r
992 repDraws = (stalemate || currentVariant == V_SHATRANJ);
\r
993 ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;
\r
994 pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value
\r
996 for(i= -1; i<9; i++) { // board steps in linear coordinates
\r
997 kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King
\r
998 nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight
\r
1000 for(i=0; i<8; i++) neighbors[i+1] = kStep[i];
\r
1002 for(i=0; i<8; i++) { // Lion double-move decoding tables
\r
1003 for(j=0; j<8; j++) {
\r
1004 epList[8*i+j] = kStep[i];
\r
1005 toList[8*i+j] = kStep[j] + kStep[i];
\r
1006 for(k=0; k<8*i+j; k++)
\r
1007 if(epList[k] == toList[8*i+j] && toList[k] == epList[8*i+j])
\r
1008 reverse[k] = 8*i+j, reverse[8*i+j] = k;
\r
1010 // Lion-Dog triple moves
\r
1011 toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];
\r
1012 toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];
\r
1013 toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i];
\r
1014 toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];
\r
1017 toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3;
\r
1018 toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3;
\r
1019 toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3;
\r
1020 toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3;
\r
1022 // fill distance table
\r
1023 for(i=0; i<2*BSIZE; i++) {
\r
1026 // for(i=0; i<8; i++)
\r
1027 // for(j=1; j<BH; j++)
\r
1028 // dist[j * kStep[i]] = j;
\r
1029 // if(currentVariant == V_TENJIKU)
\r
1030 for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);
\r
1032 // hash key tables
\r
1033 for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());
\r
1036 for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;
\r
1038 // promotion zones
\r
1039 for(i=0; i<BH; i++) for(j=0; j<BH; j++) {
\r
1041 if(i == 0) v |= LAST_RANK & P_BLACK;
\r
1042 if(i < 2) v |= CANT_DEFER & P_BLACK;
\r
1043 if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;
\r
1044 if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;
\r
1045 if(i >= BH-2) v |= CANT_DEFER & P_WHITE;
\r
1046 if(i == BH-1) v |= LAST_RANK & P_WHITE;
\r
1047 promoBoard[BW*i + j] = v;
\r
1050 // piece-square tables
\r
1051 for(j=0; j<BH; j++) {
\r
1052 for(i=0; i<BH; i++) {
\r
1053 int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);
\r
1054 PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table
\r
1055 PST[PST_STEPPER+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0)
\r
1056 + 3*(i==zone || i==BH-zone-1); // stepper centralization
\r
1057 PST[PST_WJUMPER+s] = d/6; // double-stepper centralization
\r
1058 PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization
\r
1059 PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;
\r
1060 PST[PST_CENTER+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;
\r
1061 PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B
\r
1062 PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B
\r
1063 PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black
\r
1064 PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1)
\r
1065 - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2
\r
1066 - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table
\r
1067 PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;
\r
1068 PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2;
\r
1070 if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10;
\r
1071 if(j > (BH-1)/2 - 3 && j < BH/2 + 3)
\r
1072 PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress
\r
1073 if(j > (BH-1)/2 - 2 && j < BH/2 + 2)
\r
1074 PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress
\r
1076 // pre-promotion bonuses for jumpers
\r
1077 if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100,
\r
1078 PST[PST_WJUMPER + BW*(BH-1-zone) + j] = PST[PST_BJUMPER + BW*zone + j] = 200;
\r
1082 p[EDGE].qval = 5; // tenjiku jump-capturer sentinel
\r
1088 int r, f, score, tot=0;
\r
1089 for(r=0; r<BH; r++) for(f=0; f<BH; f++) {
\r
1091 int piece = board[s];
\r
1092 if(!piece) continue;
\r
1093 score = p[piece].value + PST[p[piece].pst + s];
\r
1094 if(piece & 1) tot += score; else tot -= score;
\r
1102 int r, f, score, tot=0;
\r
1103 for(r=0; r<BH; r++) for(f=0; f<BH; f++) {
\r
1105 int piece = board[s];
\r
1106 if(!piece) continue;
\r
1107 score = p[piece].promoGain;
\r
1108 if(piece & 1) tot += score; else tot -= score;
\r
1116 NewNonCapture (int x, int y, int promoFlags)
\r
1118 if(board[y] != EMPTY) return 1; // edge, capture or own piece
\r
1119 //if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);
\r
1120 if( (entryProm ? promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE
\r
1121 : promoBoard[y] | promoBoard[x] ) & promoFlags ){ // piece can promote with this move
\r
1122 moveStack[msp++] = moveStack[nonCapts]; // create space for promotion
\r
1123 moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
1124 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
1125 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
1126 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
1127 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
1131 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
1132 //if(flag) printf("msp=%d nc=%d\n", msp, nonCapts);
\r
1137 NewCapture (int x, int y, int promoFlags)
\r
1139 if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move
\r
1140 moveStack[msp++] = x<<SQLEN | y | PROMOTE; // push promotion
\r
1141 if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative
\r
1142 moveStack[msp++] = x<<SQLEN | y; // push deferral
\r
1143 if( (promoBoard[x] & CAN_PROMOTE) == 0 ) { // enters zone
\r
1144 moveStack[msp-1] |= DEFER; // flag that promo-suppression takes place after this move
\r
1148 moveStack[msp++] = x<<SQLEN | y; // push normal move
\r
1152 char map[49]; // 7x7 map for area movers
\r
1153 char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };
\r
1154 char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };
\r
1158 AreaStep (int from, int x, int flags, int n, int d)
\r
1161 for(i=0; i<8; i++) {
\r
1162 int to = x + kStep[i], m = n + mapStep[i];
\r
1163 if(board[to] == EDGE) continue; // off board
\r
1164 if(map[m] >= d) continue; // already done
\r
1165 if(!map[m]) moveStack[msp++] = from<<SQLEN | to;
\r
1167 if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);
\r
1172 AreaMoves (int from, int piece, int range)
\r
1175 for(i=0; i<49; i++) map[i] = 0;
\r
1176 map[3*7+7] = range;
\r
1177 AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);
\r
1182 { // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned
\r
1183 int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board
\r
1184 if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else
\r
1185 if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges
\r
1186 if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;
\r
1187 for(r=bottom; r<=top; r++) {
\r
1188 int mask = 0, y = x + 16*r;
\r
1189 for(f=left; f <= right; f++) {
\r
1190 if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)
\r
1191 mask |= rowMask[f]; // on-rank attacks
\r
1195 for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically
\r
1200 { // castings for Lion Chess. Assumes board width = 8 and Kings on e-file, and K/R value = 280/300!
\r
1201 int f = BH>>1, t = CASTLE;
\r
1202 if(stm != WHITE) f += bsize - BW, t += 2;
\r
1203 if(p[board[f]].value = 280) {
\r
1204 if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<<SQLEN | t+1;
\r
1205 if(p[board[f+3]].value == 300 && board[f+1] == EMPTY && board[f+2] == EMPTY) moveStack[msp++] = f<<SQLEN | t;
\r
1210 GenNonCapts (int promoSuppress)
\r
1212 int i, j, nullMove = ABSENT;
\r
1213 for(i=stm+2; i<=last[stm]; i+=2) {
\r
1214 int x = p[i].pos, pFlag = p[i].promoFlag;
\r
1215 if(x == ABSENT) continue;
\r
1216 if(x == promoSuppress && chuFlag) pFlag = 0;
\r
1217 for(j=0; j<8; j++) {
\r
1218 int y, v = kStep[j], r = p[i].range[j];
\r
1219 if(r < 0) { // jumping piece, special treatment
\r
1220 if(r == N) { // pure Knightm do off-ray jump
\r
1221 NewNonCapture(x, x + nStep[j], pFlag);
\r
1223 if(r >= S) { // in any case, do a jump of 2
\r
1224 int occup = NewNonCapture(x, x + 2*v, pFlag);
\r
1225 if(r < I) { // Lion power, also single step
\r
1226 if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : x); else occup = 1;
\r
1227 if(r <= L) { // true Lion, also Knight jump
\r
1228 if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves
\r
1230 if(r != W) NewNonCapture(x, x + v, pFlag);
\r
1231 } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step
\r
1232 } else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step
\r
1234 if(r == M) { // FIDE Pawn; check double-move
\r
1235 if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)
\r
1236 NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag
\r
1242 if(NewNonCapture(x, y+=v, pFlag)) break;
\r
1249 report (int x, int y, int i)
\r
1254 MapOneColor (int start, int last, int *map)
\r
1256 int i, j, totMob = 0;
\r
1257 for(i=start+2; i<=last; i+=2) {
\r
1259 if(p[i].pos == ABSENT) continue;
\r
1260 for(j=0; j<8; j++) {
\r
1261 int x = p[i].pos, v = kStep[j], r = p[i].range[j];
\r
1262 if(r < 0) { // jumping piece, special treatment
\r
1265 if(board[x] != EMPTY && board[x] != EDGE)
\r
1266 map[2*x + start] += one[8];
\r
1268 if(r >= S) { // in any case, do a jump of 2
\r
1269 if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)
\r
1270 map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1;
\r
1271 if(r < J) { // Lion power, also single step
\r
1272 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
1273 map[2*(x + v) + start] += one[j];
\r
1275 if(r == T) { // Lion Dog, also jump of 3
\r
1276 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)
\r
1277 map[2*(x + 3*v) + start] += one[j];
\r
1279 if(r <= L) { // true Lion, also Knight jump
\r
1280 if(r < L) { // Lion plus (limited) range
\r
1282 int rg = (r == S ? 36 : 3);
\r
1284 if(board[y+=v] == EDGE) break;
\r
1285 if(board[y] != EMPTY) {
\r
1286 if(n > 2) map[2*y + start] += one[j]; // outside Lion range
\r
1292 if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W)
\r
1293 map[2*(x + v) + start] += one[8];
\r
1298 if(r == C) { // FIDE Pawn diagonal
\r
1299 if(board[x + v] != EMPTY && board[x + v] != EDGE)
\r
1300 map[2*(x + v) + start] += one[j];
\r
1305 if(board[x+=v] != EMPTY) {
\r
1306 mob += dist[x-v-p[i].pos];
\r
1307 if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1;
\r
1309 if(p[i].range[j] > X) { // jump capturer
\r
1310 int c = p[i].qval;
\r
1311 if(p[board[x]].qval < c) {
\r
1312 x += v; // go behind directly captured piece, if jumpable
\r
1313 while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything
\r
1314 if(board[x] != EMPTY) {
\r
1315 // int n = map[2*x + start] & attackMask[j];
\r
1316 // map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)
\r
1317 map[2*x + start] += one[j]; // for now use true count
\r
1328 totMob += mob * p[i].mobWeight;
\r
1330 if(!level) printf("# mobility %d = %d\n", start, totMob);
\r
1335 MapFromScratch (int *map)
\r
1338 for(i=0; i<2*bsize; i++) map[i] = 0;
\r
1339 mobilityScore = MapOneColor(1, last[WHITE], map);
\r
1341 mobilityScore -= MapOneColor(0, last[BLACK], map);
\r
1345 MakeMove(Move m, UndoInfo *u)
\r
1347 int deferred = ABSENT;
\r
1348 // first execute move on board
\r
1349 u->from = m>>SQLEN & SQUARE;
\r
1350 u->to = m & SQUARE;
\r
1351 u->piece = board[u->from];
\r
1352 board[u->from] = EMPTY;
\r
1356 u->revMoveCount = cnt50++;
\r
1357 u->savKeyL = hashKeyL;
\r
1358 u->savKeyH = hashKeyH;
\r
1359 u->epVictim[0] = EMPTY;
\r
1360 u->saveDelta = promoDelta;
\r
1361 u->filling = filling;
\r
1363 if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible
\r
1364 // TODO: put in some test for forward moves of non-backward pieces?
\r
1365 // int n = board[promoSuppress-1];
\r
1366 // if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) NewNonCapt(promoSuppress-1, 16, 0);
\r
1368 if(p[u->piece].value == FVAL) { // move with Fire Demon
\r
1369 int i, f=~fireFlags[u->piece-2];
\r
1370 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone
\r
1373 if(m & (PROMOTE | DEFER)) {
\r
1374 if(m & DEFER) { // essential deferral: inform caller, but nothing special
\r
1376 u->new = u->piece;
\r
1378 p[u->piece].pos = ABSENT;
\r
1379 u->new = p[u->piece].promo;
\r
1380 u->booty = p[u->new].value - p[u->piece].value;
\r
1381 cnt50 = 0; // promotion irreversible
\r
1383 } else u->new = u->piece;
\r
1385 if(u->to >= SPECIAL) { // two-step Lion move
\r
1386 if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically
\r
1387 u->epSquare = epList[u->to - SPECIAL];
\r
1388 u->ep2Square = ep2List[u->to - SPECIAL];
\r
1389 u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook!
\r
1390 u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well).
\r
1391 board[u->ep2Square] = u->epVictim[0]; // but put Rook back
\r
1392 board[u->epSquare] = EMPTY;
\r
1393 p[u->epVictim[0]].pos = u->ep2Square;
\r
1394 p[u->epVictim[1]].pos = ABSENT;
\r
1395 u->to = toList[u->to - SPECIAL];
\r
1396 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];
\r
1397 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];
\r
1398 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square];
\r
1399 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH];
\r
1401 // take care of first e.p. victim
\r
1402 u->epSquare = u->from + epList[u->to - SPECIAL]; // decode
\r
1403 u->epVictim[0] = board[u->epSquare]; // remember for takeback
\r
1404 board[u->epSquare] = EMPTY; // and remove
\r
1405 p[u->epVictim[0]].pos = ABSENT;
\r
1406 // now take care of (optional) second e.p. victim
\r
1407 u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!
\r
1408 u->epVictim[1] = board[u->ep2Square]; // remember
\r
1409 board[u->ep2Square] = EMPTY; // and remove
\r
1410 p[u->epVictim[1]].pos = ABSENT;
\r
1411 // decode the true to-square, and correct difEval and hash key for the e.p. captures
\r
1412 u->to = u->from + toList[u->to - SPECIAL];
\r
1413 u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];
\r
1414 u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];
\r
1415 u->gain += p[u->epVictim[1]].value;
\r
1416 u->gain += p[u->epVictim[0]].value;
\r
1417 promoDelta += p[u->epVictim[0]].promoGain;
\r
1418 promoDelta += p[u->epVictim[1]].promoGain;
\r
1419 filling -= p[u->epVictim[0]].bulk;
\r
1420 filling -= p[u->epVictim[1]].bulk;
\r
1421 hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];
\r
1422 hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];
\r
1423 hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];
\r
1424 hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];
\r
1425 if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion
\r
1426 cnt50 = 0; // double capture irreversible
\r
1430 if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr)
\r
1431 p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY
\r
1433 u->booty -= p[u->piece].value;
\r
1436 if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn
\r
1437 int i, f=fireFlags[u->piece-2];
\r
1438 for(i=0; i<8; i++) {
\r
1439 int x = u->to + kStep[i], burnVictim = board[x];
\r
1440 fireBoard[x] |= f; // mark new burn zone
\r
1441 u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case
\r
1442 if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn
\r
1443 board[x] = EMPTY; // remove it
\r
1444 p[burnVictim].pos = ABSENT;
\r
1445 u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];
\r
1446 u->gain += p[burnVictim].value;
\r
1447 promoDelta += p[burnVictim].promoGain;
\r
1448 filling -= p[burnVictim].bulk;
\r
1449 hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];
\r
1450 hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];
\r
1451 cnt50 = 0; // actually burning something makes the move irreversible
\r
1454 u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move
\r
1457 u->victim = board[u->to];
\r
1458 p[u->victim].pos = ABSENT;
\r
1459 if(p[u->victim].ranking == 5 && p[u->piece].ranking != 4) { // contageous piece captured by non-royal
\r
1460 u->new = u->piece & 1 | 2; // promote to it
\r
1461 p[u->piece].pos = ABSENT;
\r
1462 u->booty += p[u->new].value - p[u->piece].value;
\r
1463 if(p[u->new].pos != ABSENT) u->new += 2;
\r
1466 u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];
\r
1468 filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;
\r
1469 promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;
\r
1470 u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];
\r
1471 u->gain += p[u->victim].value;
\r
1472 if(u->victim != EMPTY) {
\r
1473 cnt50 = 0; // capture irreversible
\r
1474 if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected
\r
1477 p[u->new].pos = u->to;
\r
1478 board[u->to] = u->new;
\r
1479 promoDelta = -promoDelta;
\r
1481 hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]
\r
1482 ^ p[u->piece].pieceKey * squareKey[u->from]
\r
1483 ^ p[u->victim].pieceKey * squareKey[u->to];
\r
1484 hashKeyH ^= p[u->new].pieceKey * squareKey[u->to+BH]
\r
1485 ^ p[u->piece].pieceKey * squareKey[u->from+BH]
\r
1486 ^ p[u->victim].pieceKey * squareKey[u->to+BH];
\r
1492 UnMake(UndoInfo *u)
\r
1494 if(u->epVictim[0]) { // move with side effects
\r
1495 if(u->epVictim[0] == EDGE) { // fire-demon burn
\r
1496 int i, f=~fireFlags[u->piece-2];
\r
1497 for(i=0; i<8; i++) {
\r
1498 int x = u->to + kStep[i];
\r
1499 fireBoard[x] &= f;
\r
1500 board[x] = u->epVictim[i+1];
\r
1501 p[board[x]].pos = x; // even EDGE should have dummy entry in piece list
\r
1503 } else { // put Lion victim of first leg back
\r
1504 p[u->epVictim[1]].pos = u->ep2Square;
\r
1505 board[u->ep2Square] = u->epVictim[1];
\r
1506 p[u->epVictim[0]].pos = u->epSquare;
\r
1507 board[u->epSquare] = u->epVictim[0];
\r
1511 if(p[u->piece].value == FVAL) {
\r
1512 int i, f=fireFlags[u->piece-2];
\r
1513 for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone
\r
1516 p[u->victim].pos = u->to;
\r
1517 board[u->to] = u->victim; // can be EMPTY
\r
1519 p[u->new].pos = ABSENT;
\r
1520 p[u->piece].pos = u->from; // this can be the same as above
\r
1521 board[u->from] = u->piece;
\r
1523 cnt50 = u->revMoveCount;
\r
1524 hashKeyL = u->savKeyL;
\r
1525 hashKeyH = u->savKeyH;
\r
1526 filling = u->filling;
\r
1527 promoDelta = u->saveDelta;
\r
1531 GenCapts (int sqr, int victimValue)
\r
1532 { // generate all moves that capture the piece on the given square
\r
1533 int i, att = attacks[2*sqr + stm];
\r
1534 //printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att);
\r
1535 if(!att) return; // no attackers at all!
\r
1536 for(i=0; i<8; i++) { // try all rays
\r
1537 int x, v, jcapt=0;
\r
1538 if(att & attackMask[i]) { // attacked by move in this direction
\r
1539 v = -kStep[i]; x = sqr;
\r
1540 while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'
\r
1541 //printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);
\r
1542 if((board[x] & TYPE) == stm) { // stop is ours
\r
1543 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1544 //printf("attacker %d, range %d, dist %d\n", attacker, r, d);
\r
1545 if(r >= d || r < L && (d > 3 && r == S || d == 3 && r >= S)) { // it has a plain move in our direction that hits us
\r
1546 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1548 if(!(att & attackMask[i])) continue; // no more; next direction
\r
1549 jcapt = p[board[x]].qval; // jump-capturer hierarchy
\r
1550 while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop
\r
1553 // we get here when we are on a piece that dous not attack us through a (limited) ranging move,
\r
1554 // it can be our own or an enemy with not (enough) range, or which is blocked
\r
1556 //printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval);
\r
1557 if((board[x] & TYPE) == stm) { // stop is ours
\r
1558 int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];
\r
1559 if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier
\r
1560 if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range
\r
1561 NewCapture(x, sqr, p[attacker].promoFlag);
\r
1564 //if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }
\r
1566 if(r < 0) { // stop has non-standard moves
\r
1567 switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)
\r
1568 case F: // Lion power + 3-step (as in FF)
\r
1569 case S: // Lion power + ranging (as in BS)
\r
1572 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1574 // now the multi-captures of designated victim together with lower-valued piece
\r
1575 if(d == 2) { // primary victim on second ring; look for victims to take in passing
\r
1576 if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr])
\r
1577 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1578 if((i&1) == 0) { // orthogonal: two extra bent paths
\r
1580 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1581 NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1583 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1584 NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1586 } else { // primary victim on first ring
\r
1588 for(j=0; j<8; j++) { // we can go on in 8 directions after we captured it in passing
\r
1590 if(sqr + v == x || board[sqr+v] == EMPTY) // hit & run; make sure we include igui (attacker is still at x!)
\r
1591 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag);
\r
1592 else if((board[sqr+v] & TYPE) == xstm && board[sqr+v] > board[sqr]) { // double capture
\r
1593 NewCapture(x, SPECIAL + 8*i + j + victimValue, p[attacker].promoFlag); // other victim after primary
\r
1594 if(dist[sqr+v-x] == 1) // other victim also on first ring; reverse order is possible
\r
1595 NewCapture(x, SPECIAL + reverse[8*i + j] + victimValue, p[attacker].promoFlag);
\r
1600 case D: // linear Lion move (as in HF, SE)
\r
1602 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1604 if(d == 2) { // check if we can take intermediate with it
\r
1605 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1606 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1607 } else { // d=1; can move on to second, or move back for igui
\r
1608 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1609 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1610 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1613 case T: // Lion-Dog move (awful!)
\r
1615 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1617 if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it
\r
1618 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {
\r
1619 NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first
\r
1620 if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])
\r
1621 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both
\r
1622 } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])
\r
1623 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second
\r
1624 } else if(d == 2) { // check if we can take intermediate with it
\r
1625 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {
\r
1626 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd
\r
1627 NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st
\r
1628 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1629 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd
\r
1630 } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1631 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd
\r
1632 } else { // d=1; can move on to second, or move back for igui
\r
1633 NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui
\r
1634 if(board[sqr-v] == EMPTY) { // 2nd empty
\r
1635 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd
\r
1636 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1637 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd
\r
1638 } else if((board[sqr-v] & TYPE) == stm) { // 2nd own
\r
1639 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1640 NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd
\r
1641 } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) {
\r
1642 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd
\r
1643 NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd
\r
1644 if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])
\r
1645 NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd
\r
1649 case J: // plain jump (as in KY, PH)
\r
1651 case I: // jump + step (as in Wa TF)
\r
1653 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1656 case W: // jump + locust jump + 3-slide (Werewolf)
\r
1658 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1660 if(d == 2) { // check if we can take intermediate with it
\r
1661 if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])
\r
1662 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.
\r
1663 } else { // d=1; can move on to second
\r
1664 if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])
\r
1665 NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run
\r
1668 case C: // FIDE Pawn
\r
1670 NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);
\r
1674 //printf("mask[%d] = %o\n", i, att);
\r
1675 if((att & attackMask[i]) == 0) break;
\r
1677 // more attacks to come; san for next stop
\r
1678 if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream
\r
1679 while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted
\r
1683 // off-ray attacks
\r
1684 if(att & 0700000000) { // Knight attack
\r
1685 for(i=0; i<8; i++) { // scan all knight jumps to locate source
\r
1686 int x = sqr - nStep[i], attacker = board[x];
\r
1687 if(attacker == EMPTY || (attacker & TYPE) != stm) continue;
\r
1688 if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction
\r
1689 NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)
\r
1690 if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates
\r
1691 int v = kStep[i]; // leftish path
\r
1692 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1693 NewCapture(x, SPECIAL + 8*i + (i+1&7) + victimValue, p[attacker].promoFlag);
\r
1694 v = kStep[i+1]; // rightish path
\r
1695 if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])
\r
1696 NewCapture(x, SPECIAL + 8*(i+1&7) + i + victimValue, p[attacker].promoFlag);
\r
1706 int piece = board[sqr], val;
\r
1707 if(piece == EDGE) return 0;
\r
1708 val = p[piece].value;
\r
1709 if(val == 201) return 3; // Elephant
\r
1710 if(val == 152) return 2; // Tiger
\r
1711 if(val == 151) return 1; // Gold
\r
1716 Fortress (int forward, int king, int lion)
\r
1717 { // penalty for lack of Lion-proof fortress
\r
1718 int rank = PST[king], anchor, r, l, q, res = 0;
\r
1719 if(rank != 2) return 25*(rank-2);
\r
1720 anchor = king + forward*(rank-1);
\r
1722 q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1);
\r
1723 if(!q) return l > 1 || r > 1 ? 0 : -25;
\r
1724 if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40
\r
1725 else { // T or E in front of King
\r
1726 if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55)
\r
1727 else if(r > 1) res = 30; // .TT, .ET or .TE (30)
\r
1730 if(filling > 32) {
\r
1731 if(r > 1 && Guard(king+2) == 1) q += 10;
\r
1732 if(l > 1 && Guard(king-2) == 1) q += 10;
\r
1733 q += 5*(Guard(king+1) == 1);
\r
1734 q += 5*(Guard(king-1) == 1);
\r
1735 if(filling < 96) q = q*(filling - 32)>>6;
\r
1739 if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;
\r
1740 if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;
\r
1741 if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)
\r
1742 return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3);
\r
1745 for(r=anchor+1; Guard(r) > 1; r++);
\r
1746 for(l=anchor-1; Guard(l) > 1; l--);
\r
1747 //if(PATH) printf("# l=%d r=%d\n", l, r);
\r
1748 if(Guard(anchor) < 2) {
\r
1749 if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant
\r
1750 r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor;
\r
1753 case 1: q = 15; break; // no shelter at all, maximum penalty
\r
1754 case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter
\r
1755 else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it
\r
1756 else q = 14; // singe tiger almost no help;
\r
1758 case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant
\r
1759 case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle
\r
1762 //if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r);
\r
1763 return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away
\r
1767 Surround (int stm, int king, int start, int max)
\r
1770 for(i=start; i<9; i++) {
\r
1771 int v, piece, sq = king + neighbors[i];
\r
1772 if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue;
\r
1773 if(p[piece].promoGain) continue;
\r
1774 v = p[piece].value;
\r
1775 s += -(v > 70) & v;
\r
1777 return (s > max ? max : s);
\r
1783 int lion = ABSENT, king;
\r
1784 if(p[side+2].value == LVAL) lion = p[side+2].pos;
\r
1785 if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos;
\r
1786 king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos;
\r
1787 return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion);
\r
1791 Evaluate (int difEval)
\r
1793 int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512;
\r
1795 if(tsume) return difEval;
\r
1797 if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos;
\r
1798 if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos;
\r
1799 if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos;
\r
1800 if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos;
\r
1803 # define lionTrap (PST + PST_TRAP)
\r
1804 // penalty for Lion in enemy corner, when enemy Lion is nearby
\r
1805 if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion
\r
1806 static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 };
\r
1807 score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion]
\r
1808 - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]];
\r
1812 // bonus if corner lances are protected by Lion-proof setup (FL + C/S)
\r
1813 if(bLion != ABSENT) {
\r
1814 if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&
\r
1815 p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2];
\r
1816 if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&
\r
1817 p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2];
\r
1819 if(wLion != ABSENT) {
\r
1820 if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) &&
\r
1821 p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2];
\r
1822 if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) &&
\r
1823 p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2];
\r
1829 // basic centralization in end-game (also facilitates bare-King mating)
\r
1830 wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+2].pos;
\r
1831 bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+2].pos;
\r
1832 if(filling < 32) {
\r
1833 int lead = (stm == WHITE ? difEval : -difEval);
\r
1834 score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7;
\r
1835 if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner
\r
1836 if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner
\r
1842 if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);
\r
1843 if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);
\r
1844 score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly
\r
1848 score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3;
\r
1854 // bonus for having Kylin in end-game, where it could promote to Lion
\r
1855 // depends on board population, defenders around zone entry and proximity to zone
\r
1856 if(filling < 128) {
\r
1858 if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) {
\r
1859 int anchor = sq - PST[5*BW*BH - 1 - sq]; // FIXME: PST_ZONDIST indexed backwards
\r
1860 score += (512 - Surround(BLACK, anchor, 0, 512))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;
\r
1862 if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) {
\r
1863 int anchor = sq + PST[PST_ZONDIST + sq];
\r
1864 score -= (512 - Surround(WHITE, anchor, 0, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;
\r
1870 // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only RETRACT mode is straight back
\r
1871 for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) {
\r
1872 if((f = p[i].pos) != ABSENT) { // P present,
\r
1873 if((j = board[f + BW])&1) // square before it white (odd) piece
\r
1874 score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);
\r
1875 if((j = board[f - BW])&1) // square behind it white (odd) piece
\r
1876 score += 7*(p[j].promoGain == 0 & p[j].value<=151);
\r
1879 for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) {
\r
1880 if((f = p[i].pos) != ABSENT) { // P present,
\r
1881 if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black)
\r
1882 score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);
\r
1883 if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black)
\r
1884 score -= 7*(p[j].promoGain == 0 & p[j].value<=151);
\r
1891 int rw = BW*(BH-1-zone), rb = BW*zone, h=0;
\r
1892 for(f=0; f<BH; f++) {
\r
1893 if(p[board[rw+f]].pst == PST_ADVANCE) {
\r
1894 h += (p[board[rw+f-BW]].pst == PST_ADVANCE);
\r
1895 if(f > 0) h += (p[board[rw+f-BW-1]].pst == PST_ADVANCE);
\r
1896 if(f+1 < BH) h += (p[board[rw+f-BW+1]].pst == PST_ADVANCE);
\r
1898 if(p[board[rb+f]].pst == PST_ADVANCE) {
\r
1899 h -= (p[board[rb+f+BW]].pst == PST_RETRACT);
\r
1900 if(f > 0) h -= (p[board[rb+f+BW-1]].pst == PST_RETRACT);
\r
1901 if(f+1 < BH) h -= (p[board[rb+f+BW+1]].pst == PST_RETRACT);
\r
1904 score += h*TANDEM;
\r
1908 return difEval - (filling*promoDelta >> 8) + (stm ? score : -score);
\r
1912 FireSet (UndoInfo *tb)
\r
1913 { // set fireFlags acording to remaining presene of Fire Demons
\r
1915 for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list
\r
1916 if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];
\r
1919 void TerminationCheck();
\r
1924 Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)
\r
1926 int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep;
\r
1927 int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;
\r
1928 int resDep, iterDep, ext;
\r
1930 int score, bestScore, oldBest, curEval, iterAlpha;
\r
1931 Move move, nullMove;
\r
1934 Move hashMove; int index, nr, hit;
\r
1936 if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout);
\r
1937 xstm = stm ^ WHITE;
\r
1938 //printf("map made\n");fflush(stdout);
\r
1940 // in-check test and TSUME filter
\r
1942 k = p[king=royal[stm]].pos;
\r
1943 if( k == ABSENT) {
\r
1944 if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1))
\r
1945 return -INF; // lose when no King (in tsume only for side to be mated)
\r
1946 } else if(p[king + 2].pos != ABSENT) {
\r
1947 if(tsume && tsume & stm+1) {
\r
1948 retDep = 60; return INF; // we win when not in check
\r
1950 k = ABSENT; // two kings is no king...
\r
1952 if( k != ABSENT) { // check is possible
\r
1953 if(!attacks[2*k + xstm]) {
\r
1954 if(tsume && tsume & stm+1) {
\r
1955 retDep = 60; return INF; // we win when not in check
\r
1959 else { inCheck = 1; if(depth >= QSdepth) depth++; }
\r
1964 if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);}
\r
1966 k = p[king=royal[xstm]].pos;
\r
1967 if( k != ABSENT) {
\r
1968 if(attacks[2*k + stm]) {
\r
1969 if( p[king + 2].pos == ABSENT ) return INF; // we have an attack on his only King
\r
1971 } else { // he has no king! Test for attacks on Crown Prince
\r
1972 k = p[king + 2].pos;
\r
1973 if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince
\r
1975 //printf("King safe\n");fflush(stdout);
\r
1976 // EVALUATION & WINDOW SHIFT
\r
1977 curEval = Evaluate(difEval) -20*inCheck;
\r
1978 alpha -= (alpha < curEval);
\r
1979 beta -= (beta <= curEval);
\r
1981 if(!(nodes++ & 4095)) TerminationCheck();
\r
1982 pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent
\r
1983 if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves
\r
1985 firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list
\r
1986 iterDep = -(depth == 0); tb.fireMask = phase = 0;
\r
1989 index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress);
\r
1990 index = index + (index >> 16) & hashMask;
\r
1991 nr = (hashKeyL >> 30) & 3; hit = -1;
\r
1992 if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else
\r
1993 if(hashTable[index].lock[4] == hashKeyH) hit = 4;
\r
1994 if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);
\r
1996 bestScore = hashTable[index].score[hit];
\r
1997 hashMove = hashTable[index].move[hit];
\r
1998 if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&
\r
1999 (bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {
\r
2000 iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;
\r
2001 if(!level) iterDep = 0; // no hash cutoff in root
\r
2002 if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR
\r
2003 if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)
\r
2004 iterDep = depth - 1; // prevent hash cut in PV node
\r
2006 } else { // decide on replacement
\r
2007 if(depth >= hashTable[index].depth[nr] ||
\r
2008 depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4;
\r
2011 if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);
\r
2014 if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply
\r
2015 if(PATH)printf("iterDep=%d\n", iterDep);
\r
2016 while(++iterDep <= depth) {
\r
2017 if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);
\r
2018 oldBest = bestScore;
\r
2019 iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;
\r
2020 if(PATH)printf("new iter %d\n", iterDep);
\r
2021 if(depth <= QSdepth) {
\r
2022 bestScore = curEval; resDep = QSdepth;
\r
2023 if(bestScore > alpha) {
\r
2024 alpha = bestScore;
\r
2025 if(PATH)printf("stand pat %d\n", bestScore);
\r
2026 if(bestScore >= beta) goto cutoff;
\r
2029 for(curMove = firstMove; ; curMove++) { // loop over moves
\r
2030 if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);
\r
2032 if(curMove >= msp) { // we ran out of moves; generate some new
\r
2033 if(PATH)printf("new moves, phase=%d\n", phase);
\r
2035 case 0: // null move
\r
2037 if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) {
\r
2038 int nullDep = depth - 3;
\r
2040 score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, 0, promoSuppress & SQUARE, ABSENT, INF);
\r
2041 xstm = stm; stm ^= WHITE;
\r
2042 if(score >= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); }
\r
2043 // else depth += lmr, lmr = 0;
\r
2046 if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves
\r
2047 //if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);
\r
2049 case 1: // hash move
\r
2052 if(hashMove && (depth > QSdepth || // must be capture in QS
\r
2053 (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) {
\r
2054 moveStack[sorted = msp++] = hashMove;
\r
2058 case 2: // capture-gen init
\r
2059 nextVictim = xstm; autoFail = (depth == 0);
\r
2061 case 3: // generate captures
\r
2062 if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);
\r
2063 while(nextVictim < last[xstm]) { // more victims exist
\r
2064 int group, to = p[nextVictim += 2].pos; // take next
\r
2065 if(to == ABSENT) continue; // ignore if absent
\r
2066 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
2067 group = p[nextVictim].value; // remember value of this found victim
\r
2068 if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) {
\r
2069 resDep = QSdepth + 1; nextVictim -= 2;
\r
2070 if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30;
\r
2073 if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);
\r
2075 if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);
\r
2076 while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist
\r
2077 to = p[nextVictim += 2].pos; // take next
\r
2078 if(to == ABSENT) continue; // ignore if absent
\r
2079 if(!attacks[2*to + stm]) continue; // skip if not attacked
\r
2080 if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE);
\r
2082 if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);
\r
2084 if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);
\r
2085 goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi
\r
2087 if(PATH) printf("# autofail=%d\n", autoFail);
\r
2088 if(autoFail) { // non-captures cannot auto-fail; flush queued captures first
\r
2089 if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);
\r
2090 autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search
\r
2092 phase = 4; // out of victims: all captures generated
\r
2093 if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves
\r
2094 int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn
\r
2095 if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0);
\r
2096 n = board[ep+1]; // h-side neighbor of pushed pawn
\r
2097 if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0);
\r
2098 if(msp != old) goto extractMove; // one or more e.p. capture were generated
\r
2100 case 4: // dubious captures
\r
2102 while( dubious < framePtr + 250 ) // add dubious captures back to move stack
\r
2103 moveStack[msp++] = moveStack[dubious++];
\r
2104 if(curMove != msp) break;
\r
2107 case 5: // killers
\r
2108 if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }
\r
2110 case 6: // non-captures
\r
2112 nullMove = GenNonCapts(oldPromo);
\r
2113 if(msp == nonCapts) goto cutoff;
\r
2115 { // swap killers to front
\r
2116 Move h = killer[level][0]; int j = curMove;
\r
2117 for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }
\r
2118 h = killer[level][1];
\r
2119 for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }
\r
2126 sorted = msp; // do not sort noncapts
\r
2128 case 7: // bad captures
\r
2129 case 8: // PV null move
\r
2131 if(PATH) printf("# null = %0x\n", nullMove);
\r
2132 if(nullMove != ABSENT) {
\r
2133 moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect
\r
2136 //printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);
\r
2142 // MOVE EXTRACTION
\r
2144 //if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);
\r
2145 if(curMove > sorted) {
\r
2146 move = moveStack[sorted=j=curMove];
\r
2147 for(i=curMove+1; i<msp; i++)
\r
2148 if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority
\r
2149 moveStack[j] = moveStack[curMove]; moveStack[curMove] = move; // swap highest-priority move to front of remaining
\r
2150 if(move == 0) { msp = curMove--; continue; } // all remaining moves must be 0; clip off move list
\r
2152 move = moveStack[curMove];
\r
2153 if(move == 0) continue; // skip invalidated move
\r
2155 if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));
\r
2159 defer = MakeMove(move, &tb);
\r
2160 ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi
\r
2162 // if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20;
\r
2165 UnMake(&tb); // never search moves during auto-fail phase
\r
2166 xstm = stm; stm ^= WHITE;
\r
2167 if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail
\r
2168 autoFail = 0; curMove = firstMove-1; continue; // release all for search
\r
2170 if(tb.gain - tb.loss > threshold) {
\r
2171 bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi
\r
2172 } else continue; // ignore for now if not obvious refutation
\r
2175 if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
2176 for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {
\r
2178 if(repDraws) { score = 0; goto repetition; }
\r
2180 moveStack[curMove] = 0; // erase forbidden move
\r
2181 if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move
\r
2182 } else { // check for perpetuals
\r
2183 // int repKey = 1;
\r
2184 // for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);}
\r
2185 if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win
\r
2186 if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing
\r
2188 score = -INF + 8*allowRep; goto repetition;
\r
2190 repStack[level+200] = hashKeyH;
\r
2192 if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);
\r
2193 path[level++] = move;
\r
2194 attacks += 2*bsize;
\r
2195 MapFromScratch(attacks); // for as long as incremental update does not work.
\r
2196 //if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));
\r
2197 //if(PATH) pmap(attacks, stm);
\r
2198 if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi
\r
2200 if(p[tb.piece].value == LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)
\r
2201 if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)
\r
2202 score = -INF; // our Lion is indeed made vulnerable and can be recaptured
\r
2203 } else { // other x Ln
\r
2204 if(promoSuppress & PROMOTE) { // non-Lion captures Lion after opponent did same
\r
2205 if(!okazaki || attacks[2*tb.to + stm]) score = -INF;
\r
2207 defer |= PROMOTE; // if we started, flag he cannot do it in reply
\r
2209 if(score == -INF) {
\r
2210 if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24);
\r
2211 moveStack[curMove] = 0; // zap illegal moves
\r
2216 score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext,
\r
2217 curMove >= late && iterDep > QSdepth + LMR,
\r
2218 promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);
\r
2224 attacks -= 2*bsize;
\r
2228 xstm = stm; stm ^= WHITE;
\r
2229 if(abortFlag > 0) { // unwind search
\r
2230 printf("# abort (%d) @ %d\n", abortFlag, level);
\r
2231 if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet
\r
2235 if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);
\r
2237 // ALPHA-BETA STUFF
\r
2238 if(score > bestScore) {
\r
2239 bestScore = score; bestMoveNr = curMove;
\r
2240 if(score > iterAlpha) {
\r
2241 iterAlpha = score;
\r
2242 if(curMove < firstMove + 5) { // if not too much work, sort move to front
\r
2244 for(i=curMove; i>firstMove; i--) {
\r
2245 moveStack[i] = moveStack[i-1];
\r
2247 moveStack[firstMove] = move;
\r
2248 } else { // late move appended in front of list, and leaves hole in list
\r
2249 moveStack[--firstMove] = move;
\r
2250 moveStack[curMove] = 0;
\r
2252 bestMoveNr = firstMove;
\r
2253 if(score >= beta) { // beta cutoff
\r
2255 if(iterDep == depth && move != killer[level][0]
\r
2256 && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) {
\r
2258 killer[level][1] = killer[level][0]; killer[level][0] = move;
\r
2261 resDep = retDep+1-ext;
\r
2265 for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV
\r
2266 pv[myPV] = move; // behind our move (pvPtr left at end of copy)
\r
2271 if(retDep+1-ext < resDep) resDep = retDep+1-ext;
\r
2275 if(!level) { // root node
\r
2276 lastRootIter = GetTickCount() - startTime;
\r
2277 if(postThinking > 0) {
\r
2278 int i; // WB thinking output
\r
2279 printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);
\r
2280 if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));
\r
2281 for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));
\r
2282 if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f %d/%d}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Ftest(0), Ftest(1));
\r
2286 if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish
\r
2288 if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free
\r
2290 if(lmr && bestScore <= alpha && iterDep == depth)
\r
2291 depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction
\r
2293 if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate
\r
2296 hashTable[index].lock[hit] = hashKeyH;
\r
2297 hashTable[index].depth[hit] = resDep;
\r
2298 hashTable[index].score[hit] = bestScore;
\r
2299 hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;
\r
2300 if(bestScore > alpha) {
\r
2301 hashTable[index].flag[hit] |= H_LOWER;
\r
2302 hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
2303 } else hashTable[index].move[hit] = 0;
\r
2308 retFirst = firstMove;
\r
2309 msp = oldMSP; // pop move list
\r
2310 pvPtr = myPV; // pop PV
\r
2311 retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;
\r
2312 retDep = resDep - (inCheck & depth >= QSdepth) + lmr;
\r
2313 if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);
\r
2314 return bestScore + (bestScore < curEval);
\r
2321 for(i=0; i<182; i++) {
\r
2322 printf("%3d. %3d %3d %4d %02x %d %d %x %3d %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst);
\r
2323 for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);
\r
2324 if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);
\r
2326 printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);
\r
2333 for(i=BH+2; i>-4; i--) {
\r
2335 for(j=-3; j<BH+3; j++) printf("%4d", b[BW*i+j]);
\r
2341 pbytes (unsigned char *b)
\r
2344 for(i=BH-1; i>=0; i--) {
\r
2345 for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);
\r
2352 pmap (int *m, int col)
\r
2355 for(i=BH-1; i>=0; i--) {
\r
2357 for(j=0; j<BH; j++) printf("%10o", m[2*(BW*i+j)+col]);
\r
2363 pmoves(int start, int end)
\r
2366 printf("# move stack from %d to %d\n", start, end);
\r
2367 for(i=start; i<end; i++) {
\r
2369 f = m>>SQLEN & SQUARE;
\r
2371 printf("# %3d. %08x %3d-%3d %s\n", i, m, f, t, MoveToText(m, 0));
\r
2375 /********************************************************/
\r
2376 /* Example of a WinBoard-protocol driver, by H.G.Muller */
\r
2377 /********************************************************/
\r
2379 #include <stdio.h>
\r
2381 // four different constants, with values for WHITE and BLACK that suit your engine
\r
2385 // some value that cannot occur as a valid move
\r
2388 // some parameter of your engine
\r
2389 #define MAXMOVES 2000 /* maximum game length */
\r
2390 #define MAXPLY 60 /* maximum search depth */
\r
2395 typedef Move MOVE;
\r
2397 int moveNr; // part of game state; incremented by MakeMove
\r
2398 MOVE gameMove[MAXMOVES]; // holds the game history
\r
2400 // Some routines your engine should have to do the various essential things
\r
2401 int MakeMove2(int stm, MOVE move); // performs move, and returns new side to move
\r
2402 void UnMake2(MOVE move); // unmakes the move;
\r
2403 int Setup2(char *fen); // sets up the position from the given FEN, and returns the new side to move
\r
2404 void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB
\r
2405 char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.
\r
2406 MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format
\r
2407 int SearchBestMove(MOVE *move, MOVE *ponderMove);
\r
2408 void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
\r
2410 UndoInfo undoInfo;
\r
2411 int sup0, sup1, sup2; // promo suppression squares
\r
2412 int lastLift, lastPut;
\r
2417 int k = p[royal[stm]].pos;
\r
2418 if( k == ABSENT) k = p[royal[stm] + 2].pos;
\r
2419 else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king...
\r
2420 if( k != ABSENT) {
\r
2421 MapFromScratch(attacks);
\r
2422 if(attacks[2*k + 1 - stm]) return 1;
\r
2428 MakeMove2 (int stm, MOVE move)
\r
2430 int i, inCheck = InCheck();
\r
2431 FireSet(&undoInfo);
\r
2432 sup0 = sup1; sup1 = sup2;
\r
2433 sup2 = MakeMove(move, &undoInfo);
\r
2434 if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE;
\r
2435 rootEval = -rootEval - undoInfo.booty;
\r
2436 for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1];
\r
2439 repStack[199] = hashKeyH, checkStack[199] = inCheck;
\r
2440 printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);
\r
2441 return stm ^ WHITE;
\r
2445 UnMake2 (MOVE move)
\r
2448 rootEval = -rootEval - undoInfo.booty;
\r
2449 UnMake(&undoInfo);
\r
2450 for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1];
\r
2451 sup2 = sup1; sup1 = sup0;
\r
2454 char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VMEWPH..LN"; // pairs of char
\r
2455 char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char
\r
2458 Convert (char *fen)
\r
2460 char *p = fenArray, *q, *rows[36], tmp[4000];
\r
2462 printf("# convert FEN '%s'\n", fen);
\r
2463 q = strchr(fen, ' '); if(q) *q = 0; q = fen;
\r
2464 do { rows[n++] = q; q = strchr(q, '/'); if(!q) break; *q++ = 0; } while(1);
\r
2466 while(--n >= 0) { strcat(tmp, rows[n]); if(n) strcat(tmp, "/"); }
\r
2468 printf("# flipped FEN '%s'\n", fen);
\r
2470 if(*fen == ' ') { *p = 0; break; }
\r
2471 if(n=atoi(fen)) fen++; // digits read
\r
2472 if(n > 9) fen++; // double digit
\r
2473 while(n-- > 0) *p++ = '.'; // expand to empty squares
\r
2474 if(currentVariant == V_LION && (*fen == 'L' || *fen == 'l')) *fen += 'Z' - 'L'; // L in Mighty-Lion Chess changed in Z for Lion
\r
2475 if(isalpha(*fen)) {
\r
2476 char *table = fenNames;
\r
2477 n = *fen > 'Z' ? 'a' - 'A' : 0;
\r
2478 if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || currentVariant == V_WOLF ||
\r
2479 currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion
\r
2480 || table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {
\r
2482 *p++ = table[2* (*fen - 'A' - n)] + n;
\r
2483 *p++ = table[2* (*fen - 'A' - n)+1] + n;
\r
2485 } else *p++ = *fen;
\r
2490 printf("# converted FEN '%s'\n", fenArray);
\r
2495 Setup2 (char *fen)
\r
2499 char *q = strchr(fen, '\n');
\r
2501 if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field
\r
2502 if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen);
\r
2504 rootEval = promoDelta = filling = cnt50 = moveNr = 0;
\r
2505 SetUp(array, currentVariant);
\r
2506 strcpy(startPos, array);
\r
2507 sup0 = sup1 = sup2 = ABSENT;
\r
2508 hashKeyH = hashKeyL = 87620895*currentVariant + !!fen;
\r
2513 SetMemorySize (int n)
\r
2516 static HashBucket *realHash;
\r
2517 static intptr_t oldSize;
\r
2518 intptr_t l, m = 1;
\r
2519 while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits
\r
2520 if(m != oldSize) {
\r
2521 if(oldSize) free(realHash);
\r
2522 hashMask = m*1024 - 1; oldSize = m;
\r
2523 realHash = malloc(m*1024*sizeof(HashBucket) + 64);
\r
2524 l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line
\r
2530 MoveToText (MOVE move, int multiLine)
\r
2532 static char buf[50];
\r
2533 int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;
\r
2534 char *promoChar = "";
\r
2535 if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol
\r
2537 if(t >= SPECIAL) {
\r
2538 if(t < CASTLE) { // castling is printed as a single move, implying its side effects
\r
2539 int e = f + epList[t - SPECIAL];
\r
2540 if(ep2List[t - SPECIAL]) {
\r
2541 int e2 = f + ep2List[t - SPECIAL];
\r
2542 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
2543 sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2;
\r
2544 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
2546 // printf("take %c%d\n", e%BW+'a', e/BW+ONE);
\r
2547 sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;
\r
2548 if(multiLine) printf("move %s\n", buf), buf[0] = '\0';
\r
2550 t = g + toList[t - SPECIAL];
\r
2552 if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+";
\r
2553 sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar);
\r
2558 ReadSquare (char *p, int *sqr)
\r
2562 r = atoi(p + 1) - ONE;
\r
2564 return 2 + (r + ONE > 9);
\r
2567 int listStart, listEnd;
\r
2568 char boardCopy[BSIZE];
\r
2572 { // create move list on move stack
\r
2574 for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];
\r
2575 MapFromScratch(attacks);
\r
2576 postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;
\r
2577 Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);
\r
2580 listStart = retFirst; msp = retMSP;
\r
2581 if(currentVariant == V_LION) GenCastlings(); listEnd = msp;
\r
2582 for(i=listStart; i<msp && currentVariant == V_WOLF; i++) { // mark Werewolf captures as promotions
\r
2583 int to = moveStack[i] & SQUARE, from = moveStack[i] >> SQLEN & SQUARE;
\r
2584 if(to >= SPECIAL) continue;
\r
2585 if(p[board[to]].ranking == 5 && p[board[from]].ranking != 4) moveStack[i] |= PROMOTE;
\r
2590 ParseMove (char *moveText)
\r
2592 int i, j, f, t, t2, e, ret, deferred=0;
\r
2593 char c = moveText[0];
\r
2594 moveText += ReadSquare(moveText, &f);
\r
2595 moveText += ReadSquare(moveText, &t); t2 = t;
\r
2596 if(*moveText == ',') {
\r
2598 moveText += ReadSquare(moveText, &e);
\r
2599 if(e != t) return INVALID; // must continue with same piece
\r
2601 moveText += ReadSquare(moveText, &t);
\r
2602 for(i=0; i<8; i++) if(f + kStep[i] == e) break;
\r
2603 if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1
\r
2604 for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break;
\r
2605 if(i >= 8) return INVALID; // not even that
\r
2606 if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1
\r
2607 else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1
\r
2608 else return INVALID;
\r
2609 } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move
\r
2610 t2 = SPECIAL + 64 + i;
\r
2611 } else if(*moveText == ',') { // 3rd leg follows!
\r
2612 if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear!
\r
2613 moveText += ReadSquare(moveText, &e);
\r
2614 if(e != t) return INVALID; // must again continue with same piece
\r
2615 moveText += ReadSquare(moveText, &t);
\r
2616 if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1
\r
2617 else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1
\r
2618 else return INVALID;
\r
2620 for(j=0; j<8; j++) if(e + kStep[j] == t) break;
\r
2621 if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!
\r
2622 t2 = SPECIAL + 8*i + j;
\r
2624 } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p.
\r
2625 if(t == f + BW + 1) t2 = SPECIAL + 16; else
\r
2626 if(t == f + BW - 1) t2 = SPECIAL + 48; else
\r
2627 if(t == f - BW + 1) t2 = SPECIAL + 20; else
\r
2628 if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move
\r
2629 } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling
\r
2630 if(t == f+2 && f < BW) t2 = CASTLE; else
\r
2631 if(t == f-2 && f < BW) t2 = CASTLE + 1; else
\r
2632 if(t == f+2 && f > BW) t2 = CASTLE + 2; else
\r
2633 if(t == f-2 && f > BW) t2 = CASTLE + 3;
\r
2635 ret = f<<SQLEN | t2;
\r
2636 if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;
\r
2637 printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);
\r
2639 for(i=listStart; i<listEnd; i++) {
\r
2640 if(moveStack[i] == INVALID) continue;
\r
2641 if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@
\r
2642 if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;
\r
2643 if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal
\r
2645 printf("# moveNr = %d in {%d,%d}\n", i, listStart, listEnd);
\r
2646 if(i>=listEnd) { // no exact match
\r
2647 if(deferred) { // but maybe non-sensical deferral
\r
2648 int flags = p[board[f]].promoFlag;
\r
2649 printf("# deferral of %d\n", deferred);
\r
2650 i = deferred; // in any case we take that move
\r
2651 if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed
\r
2652 moveStack[i] &= ~PROMOTE;
\r
2653 if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else
\r
2654 if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral
\r
2657 if(i >= listEnd) {
\r
2658 for(i=listStart; i<listEnd; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));
\r
2660 for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {
\r
2661 if(repeatMove[i] & 1<<24) reason = (repeatMove[i] & 1<<25 ? "Distant capture of protected Lion" : "Counterstrike against Lion");
\r
2662 else reason = "Repeats earlier position";
\r
2665 printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));
\r
2669 return (i >= listEnd ? INVALID : moveStack[i]);
\r
2673 Highlight(char *coords)
\r
2675 int i, j, n, sqr, cnt=0;
\r
2676 char b[BSIZE], buf[2000], *q;
\r
2677 for(i=0; i<bsize; i++) b[i] = 0;
\r
2678 ReadSquare(coords, &sqr);
\r
2680 for(i=listStart; i<listEnd; i++) {
\r
2681 if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {
\r
2682 int t = moveStack[i] & SQUARE;
\r
2683 if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling
\r
2684 if(t >= SPECIAL) {
\r
2685 int e = sqr + epList[t - SPECIAL]; // decode
\r
2689 if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;
\r
2690 if(moveStack[i] & PROMOTE) b[t] = 'M';
\r
2693 if(!cnt) { // no moves from given square
\r
2694 if(sqr != lastPut) return; // refrain from sending empty FEN
\r
2695 // we lifted a piece for second leg of move
\r
2696 for(i=listStart; i<listEnd; i++) {
\r
2697 if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {
\r
2698 int e, t = moveStack[i] & SQUARE;
\r
2699 if(t < SPECIAL) continue; // only special moves
\r
2700 e = lastLift + epList[t - SPECIAL]; // decode
\r
2701 if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move
\r
2702 b[e] = 'C'; cnt++;
\r
2705 t = lastLift + toList[t - SPECIAL];
\r
2706 if(e != sqr) continue;
\r
2707 if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;
\r
2711 } else lastLift = sqr; // remember
\r
2714 for(i=BH-1; i>=0; i--) {
\r
2715 for(j=0; j<BH; j++) {
\r
2717 if(b[n]) *q++ = b[n]; else {
\r
2718 if(q > buf && q[-1] <= '9' && q[-1] >= '0') {
\r
2721 if(q > buf+1 && q[-2] <= '9' && q[-2] >= '0') q[-2]++; else q[-1] = '1', *q++ = '0';
\r
2723 } else *q++ = '1';
\r
2729 printf("highlight %s\n", buf);
\r
2732 int timeLeft; // timeleft on engine's clock
\r
2733 int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search
\r
2734 char inBuf[8000], command[80], ponderMoveText[20];
\r
2737 SetSearchTimes (int timeLeft)
\r
2739 int targetTime, movesLeft = BW*BH/4 + 20;
\r
2740 if(mps) movesLeft = mps - (moveNr>>1)%mps;
\r
2741 targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc;
\r
2742 if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening
\r
2743 if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1;
\r
2744 tlim1 = 0.4*targetTime;
\r
2745 tlim2 = 2.4*targetTime;
\r
2746 tlim3 = 5*timeLeft / (movesLeft + 4.1);
\r
2747 printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag);
\r
2751 SearchBestMove (MOVE *move, MOVE *ponderMove)
\r
2754 printf("# SearchBestMove\n");
\r
2755 startTime = GetTickCount();
\r
2757 printf("# s=%d\n", startTime);fflush(stdout);
\r
2758 MapFromScratch(attacks);
\r
2759 retMove = INVALID; repCnt = 0;
\r
2760 score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);
\r
2762 *ponderMove = pv[1];
\r
2763 printf("# best=%s\n", MoveToText(pv[0],0));
\r
2764 printf("# ponder=%s\n", MoveToText(pv[1],0));
\r
2769 int TakeBack(int n)
\r
2770 { // reset the game and then replay it to the desired point
\r
2772 last = moveNr - n; if(last < 0) last = 0;
\r
2773 Init(SAME); stm = Setup2(startPos);
\r
2774 printf("# setup done");fflush(stdout);
\r
2775 for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);
\r
2779 void PrintResult(int stm, int score)
\r
2782 if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;
\r
2783 if(score == 0) printf("1/2-1/2%s\n", tail);
\r
2784 if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);
\r
2785 else printf("0-1%s\n", tail);
\r
2788 void GetLine(int root)
\r
2793 // wait for input, and read it until we have collected a complete line
\r
2794 for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0);
\r
2797 // extract the first word
\r
2798 sscanf(inBuf, "%s", command);
\r
2799 printf("# in (mode = %d,%d): %s\n", root, abortFlag, command);
\r
2800 if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately
\r
2801 if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }
\r
2802 if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto
\r
2803 if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now
\r
2804 if(!strcmp(command, "hover")) { inBuf[0] = 0; return; } // ignore for now
\r
2805 if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here
\r
2806 if(!root && !strcmp(command, "usermove")) {
\r
2807 printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText);
\r
2808 abortFlag = !!strcmp(inBuf+9, ponderMoveText);
\r
2809 if(!abortFlag) { // ponder hit, continue as time-based search
\r
2810 printf("# ponder hit\n");
\r
2811 SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total
\r
2812 if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started
\r
2813 inBuf[0] = 0; ponderMove = INVALID;
\r
2823 TerminationCheck()
\r
2825 if(abortFlag < 0) { // check for input
\r
2826 if(InputWaiting()) GetLine(0); // read & examine input command
\r
2827 } else { // check for time
\r
2828 if(GetTickCount() - startTime > tlim3) abortFlag = 2;
\r
2835 int engineSide=NONE; // side played by engine
\r
2837 int i, score, curVarNr;
\r
2839 setvbuf(stdin, NULL, _IOLBF, 1024); // buffering more than one line flaws test for pending input!
\r
2841 Init(V_CHU); // Chu
\r
2842 seed = startTime = GetTickCount(); moveNr = 0; // initialize random
\r
2844 while(1) { // infinite loop
\r
2846 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2847 *inBuf = 0; if(moveNr >= 20) randomize = OFF;
\r
2848 //if(moveNr >20) printf("resign\n");
\r
2853 if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position
\r
2854 abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move
\r
2855 if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move
\r
2856 printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag);
\r
2858 stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move
\r
2859 gameMove[moveNr++] = ponderMove; // remember in game
\r
2860 sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits
\r
2861 printf("# ponder move = %s", ponderMoveText);
\r
2862 } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time
\r
2864 score = SearchBestMove(&move, &ponderMove);
\r
2865 if(abortFlag == 1) { // ponder search was interrupted (and no hit)
\r
2866 UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one
\r
2869 if(move == INVALID) { // game apparently ended
\r
2870 int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;
\r
2871 if( k != ABSENT) { // test if King capture possible
\r
2872 if(attacks[2*k + stm]) {
\r
2873 if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King
\r
2875 } else { // he has no king! Test for attacks on Crown Prince
\r
2876 k = p[king + 2].pos;
\r
2877 if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince
\r
2879 if(kcapt) { // print King capture before claiming
\r
2881 printf("move %s\n", MoveToText(moveStack[msp-1], 1));
\r
2882 reason = "king capture";
\r
2883 } else reason = "resign";
\r
2884 engineSide = NONE; // so stop playing
\r
2885 PrintResult(stm, score);
\r
2887 MOVE f, pMove = move;
\r
2888 if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == pVal) { // e.p. capture
\r
2889 pMove = move & ~SQUARE | f + toList[(move & SQUARE) - SPECIAL]; // print as a single move
\r
2891 stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move
\r
2892 gameMove[moveNr++] = move; // remember game
\r
2893 printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking != 4 ? "w" : "");
\r
2895 continue; // go check if we should ponder
\r
2898 if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position
\r
2900 *ponderMoveText = 0; // forces miss on any move
\r
2901 abortFlag = -1; // set pondering
\r
2903 SearchBestMove(&dummy, &dummy);
\r
2904 abortFlag = pvCuts = 0;
\r
2907 fflush(stdout); // make sure everything is printed before we do something that might take time
\r
2908 if(!*inBuf) GetLine(1); // takes care of time and otim commands
\r
2910 // recognize the command,and execute it
\r
2911 if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop
\r
2912 if(!strcmp(command, "force")) { engineSide = NONE; continue; }
\r
2913 if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }
\r
2914 if(!strcmp(command, "exit")) { engineSide = NONE; continue; }
\r
2915 if(!strcmp(command, "level")) {
\r
2917 sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
\r
2918 sscanf(inBuf, "level %d %d:%d %d", &mps, &min, &sec, &inc);
\r
2919 timeControl = 60*min + sec; timePerMove = -1;
\r
2922 if(!strcmp(command, "protover")){
\r
2923 for(i=0; variants[i].boardWidth; i++)
\r
2924 printf("%s%s", (i ? "," : "feature variants=\""), variants[i].name); printf("\"\n");
\r
2925 printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");
\r
2926 printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");
\r
2927 printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option
\r
2928 printf("feature option=\"Allow repeats -check 0\"\n");
\r
2929 printf("feature option=\"Promote on entry -check 0\"\n");
\r
2930 printf("feature option=\"Okazaki rule -check 0\"\n");
\r
2931 printf("feature option=\"Resign -check 0\"\n"); //
\r
2932 printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
\r
2933 printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n");
\r
2934 printf("feature done=1\n");
\r
2937 if(!strcmp(command, "option")) { // setting of engine-define option; find out which
\r
2938 if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;
\r
2939 if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue;
\r
2940 if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;
\r
2941 if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;
\r
2942 if(sscanf(inBuf+7, "Okazaki rule=%d", &okazaki) == 1) continue;
\r
2943 if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue;
\r
2944 if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {
\r
2945 if(!strcmp(command, "no")) tsume = 0; else
\r
2946 if(!strcmp(command, "Sente")) tsume = 1; else
\r
2947 if(!strcmp(command, "Gote")) tsume = 2;
\r
2952 if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }
\r
2953 if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }
\r
2955 if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }
\r
2956 if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }
\r
2957 // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }
\r
2958 if(!strcmp(command, "easy")) { ponder = OFF; continue; }
\r
2959 if(!strcmp(command, "hard")) { ponder = ON; continue; }
\r
2960 if(!strcmp(command, "go")) { engineSide = stm; continue; }
\r
2961 if(!strcmp(command, "post")) { postThinking = ON; continue; }
\r
2962 if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }
\r
2963 if(!strcmp(command, "random")) { randomize = ON; continue; }
\r
2964 if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; }
\r
2965 if(!strcmp(command, "book")) { continue; }
\r
2966 // non-standard commands
\r
2967 if(!strcmp(command, "p")) { pboard(board); continue; }
\r
2968 if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }
\r
2969 if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }
\r
2970 if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }
\r
2971 if(!strcmp(command, "l")) { pplist(); continue; }
\r
2972 // ignored commands:
\r
2973 if(!strcmp(command, "xboard")) { continue; }
\r
2974 if(!strcmp(command, "computer")){ comp = 1; continue; }
\r
2975 if(!strcmp(command, "name")) { continue; }
\r
2976 if(!strcmp(command, "ics")) { continue; }
\r
2977 if(!strcmp(command, "accepted")){ continue; }
\r
2978 if(!strcmp(command, "rejected")){ continue; }
\r
2979 if(!strcmp(command, "result")) { engineSide = NONE; continue; }
\r
2980 if(!strcmp(command, "hover")) { continue; }
\r
2981 if(!strcmp(command, "")) { continue; }
\r
2982 if(!strcmp(command, "usermove")){
\r
2983 int move = ParseMove(inBuf+9);
\r
2985 if(move == INVALID) {
\r
2986 if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");
\r
2987 if(comp) PrintResult(stm, -INF); // against computer: claim
\r
2989 stm = MakeMove2(stm, move);
\r
2990 ponderMove = INVALID; listEnd = 0;
\r
2991 gameMove[moveNr++] = move; // remember game
\r
2995 ponderMove = INVALID; // the following commands change the position, invalidating ponder move
\r
2997 if(!strcmp(command, "new")) {
\r
2998 engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0;
\r
3001 if(!strcmp(command, "variant")) {
\r
3002 for(i=0; variants[i].boardWidth; i++) {
\r
3003 sscanf(inBuf+8, "%s", command);
\r
3004 if(!strcmp(variants[i].name, command)) {
\r
3005 Init(curVarNr = i); stm = Setup2(NULL); break;
\r
3008 if(currentVariant == V_WOLF)
\r
3009 printf("setup (PNBR...........WKpnbr...........wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n");
\r
3010 if(currentVariant == V_SHO)
\r
3011 printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n");
\r
3012 if(currentVariant == V_WA)
\r
3013 printf("setup (P.C.EVLO.WGHDF.TRSXOM.+.+..+++.+++++..+++++Kp.c.evlo.wghdf.trsxom.+.+..+++.+++++..+++++k) 11x11+0_chu "
\r
3014 "hmolvkwgcdx/1e3s3f1/ppprppptppp/3p3p3/11/11/11/3P3P3/PPPTPPPRPPP/1F3S3E1/XDCGWKVLOMH w 0 1\n");
\r
3015 repStack[199] = hashKeyH, checkStack[199] = 0;
\r
3018 if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }
\r
3019 if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }
\r
3020 if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }
\r
3021 printf("Error: unknown command\n");
\r