--- /dev/null
+/*
+ * FILE: pattern.c
+ *
+ * ----------------------------------------------------------------------
+ * Copyright (c) 1993, 1994, 1995 Matthias Mutz
+ * Copyright (c) 1999 Michael Vanier and the Free Software Foundation
+ *
+ * GNU SHOGI is based on GNU CHESS
+ *
+ * Copyright (c) 1988, 1989, 1990 John Stanback
+ * Copyright (c) 1992 Free Software Foundation
+ *
+ * This file is part of GNU SHOGI.
+ *
+ * GNU Shogi is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License as published by the
+ * Free Software Foundation; either version 1, or (at your option) any
+ * later version.
+ *
+ * GNU Shogi is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with GNU Shogi; see the file COPYING. If not, write to the Free
+ * Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
+ * ----------------------------------------------------------------------
+ *
+ */
+
+#include "gnushogi.h"
+#include "pattern.h"
+
+/* constants and pattern_data are generated by "pat2inc" */
+#include "pattern.inc"
+
+struct Pattern_rec Pattern[MAX_PATTERN];
+struct OpeningSequence_rec OpeningSequence[MAX_OPENING_SEQUENCE];
+
+small_short pattern_data[MAX_PATTERN_DATA];
+
+
+short
+ValueOfOpeningName (char *name)
+{
+ short i;
+ i = (name[0] == 'C') ? 0 : 100;
+
+ switch (name[7])
+ {
+ case 'S':
+ i += 10;
+ break;
+
+ case 'R':
+ i += 20;
+ break;
+
+ case 'U':
+ i += 30;
+ break;
+
+ default:
+ i += 40;
+ break;
+ }
+
+ switch (name[9])
+ {
+ case 'S':
+ i += 1;
+ break;
+
+ case 'R':
+ i += 2;
+ break;
+
+ case 'U':
+ i += 3;
+ break;
+
+ default:
+ i += 4;
+ break;
+ }
+
+ return i;
+}
+
+
+void
+NameOfOpeningValue (short i, char *name)
+{
+ if (i < 100)
+ {
+ strcpy(name, "CASTLE_?_?");
+ }
+ else
+ {
+ strcpy(name, "ATTACK_?_?");
+ i -= 100;
+ }
+
+ switch (i / 10)
+ {
+ case 1:
+ name[7] = 'S';
+ break;
+
+ case 2:
+ name[7] = 'R';
+ break;
+
+ case 3:
+ name[7] = 'U';
+ break;
+
+ default:
+ name[7] = '*';
+ break;
+ }
+
+ switch (i % 10)
+ {
+ case 1:
+ name[9] = 'S';
+ break;
+
+ case 2:
+ name[9] = 'R';
+ break;
+
+ case 3:
+ name[9] = 'U';
+ break;
+
+ default:
+ name[9] = '*';
+ break;
+ }
+}
+
+
+void
+GetOpeningPatterns (short *max_opening_sequence)
+{
+ short pindex = 0;
+ short os = 0;
+ short p = 0;
+ short i;
+
+ do
+ {
+ OpeningSequence[os].opening_type = pattern_data[pindex++];
+ OpeningSequence[os].first_pattern[0] = p;
+
+ for (i = 1; i < MAX_SEQUENCE; i++)
+ OpeningSequence[os].first_pattern[i] = END_OF_PATTERNS;
+
+ do
+ {
+ Pattern[p].reachedGameCnt[black] = MAXMOVES;
+ Pattern[p].reachedGameCnt[white] = MAXMOVES;
+ Pattern[p].first_link = pindex;
+
+ while (pattern_data[pindex] != END_OF_LINKS)
+ pindex++;
+ pindex++;
+
+ Pattern[p].first_field = pindex;
+
+ while (pattern_data[pindex] != END_OF_FIELDS)
+ pindex += 2;
+ pindex++;
+
+ if (pattern_data[pindex] != END_OF_PATTERNS)
+ Pattern[p].next_pattern = p + 1;
+ else
+ Pattern[p].next_pattern = END_OF_PATTERNS;
+
+ p++;
+ }
+ while (pattern_data[pindex] != END_OF_PATTERNS);
+
+ pindex++;
+ os++;
+ }
+ while (pattern_data[pindex] != END_OF_SEQUENCES);
+
+ *max_opening_sequence = os;
+}
+
+
+
+void
+ShowOpeningPatterns (short max_opening_sequence)
+
+{
+ short os, p, n, i;
+
+ for (os = 0; os < max_opening_sequence; os++)
+ {
+ char name[16];
+ NameOfOpeningValue(OpeningSequence[os].opening_type, name);
+ printf("Opening Type: %s\n", name);
+
+ for (p = OpeningSequence[os].first_pattern[0], n = 0;
+ p != END_OF_PATTERNS;
+ p = Pattern[p].next_pattern, n++)
+ {
+ printf("Pattern %d (%d) with links ", p, n);
+
+ for (i = Pattern[p].first_link;
+ pattern_data[i] != END_OF_LINKS;
+ i++)
+ {
+ printf("%d ", pattern_data[i]);
+ }
+
+ printf("\n");
+ DisplayPattern(stdout, Pattern[p].first_field);
+ }
+ }
+}
+
+
+
+void
+set_field (short i, struct PatternField *field)
+{
+ field->piece = pattern_data[i];
+ field->square = pattern_data[i+1];
+
+ if (field->square < 0)
+ {
+ field->square = -(field->square);
+ field->side = white;
+ }
+ else
+ {
+ field->side = black;
+ }
+}
+
+
+
+/*
+ * piece_to_pattern_distance (side, piece, pside, pattern)
+ *
+ * Determine the minimum number of moves from the current position to a
+ * specific pattern for a specific piece. Consider the "side" piece of the
+ * pattern. The pattern should match for "pside".
+ */
+
+short
+piece_to_pattern_distance(short side, short piece,
+ short pside, short pattern)
+{
+ short nP, P[4], nB, B[4]; /* at most 4 pieces of same kind */
+ short i, j, r, dd, occupied, mindd, c[4], d[4];
+ /* a "side" patternfield must match a "c1" piece on board: */
+ short c1 = side ^ pside;
+
+ /*
+ * If pside == white, a black piece in the pattern should match a white
+ * piece on board, and vice versa. Furthermore, if pside == white,
+ * reversed pattern should match board.
+ */
+
+ /* special pawn handling */
+
+ if (piece == pawn)
+ {
+ mindd = occupied = 0;
+
+ for (i = Pattern[pattern].first_field;
+ pattern_data[i] != END_OF_FIELDS;
+ i += 2)
+ {
+ struct PatternField field;
+ set_field(i, &field);
+
+ if ((field.side == side) && (field.piece == pawn))
+ {
+ short t = field.square;
+ short pcol = column(t);
+ dd = CANNOT_REACH;
+
+ if (PawnCnt[c1][(side == c1) ? pcol : (8 - pcol)])
+ {
+ /* there is a pawn on the column */
+ for (j = 0; j <= PieceCnt[c1]; j++)
+ {
+ short sq = (short)PieceList[c1][j];
+
+ if (board[sq] == pawn)
+ {
+ if (pside == white)
+ sq = NO_SQUARES - 1 - sq;
+
+ if (column(sq) == pcol)
+ {
+ dd = piece_distance (side, pawn, sq, t);
+#ifdef TEST_PATTERN
+ printf("update %d pawn "
+ "from %d to %d is %d\n",
+ side, sq, t, dd);
+#endif
+ break;
+ }
+ }
+ }
+ }
+ else
+ {
+ /* there is no pawn on the column; drop possible? */
+ if (Captured[c1][pawn])
+ {
+ dd = 1;
+#ifdef TEST_PATTERN
+ printf("update %d pawn drop to %d is %d\n",
+ side, t, dd);
+#endif
+ }
+ }
+
+ if (dd >= 0)
+ {
+ /* Increment distance if pattern field is occupied */
+ short psq, pc;
+
+ if (pside == black)
+ {
+ psq = t;
+ pc = field.side;
+ }
+ else
+ {
+ psq = (NO_SQUARES - 1 - t);
+ pc = ~field.side;
+ }
+
+ if ((color[psq] == pc) && (board[psq] != pawn))
+ {
+#ifdef TEST_PATTERN
+ printf("square %d is occupied\n", psq);
+#endif
+ ++occupied;
+ }
+
+ mindd += dd;
+ }
+ else
+ {
+ return CANNOT_REACH;
+ }
+ }
+ }
+
+ return mindd + occupied;
+ }
+
+ /*
+ * Determine list of "side" "piece"s in pattern.
+ */
+
+ for (occupied = nP = 0, i = Pattern[pattern].first_field;
+ pattern_data[i] != END_OF_FIELDS;
+ i += 2)
+ {
+ struct PatternField field;
+ set_field(i, &field);
+
+ if ((field.side == side) && (field.piece == piece))
+ {
+ short psq, pc;
+ P[nP] = field.square;
+#ifdef TEST_PATTERN
+ printf("pattern %d piece %d on square %d\n", side, piece, P[nP]);
+#endif
+ nP++;
+
+ /* Increment distance if pattern field is occupied */
+ if (pside == black)
+ {
+ psq = field.square;
+ pc = field.side;
+ }
+ else
+ {
+ psq = NO_SQUARES - 1 - field.square;
+ pc = field.side ^ 1;
+ }
+
+ if ((color[psq] == pc) && (board[psq] != field.piece))
+ {
+#ifdef TEST_PATTERN
+ printf("square %d is occupied\n", psq);
+#endif
+ ++occupied;
+ }
+ }
+ }
+
+ if (nP == 0)
+ return 0;
+
+#ifdef TEST_PATTERN
+ printf("finding in pattern %d pieces %d of side %d\n", nP, piece, side);
+#endif
+
+ /*
+ * Determine list of "side ^ pside" "piece"s captured or on board.
+ */
+
+ for (nB = 0; nB < Captured[c1][piece]; nB++)
+ B[nB] = NO_SQUARES + piece;
+
+ for (i = 0; i <= PieceCnt[c1]; i++)
+ {
+ short sq = PieceList[c1][i];
+
+ if (board[sq] == piece)
+ {
+ B[nB] = (pside == black) ? sq : (NO_SQUARES - 1 - sq);
+#ifdef TEST_PATTERN
+ printf("%d piece %d on square %d\n", side, piece, B[nB]);
+#endif
+ nB++;
+ }
+ }
+
+#ifdef TEST_PATTERN
+ printf("found on board %d pieces %d of side %d\n", nB, piece, side);
+#endif
+
+ if (nP > nB)
+ {
+ return CANNOT_REACH;
+ }
+
+ /* Determine best assignment from board piece to pattern piece */
+
+ r = 0;
+ c[0] = -1;
+ mindd = CANNOT_REACH;
+
+ while ((r >= 0) && (mindd != 0))
+ {
+
+ if (++c[r] == nB)
+ {
+ r--;
+ }
+ else
+ {
+ for (i = 0; i < r; i++)
+ {
+ if (c[i] == c[r])
+ break;
+ }
+
+ if (i == r)
+ {
+ d[r] = piece_distance (side, piece, B[c[r]], P[r]);
+#ifdef TEST_PATTERN
+ printf("update d[%d] from %d to %d is %d\n",
+ r, B[c[r]], P[r], d[r]);
+#endif
+ if (d[r] < 0)
+ {
+ /* r--; */
+ }
+ else
+ {
+ if (++r == nP)
+ {
+ for (dd = i = 0; i < nP; i++)
+ dd += d[i];
+
+ if ((dd < mindd) || (mindd < 0))
+ {
+ mindd = dd;
+#ifdef TEST_PATTERN
+ printf("update min %d\n", mindd);
+#endif
+ }
+
+ r--;
+ }
+ else
+ {
+ c[r] = -1;
+ }
+ }
+ }
+ }
+ }
+
+ if (mindd < 0)
+ return CANNOT_REACH;
+ else
+ return (mindd + occupied);
+
+}
+
+
+
+/*
+ * pattern_distance (pside, pattern)
+ *
+ * Determine the minimum number of moves for the pieces from
+ * the current position to reach a pattern.
+ * The result is CANNOT_REACH, if there is no possible sequence
+ * of moves.
+ *
+ */
+
+short
+pattern_distance (short pside, short pattern)
+{
+ short side, piece, d, n;
+
+#ifdef TEST_PATTERN
+ printf("\nchecking pattern %d for pside=%d\n\n", pattern, pside);
+#endif
+
+ for (n = side = 0; side <= 1 && n >= 0; side++)
+ {
+ for (piece = pawn; piece <= king; piece++)
+ {
+ d = piece_to_pattern_distance (side, piece, pside, pattern);
+
+ if (d < 0)
+ {
+ n = CANNOT_REACH;
+ break;
+ }
+ else
+ {
+ n += d;
+ }
+ }
+ }
+
+#ifdef TEST_PATTERN
+ printf("\ndistance to pattern is %d\n\n", n);
+#endif
+
+ return n;
+}
+
+
+
+/*
+ * board_to_pattern_distance(pside, osequence, pmplty, GameCnt)
+ *
+ * Determine the maximal difference of the number of moves from the pattern
+ * to the initial position and to the current position.
+ * Differences are weighted, i.e. the more closer a position is to a pattern
+ * the more valuable is a move towards the pattern.
+ * Patterns, which are at least "pmplty" halfmoves away, are not counted.
+ */
+
+short
+board_to_pattern_distance
+(short pside, short osequence, short pmplty, short GameCnt)
+{
+ short i, d, dist, diff, weighted_diff;
+ short maxdiff = 0, max_weighted_diff = 0;
+ short pattern;
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ for (pattern = OpeningSequence[osequence].first_pattern[i];
+ pattern != END_OF_PATTERNS;
+ pattern = Pattern[pattern].next_pattern)
+ {
+ if ((d = Pattern[pattern].distance[pside]) >= 0)
+ {
+ if (pmplty > d)
+ {
+ dist = pattern_distance (pside, pattern);
+ if (dist >= 0)
+ {
+ /*
+ * "dist" is the distance of the current board
+ * position to the pattern. "d - dist" is the
+ * difference between the current distance and the
+ * initial distance. Compute "diff" as the weighted
+ * difference.
+ */
+
+ /* try to reach the nearest pattern */
+ weighted_diff = (diff = (d - dist)) * (pmplty - d);
+
+ if (weighted_diff > max_weighted_diff)
+ {
+#ifdef COUNT_DIFF
+ maxdiff = diff;
+#else
+ maxdiff = weighted_diff;
+#endif
+ max_weighted_diff = weighted_diff;
+ }
+
+ /*
+ * A reached pattern should not be considered in
+ * the future (if GameCnt >= 0)
+ */
+
+ if (dist == 0 && GameCnt >= 0)
+ Pattern[pattern].reachedGameCnt[pside] = GameCnt;
+ }
+ }
+ }
+ }
+ }
+
+ return maxdiff;
+}
+
+
+
+
+void
+DisplayPattern (FILE *fd, short n)
+{
+ small_short pboard[NO_SQUARES], pcolor[NO_SQUARES];
+ short sq, i, r, c;
+
+ for (sq = 0; sq < NO_SQUARES; sq++)
+ {
+ pboard[sq] = no_piece;
+ pcolor[sq] = neutral;
+ }
+
+ for (i = n; pattern_data[i] != END_OF_FIELDS; i += 2)
+ {
+ struct PatternField field;
+ set_field(i, &field);
+ pboard[field.square] = field.piece;
+ pcolor[field.square] = field.side;
+ }
+
+ for (r = NO_ROWS - 1; r >= 0; r--)
+ {
+ for (c = 0; c < NO_COLS; c++)
+ {
+ sq = r*NO_COLS + c;
+ i = pboard[sq];
+
+ if (i == no_piece)
+ fprintf(fd, " -");
+ else
+ fprintf(fd, "%c%c", is_promoted[i] ? '+' : ' ',
+ pcolor[sq] ? pxx[i] : qxx[i]);
+ }
+
+ fprintf(fd, "\n");
+ }
+
+ fprintf(fd, "\n");
+}
+
+
+
+
+static void
+VisitReachable (int pside, short osequence, int k, int n, int remove)
+{
+ short i, j;
+ short pattern;
+
+ /* Adjust to sequence pattern n */
+ for (i = 0, pattern = OpeningSequence[osequence].first_pattern[k];
+ i < n; i++)
+ {
+ pattern = Pattern[pattern].next_pattern;
+ }
+
+ /* do not perform visited link twice */
+ if (Pattern[pattern].visited)
+ {
+ return;
+ }
+ else
+ {
+ Pattern[pattern].visited = true;
+ }
+
+ /* Declare links unreachable */
+ for (j = Pattern[pattern].first_link;
+ pattern_data[j] != END_OF_LINKS; j++)
+ {
+ VisitReachable(pside, osequence, k, pattern_data[j], remove);
+ }
+
+ /* Declare unreachable */
+ if (remove && Pattern[pattern].distance[pside] >= 0)
+ {
+ Pattern[pattern].distance[pside] = IS_SUCCESSOR;
+ }
+}
+
+
+/* simplified matching for opening type names */
+
+#define match_char(a, b) \
+(a == b || (a == '*' && b != 'U') || (b == '*' && a != 'U'))
+
+#define match_name(a, b, l) \
+(l > 8 && match_char(a[0], b[0]) && match_char(a[7], b[7]) \
+&& match_char(a[9], b[9]))
+
+
+short
+locate_opening_sequence(short pside, char *s, short GameCnt)
+{
+ short i, j, k, os, d;
+ short l = strlen(s);
+ short check_visited[MAX_SEQUENCE];
+ char name[MAX_NAME], name2[MAX_NAME];
+
+ /*
+ * Look for opening pattern name in the list of opening patterns.
+ */
+
+ name[0] = '\0';
+
+ for (i = 1, os = 0; os < MAX_OPENING_SEQUENCE; os++)
+ {
+ /* locate matching opening type name */
+ NameOfOpeningValue(OpeningSequence[os].opening_type, name);
+
+ if (match_name(s, name, l))
+ {
+ /* locate successor matching names */
+ for (k = os + 1; k < MAX_OPENING_SEQUENCE; k++)
+ {
+ NameOfOpeningValue(OpeningSequence[k].opening_type, name2);
+
+ if (match_name(s, name2, l))
+ {
+ OpeningSequence[os].first_pattern[i++]
+ = OpeningSequence[k].first_pattern[0];
+ }
+ }
+
+ break;
+ }
+ }
+
+ if (os >= MAX_OPENING_SEQUENCE)
+ {
+ return END_OF_SEQUENCES;
+ }
+ else
+ {
+ for (; i < MAX_SEQUENCE;
+ OpeningSequence[os].first_pattern[i++] = END_OF_PATTERNS);
+ }
+
+ /*
+ * Determine patterns which can be reached from the current
+ * board position. Only patterns which can be reached will be
+ * checked in the following search.
+ */
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ check_visited[i] = false;
+
+ for (k = OpeningSequence[os].first_pattern[i];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ Pattern[k].visited = false;
+ }
+ }
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ for (k = OpeningSequence[os].first_pattern[i];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ Pattern[k].distance[pside] = pattern_distance(pside, k);
+
+ /* Actually reached patterns need not to be observed. */
+ if (Pattern[k].distance[pside] == 0)
+ {
+ Pattern[k].distance[pside] = CANNOT_REACH;
+ check_visited[i] = Pattern[k].visited = true;
+
+ for (j = Pattern[k].first_link;
+ pattern_data[j] != END_OF_LINKS; j++)
+ {
+ VisitReachable(pside, os, i, pattern_data[j], false);
+ }
+ }
+ else if ((GameCnt >= 0)
+ && (GameCnt >= Pattern[k].reachedGameCnt[pside]))
+ {
+ Pattern[k].distance[pside] = IS_REACHED;
+ }
+
+ if (Pattern[k].reachedGameCnt[pside] >= GameCnt)
+ Pattern[k].reachedGameCnt[pside] = MAXMOVES;
+ }
+ }
+
+ /*
+ * Remove reachable patterns from search, which are successors of
+ * reachable patterns. So, only the next pattern of a pattern sequence
+ * is observed.
+ */
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ for (k = OpeningSequence[os].first_pattern[i];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if (check_visited[i] && !Pattern[k].visited)
+ Pattern[k].distance[pside] = NOT_TO_REACH;
+ else
+ Pattern[k].visited = false;
+ }
+ }
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ for (k = OpeningSequence[os].first_pattern[i];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if ((d = Pattern[k].distance[pside]) >= 0)
+ {
+ for (j = Pattern[k].first_link;
+ pattern_data[j] != END_OF_LINKS; j++)
+ {
+ VisitReachable(pside, os, i, pattern_data[j], true);
+ }
+ }
+ }
+ }
+
+ /*
+ * Look to see whether there is still a reachable pattern.
+ */
+
+ for (i = 0; i < MAX_SEQUENCE; i++)
+ {
+ for (k = OpeningSequence[os].first_pattern[i];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if ((d = Pattern[k].distance[pside]) >= 0)
+ return os;
+ }
+ }
+
+ return END_OF_SEQUENCES;
+}
+
+
+
+
+void
+update_advance_bonus (short pside, short os)
+{
+ struct PatternField field;
+ short i, j, k, d;
+
+ for (j = 0; j < MAX_SEQUENCE; j++)
+ {
+ for (k = OpeningSequence[os].first_pattern[j];
+ k != END_OF_PATTERNS;
+ k = Pattern[k].next_pattern)
+ {
+ if ((d = Pattern[k].distance[pside]) >= 0)
+ {
+ for (i = Pattern[k].first_field;
+ pattern_data[i] != END_OF_FIELDS; i += 2)
+ {
+ set_field(i, &field);
+ if (field.side == black)
+ {
+ short square = (pside == black)
+ ? field.square
+ : NO_SQUARES - 1 - field.square;
+
+ (*Mpiece[field.piece])[pside][square]
+ += ADVNCM[field.piece];
+ }
+ }
+ }
+ }
+ }
+}