\r
// TODO:\r
// in GenCapts we do not generate jumps of more than two squares yet\r
-// Chu rules for Lion capture\r
// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION 0.0\r
+#define VERSION "0.1beta"\r
\r
-//define PATH level==0 || level==1 && path[0] == 0x55893\r
-#define PATH 0\r
+#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)\r
+//define PATH 0\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
}\r
#endif\r
\r
-#define BW 24\r
-#define BH 12\r
-#define BSIZE BW*BH*2\r
-#define ZONE 4\r
+#define BW bWidth\r
+#define BH bHeight\r
+#define BHMAX 16\r
+#define BWMAX (2*BHMAX)\r
+#define BSIZE BWMAX*BHMAX\r
+#define ZONE zone\r
\r
-#define ONE 0\r
+#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS)\r
\r
#define BLACK 0\r
#define WHITE 1\r
#define EMPTY 0\r
#define EDGE (1<<11)\r
#define TYPE (WHITE|BLACK|EDGE)\r
-#define ABSENT 4095\r
+#define ABSENT 2047\r
#define INF 8000\r
-#define NPIECES 2000 /* length of piece list */\r
+#define NPIECES EDGE+1 /* length of piece list */\r
\r
#define SQLEN 11 /* bits in square number */\r
#define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */\r
#define DEFER (1<<2*SQLEN) /* deferral on zone entry */\r
#define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */\r
-#define SPECIAL 1500 /* start of special moves */\r
+#define SPECIAL 1400 /* start of special moves */\r
+#define BURN (SPECIAL + 96) /* start of burn encodings */\r
#define STEP(X,Y) (BW*(X)+ (Y))\r
#define SORTKEY(X) 0\r
\r
typedef unsigned int Move;\r
\r
char *MoveToText(Move move, int m); // from WB driver\r
-void pmap (int *m, int col);\r
+void pmap(int *m, int col);\r
+void pboard(int *b);\r
+void pbytes(unsigned char *b);\r
\r
typedef struct {\r
char *name, *promoted;\r
int value;\r
signed char range[8];\r
+ char ranking;\r
int whiteKey, blackKey;\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim, revMoveCount, savKeyL, savKeyH;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH;\r
+ char fireMask;\r
} UndoInfo;\r
\r
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, pvPtr, level, cnt50, chuFlag=1;\r
-int nodes, startTime, tlim1, tlim2;\r
-Move retMove, moveStack[10000], path[100], repStack[300], pv[1000];\r
+char *array, *reason;\r
+int bWidth, bHeight, bsize, zone, currentVariant;\r
+int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, chuFlag=1, tenFlag, mobilityScore;\r
+int nodes, startTime, tlim1, tlim2, repCnt, comp;\r
+Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300];\r
\r
#define X 36 /* slider */\r
-#define J -1 /* jump */\r
-#define N -2 /* Knight */\r
+#define R 37 /* jump capture */\r
+#define N -1 /* Knight */\r
+#define J -2 /* jump */\r
#define D -3 /* linear double move */\r
#define T -4 /* linear triple move */\r
#define L -5 /* true Lion move */\r
#define F -6 /* Lion + 3-step */\r
#define S -7 /* Lion + range */\r
#define H -9 /* hook move */\r
+#define C -10 /* capture only */\r
+#define M -11 /* non-capture only */\r
+\r
+#define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
+#define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
\r
PieceDesc chuPieces[] = {\r
- {"LN", "", 100, { L,L,L,L,L,L,L,L } }, // lion\r
+ {"LN", "", LVAL, { L,L,L,L,L,L,L,L } }, // lion\r
{"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king\r
{"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle\r
{"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon\r
{"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook\r
{"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag\r
{"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, // king\r
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
+ {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
{"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop\r
{"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover\r
{"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover\r
{ NULL } // sentinel\r
};\r
\r
+PieceDesc shoPieces[] = {\r
+ {"DK", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king\r
+ {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
+ {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook\r
+ {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop\r
+ {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver\r
+ {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold\r
+ {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
+ {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ { NULL } // sentinel\r
+};\r
+\r
PieceDesc daiPieces[] = {\r
{"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon\r
{"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox\r
{"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
{"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
{"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
- {"WB", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
+ {"WS", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
{"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
{"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
- {"S)", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
+ {"SO", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
{"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
{"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
{"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
{ NULL } // sentinel\r
};\r
\r
+PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)\r
+ {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
+ {"GG", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General\r
+ {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General\r
+ {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General\r
+ {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General\r
+ {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
+ {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
+ {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
+ {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion\r
+ {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle\r
+ {"FK", "FE", 60, { X,X,X,X,X,X,X,X } }, // Free King\r
+ {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
+ {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
+ {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
+ {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
+ {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron\r
+ {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
+ {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog\r
+ { NULL } // sentinel\r
+};\r
+\r
PieceDesc taikyokuPieces[] = {\r
{"", "", 1, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
+PieceDesc chessPieces[] = {\r
+ {"Q", "", 95, { X,X,X,X,X,X,X,X } },\r
+ {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 32, { 0,X,0,X,0,X,0,X } },\r
+ {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "Q", 8, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
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
"/............/............/"\r
"...: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
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
"/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"\r
"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
+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
+ ":SM:VMR:HF:SE:BG:RG:GG:VG:RG:BG:SE:HFR:VM:SM/PPPPPPPPPPPPPPPP/....D......D..../"\r
+ "................/................/................/................/"\r
+ "....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/"\r
+ ":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
+char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl";\r
+char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr";\r
\r
typedef struct {\r
- int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes\r
+ int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
char *name; // WinBoard name\r
char *array; // initial position\r
} VariantDesc;\r
\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU } Variant;\r
+\r
VariantDesc variants[] = {\r
- { 24, 12, 12, 4, "chu", chuArray }, // Chu\r
- { 30, 15, 15, 5, "dai", daiArray }, // Dai\r
- { 32, 16, 16, 5, "tenjiku", chuArray }, // Tenjiku\r
- { 34, 17, 17, 0, "dada", chuArray }, // Dai Dai\r
- { 38, 19, 19, 0, "maka", chuArray }, // Maka Dai Dai\r
- { 50, 25, 25, 0, "tai", chuArray }, // Tai\r
- { 40, 36, 36, 0, "kyoku", chuArray } // Taikyoku\r
+ { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
+ { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai\r
+ { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku\r
+// { 0, 0, 0, 0, 0 }, // sentinel\r
+ { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
+ { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai\r
+ { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai\r
+ { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku\r
};\r
\r
typedef struct {\r
\r
int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves\r
int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)\r
+char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)\r
#define kStep (kingStep+1)\r
#define nStep (knightStep+1)\r
\r
char age;\r
} HashEntry; // hash-table entry\r
\r
+ // Some global variables that control your engine's behavior\r
+ int ponder;\r
+ int randomize;\r
+ int postThinking;\r
+ int resign; // engine-defined option\r
+ int contemptFactor; // likewise\r
+\r
int squareKey[BSIZE];\r
\r
-int rawBoard[BSIZE + 11*BW + 6];\r
+int rawBoard[BSIZE + 11*BHMAX + 6];\r
//int attacks[2*BSIZE]; // attack map\r
int attackMaps[200*BSIZE], *attacks = attackMaps;\r
char distance[2*BSIZE]; // distance table\r
-char promoBoard[BSIZE];\r
+char promoBoard[BSIZE]; // flags to indicate promotion zones\r
+char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons\r
signed char PST[2*BSIZE];\r
\r
-#define board (rawBoard + 6*BW + 3)\r
-#define dist (distance + BSIZE)\r
+#define board (rawBoard + 6*BHMAX + 3)\r
+#define fireBoard (rawFire + BWMAX + 1)\r
+#define dist (distance + BSIZE)\r
\r
PieceDesc *\r
-LookUp (char *name, PieceDesc *list)\r
+ListLookUp (char *name, PieceDesc *list)\r
{ // find piece of given name in list of descriptors\r
- int i=0;\r
- while(list->name && strcmp(name, list->name)) i++, list++;\r
+ while(list->name && strcmp(name, list->name)) list++;\r
return (list->name == NULL ? NULL : list);\r
}\r
\r
+PieceDesc *\r
+LookUp (char *name, int var)\r
+{ // search piece of given name in all lists relevant for given variant\r
+ PieceDesc *desc;\r
+ switch(var) {\r
+ case V_TENJIKU: // Tenjiku\r
+ desc = ListLookUp(name, tenjikuPieces);\r
+ if(desc) return desc;\r
+ return ListLookUp(name, chuPieces);\r
+ case V_SHO: // Sho\r
+ return ListLookUp(name, shoPieces);\r
+ case V_DAI: // Dai\r
+ desc = ListLookUp(name, daiPieces);\r
+ if(desc) return desc;\r
+ case V_CHU: // Chu\r
+ return ListLookUp(name, chuPieces);\r
+ case V_CHESS: // FIDE\r
+ return ListLookUp(name, chessPieces);\r
+ }\r
+ return NULL;\r
+}\r
+\r
void\r
SqueezeOut (int n)\r
{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)\r
for(i=n; i<last[stm]; i+=2) {\r
p[i] = p[i+2];\r
if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]\r
+ if(i < 10) fireFlags[i-2] = fireFlags[i];\r
}\r
last[stm] -= 2;\r
}\r
return m;\r
}\r
\r
+int multis[2], multiMovers[100];\r
+\r
+void\r
+StackMultis (int col)\r
+{\r
+ int i, j;\r
+ multis[col] = col;\r
+ for(i=col+2; i<last[col]; i+=2) { // scan piece list for multi-capturers\r
+ for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == 10*FVAL) {\r
+ multiMovers[multis[col]] = i; // found one: put its piece number in list\r
+ multis[col] += 2;\r
+ break;\r
+ }\r
+ }\r
+}\r
+\r
void\r
Compactify (int stm)\r
{ // remove pieces that are permanently gone (captured or promoted) from one side's piece list\r
SqueezeOut(i);\r
}\r
}\r
+ StackMultis(stm);\r
}\r
\r
int\r
AddPiece (int stm, PieceDesc *list)\r
{\r
- int i, j, *key;\r
+ int i, j, *key, v;\r
for(i=stm+2; i<=last[stm]; i += 2) {\r
if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;\r
}\r
last[stm] += 2;\r
for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2];\r
- p[i].value = 10*list->value;\r
+ p[i].value = v = 10*list->value;\r
for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)];\r
switch(Range(p[i].range)) {\r
case 1: p[i].pst = BH; break;\r
- case 2: p[i].pst = BSIZE; break;\r
- default: p[i].pst = BSIZE + BH; break;\r
+ case 2: p[i].pst = bsize; break;\r
+ default: p[i].pst = bsize + BH; break;\r
}\r
key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
if(!*key) *key = ~(myRandom()*myRandom());\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
+ p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
for(j=stm+2; j<= last[stm]; j+=2) {\r
if(p[j].promo >= i) p[j].promo += 2;\r
}\r
if(royal[stm] >= i) royal[stm] += 2;\r
- if(p[i].value == 280) royal[stm] = i;\r
+ if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i;\r
+ p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy\r
return i;\r
}\r
\r
void\r
-SetUp(char *array, PieceDesc *list)\r
+SetUp(char *array, int var)\r
{\r
int i, j, n, m, nr, color;\r
char c, *q, name[3];\r
PieceDesc *p1, *p2;\r
last[WHITE] = 1; last[BLACK] = 0;\r
+ if(var == V_CHESS) // add dummy Crown Princes\r
+ p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;\r
for(i=0; ; i++) {\r
//printf("next rank: %s\n", array);\r
for(j = BW*i; ; j++) {\r
name[0] += 'A' - 'a';\r
if(name[1]) name[1] += 'A' - 'a';\r
} else color = WHITE;\r
- p1 = LookUp(name, list);\r
+ p1 = LookUp(name, var);\r
n = AddPiece(color, p1);\r
p[n].pos = j;\r
if(p1->promoted[0]) {\r
- p2 = LookUp(p1->promoted, list);\r
+ p2 = LookUp(p1->promoted, var);\r
m = AddPiece(color, p2);\r
if(m <= n) n += 2;\r
p[n].promo = m;\r
}\r
}\r
eos:\r
+ for(i=0; i<8; i++) fireFlags[i] = 0;\r
+ for(i=2, n=1; i<10; i++) if(p[i].value == 10*FVAL) {\r
+ int x = p[i].pos; // mark all burn zones\r
+ fireFlags[i-2] = n;\r
+ if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
+ n <<= 1;\r
+ }\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;\r
for(i=WHITE+2; i<=last[WHITE]; i+=2) board[p[i].pos] = i;\r
for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;\r
+ StackMultis(WHITE);\r
+ StackMultis(BLACK);\r
stm = WHITE; xstm = BLACK;\r
}\r
\r
}\r
\r
void\r
-Init()\r
+Init (int var)\r
{\r
int i, j, k;\r
\r
+ currentVariant = variants[var].varNr;\r
+ bWidth = variants[var].boardWidth;\r
+ bHeight = variants[var].boardRanks;\r
+ zone = variants[var].zoneDepth;\r
+ array = variants[var].array;\r
+ bsize = bWidth*bHeight;\r
+ chuFlag = (currentVariant == V_CHU);\r
+ tenFlag = (currentVariant == V_TENJIKU);\r
+\r
for(i= -1; i<9; i++) { // board steps in linear coordinates\r
kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King\r
nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight\r
}\r
\r
// fill distance table\r
- for(i=0; i<BSIZE; i++) {\r
+ for(i=0; i<2*BSIZE; i++) {\r
distance[i] = 0;\r
}\r
for(i=0; i<8; i++)\r
for(j=1; j<BH; j++)\r
dist[j * kStep[i]] = j;\r
+ if(currentVariant == V_TENJIKU)\r
+ 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
\r
// hash key tables\r
- for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());\r
+ for(i=0; i<bsize; i++) squareKey[i] = ~(myRandom()*myRandom());\r
\r
// board edge\r
- for(i=0; i<BSIZE + 11*BW + 6; i++) rawBoard[i] = EDGE;\r
+ for(i=0; i<BSIZE + 11*BHMAX + 6; i++) rawBoard[i] = EDGE;\r
\r
// promotion zones\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
char v = 0;\r
if(i == 0) v |= LAST_RANK & P_BLACK;\r
if(i < 2) v |= CANT_DEFER & P_BLACK;\r
- if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK;\r
- if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE;\r
+ if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;\r
+ if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;\r
if(i >= BH-2) v |= CANT_DEFER & P_WHITE;\r
if(i == BH-1) v |= LAST_RANK & P_WHITE;\r
promoBoard[BW*i + j] = v;\r
\r
// piece-square tables\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
- int s = BW*i + j, d = BH*(BH-2) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1);\r
+ 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
+ PST[s] = 0;\r
PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
- PST[BSIZE+s] = d/6;\r
- PST[BSIZE+BH+s] = d/12;\r
- } \r
+ PST[BH*BW+s] = d/6;\r
+ PST[BH*BW+BH+s] = d/12;\r
+ }\r
+\r
+ p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
}\r
\r
-#if 0\r
-inline int\r
-AddMove (int i, int x, int y)\r
+int\r
+PSTest ()\r
{\r
- if(board[y] == EDGE) return 1;\r
- if(board[y] == EMPTY) { // non-capt\r
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] |= PROMOTE | p[i].flags << 24;\r
- if(!(p[i].flags & ALWAYS_PROMOTE))\r
- moveStack[msp++] = x << SQLEN | y; // push deferral as well\r
- else moveStack[msp++] = x << SQLEN | y; // normal move\r
- }\r
- } else { // capture\r
- if(((board[y] ^ i) & 1) return 1; // own\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] = moveStack[promotions];\r
- moveStack[promotions++] = x << SQLEN | y;\r
- if((flagBoard[x] | flagBoard[y]) & p[i].flags) { // promotion possible\r
- int p = promotions;\r
- if(!(p[i].flags & ALWAYS_PROMOTE)) {\r
- moveStack[msp++] = moveStack[nonCapts];\r
- moveStack[nonCapts++] = moveStack[promotions];\r
- moveStack[promotions++] = moveStack[p-1];\r
- }\r
- moveStack[p-1] += PROMOTE | p[i].flags<<24;\r
- }\r
- return 1; // capture ends ray scan\r
- }\r
- return 0;\r
+ int r, f, score, tot=0;\r
+ for(r=0; r<BH; r++) for(f=0; f<BH; f++) {\r
+ int s = BW*r+f;\r
+ int piece = board[s];\r
+ if(!piece) continue;\r
+ score = p[piece].value + PST[p[piece].pst + s];\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\r
+ return tot;\r
}\r
-#endif\r
\r
int flag;\r
\r
return 0;\r
}\r
\r
-#if 0\r
-void\r
-GenAllMoves ()\r
+char map[49]; // 7x7 map for area movers\r
+char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };\r
+char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };\r
+char rows[9];\r
+\r
+int\r
+AreaStep (int from, int x, int flags, int n, int d)\r
{\r
- int i, j, k;\r
- promotions = nonCapts = msp;\r
- for(i=stm+2; i<=last[stm]; i+=2) {\r
- int x = p[i].pos;\r
- if(x == ABSENT) continue;\r
- for(j=0; j<8; j++) {\r
- int y, v = kStep[j], r = p[i].range[j];\r
- if(r < 0) { // jumping piece, special treatment\r
- if(r >= -3) { // in any case, do a jump of 2\r
- if(board[x + 2*v] == EMPTY)\r
- ADDMOVE(x, x+2*v);\r
- if(r < -1) { // Lion power, also single step\r
- if(board[x + v] == EMPTY)\r
- ADDMOVE(x, x+v);\r
- if(r == -3) { // true Lion, also Knight jump\r
- v = nStep[j];\r
- if(board[x + v] == EMPTY)\r
- ADDMOVE(x, x+v);\r
- }\r
- }\r
- }\r
- continue;\r
- }\r
- y = x;\r
- while(r-- > 0) {\r
- if(board[y+=v] == GUARD) break; // off board\r
- if((board[y] + i & 1) == 0) break; // same color\r
+ int i;\r
+ for(i=0; i<8; i++) {\r
+ int to = x + kStep[i], m = n + mapStep[i];\r
+ if(board[to] == EDGE) continue; // off board\r
+ if(map[m] >= d) continue; // already done\r
+ if(!map[m]) moveStack[msp++] = from<<SQLEN | to;\r
+ map[m] = d;\r
+ if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);\r
+ }\r
+}\r
+\r
+int\r
+AreaMoves (int from, int piece, int range)\r
+{\r
+ int i;\r
+ for(i=0; i<49; i++) map[i] = 0;\r
+ map[3*7+7] = range;\r
+ AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);\r
+}\r
+\r
+void\r
+MarkBurns (int x)\r
+{ // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned\r
+ 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
+ if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else\r
+ if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges\r
+ if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;\r
+ for(r=bottom; r<=top; r++) {\r
+ int mask = 0, y = x + 16*r;\r
+ for(f=left; f <= right; f++) {\r
+ if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)\r
+ mask |= rowMask[f]; // on-rank attacks\r
}\r
+ rows[r+2] = mask;\r
}\r
+ for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically\r
}\r
-#endif\r
\r
int\r
GenNonCapts (int promoSuppress)\r
for(i=stm+2; i<=last[stm]; i+=2) {\r
int x = p[i].pos, pFlag = p[i].promoFlag;\r
if(x == ABSENT) continue;\r
- if(x == promoSuppress) pFlag = 0;\r
+ if(x == promoSuppress && chuFlag) pFlag = 0;\r
for(j=0; j<8; j++) {\r
int y, v = kStep[j], r = p[i].range[j];\r
if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) { // pure Knightm do off-ray jump\r
+ NewNonCapture(x, x + nStep[j], pFlag);\r
+ } else\r
if(r >= S) { // in any case, do a jump of 2\r
- NewNonCapture(x, x + 2*v, pFlag);\r
- if(r < N) { // Lion power, also single step\r
- if(!NewNonCapture(x, x + v, pFlag)) nullMove = x;\r
- if(r == L) { // true Lion, also Knight jump\r
+ int occup = NewNonCapture(x, x + 2*v, pFlag);\r
+ if(r < J) { // Lion power, also single step\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1;\r
+ if(r <= L) { // true Lion, also Knight jump\r
+ if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves\r
v = nStep[j];\r
NewNonCapture(x, x + v, pFlag);\r
}\r
}\r
+ } else\r
+ if(r == M) { // FIDE Pawn; check double-move\r
+ if(!NewNonCapture(x, x+v, pFlag) && promoBoard[x-v])\r
+ NewNonCapture(x, x+2*v+DEFER, pFlag); // use promoSuppress flag as e.p. flag\r
}\r
continue;\r
}\r
{\r
}\r
\r
-void\r
+int\r
MapOneColor (int start, int last, int *map)\r
{\r
- int i, j, k;\r
+ int i, j, k, totMob = 0;\r
for(i=start+2; i<=last; i+=2) {\r
+ int mob = 0;\r
if(p[i].pos == ABSENT) continue;\r
for(j=0; j<8; j++) {\r
int x = p[i].pos, v = kStep[j], r = p[i].range[j];\r
if(r < 0) { // jumping piece, special treatment\r
+ if(r == N) {\r
+ x += nStep[j];\r
+ if(board[x] != EMPTY && board[x] != EDGE)\r
+ map[2*x + start] += one[8];\r
+ } else\r
if(r >= S) { // in any case, do a jump of 2\r
if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE)\r
- map[2*(x + 2*v) + start] += one[j];\r
+ map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1;\r
if(r < J) { // Lion power, also single step\r
if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
map[2*(x + v) + start] += one[j];\r
map[2*(x + v) + start] += one[8];\r
}\r
}\r
+ } else\r
+ if(r == C) { // FIDE Pawn diagonal\r
+ if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ map[2*(x + v) + start] += one[j];\r
}\r
continue;\r
}\r
while(r-- > 0) {\r
if(board[x+=v] != EMPTY) {\r
- if(board[x] != EDGE) map[2*x + start] += one[j];\r
+ mob += dist[x-v-p[i].pos];\r
+ if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1;\r
+#if 1\r
+ if(p[i].range[j] > X) { // jump capturer\r
+ int c = p[i].qval;\r
+ if(p[board[x]].qval < c) {\r
+ x += v; // go behind directly captured piece, if jumpable\r
+ while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything\r
+ if(board[x] != EMPTY) {\r
+// int n = map[2*x + start] & attackMask[j];\r
+// map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)\r
+ map[2*x + start] += one[j]; // for now use true count\r
+ }\r
+ x += v;\r
+ }\r
+ }\r
+ }\r
+#endif\r
break;\r
}\r
}\r
}\r
+ totMob += mob * p[i].mobWeight;\r
}\r
+if(!level) printf("# mobility %d = %d\n", start, totMob);\r
+ return totMob;\r
}\r
\r
void\r
MapFromScratch (int *map)\r
{\r
int i;\r
- for(i=0; i<2*BSIZE; i++) map[i] = 0;\r
- MapOneColor(0, last[BLACK], map);\r
- MapOneColor(1, last[WHITE], map);\r
+ for(i=0; i<2*bsize; i++) map[i] = 0;\r
+ mobilityScore = MapOneColor(1, last[WHITE], map);\r
+ mobilityScore -= MapOneColor(0, last[BLACK], map);\r
}\r
\r
void\r
Connect (int sqr, int piece, int dir)\r
-{\r
- int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], piece1, piece2;\r
+{ // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed\r
+ int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], r3, r4, piece1, piece2;\r
int d1, d2, r, y, c;\r
\r
if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind'\r
d2 = dist[y-sqr]; piece2 = board[y];\r
attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range\r
// we have two pieces now shooting at each other. See how far they get.\r
- if(d1 + d2 <= (r1 = p[piece1].range[dir])) { // 1 hits 2\r
+ if(d1 + d2 <= (r3 = p[piece1].range[dir])) { // 1 hits 2\r
attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack\r
UPDATE_MOBILITY(piece1, d2);\r
- } else UPDATE_MOBILITY(piece1, r1 - d1); // does not connect, but could still gain mobility\r
- if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1\r
+ } else UPDATE_MOBILITY(piece1, r3 - d1); // does not connect, but could still gain mobility\r
+ if(d1 + d2 <= (r4 = p[piece2].range[dir+4])) { // 2 hits 1\r
attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
UPDATE_MOBILITY(piece2, d1);\r
- } else UPDATE_MOBILITY(piece2, r2 - d2); // does not connect, but could still gain mobility\r
+ } else UPDATE_MOBILITY(piece2, r4 - d2); // does not connect, but could still gain mobility\r
+ // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves.\r
+ // test for d1+d2 > 2 && rN == F && d== 3 or rN == S\r
+ if(d1 <= 2) { // could be jump interactions\r
+ if(d1 == 2) {\r
+ if(r2 <= J) attacks[2*x + stm] -= one[dir+4];\r
+ if(r1 <= J) attacks[2*y + stm] -= one[dir];\r
+ } else { // d1 == 1\r
+ if(r2 < J) attacks[2*x + stm] -= one[dir+4];\r
+ if(r1 < J) attacks[2*y + stm] -= one[dir];\r
+ if(board[x-step] != EMPTY && board[x-step] != EDGE)\r
+ attacks[2*(x-step) + stm] -= one[dir+4];\r
+ }\r
+ }\r
\r
} else { // we were only attacked from behind\r
\r
r = (r2 = p[piece1].range[dir]) - d1;\r
- if(r < 0 || c > one[dir+1]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!\r
+ if(r < 0 || c > one[dir+4]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind!\r
// for now, forget jumpers\r
}\r
y = sqr; \r
}\r
// we hit nothing with the extended move of the attacker behind us.\r
UPDATE_MOBILITY(piece1, r2 - d1);\r
- r = r1 - r2; // extra squares covered by mover\r
+ r = r1 - r2 + d1; // extra squares covered by mover\r
while(r-- > 0)\r
if(board[y+=step] != EMPTY) {\r
d2 = dist[y-sqr]; piece2 = board[y];\r
return;\r
}\r
}\r
+ // if r2<0 we should again test for F and S moves\r
\r
} else // no incoming attack from behind\r
if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead'\r
}\r
// we hit nothing with the extended move of the attacker behind us.\r
UPDATE_MOBILITY(piece2, r2 - d1);\r
- r = r2 - r1; // extra squares covered by mover\r
+ r = r2 - r1 + d2; // extra squares covered by mover\r
while(r-- > 0)\r
if(board[x-=step] != EMPTY) {\r
d1 = dist[x-sqr]; piece1 = board[x];\r
}\r
}\r
\r
+inline int\r
+Hit (int r, int d)\r
+{ // test if move with range r reaches over (un-obstructed) distance d\r
+ if(r < 0) switch(r) {\r
+ case J: return (d == 2);\r
+ case D:\r
+ case L: return (d <= 2);\r
+ case T:\r
+ case F: return (d <= 3);\r
+ case S: return 1;\r
+ default: return 0;\r
+ } else return (d <= r);\r
+ return 0; // not reached\r
+}\r
+\r
void\r
-Disconnect (int sqr, int dir)\r
+Disconnect (int sqr, int piece, int dir)\r
{\r
- int x = sqr, step = kStep[dir], piece1, piece2, y;\r
+ int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y;\r
while( board[x+=step] == EMPTY );\r
- if(board[x] != EDGE) { // x has hit a piece\r
- piece1 = board[x];\r
+ piece1 = board[x];\r
+ if(piece1 != EDGE) { // x has hit a piece\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir+4];\r
y = sqr; while( board[y-=step] == EMPTY );\r
- if(board[y] != EDGE) { // both ends of the ray hit a piece\r
- piece2 = board[y];\r
- \r
+ piece2 = board[y];\r
+ if(piece2 != EDGE) { // both ends of the ray hit a piece\r
+ d2 = dist[y-sqr];\r
+ r2 = p[piece2].range[dir];\r
+ if(r1 >= d1) { // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir+4];\r
+ if(r1 >= d1 + d2) // was hitting piece2 before, now blocked\r
+ attacks[2*y + (piece1 & WHITE)] -= one[dir+4];\r
+ }\r
+ if(r2 >= d2) { // piece2 hits us\r
+ attacks[2*sqr + (piece2 & WHITE)] += one[dir];\r
+ if(r2 >= d1 + d2) // was hitting piece1 before, now blocked\r
+ attacks[2*x + (piece2 & WHITE)] -= one[dir];\r
+ }\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
+ if( Hit(p[piece].range[dir+4], d2) )\r
+ attacks[2*sqr + stm] += one[dir+4];\r
return;\r
}\r
} else {\r
x = sqr; while( board[x-=step] == EMPTY );\r
- if(board[x] == EDGE) return; // ray empty on both sides\r
+ piece1 = board[x];\r
+ if(piece1 == EDGE) return; // ray empty on both sides\r
+ d1 = dist[x-sqr];\r
+ r1 = p[piece1].range[dir];\r
+ dir += 4;\r
}\r
- // we only get here if one side hits a \r
- \r
+ // we only get here if one side looks to the board edge\r
+ if(r1 >= d1) // piece1 hits us\r
+ attacks[2*sqr + (piece1 & WHITE)] += one[dir^4];\r
+ if( Hit(p[piece].range[dir], d1) )\r
+ attacks[2*sqr + stm] += one[dir];\r
}\r
\r
void\r
{ // determines attacks on square and blocking when a piece lands on an empty square\r
int i;\r
for(i=0; i<4; i++) {\r
- Disconnect(sqr, i);\r
+ Disconnect(sqr, board[sqr], i);\r
}\r
}\r
\r
u->revMoveCount = cnt50++;\r
u->savKeyL = hashKeyL;\r
u->savKeyH = hashKeyH;\r
+ u->epVictim[0] = EMPTY;\r
+\r
+ if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible\r
+ // TODO: put in some test for forward moves of non-backward pieces?\r
+\r
+ if(p[u->piece].value == 10*FVAL) { // move with Fire Demon\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone\r
+ }\r
\r
if(m & (PROMOTE | DEFER)) {\r
- if(m & DEFER) {\r
+ if(m & DEFER) { // essential deferral: inform caller, but nothing special\r
deferred = u->to;\r
u->new = u->piece;\r
} else {\r
}\r
} else u->new = u->piece;\r
\r
- u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
-\r
if(u->to >= SPECIAL) { // two-step Lion move\r
// take care of first e.p. victim\r
u->epSquare = u->from + epList[u->to - SPECIAL]; // decode\r
- u->epVictim = board[u->epSquare]; // remember for takeback\r
+ u->epVictim[0] = board[u->epSquare]; // remember for takeback\r
board[u->epSquare] = EMPTY; // and remove\r
- p[u->epVictim].pos = ABSENT;\r
+ p[u->epVictim[0]].pos = ABSENT;\r
// now take care of (optional) second e.p. victim\r
u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!\r
- u->ep2Victim = board[u->ep2Square]; // remember\r
+ u->epVictim[1] = board[u->ep2Square]; // remember\r
board[u->ep2Square] = EMPTY; // and remove\r
- p[u->ep2Victim].pos = ABSENT;\r
+ p[u->epVictim[1]].pos = ABSENT;\r
// decode the true to-square, and correct difEval and hash key for the e.p. captures\r
u->to = u->from + toList[u->to - SPECIAL];\r
- u->booty += p[u->ep2Victim].value + PST[p[u->ep2Victim].pst + u->ep2Square];\r
- u->booty += p[u->epVictim].value + PST[p[u->epVictim].pst + u->epSquare];\r
- hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare];\r
- hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BH];\r
- hashKeyL ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square];\r
- hashKeyH ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square+BH];\r
- if(p[u->piece].value != 1000 && p[u->epVictim].value == 1000) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];\r
+ u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
+ hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];\r
+ hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
+ hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
+ hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];\r
+ if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
cnt50 = 0; // double capture irreversible\r
- } else u->epVictim = EMPTY;\r
+ }\r
+\r
+ if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr)\r
+ p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY\r
+ u->new = EMPTY;\r
+ u->booty -= p[u->piece].value;\r
+ cnt50 = 0;\r
+ } else\r
+ if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i], burnVictim = board[x];\r
+ fireBoard[x] |= f; // mark new burn zone\r
+ u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case\r
+ if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn\r
+ board[x] = EMPTY; // remove it\r
+ p[burnVictim].pos = ABSENT;\r
+ u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
+ hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];\r
+ hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];\r
+ cnt50 = 0; // actually burning something makes the move irreversible\r
+ }\r
+ }\r
+ u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move\r
+ }\r
+\r
+ u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
void\r
UnMake(UndoInfo *u)\r
{\r
- if(u->epVictim) { // put Lion victim of first leg back\r
- p[u->ep2Victim].pos = u->ep2Square;\r
- board[u->ep2Square] = u->ep2Victim;\r
- p[u->epVictim].pos = u->epSquare;\r
- board[u->epSquare] = u->epVictim;\r
+ if(u->epVictim[0]) { // move with side effects\r
+ if(u->epVictim[0] == EDGE) { // fire-demon burn\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i];\r
+ fireBoard[x] &= f;\r
+ board[x] = u->epVictim[i+1];\r
+ p[board[x]].pos = x; // even EDGE should have dummy entry in piece list\r
+ }\r
+ } else { // put Lion victim of first leg back\r
+ p[u->epVictim[1]].pos = u->ep2Square;\r
+ board[u->ep2Square] = u->epVictim[1];\r
+ p[u->epVictim[0]].pos = u->epSquare;\r
+ board[u->epSquare] = u->epVictim[0];\r
+ }\r
+ }\r
+\r
+ if(p[u->piece].value == 10*FVAL) {\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone\r
}\r
\r
p[u->victim].pos = u->to;\r
GenCapts(int sqr, int victimValue)\r
{ // generate all moves that capture the piece on the given square\r
int i, range, att = attacks[2*sqr + stm];\r
-//printf("GenCapts(%d,%d)\n",sqr,victimValue);\r
- for(i=0; i<8; i++) { // try all rays\r
- int x, v, jumper;\r
- if(att & attackMask[i]) { // attacked by move in this direction\r
+//printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att);\r
+ if(!att) return; // no attackers at all!\r
+ for(i=0; i<8; i++) { // try all rays\r
+ int x, v, jumper, jcapt=0;\r
+ if(att & attackMask[i]) { // attacked by move in this direction\r
v = -kStep[i]; x = sqr;\r
- while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'\r
+ while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'\r
//printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);\r
if((board[x] & TYPE) == stm) { // stop is ours\r
int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
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
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
- if(!(att & attackMask[i])) continue;\r
- } else if(r < 0) goto lions; // test for special-move attacks by thiis stop\r
+ if(!(att & attackMask[i])) continue; // no more; next direction\r
+ jcapt = p[board[x]].qval; // jump-capturer hierarchy\r
+ while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop\r
+ }\r
}\r
- // we get here when the first stop on the ray is an opponent, or a normal mover which did not range fare enough\r
- while(board[x+=v] == EMPTY); // next stop\r
- lions:\r
- if((board[x] & TYPE) == stm) { // second stop is ours\r
+ // we get here when we are on a piece that dous not attack us through a (limited) ranging move,\r
+ // it can be our own or an enemy with not (enough) range, or which is blocked\r
+ do {\r
+//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
+ if((board[x] & TYPE) == stm) { // stop is ours\r
int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
+ if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier\r
+ if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range\r
+ NewCapture(x, sqr, p[attacker].promoFlag);\r
+ att -= one[i];\r
+ }\r
+//if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }\r
+ } else\r
if(r < 0) { // stop has non-standard moves\r
switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)\r
case F: // Lion power + 3-step (as in FF)\r
if(d != 2) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
+ break;\r
+ case C: // FIDE Pawn\r
+ if(d != 1) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
}\r
}\r
//printf("mask[%d] = %o\n", i, att);\r
- if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction\r
+ if((att & attackMask[i]) == 0) break;\r
}\r
- // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it\r
+ // more attacks to come; san for next stop\r
+ if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream\r
+ while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted\r
+ } while(1);\r
}\r
}\r
// off-ray attacks\r
for(i=0; i<8; i++) { // scan all knight jumps to locate source\r
int x = sqr - nStep[i], attacker = board[x];\r
if(attacker == EMPTY || (attacker & TYPE) != stm) continue;\r
- if(p[attacker].range[i] <= N && p[attacker].range[i] >= S) { // has Knight jump in our direction\r
+ if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction\r
NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N)\r
if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates\r
int v = kStep[i]; // leftish path\r
int\r
Evaluate ()\r
{\r
- return 0;\r
+ return (stm ? mobilityScore : -mobilityScore);\r
}\r
\r
+inline void\r
+FireSet (UndoInfo *tb)\r
+{ // set fireFlags acording to remaining presene of Fire Demons\r
+ int i;\r
+ for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list\r
+ if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];\r
+}\r
+\r
+#define QSdepth 0\r
+\r
int\r
Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\r
{\r
int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\r
+ int resDep;\r
int myPV = pvPtr;\r
int score, bestScore, curEval, iterAlpha;\r
Move move, nullMove;\r
UndoInfo tb;\r
-if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\r
+if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\r
xstm = stm ^ WHITE;\r
//printf("map made\n");fflush(stdout);\r
// KING CAPTURE\r
nodes++;\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
\r
- firstMove = curMove = sorted = msp += 20; // leave 20 empty slots in front of move list\r
- phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1;\r
+ firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
+ tb.fireMask = phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1;\r
do {\r
if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
- iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0;\r
+ iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;\r
for(curMove = firstMove; ; curMove++) { // loop over moves\r
if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);\r
// MOVE SOURCE\r
switch(phase) {\r
case 0: // null move\r
if(depth <= 0) {\r
- bestScore = curEval;\r
+ bestScore = curEval; resDep = QSdepth;\r
if(bestScore >= beta || depth < -1) goto cutoff;\r
}\r
#if 0\r
if(curEval >= beta) {\r
stm ^= WHITE;\r
- score = -Search(-beta, -iterAlpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT);\r
+ score = -Search(-beta, -iterAlpha, -difEval, depth-3, promoSuppress & SQUARE, ABSENT);\r
stm ^= WHITE;\r
- if(score >= beta) { msp = oldMSP; return score + (score < curEval); }\r
+ if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }\r
}\r
#endif\r
+ if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves\r
+//if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);\r
phase = 1;\r
case 1: // hash move\r
phase = 2;\r
nextVictim = xstm;\r
phase = 3;\r
case 3: // generate captures\r
- while(nextVictim < last[xstm]) { // more victims exist\r
+if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
+ while(nextVictim < last[xstm]) { // more victims exist\r
int group, to = p[nextVictim += 2].pos; // take next\r
if(to == ABSENT) continue; // ignore if absent\r
if(!attacks[2*to + stm]) continue; // skip if not attacked\r
group = p[nextVictim].value; // remember value of this found victim\r
+ if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
+if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
+if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist\r
to = p[nextVictim += 2].pos; // take next\r
if(to == ABSENT) continue; // ignore if absent\r
if(!attacks[2*to + stm]) continue; // skip if not attacked\r
+if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
+if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
}\r
//printf("captures on %d generated, msp=%d\n", nextVictim, msp);\r
goto extractMove;\r
}\r
+// if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.\r
+// int n = board[promoSuppress-1];\r
+// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) \r
+// }\r
phase = 4; // out of victims: all captures generated\r
case 4: // dubious captures\r
#if 0\r
#endif\r
phase = 5;\r
case 5: // killers\r
- if(depth <= 0) goto cutoff;\r
+ if(depth <= QSdepth) { resDep = QSdepth; goto cutoff; }\r
phase = 6;\r
case 6: // non-captures\r
nonCapts = msp;\r
break;\r
case 7: // bad captures\r
case 8: // PV null move\r
+ phase = 9;\r
+ if(nullMove != ABSENT) {\r
+ moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect\r
+ }\r
+//printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
case 9:\r
goto cutoff;\r
}\r
// MOVE EXTRACTION\r
extractMove:\r
if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
- if(curMove < sorted) {\r
+ if(curMove > sorted) {\r
move = moveStack[sorted=j=curMove];\r
for(i=curMove+1; i<msp; i++)\r
if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority\r
move = moveStack[curMove];\r
if(move == 0) continue; // skip invalidated move\r
}\r
-if(flag & depth >= 0) printf("%2d:%d found %d/%d\n", depth, iterDep, curMove, msp);\r
+if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));\r
\r
// RECURSION\r
stm ^= WHITE;\r
defer = MakeMove(move, &tb);\r
\r
+if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {\r
moveStack[curMove] = 0; // erase forbidden move\r
- score = -INF; goto repetition;\r
+ if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
+ score = -INF; moveStack[curMove] = 0; goto repetition;\r
}\r
repStack[level+200] = hashKeyH;\r
\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);\r
path[level++] = move;\r
-attacks += 2*BSIZE;\r
+attacks += 2*bsize;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
-if(PATH) pmap(attacks, stm);\r
- if(chuFlag && p[tb.victim].value == 1000) { // verify legality of Lion capture in Chu Shogi\r
+//if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
+//if(PATH) pmap(attacks, stm);\r
+ if(chuFlag && p[tb.victim].value == 10*LVAL) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
- if(p[tb.piece].value == 1000) { // Ln x Ln: can make Ln 'vulnarable' (if distant and not through intemediate > GB)\r
- if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim].value <= 50)\r
+ if(p[tb.piece].value == 10*LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)\r
+ if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50)\r
score = -INF; // our Lion is indeed made vulnerable and can be recaptured\r
} else { // other x Ln\r
if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same\r
defer |= PROMOTE; // if we started, flag he cannot do it in reply\r
}\r
- if(score == -INF) { moveStack[curMove] = 0; goto abortMove; } // zap illegal moves\r
+ if(score == -INF) {\r
+ if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24);\r
+ moveStack[curMove] = 0; // zap illegal moves\r
+ goto abortMove;\r
+ }\r
}\r
#if 1\r
score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);\r
score = 0;\r
#endif\r
abortMove:\r
-attacks -= 2*BSIZE;\r
+attacks -= 2*bsize;\r
level--;\r
repetition:\r
UnMake(&tb);\r
bestMoveNr = firstMove;\r
if(score >= beta) { // beta cutoff\r
// update killer\r
+ resDep = retDep;\r
goto cutoff;\r
}\r
{ int i=pvPtr;\r
}\r
\r
}\r
+ if(retDep < resDep) resDep = retDep;\r
#endif\r
} // next move\r
cutoff:\r
if(!level) { // root node\r
+ if(postThinking > 0) {\r
+ int i; // WB thinking output\r
+ printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes);\r
+ for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
+ if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.);\r
+ printf("\n");\r
+ fflush(stdout);\r
+ }\r
if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
replyDep = iterDep;\r
msp = oldMSP; // pop move list\r
pvPtr = myPV; // pop PV\r
retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
-if(flag && depth >= 0) printf("return %d: %d %d\n", depth, bestScore, curEval);\r
+ retDep = resDep + 1;\r
+if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval);\r
return bestScore + (bestScore < curEval);\r
}\r
\r
{\r
int i, j;\r
for(i=0; i<182; i++) {\r
- printf("%3d. %3d %3d %4d %02x ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255);\r
+ printf("%3d. %3d %3d %4d %02x %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
- printf("\n");\r
+ if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
}\r
printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);\r
}\r
#define OFF 0\r
#define ON 1\r
\r
-#define ONE 0\r
#define DEFAULT_FEN ""\r
\r
typedef Move MOVE;\r
MakeMove2 (int stm, MOVE move)\r
{\r
int i;\r
+ FireSet(&undoInfo);\r
sup0 = sup1; sup1 = sup2;\r
sup2 = MakeMove(move, &undoInfo);\r
+ if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE;\r
rootEval = -rootEval - undoInfo.booty;\r
for(i=0; i<200; i++) repStack[i] = repStack[i+1];\r
repStack[199] = hashKeyH;\r
int\r
Setup2 (char *fen)\r
{\r
- SetUp(chuArray, chuPieces);\r
+ SetUp(array, currentVariant);\r
sup0 = sup1 = sup2 = ABSENT;\r
rootEval = cnt50 = hashKeyH = hashKeyL = 0;\r
return WHITE;\r
{\r
static char buf[50];\r
int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;\r
+ if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol\r
buf[0] = '\0';\r
if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!)\r
int e = f + epList[t - SPECIAL];\r
f = p[0] - 'a';\r
r = atoi(p + 1) - ONE;\r
*sqr = r*BW + f;\r
- return 2 + (r > 9);\r
+ return 2 + (r + ONE > 9);\r
}\r
\r
MOVE\r
ParseMove (char *moveText)\r
{\r
int i, j, f, t, t2, e, ret, deferred=0;\r
+ char c = moveText[0];\r
moveText += ReadSquare(moveText, &f);\r
moveText += ReadSquare(moveText, &t); t2 = t;\r
if(*moveText == ',') {\r
}\r
ret = f<<SQLEN | t2;\r
if(*moveText == '+') ret |= PROMOTE;\r
+printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);\r
MapFromScratch(attacks);\r
- Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+ postThinking--; repCnt = 0;\r
+ Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
+ postThinking++;\r
for(i=retFirst; i<retMSP; i++) {\r
+ if(moveStack[i] == INVALID) continue;\r
+ if(c == '@' && (moveStack[i] & SQUARE) == (moveStack[i] >> SQLEN & SQUARE)) break; // any null move matches @@@@\r
if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break;\r
if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal\r
}\r
if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
}\r
}\r
- if(i >= retMSP)\r
- for(i=retFirst; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-20, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ if(i >= retMSP) {\r
+ for(i=retFirst; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ reason = NULL;\r
+ for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {\r
+ if(repeatMove[i] & 1<<24) reason = (repeatMove[i] & 1<<25 ? "Distant capture of protected Lion" : "Counterstrike against Lion");\r
+ else reason = "Repeats earlier position";\r
+ break;\r
+ }\r
+ printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));\r
+}\r
+ }\r
}\r
return (i >= retMSP ? INVALID : moveStack[i]);\r
}\r
{\r
int i, j, n, sqr, cnt=0;\r
char b[BSIZE], buf[2000], *q;\r
- for(i=0; i<BSIZE; i++) b[i] = 0;\r
+ for(i=0; i<bsize; i++) b[i] = 0;\r
ReadSquare(coords, &sqr);\r
MapFromScratch(attacks);\r
-flag=1;\r
- Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+//pmap(attacks, WHITE);\r
+//pmap(attacks, BLACK);\r
+//flag=1;\r
+ postThinking--; repCnt = 0;\r
+ Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
+ postThinking++;\r
flag=0;\r
for(i=retFirst; i<retMSP; i++) {\r
if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
int\r
SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)\r
{\r
- int score, targetTime, movesLeft = 50;\r
+ int score, targetTime, movesLeft = BW*BH/4 + 20;\r
if(mps) movesLeft = mps - (moveNr>>1)%mps;\r
- targetTime = timeLeft*10 / (movesLeft + 1) + 1000 * inc;\r
+ targetTime = timeLeft*10 / (movesLeft + 2) + 1000 * inc;\r
+ if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening\r
if(timePerMove > 0) targetTime = timeLeft * 5;\r
startTime = GetTickCount();\r
- tlim1 = 0.3*targetTime;\r
+ tlim1 = 0.2*targetTime;\r
tlim2 = 1.9*targetTime;\r
nodes = 0;\r
MapFromScratch(attacks);\r
+ retMove = INVALID; repCnt = 0;\r
score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2);\r
*move = retMove;\r
*ponderMove = INVALID;\r
{\r
}\r
\r
- // Some global variables that control your engine's behavior\r
- int ponder;\r
- int randomize;\r
- int postThinking;\r
- int resign; // engine-defined option\r
- int contemptFactor; // likewise\r
-\r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
\r
void PrintResult(int stm, int score)\r
{\r
- if(score == 0) printf("1/2-1/2\n");\r
- if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");\r
- else printf("0-1\n");\r
+ char tail[100];\r
+ if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;\r
+ if(score == 0) printf("1/2-1/2%s\n", tail);\r
+ if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);\r
+ else printf("0-1%s\n", tail);\r
}\r
\r
main()\r
int i, score;\r
char inBuf[8000], command[80];\r
\r
- Init();\r
- SetUp(chuArray, chuPieces);\r
-// pplist();\r
-// pboard(board);\r
-// pbytes(promoBoard);\r
-// Search(-INF, INF, 0, 1, ABSENT, ABSENT);\r
-// pmoves(20, retMSP);\r
-//MapFromScratch(attacks);\r
-// MapOneColor(1, last[WHITE], attacks);\r
+ Init(V_CHU); // Chu\r
\r
while(1) { // infinite loop\r
\r
score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);\r
\r
if(move == INVALID) { // game apparently ended\r
+ int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;\r
+ if( k != ABSENT) { // test if King capture possible\r
+ if(attacks[2*k + stm]) {\r
+ if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King\r
+ }\r
+ } else { // he has no king! Test for attacks on Crown Prince\r
+ k = p[king + 2].pos;\r
+ if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince\r
+ }\r
+ if(kcapt) { // print King capture before claiming\r
+ GenCapts(k, 0);\r
+ printf("move %s\n", MoveToText(moveStack[msp-1], 1));\r
+ reason = "king capture";\r
+ } else reason = "resign";\r
engineSide = NONE; // so stop playing\r
PrintResult(stm, score);\r
} else {\r
}\r
if(!strcmp(command, "protover")){\r
printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");\r
- printf("feature variants=\"chu,12x12+0_fairy\"\n");\r
- printf("feature highlight=1\n");\r
+ printf("feature variants=\"normal,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\n");\r
+ printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");\r
printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option\r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
printf("feature done=1\n");\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
continue;\r
}\r
+ if(!strcmp(command, "variant")) {\r
+ for(i=0; i<5; i++) {\r
+ sscanf(inBuf+8, "%s", command);\r
+ if(!strcmp(variants[i].name, command)) {\r
+printf("var %d\n",i);\r
+ Init(i); stm = Setup2(NULL); break;\r
+ }\r
+ }\r
+ continue;\r
+ }\r
if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r
if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }\r
if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }\r
if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }\r
// if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }\r
- if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; }\r
+ if(!strcmp(command, "new")) {\r
+ engineSide = BLACK; Init(V_CHESS); stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; comp = 0;\r
+ continue;\r
+ }\r
if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }\r
if(!strcmp(command, "easy")) { ponder = OFF; continue; }\r
if(!strcmp(command, "hard")) { ponder = ON; continue; }\r
if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; }\r
if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; }\r
if(!strcmp(command, "book")) { continue; }\r
- if(!strcmp(command, "variant")) { continue; }\r
// non-standard commands\r
if(!strcmp(command, "p")) { pboard(board); continue; }\r
- if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; }\r
- if(!strcmp(command, "b")) { pmap(attacks, BLACK); continue; }\r
+ if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }\r
+ if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }\r
+ if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }\r
+ if(!strcmp(command, "l")) { pplist(); continue; }\r
// ignored commands:\r
if(!strcmp(command, "xboard")) { continue; }\r
- if(!strcmp(command, "computer")){ continue; }\r
+ if(!strcmp(command, "computer")){ comp = 1; continue; }\r
if(!strcmp(command, "name")) { continue; }\r
if(!strcmp(command, "ics")) { continue; }\r
if(!strcmp(command, "accepted")){ continue; }\r
if(!strcmp(command, "rejected")){ continue; }\r
+ if(!strcmp(command, "result")) { continue; }\r
if(!strcmp(command, "hover")) { continue; }\r
if(!strcmp(command, "")) { continue; }\r
if(!strcmp(command, "usermove")){\r
int move = ParseMove(inBuf+9);\r
- if(move == INVALID) printf("Illegal move\n");\r
- else {\r
+ if(move == INVALID) {\r
+ if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");\r
+ if(comp) PrintResult(stm, -INF); // against computer: claim\r
+ } else {\r
stm = MakeMove2(stm, move);\r
ponderMove = INVALID;\r
gameMove[moveNr++] = move; // remember game\r