// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.9beta"\r
+#define VERSION "0.13"\r
\r
-#define PATH level==0 /*|| path[0] == 0x57097 && (level==1 || path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
+#define PATH level==0 || path[0] == 0x848f1 && (level==1 /*|| path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))))*/)\r
//define PATH 0\r
\r
-#define XHASH\r
-#define XKILLERS\r
-#define XNULLMOVE\r
+#define HASH\r
+#define KILLERS\r
+#define NULLMOVE\r
+#define CHECKEXT\r
+#define LIONTRAP\r
+#define XKINGSAFETY\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
char *name, *promoted;\r
int value;\r
signed char range[8];\r
+ char bulk;\r
char ranking;\r
int whiteKey, blackKey;\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH, gain, loss;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount;\r
+ int savKeyL, savKeyH, gain, loss, filling, saveDelta;\r
char fireMask;\r
} UndoInfo;\r
\r
-char *array, fenArray[4000], *reason;\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws;\r
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
+char *array, fenArray[4000], startPos[4000], *reason;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts;\r
+int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;\r
+int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
Move ponderMove;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\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", "", 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
- {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox\r
- {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar\r
- {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king\r
- {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
- {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse\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 }, 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
- {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant\r
- {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger\r
- {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold\r
- {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard\r
- {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
- {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
- {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot\r
- {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
- {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper\r
- {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between\r
- {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 60, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"SE", "", 55, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
+ {"HF", "", 50, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
+ {"FO", "", 40, { X,X,0,X,X,X,0,X }, 4 }, // flying ox\r
+ {"FB", "", 40, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "SE", 40, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "HF", 35, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 35, { X,X,0,0,X,0,0,X }, 3 }, // white horse\r
+ {"R", "DK", 30, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"FS", "", 30, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag\r
+ {"WL", "", 25, { X,0,0,X,X,X,0,0 }, 4 }, // whale\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "DH", 25, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "FO", 20, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "R", 15, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "B", 15, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "LN", 15, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "FK", 15, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "WL", 15, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "WH", 15, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "VM", 10, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "SM", 10, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 4, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
{ NULL } // sentinel\r
};\r
\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
- {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
- {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword\r
- {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
- {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron\r
- {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone\r
+ {"FD", "G", 15, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ {"VO", "G", 20, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
+ {"EW", "G", 8, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
+ {"CS", "G", 7, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
+ {"AB", "G", 6, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
+ {"I", "G", 8, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
+ {"N", "G", 6, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
+ {"ST", "G", 5, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\r
{ NULL } // sentinel\r
};\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
+ {"GG", "", 150, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General\r
+ {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General\r
+ {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General\r
+ {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 0, 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
char qval;\r
char mobility;\r
char mobWeight;\r
+ unsigned char promoGain;\r
+ char bulk;\r
} PieceInfo; // piece-list entry\r
\r
-int last[2], royal[2];\r
+int last[2], royal[2], kylin[2];\r
PieceInfo p[NPIECES]; // piece list\r
\r
typedef struct {\r
int ponder;\r
int randomize;\r
int postThinking;\r
+ int noCut=1; // engine-defined option\r
int resign; // engine-defined option\r
int contemptFactor; // likewise\r
+ int seed;\r
\r
int squareKey[BSIZE];\r
\r
char distance[2*BSIZE]; // distance table\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
+signed char PST[4*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\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+2 == kylin[stm]) kylin[stm] -= 2;\r
if(i < 10) fireFlags[i-2] = fireFlags[i];\r
}\r
last[stm] -= 2;\r
}\r
\r
int\r
+Lance (signed char *r)\r
+{ // File-bound forward slider\r
+ int i;\r
+ for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;\r
+ return r[0] == X;\r
+}\r
+\r
+int\r
+EasyProm (signed char *r)\r
+{\r
+ int i;\r
+ return r[0] == X || r[1] == X || r[7] == X;\r
+}\r
+\r
+int\r
IsUpwardCompatible (signed char *r, signed char *s)\r
{\r
int i;\r
}\r
key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
if(!*key) *key = ~(myRandom()*myRandom());\r
+ p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
+ p[i].bulk = list->bulk;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
+ if(Lance(list->range),0)\r
+ p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward\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(kylin[stm] >= i) kylin[stm] += 2;\r
if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;\r
p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy\r
return i;\r
p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;\r
p[m].promo = -1;\r
p[m].pos = ABSENT;\r
+ if(p[m].value == 10*LVAL) kylin[color] = n; // remember piece that promotes to Lion\r
} else p[n].promo = -1; // unpromotable piece\r
//printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);\r
}\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
+ for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {\r
+ if((j = p[i].promo) > 0 && p[i].promoGain)\r
+ p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30;\r
+ else p[i].promoGain = 0;\r
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH; // use white pre-prom bonus\r
+ board[p[i].pos] = i;\r
+ rootEval += p[i].value + PST[p[i].pst + p[i].pos];\r
+ promoDelta += p[i].promoGain;\r
+ filling += p[i].bulk;\r
+ } else p[i].promoGain = 0;\r
+ for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) {\r
+ if((j = p[i].promo) > 0 && p[i].promoGain)\r
+ p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30;\r
+ else p[i].promoGain = 0;\r
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus\r
+ board[p[i].pos] = i;\r
+ rootEval -= p[i].value + PST[p[i].pst + p[i].pos];\r
+ promoDelta -= p[i].promoGain;\r
+ filling += p[i].bulk;\r
+ } else p[i].promoGain = 0;\r
StackMultis(WHITE);\r
StackMultis(BLACK);\r
stm = WHITE; xstm = BLACK;\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=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
}\r
\r
// piece-square tables\r
- for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
+ for(j=0; j<BH; j++) {\r
+ for(i=0; i<BH; i++) {\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 ? 5 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
- + 2*(i==zone || i==BH-zone-1);\r
- PST[BH*BW+s] = d/6;\r
- PST[BH*BW+BH+s] = d/12;\r
+ + 2*(i==zone || i==BH-zone-1); // stepper centralization\r
+ PST[BH*BW+s] = d/6; // double-stepper centralization\r
+ PST[BH*BW+BH+s] = d/12; // slider centralization\r
+ PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 5 : i == 3 ? 2 : i == 4 ? 1 : 0) : 0;\r
+ PST[2*BH*BW+BH+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
+ PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B\r
+ }\r
+ if(zone > 1) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10;\r
}\r
\r
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
return tot;\r
}\r
\r
+int\r
+Dtest ()\r
+{\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].promoGain;\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\r
+ return tot;\r
+}\r
+\r
int flag;\r
\r
inline int\r
u->savKeyL = hashKeyL;\r
u->savKeyH = hashKeyH;\r
u->epVictim[0] = EMPTY;\r
+ u->saveDelta = promoDelta;\r
+ u->filling = filling;\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
u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
u->gain += p[u->epVictim[1]].value;\r
u->gain += p[u->epVictim[0]].value;\r
+ promoDelta += p[u->epVictim[0]].promoGain;\r
+ promoDelta += p[u->epVictim[1]].promoGain;\r
+ filling -= p[u->epVictim[0]].bulk;\r
+ filling -= p[u->epVictim[1]].bulk;\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
p[burnVictim].pos = ABSENT;\r
u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
u->gain += p[burnVictim].value;\r
+ promoDelta += p[burnVictim].promoGain;\r
+ filling -= p[burnVictim].bulk;\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
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
+ filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;\r
+ promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
u->gain += p[u->victim].value;\r
if(u->victim != EMPTY) {\r
\r
p[u->new].pos = u->to;\r
board[u->to] = u->new;\r
+ promoDelta = -promoDelta;\r
\r
hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]\r
^ p[u->piece].pieceKey * squareKey[u->from]\r
cnt50 = u->revMoveCount;\r
hashKeyL = u->savKeyL;\r
hashKeyH = u->savKeyH;\r
+ filling = u->filling;\r
+ promoDelta = u->saveDelta;\r
}\r
\r
void\r
}\r
\r
int\r
-Evaluate ()\r
+Evaluate (int difEval)\r
{\r
- return (stm ? mobilityScore : -mobilityScore);\r
+ int wLion, bLion, wKing, bKing, score=mobilityScore;\r
+\r
+#ifdef LIONTRAP\r
+#define lionTrap (PST + 2*BH*BW)\r
+ // penalty for Lion in enemy corner, when enemy Lion is nearby\r
+ if(p[WHITE+2].value == 10*LVAL && (wLion = p[WHITE+2].pos) != ABSENT)\r
+ if(p[BLACK+2].value == 10*LVAL && (bLion = p[BLACK+2].pos) != ABSENT) { // both have a Lion\r
+ static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 };\r
+ score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion]\r
+ - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]];\r
+ }\r
+#endif\r
+\r
+#ifdef KINGSAFETY\r
+ // basic centralization in end-game (also facilitates bare-King mating)\r
+ wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+1].pos;\r
+ bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].pos;\r
+ if(filling < 32) {\r
+ score += (PST[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 4;\r
+ }\r
+#endif\r
+\r
+#ifdef KYLIN\r
+ // bonus for having Kylin in late end-game, where it could promote to Lion\r
+ if((filling < 64) {\r
+ if((wLion = kylin[WHITE]) && p[wLion].pos != ABSENT)\r
+ score += (64 - filling)*kylinProm[wLion];\r
+ if((filling < 64 && (bLion = kylin[BLACK]) && p[bLion].pos != ABSENT)\r
+ score -= (64 - filling)*kylinProm[bLion];\r
+ }\r
+#endif\r
+\r
+ return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
}\r
\r
inline void\r
int\r
Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, phase, king, nextVictim, to, defer, autoFail=0;\r
- int start, firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=INF;\r
+ int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
int score, bestScore, oldBest, curEval, iterAlpha;\r
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
xstm = stm ^ WHITE;\r
//printf("map made\n");fflush(stdout);\r
+\r
+ // in-check test and TSUME filter\r
+ {\r
+ k = p[king=royal[stm]].pos;\r
+ if( k == ABSENT) k = p[king + 2].pos;\r
+ else if(p[king + 2].pos != ABSENT) k = ABSENT; // two kings is no king...\r
+ if( k != ABSENT) { // check is possible\r
+ if(!attacks[2*k + xstm]) {\r
+ if(tsume && tsume & stm+1) {\r
+ retDep = 60; return INF; // we win when not in check\r
+ }\r
+ }\r
+#ifdef CHECKEXT\r
+ else if(depth >= QSdepth) inCheck = 1, depth++;\r
+#endif\r
+ }\r
+ }\r
+\r
// KING CAPTURE\r
k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) {\r
}\r
//printf("King safe\n");fflush(stdout);\r
// EVALUATION & WINDOW SHIFT\r
- curEval = difEval + Evaluate();\r
+ curEval = Evaluate(difEval);\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
\r
\r
- firstMove = curMove = sorted = start = msp += 50; // leave 50 empty slots in front of move list\r
+ firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
\r
#ifdef HASH\r
- index = hashKeyL & hashMask; nr = hashKeyL >> 30; hit = -1;\r
+ index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress);\r
+ index = index + (index >> 16) & hashMask;\r
+ nr = (hashKeyL >> 30) & 3; hit = -1;\r
if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else\r
if(hashTable[index].lock[4] == hashKeyH) hit = 4;\r
+if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);\r
if(hit >= 0) {\r
bestScore = hashTable[index].score[hit];\r
+ hashMove = hashTable[index].move[hit];\r
if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&\r
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
- iterDep = resDep = hashTable[index].depth[hit];\r
+ iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
+ if(!level) iterDep = 0; // no hash cutoff in root\r
+ if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)\r
+ iterDep = depth - 1; // prevent hash cut in PV node\r
}\r
} else { // decide on replacement\r
- if(depth >= hashTable[index].depth[nr]) hit = nr; else hit = 4;\r
+ if(depth >= hashTable[index].depth[nr] ||\r
+ depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4;\r
+ hashMove = 0;\r
}\r
+if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);\r
#endif\r
\r
if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply\r
switch(phase) {\r
case 0: // null move\r
#ifdef NULLMOVE\r
- else if(curEval >= beta) {\r
+ if(depth > QSdepth && curEval >= beta && !inCheck) {\r
int nullDep = depth - 3;\r
stm ^= WHITE;\r
score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, promoSuppress & SQUARE, ABSENT, INF);\r
- stm ^= WHITE;\r
- if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }\r
+ xstm = stm; stm ^= WHITE;\r
+ if(score >= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; 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
#ifdef HASH\r
- if(hashMove) {\r
+ if(hashMove && (depth > QSdepth || // must be capture in QS\r
+ (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) {\r
moveStack[sorted = msp++] = hashMove;\r
goto extractMove;\r
}\r
#endif\r
- phase = 2;\r
case 2: // capture-gen init\r
nextVictim = xstm; autoFail = (depth == 0);\r
phase = 3;\r
for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
h = killer[level][1];\r
for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
+ late = j;\r
}\r
+#else\r
+ late = j;\r
#endif\r
phase = 7;\r
sorted = msp; // do not sort noncapts\r
\r
// MOVE EXTRACTION\r
extractMove:\r
-if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
+//if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
if(curMove > sorted) {\r
move = moveStack[sorted=j=curMove];\r
for(i=curMove+1; i<msp; i++)\r
defer = MakeMove(move, &tb);\r
ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi\r
\r
+// if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20;\r
+\r
if(autoFail) {\r
UnMake(&tb); // never search moves during auto-fail phase\r
xstm = stm; stm ^= WHITE;\r
bestMoveNr = firstMove;\r
if(score >= beta) { // beta cutoff\r
#ifdef KILLERS\r
- if(iterDep == depth && move != killer[level][0]) {\r
+ if(iterDep == depth && move != killer[level][0]\r
+ && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) {\r
// update killer\r
killer[level][1] = killer[level][0]; killer[level][0] = move;\r
}\r
printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);\r
if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\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
+ if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f/%4.2f}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Dtest()/100.);\r
printf("\n");\r
fflush(stdout);\r
}\r
// hash store\r
hashTable[index].lock[hit] = hashKeyH;\r
hashTable[index].depth[hit] = iterDep;\r
+ hashTable[index].score[hit] = bestScore;\r
hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;\r
if(bestScore > alpha) {\r
hashTable[index].flag[hit] |= H_LOWER;\r
msp = oldMSP; // pop move list\r
pvPtr = myPV; // pop PV\r
retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
- retDep = resDep;\r
+ retDep = resDep - inCheck;\r
if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout);\r
return bestScore + (bestScore < curEval);\r
}\r
{\r
int i, j;\r
for(i=0; i<182; i++) {\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
+ printf("%3d. %3d %3d %4d %02x %d %d %x %3d ", 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);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
}\r
\r
// some parameter of your engine\r
#define MAXMOVES 2000 /* maximum game length */\r
- #define MAXPLY 20 /* maximum search depth */\r
+ #define MAXPLY 30 /* maximum search depth */\r
\r
#define OFF 0\r
#define ON 1\r
if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field\r
if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen);\r
}\r
+ rootEval = promoDelta = filling = cnt50 = moveNr = 0;\r
SetUp(array, currentVariant);\r
+ strcpy(startPos, array);\r
sup0 = sup1 = sup2 = ABSENT;\r
- rootEval = cnt50 = hashKeyH = hashKeyL = moveNr = 0;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant;\r
return stm;\r
}\r
\r
{\r
#ifdef HASH\r
static HashBucket *realHash;\r
- static int oldSize;\r
- int m = 1;\r
- intptr_t l;\r
- if(n != oldSize) {\r
+ static intptr_t oldSize;\r
+ intptr_t l, m = 1;\r
+ while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits\r
+ if(m != oldSize) {\r
if(oldSize) free(realHash);\r
- while(m*sizeof(HashBucket) <= n*512) m <<= 1;\r
- m *= 1024; hashMask = m - 1;\r
- realHash = calloc(m + 1, sizeof(HashBucket));\r
- l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63); // align with cache line\r
+ hashMask = m*1024 - 1; oldSize = m;\r
+ realHash = malloc(m*1024*sizeof(HashBucket) + 64);\r
+ l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line\r
}\r
#endif\r
}\r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
- Init(currentVariant); stm = Setup2(NULL);\r
+ Init(currentVariant); stm = Setup2(startPos);\r
printf("# setup done");fflush(stdout);\r
last = moveNr - n; if(last < 0) last = 0;\r
for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
int i, score, curVarNr;\r
\r
Init(V_CHU); // Chu\r
+ seed = GetTickCount(); moveNr = 0; // initialize random\r
\r
while(1) { // infinite loop\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
- *inBuf = 0;\r
+ *inBuf = 0; if(moveNr >= 20) randomize = OFF;\r
+//if(moveNr >20) printf("resign\n");\r
\r
+#ifdef HASH\r
+ if(hashMask)\r
+#endif\r
if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move\r
if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move\r
Move dummy;\r
*ponderMoveText = 0; // forces miss on any move\r
abortFlag = -1; // set pondering\r
+ pvCuts = noCut;\r
SearchBestMove(&dummy, &dummy);\r
- abortFlag = 0; //\r
+ abortFlag = pvCuts = 0;\r
}\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");\r
printf("feature variants=\"normal,shatranj,makruk,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=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Resign -check 0\"\n"); // \r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
+ printf("feature option=\"Tsume -combo no /// White Mates /// Black mates\"\n");\r
printf("feature done=1\n");\r
continue;\r
}\r
if(!strcmp(command, "option")) { // setting of engine-define option; find out which\r
+ if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;\r
if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
+ if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r
+ if(!strcmp(command, "no")) tsume = 0; else\r
+ if(!strcmp(command, "White")) tsume = 1; else\r
+ if(!strcmp(command, "Black")) tsume = 2;\r
+ continue;\r
+ }\r
continue;\r
}\r
if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r