\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
}\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 15\r
+#define BWMAX (2*BHMAX)\r
+#define BSIZE BWMAX*BHMAX\r
+#define ZONE zone\r
\r
#define ONE 0\r
\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
\r
char *name, *promoted;\r
int value;\r
signed char range[8];\r
+ int whiteKey, blackKey;\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim, savKeyL, savKeyH;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim, ep2Square, ep2Victim, revMoveCount, savKeyL, savKeyH;\r
} UndoInfo;\r
\r
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, retMSP, retFirst, level, chuFlag=1;\r
+int bWidth, bHeight, bsize, zone, currentVariant;\r
+int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, pvPtr, level, cnt50, chuFlag=1, mobilityScore;\r
int nodes, startTime, tlim1, tlim2;\r
-Move retMove, moveStack[10000], path[100];\r
+Move retMove, moveStack[10000], path[100], repStack[300], pv[1000];\r
\r
#define X 36 /* slider */\r
-#define J -1 /* jump */\r
-#define N -2 /* Knight */\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
"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
\r
typedef struct {\r
- int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes\r
+ int boardWidth, boardFiles, boardRanks, zoneDepth; // board sizes\r
char *name; // WinBoard name\r
char *array; // initial position\r
} VariantDesc;\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
signed char PST[2*BSIZE];\r
\r
-#define board (rawBoard + 6*BW + 3)\r
+#define board (rawBoard + 6*BHMAX + 3)\r
#define dist (distance + BSIZE)\r
\r
-int LookUp(char *name, PieceDesc *list)\r
+PieceDesc *\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
- return (list->name == NULL ? -1 : i);\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 1: // Dai\r
+ desc = ListLookUp(name, daiPieces);\r
+ if(desc) return desc;\r
+ case 0: // Chu\r
+ return ListLookUp(name, chuPieces);\r
+ }\r
}\r
\r
void\r
}\r
\r
int\r
-AddPiece (int stm, int n, PieceDesc *list)\r
+AddPiece (int stm, PieceDesc *list)\r
{\r
- int i, j;\r
+ int i, j, *key, v;\r
for(i=stm+2; i<=last[stm]; i += 2) {\r
- if(p[i].value < 10*list[n].value || p[i].value == 10*list[n].value && (p[i].promo < 0)) break;\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[n].value;\r
- for(j=0; j<8; j++) p[i].range[j] = list[n].range[j^4*(WHITE-stm)];\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
}\r
\r
void\r
-SetUp(char *array, PieceDesc *list)\r
+SetUp(char *array, int var)\r
{\r
- int i, j, k, k2, n, m, nr, color;\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
for(i=0; ; i++) {\r
//printf("next rank: %s\n", array);\r
name[0] += 'A' - 'a';\r
if(name[1]) name[1] += 'A' - 'a';\r
} else color = WHITE;\r
- k = LookUp(name, list);\r
- n = AddPiece(color, k, list);\r
+ p1 = LookUp(name, var);\r
+ n = AddPiece(color, p1);\r
p[n].pos = j;\r
- if(list[k].promoted[0]) {\r
- k2 = LookUp(list[k].promoted, list);\r
- m = AddPiece(color, k2, list);\r
+ if(p1->promoted[0]) {\r
+ p2 = LookUp(p1->promoted, var);\r
+ m = AddPiece(color, p2);\r
if(m <= n) n += 2;\r
p[n].promo = m;\r
- p[n].promoFlag = IsUpwardCompatible(list[k2].range, list[k].range) * DONT_DEFER + CAN_PROMOTE;\r
- if(Forward(list[k].range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank\r
- if(!strcmp(list[k].name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks\r
+ p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE;\r
+ if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank\r
+ if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks\r
p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;\r
p[m].promo = -1;\r
p[m].pos = ABSENT;\r
}\r
\r
void\r
-Init()\r
+Init (int var)\r
{\r
int i, j, k;\r
\r
+ currentVariant = var;\r
+ bWidth = variants[var].boardWidth;\r
+ bHeight = variants[var].boardRanks;\r
+ zone = variants[var].zoneDepth;\r
+ bsize = bWidth*bHeight;\r
+ chuFlag = (var == 0);\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
dist[j * kStep[i]] = j;\r
\r
// hash key tables\r
- for(i=0; i<BSIZE; i++) squareKey[i] = ~(myRandom()*myRandom());\r
- for(i=0; i<NPIECES; i++) p[i].pieceKey = ~(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
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
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
+ PST[BH*BW+s] = d/6;\r
+ PST[BH*BW+BH+s] = d/12;\r
} \r
}\r
\r
-#if 0\r
-inline int\r
-AddMove (int i, int x, int y)\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
-}\r
-#endif\r
+int flag;\r
\r
inline int\r
NewNonCapture (int x, int y, int promoFlags)\r
{\r
if(board[y] != EMPTY) return 1; // edge, capture or own piece\r
+//if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags);\r
if( (promoBoard[x] | promoBoard[y]) & promoFlags) { // piece can promote with this move\r
moveStack[msp++] = moveStack[nonCapts]; // create space for promotion\r
moveStack[nonCapts++] = x<<SQLEN | y | PROMOTE; // push promotion\r
}\r
} else\r
moveStack[msp++] = x<<SQLEN | y; // push normal move\r
+//if(flag) printf("msp=%d nc=%d\n", msp, nonCapts); \r
return 0;\r
}\r
\r
return 0;\r
}\r
\r
-#if 0\r
-void\r
-GenAllMoves ()\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
- }\r
- }\r
-}\r
-#endif\r
-\r
int\r
GenNonCapts (int promoSuppress)\r
{\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(r < J) { // Lion power, also single step\r
if(!NewNonCapture(x, x + v, pFlag)) nullMove = x;\r
if(r == L) { // true Lion, also Knight jump\r
v = nStep[j];\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
}\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
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], 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
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
+ if(d1 + d2 <= (r2 = 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
+ // 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
\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->piece = board[u->from];\r
board[u->from] = EMPTY;\r
u->booty = 0;\r
+ u->revMoveCount = cnt50++;\r
u->savKeyL = hashKeyL;\r
u->savKeyH = hashKeyH;\r
\r
p[u->piece].pos = ABSENT;\r
u->new = p[u->piece].promo;\r
u->booty = p[u->new].value - p[u->piece].value;\r
+ cnt50 = 0; // promotion irreversible\r
}\r
} else u->new = u->piece;\r
\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
+ cnt50 = 0; // double capture irreversible\r
} else u->epVictim = EMPTY;\r
\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
-// if(p[u->victim].value == 1000 && p[u->piece].value != 1000) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ if(u->victim != EMPTY) cnt50 = 0; // capture irreversible\r
\r
p[u->new].pos = u->to;\r
board[u->to] = u->new;\r
p[u->piece].pos = u->from; // this can be the same as above\r
board[u->from] = u->piece;\r
\r
+ cnt50 = u->revMoveCount;\r
hashKeyL = u->savKeyL;\r
hashKeyH = u->savKeyH;\r
}\r
int\r
Evaluate ()\r
{\r
- return 0;\r
+ return (stm ? mobilityScore : -mobilityScore);\r
}\r
\r
-int flag;\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 myPV = pvPtr;\r
int score, bestScore, curEval, iterAlpha;\r
Move move, nullMove;\r
UndoInfo tb;\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\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
do {\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
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
+\r
// RECURSION\r
stm ^= WHITE;\r
- defer = MakeMove(moveStack[curMove], &tb);\r
-path[level++] = moveStack[curMove];\r
-attacks += 2*BSIZE;\r
+ defer = MakeMove(move, &tb);\r
+\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
+ }\r
+ repStack[level+200] = hashKeyH;\r
+\r
+path[level++] = move;\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(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; }\r
+ if(score == -INF) { moveStack[curMove] = 0; goto abortMove; } // zap illegal moves\r
}\r
#if 1\r
score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);\r
score = 0;\r
#endif\r
abortMove:\r
-\r
-\r
-attacks -= 2*BSIZE;\r
+attacks -= 2*bsize;\r
level--;\r
+ repetition:\r
UnMake(&tb);\r
xstm = stm; stm ^= WHITE;\r
#if 1\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
+\r
// ALPHA-BETA STUFF\r
if(score > bestScore) {\r
bestScore = score; bestMoveNr = curMove;\r
// update killer\r
goto cutoff;\r
}\r
+ { int i=pvPtr;\r
+ for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV\r
+ pv[myPV] = move; // behind our move (pvPtr left at end of copy)\r
+ }\r
}\r
\r
}\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
+ printf("\n"); fflush(stdout);\r
+ }\r
if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
replyDep = iterDep;\r
} while(++iterDep <= depth); // next depth\r
retMSP = msp;\r
retFirst = firstMove;\r
- msp = oldMSP;\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
return bestScore + (bestScore < curEval);\r
int\r
MakeMove2 (int stm, MOVE move)\r
{\r
+ int i;\r
sup0 = sup1; sup1 = sup2;\r
sup2 = MakeMove(move, &undoInfo);\r
+ rootEval = -rootEval - undoInfo.booty;\r
+ for(i=0; i<200; i++) repStack[i] = repStack[i+1];\r
+ repStack[199] = hashKeyH;\r
+printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW);\r
return stm ^ WHITE;\r
}\r
\r
void\r
UnMake2 (MOVE move)\r
{\r
+ int i;\r
+ rootEval = -rootEval - undoInfo.booty;\r
UnMake(&undoInfo);\r
+ for(i=200; i>0; i--) repStack[i] = repStack[i-1];\r
sup2 = sup1; sup1 = sup0;\r
}\r
\r
int\r
Setup2 (char *fen)\r
{\r
- SetUp(chuArray, chuPieces);\r
+ SetUp(variants[currentVariant].array, currentVariant);\r
sup0 = sup1 = sup2 = ABSENT;\r
+ rootEval = cnt50 = hashKeyH = hashKeyL = 0;\r
return WHITE;\r
}\r
\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
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
+ postThinking--;\r
Search(-INF-1, INF+1, 0, 1, sup1, 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(i>=retMSP) { // no exact match\r
if(deferred) { // but maybe non-sensical deferral\r
int flags = p[board[f]].promoFlag;\r
+printf("# deferral of %d\n", deferred);\r
i = deferred; // in any case we take that move\r
if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed\r
moveStack[i] &= ~PROMOTE;\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
+ postThinking--;\r
Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
+ postThinking++;\r
flag=0;\r
for(i=retFirst; i<retMSP; i++) {\r
if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
{\r
int score, targetTime, movesLeft = 50;\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(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
- score = Search(-INF-1, INF+1, 0, 20, sup1, sup2);\r
+ score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2);\r
*move = retMove;\r
*ponderMove = INVALID;\r
return score;\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
int i, score;\r
char inBuf[8000], command[80];\r
\r
- Init();\r
- SetUp(chuArray, chuPieces);\r
+ Init(0); // Chu\r
+ SetUp(chuArray, 0);\r
// pplist();\r
// pboard(board);\r
// pbytes(promoBoard);\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=\"chu,dai,12x12+0_fairy\"\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<2; i++) {\r
+ sscanf(inBuf+8, "%s", command);\r
+ if(!strcmp(variants[i].name, command)) {\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, "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, "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