// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.17"\r
+#define VERSION "0.18"\r
\r
//define PATH level==0 /*|| path[0] == 0x3490a && (level==1 || path[1] == 0x285b3 && (level == 2 || path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
#define PATH 0\r
} UndoInfo;\r
\r
char *array, fenArray[4000], startPos[4000], *reason, checkStack[300];\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate, tsume, pvCuts, allowRep, entryProm, pVal;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate;\r
+int tsume, pvCuts, allowRep, entryProm, okazaki, pVal;\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 ll, lr, ul, ur; // corner squares\r
\r
typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION } Variant;\r
\r
+#define SAME (-1)\r
+\r
VariantDesc variants[] = {\r
- { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE\r
{ 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
{ 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat\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
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
int i, j, k;\r
PieceDesc *pawn;\r
\r
+ if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack)\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
+ }\r
bsize = bWidth*bHeight;\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
}\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
- if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v])\r
+ if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)\r
NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag\r
}\r
continue;\r
int\r
Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep;\r
int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
}\r
phase = 4; // out of victims: all captures generated\r
- if(chessFlag && promoSuppress != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves\r
- int n = board[promoSuppress-1], old = msp; // a-side neighbor of pushed pawn\r
- if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(promoSuppress-1, SPECIAL + 20 - 4*stm, 0);\r
- n = board[promoSuppress+1]; // h-side neighbor of pushed pawn\r
- if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(promoSuppress+1, SPECIAL + 52 - 4*stm, 0);\r
+ if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves\r
+ int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn\r
+ if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0);\r
+ n = board[ep+1]; // h-side neighbor of pushed pawn\r
+ if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0);\r
if(msp != old) goto extractMove; // one or more e.p. capture were generated\r
}\r
case 4: // dubious captures\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
+ if(promoSuppress & PROMOTE) { // non-Lion captures Lion after opponent did same\r
+ if(!okazaki || attacks[2*tb.to + stm]) score = -INF;\r
+ }\r
defer |= PROMOTE; // if we started, flag he cannot do it in reply\r
}\r
if(score == -INF) {\r
printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
retMove = INVALID; repCnt = 0;\r
- score = Search(-INF-1, INF+1, rootEval, maxDepth, 0, sup1, sup2, INF);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
printf("# best=%s\n", MoveToText(pv[0],0));\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
last = moveNr - n; if(last < 0) last = 0;\r
- Init(currentVariant); stm = Setup2(startPos);\r
+ Init(SAME); stm = Setup2(startPos);\r
printf("# setup done");fflush(stdout);\r
for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
return stm;\r
printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
printf("feature option=\"Allow repeats -check 0\"\n");\r
printf("feature option=\"Promote on entry -check 0\"\n");\r
+ printf("feature option=\"Okazaki rule -check 0\"\n");\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 /// Sente mates /// Gote mates\"\n");\r
if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 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, "Okazaki rule=%d", &okazaki) == 1) continue;\r
if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue;\r
if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r
if(!strcmp(command, "no")) tsume = 0; else\r
}\r
if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r
if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }\r
+\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