// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.19"\r
+#define VERSION "0.21"\r
\r
-//define PATH level==0 || path[0] == 0x1103a && (level==1 || path[1] == 0x6f0f6 && (level == 2 /*|| path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))*/))\r
+//define PATH level==0 || path[0] == 0x590cb && (level==1 || path[1] == 0x4c0c9 && (level == 2 || path[2] == 0x8598ca && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))*/)))\r
#define PATH 0\r
\r
#define HASH\r
#define XWINGS\r
#define KINGSAFETY\r
#define KSHIELD\r
-#define XFORTRESS\r
+#define FORTRESS\r
#define PAWNBLOCK\r
#define TANDEM 100 /* bonus for pairs of attacking light steppers */\r
#define KYLIN 100 /* extra end-game value of Kylin for promotability */\r
#define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */\r
#define SPECIAL 1400 /* start of special moves */\r
#define BURN (SPECIAL + 96) /* start of burn encodings */\r
+#define CASTLE (SPECIAL + 100) /* castling encodings */\r
#define STEP(X,Y) (BW*(X)+ (Y))\r
#define SORTKEY(X) 0\r
\r
#define PST_RETRACT (5*BW*BH+BH)\r
#define PST_WFLYER (6*BW*BH)\r
#define PST_BFLYER (6*BW*BH+BH)\r
-#define PST_END (7*BW*BH)\r
+#define PST_LANCE (7*BW*BH)\r
+#define PST_END (8*BW*BH)\r
\r
typedef unsigned int Move;\r
\r
void pmap(int *m, int col);\r
void pboard(int *b);\r
void pbytes(unsigned char *b);\r
+int myRandom();\r
\r
typedef struct {\r
int lock[5];\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[9], ep2Square, revMoveCount;\r
int savKeyL, savKeyH, gain, loss, filling, saveDelta;\r
char fireMask;\r
} UndoInfo;\r
int ll, lr, ul, ur; // corner squares\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
+Move retMove, moveStack[20000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
\r
int maxDepth; // used by search\r
\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
+#define I -3 /* jump + step */\r
+#define D -4 /* linear double move */\r
+#define T -5 /* linear triple move */\r
+#define L -6 /* true Lion move */\r
+#define W -7 /* Werewolf move */\r
+#define F -8 /* Lion + 3-step */\r
+#define S -9 /* Lion + range */\r
+#define H -10 /* hook move */\r
+#define C -11 /* capture only */\r
+#define M -12 /* non-capture only */\r
\r
#define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
#define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
{ NULL } // sentinel\r
};\r
\r
+PieceDesc waPieces[] = {\r
+ {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon\r
+ {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R)\r
+ {"DE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle\r
+ {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K)\r
+ {"BT", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox\r
+ {"FL", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon\r
+ {"FS", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon\r
+ {"S", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM)\r
+ {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K)\r
+ {"R", "BT", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit\r
+ {"B", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar\r
+ {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse\r
+ {"EW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G)\r
+ {"VM", "B", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S)\r
+ {"G", "S", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C)\r
+ {"SM", "VM", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C)\r
+ {"DH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse\r
+ {"DK", "EW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog\r
+ {"PH", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L)\r
+ {"L", "FS", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock\r
+ {"KN", "DE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl\r
+ {"C", "FL", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow\r
+ {"P", "EW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P)\r
+ { NULL } // sentinel\r
+};\r
+\r
PieceDesc ddPieces[] = {\r
{"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
{"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
{ NULL } // sentinel\r
};\r
\r
+PieceDesc wolfPieces[] = {\r
+ {"EW","EW",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 },\r
+ {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 0, 4 },\r
+ {"P", "R", 80, { 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
"....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 waArray[] = ":PH:DKCG:EWK:VML:KN:SM:DH/.:FL...S...:DE./PPP:BTPPPRPPP/...P...P..."\r
+ "/.........../.........../..........."\r
+ "/...p...p.../ppprppp:btppp/.:de...s...:fl./:dh:sm:knl:vmk:ewgc:dk:ph";\r
char chessArray[] = "RNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:fkkbnr";\r
char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr";\r
char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";\r
char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rns:smksnr";\r
+char wolfArray[]= "RNB:EWKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:ewkbnr";\r
\r
typedef struct {\r
int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
char *array; // initial position\r
} VariantDesc;\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
+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, V_WA, V_WOLF } Variant;\r
\r
#define SAME (-1)\r
\r
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
{ 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk\r
{ 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion\r
+ { 22, 11, 11, 3, V_WA, "wa-shogi",waArray}, // Wa\r
+ { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray}, // Wa\r
\r
{ 0, 0, 0, 0, 0 }, // sentinel\r
{ 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
{ 2,-1}\r
};\r
\r
-int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves\r
+int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves\r
int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)\r
int neighbors[9]; // similar to kingStep, but starts with null-step\r
char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)\r
char mobWeight;\r
unsigned char promoGain;\r
char bulk;\r
+ char ranking;\r
} PieceInfo; // piece-list entry\r
\r
int last[2], royal[2], kylin[2];\r
int attackMaps[200*BSIZE], *attacks = attackMaps;\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
+unsigned char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons\r
signed char PST[7*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
return ListLookUp(name, makrukPieces);\r
case V_LION: // Mighty Lion\r
return ListLookUp(name, lionPieces);\r
+ case V_WA: // Wa\r
+ return ListLookUp(name, waPieces);\r
+ case V_WOLF: // Werewolf\r
+ return ListLookUp(name, wolfPieces);\r
}\r
return NULL;\r
}\r
int\r
EasyProm (signed char *r)\r
{\r
- int i;\r
if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);\r
if(r[1] == X || r[7] == X) return 30 + PROMO/2;\r
return 0;\r
int i, m=0;\r
for(i=0; i<8; i++) {\r
int d = r[i];\r
- if(r[i] < 0) d == r[i] >= L ? 2 : 36;\r
+ if(r[i] < 0) d = r[i] >= L ? 2 : 36;\r
if(d > m) m = d;\r
}\r
return m;\r
void\r
Compactify (int stm)\r
{ // remove pieces that are permanently gone (captured or promoted) from one side's piece list\r
- int i, j, k;\r
+ int i, k;\r
for(i=stm+2; i<=last[stm]; i+=2) { // first pass: unpromoted pieces\r
if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there\r
p[k].promo = -2; // orphan promoted version\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
p[i].bulk = list->bulk;\r
+ p[i].ranking = list->ranking;\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))\r
- p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward\r
+ p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back\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
+ if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 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
}\r
\r
void\r
-SetUp(char *array, int var)\r
+SetUp (char *array, int var)\r
{\r
- int i, j, n, m, nr, color;\r
- char c, *q, name[3], prince = 0;\r
+ int i, j, n, m, color;\r
+ char c, name[3], prince = 0;\r
PieceDesc *p1, *p2;\r
last[WHITE] = 1; last[BLACK] = 0;\r
+ royal[WHITE] = royal[BLACK] = 0;\r
for(i=0; ; i++) {\r
//printf("next rank: %s\n", array);\r
for(j = BW*i; ; j++) {\r
}\r
}\r
eos:\r
+ // add dummy Kings if not yet added (needed to set royal[] to valid value!)\r
+ if(!royal[WHITE]) p[AddPiece(WHITE, LookUp("K", V_CHU))].pos = ABSENT;\r
+ if(!royal[BLACK]) p[AddPiece(BLACK, LookUp("K", V_CHU))].pos = ABSENT;\r
// add dummy Crown Princes if not yet added\r
if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT;\r
if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT;\r
if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n;\r
n <<= 1;\r
}\r
+ for(i=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves\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) if(p[i].pos != ABSENT) {\r
int g = p[i].promoGain;\r
if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus\r
if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)\r
- p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_NEUTRAL; // light steppers advance\r
+ p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance\r
if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone\r
if((j = p[i].promo) > 0 && g)\r
p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;\r
int g = p[i].promoGain;\r
// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus\r
if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)\r
- p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_NEUTRAL; // light steppers advance\r
+ p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance\r
if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus\r
if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone\r
if((j = p[i].promo) > 0 && g)\r
bsize = bWidth*bHeight;\r
chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
- chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
- stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION);\r
+ chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF);\r
+ stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF);\r
repDraws = (stalemate || currentVariant == V_SHATRANJ);\r
ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1;\r
pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value\r
// Lion-Dog triple moves\r
toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i];\r
toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i];\r
- toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i];\r
+ toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i];\r
toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i];\r
}\r
\r
+ toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3;\r
+ toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3;\r
+ toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3;\r
+ toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3;\r
+\r
// fill distance table\r
for(i=0; i<2*BSIZE; i++) {\r
distance[i] = 0;\r
PST[PST_STEPPER+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ 3*(i==zone || i==BH-zone-1); // stepper centralization\r
PST[PST_WJUMPER+s] = d/6; // double-stepper centralization\r
- PST[PST_SLIDER +s] = d/12 - 7*(i==BH/2 || i==(BH-1)/2); // slider centralization\r
+ PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization\r
PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;\r
PST[PST_CENTER+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B\r
PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B\r
PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black\r
PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1)\r
- - 50 - 20*(j==0 || j == BH-1) - 10*(j == 1 || BH-2); // advance-encouraging table\r
- PST[PST_WFLYER +s] = PST[PST_END-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;\r
+ - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2\r
+ - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table\r
+ PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20;\r
+ PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2; \r
}\r
if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10;\r
+ if(j > (BH-1)/2 - 3 && j < BH/2 + 3)\r
+ PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress\r
+ if(j > (BH-1)/2 - 2 && j < BH/2 + 2)\r
+ PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress\r
#if KYLIN\r
// pre-promotion bonuses for jumpers\r
if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100,\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 &&\r
- (!entryProm || promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE )){ // piece can promote with this move\r
+ if( (entryProm ? promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE\r
+ : promoBoard[y] | promoBoard[x] ) & 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
if((promoFlags & promoBoard[y] & (CANT_DEFER | DONT_DEFER | LAST_RANK)) == 0) { // deferral could be a better alternative\r
char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };\r
char rows[9];\r
\r
-int\r
+void\r
AreaStep (int from, int x, int flags, int n, int d)\r
{\r
int i;\r
}\r
}\r
\r
-int\r
+void\r
AreaMoves (int from, int piece, int range)\r
{\r
int i;\r
for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically\r
}\r
\r
+void\r
+GenCastlings ()\r
+{ // castings for Lion Chess. Assumes board width = 8 and Kings on e-file, and K/R value = 280/300!\r
+ int f = BH>>1, t = CASTLE;\r
+ if(stm != WHITE) f += bsize - BW, t += 2;\r
+ if(p[board[f]].value = 280) {\r
+ if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<<SQLEN | t+1;\r
+ if(p[board[f+3]].value == 300 && board[f+1] == EMPTY && board[f+2] == EMPTY) moveStack[msp++] = f<<SQLEN | t;\r
+ }\r
+}\r
+\r
int\r
GenNonCapts (int promoSuppress)\r
{\r
} else\r
if(r >= S) { // in any case, do a jump of 2\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 < I) { // Lion power, also single step\r
+ if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : 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
+ if(r != W) NewNonCapture(x, x + v, pFlag);\r
+ } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step\r
+ } else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)\r
int\r
MapOneColor (int start, int last, int *map)\r
{\r
- int i, j, k, totMob = 0;\r
+ int i, j, totMob = 0;\r
for(i=start+2; i<=last; i+=2) {\r
int mob = 0;\r
if(p[i].pos == ABSENT) continue;\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
+ if(r < I) {\r
if(r == T) { // Lion Dog, also jump of 3\r
if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE)\r
map[2*(x + 3*v) + start] += one[j];\r
if(r <= L) { // true Lion, also Knight jump\r
if(r < L) { // Lion plus (limited) range\r
int y = x, n = 0;\r
- r = (r == S ? 36 : 3);\r
- while(n++ <= r) {\r
+ int rg = (r == S ? 36 : 3);\r
+ while(n++ < rg) {\r
if(board[y+=v] == EDGE) break;\r
if(board[y] != EMPTY) {\r
if(n > 2) map[2*y + start] += one[j]; // outside Lion range\r
}\r
}\r
v = nStep[j];\r
- if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W)\r
map[2*(x + v) + start] += one[8];\r
}\r
+ }\r
}\r
} else\r
if(r == C) { // FIDE Pawn diagonal\r
int i;\r
for(i=0; i<2*bsize; i++) map[i] = 0;\r
mobilityScore = MapOneColor(1, last[WHITE], map);\r
+\r
mobilityScore -= MapOneColor(0, last[BLACK], map);\r
}\r
\r
} else u->new = u->piece;\r
\r
if(u->to >= SPECIAL) { // two-step Lion move\r
+ if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically\r
+ u->epSquare = epList[u->to - SPECIAL];\r
+ u->ep2Square = ep2List[u->to - SPECIAL];\r
+ u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook!\r
+ u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well).\r
+ board[u->ep2Square] = u->epVictim[0]; // but put Rook back\r
+ board[u->epSquare] = EMPTY;\r
+ p[u->epVictim[0]].pos = u->ep2Square;\r
+ p[u->epVictim[1]].pos = ABSENT;\r
+ u->to = toList[u->to - SPECIAL];\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[0]].pieceKey * squareKey[u->ep2Square];\r
+ hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH];\r
+ } else {\r
// take care of first e.p. victim\r
u->epSquare = u->from + epList[u->to - SPECIAL]; // decode\r
u->epVictim[0] = board[u->epSquare]; // remember for takeback\r
hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];\r
if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
cnt50 = 0; // double capture irreversible\r
+ }\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
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
+ if(p[u->victim].ranking == 5 && p[u->piece].ranking < 4) { // contageous piece captured by non-royal\r
+ u->booty -= p[u->new].value;\r
+ u->new = u->piece & 1 | 2; // promote to it\r
+ if(p[u->new].pos != ABSENT) u->new += 2;\r
+ p[u->piece].pos = ABSENT;\r
+ u->booty += p[u->new].value;\r
+ }\r
+\r
+ u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\r
+\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
}\r
\r
void\r
-GenCapts(int sqr, int victimValue)\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
+ int i, att = attacks[2*sqr + stm];\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
+ int x, v, 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
NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run\r
}\r
break;\r
+ case T: // Lion-Dog move (awful!)\r
+ if(d > 3) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first\r
+ if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both\r
+ } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second\r
+ } else if(d == 2) { // check if we can take intermediate with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd\r
+ NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st\r
+ if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd\r
+ } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd\r
+ } else { // d=1; can move on to second, or move back for igui\r
+ NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui\r
+ if(board[sqr-v] == EMPTY) { // 2nd empty\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd\r
+ } else if((board[sqr-v] & TYPE) == stm) { // 2nd own\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd\r
+ } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) {\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd\r
+ NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd\r
+ if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd\r
+ }\r
+ }\r
+ break;\r
case J: // plain jump (as in KY, PH)\r
if(d != 2) break;\r
+ case I: // jump + step (as in Wa TF)\r
+ if(d > 2) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
break;\r
+ case W: // jump + locust jump + 3-slide (Werewolf)\r
+ if(d > 2) break;\r
+ NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
+ att -= one[i];\r
+ if(d == 2) { // check if we can take intermediate with it\r
+ if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p.\r
+ } else { // d=1; can move on to second\r
+ if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr])\r
+ NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run\r
+ }\r
+ break;\r
case C: // FIDE Pawn\r
if(d != 1) break;\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\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] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction\r
+ if(p[attacker].range[i] == L || p[attacker].range[i] < W && 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
Fortress (int forward, int king, int lion)\r
{ // penalty for lack of Lion-proof fortress\r
- int rank = PST[king], anchor, r, l, q;\r
- if(!rank) return -300;\r
+ int rank = PST[king], anchor, r, l, q, res = 0;\r
+ if(rank != 2) return 25*(rank-2);\r
anchor = king + forward*(rank-1);\r
\r
+ q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1);\r
+ if(!q) return l > 1 || r > 1 ? 0 : -25;\r
+ if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40\r
+ else { // T or E in front of King\r
+ if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55)\r
+ else if(r > 1) res = 30; // .TT, .ET or .TE (30)\r
+ }\r
+ q = 0;\r
+ if(filling > 32) {\r
+ if(r > 1 && Guard(king+2) == 1) q += 10;\r
+ if(l > 1 && Guard(king-2) == 1) q += 10; \r
+ q += 5*(Guard(king+1) == 1);\r
+ q += 5*(Guard(king-1) == 1);\r
+ if(filling < 96) q = q*(filling - 32)>>6;\r
+ }\r
+ return res + q;\r
+\r
if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;\r
if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;\r
if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)\r
}\r
\r
int\r
-Surround (int stm, int king, int start)\r
+Surround (int stm, int king, int start, int max)\r
{\r
int i, s=0;\r
for(i=start; i<9; i++) {\r
v = p[piece].value;\r
s += -(v > 70) & v;\r
}\r
- return (s > 512 ? 512 : s);\r
+ return (s > max ? max : s);\r
}\r
\r
int\r
int\r
Evaluate (int difEval)\r
{\r
- int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j;\r
+ int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512;\r
+\r
+ if(tsume) return difEval;\r
\r
if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos;\r
if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos;\r
score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7;\r
if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner\r
if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner\r
+ max = 16*filling;\r
}\r
\r
# ifdef FORTRESS\r
f = 0;\r
if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);\r
if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
- score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
+ score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly\r
# endif\r
\r
# ifdef KSHIELD\r
- score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3;\r
+ score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3;\r
# endif\r
\r
#endif\r
int sq;\r
if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) {\r
int anchor = sq - PST[5*BW*BH - 1 - sq]; // FIXME: PST_ZONDIST indexed backwards\r
- score += (512 - Surround(BLACK, anchor, 0))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;\r
+ score += (512 - Surround(BLACK, anchor, 0, 512))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;\r
}\r
if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) {\r
int anchor = sq + PST[PST_ZONDIST + sq];\r
- score -= (512 - Surround(WHITE, anchor, 0))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;\r
+ score -= (512 - Surround(WHITE, anchor, 0, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;\r
}\r
}\r
#endif\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) {\r
+ if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1))\r
+ return -INF; // lose when no King (in tsume only for side to be mated)\r
+ } else if(p[king + 2].pos != ABSENT) {\r
+ if(tsume && tsume & stm+1) {\r
+ retDep = 60; return INF; // we win when not in check\r
+ }\r
+ k = ABSENT; // two kings is no king...\r
+ }\r
if( k != ABSENT) { // check is possible\r
if(!attacks[2*k + xstm]) {\r
if(tsume && tsume & stm+1) {\r
}\r
} else { // he has no king! Test for attacks on Crown Prince\r
k = p[king + 2].pos;\r
- if(k == ABSENT || attacks[2*k + stm]) return INF; // we have attack on Crown Prince\r
+ if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince\r
}\r
//printf("King safe\n");fflush(stdout);\r
// EVALUATION & WINDOW SHIFT\r
if(hit >= 0) {\r
bestScore = hashTable[index].score[hit];\r
hashMove = hashTable[index].move[hit];\r
+\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]; bestMoveNr = 0;\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(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) {\r
+ resDep = QSdepth + 1; nextVictim -= 2;\r
+ if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30;\r
+ goto cutoff;\r
+ }\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 first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
case 6: // non-captures\r
nonCapts = msp;\r
nullMove = GenNonCapts(oldPromo);\r
+ if(msp == nonCapts) goto cutoff;\r
#ifdef KILLERS\r
{ // swap killers to front\r
Move h = killer[level][0]; int j = curMove;\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
+ retDep = iterDep;\r
if(repDraws) { score = 0; goto repetition; }\r
if(!allowRep) {\r
moveStack[curMove] = 0; // erase forbidden move\r
MapFromScratch(attacks); // for as long as incremental update does not work.\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 == LVAL) {// verify legality of Lion capture in Chu Shogi\r
+ if(chuFlag && (p[tb.victim].value == LVAL || p[tb.epVictim[0]].value == LVAL)) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
if(p[tb.piece].value == 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 = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext,\r
curMove >= late && iterDep > QSdepth + LMR,\r
promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
+\r
#else\r
score = 0;\r
#endif\r
#ifdef HASH\r
// hash store\r
hashTable[index].lock[hit] = hashKeyH;\r
- hashTable[index].depth[hit] = iterDep;\r
+ hashTable[index].depth[hit] = resDep;\r
hashTable[index].score[hit] = bestScore;\r
hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;\r
if(bestScore > alpha) {\r
for(i=0; i<182; i++) {\r
printf("%3d. %3d %3d %4d %02x %d %d %x %3d %4d ", 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, p[i].pst);\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
+ if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking);\r
}\r
printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]);\r
}\r
for(i=BH-1; i>=0; i--) {\r
for(j=0; j<BH; j++) printf("%3x", b[BW*i+j]);\r
printf("\n");\r
+\r
}\r
}\r
\r
\r
// some parameter of your engine\r
#define MAXMOVES 2000 /* maximum game length */\r
- #define MAXPLY 30 /* maximum search depth */\r
+ #define MAXPLY 60 /* maximum search depth */\r
\r
#define OFF 0\r
#define ON 1\r
if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE;\r
rootEval = -rootEval - undoInfo.booty;\r
for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1];\r
+\r
+\r
repStack[199] = hashKeyH, checkStack[199] = inCheck;\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
sup2 = sup1; sup1 = sup0;\r
}\r
\r
-char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH..LN"; // pairs of char\r
+char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VMEWPH..LN"; // pairs of char\r
char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char\r
\r
char *\r
if(isalpha(*fen)) {\r
char *table = fenNames;\r
n = *fen > 'Z' ? 'a' - 'A' : 0;\r
- if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION ||\r
+ if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || currentVariant == V_WOLF ||\r
currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
|| table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {\r
*p++ = ':';\r
*p++ = table[2* (*fen - 'A' - n)+1] + n;\r
}\r
} else *p++ = *fen;\r
+ if(!*fen) break;\r
fen++;\r
}\r
+ *p = '\0';\r
printf("# converted FEN '%s'\n", fenArray);\r
return fenArray;\r
}\r
SetUp(array, currentVariant);\r
strcpy(startPos, array);\r
sup0 = sup1 = sup2 = ABSENT;\r
- hashKeyH = hashKeyL = 87620895*currentVariant;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant + !!fen;\r
return stm;\r
}\r
\r
char *promoChar = "";\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
+ if(t >= SPECIAL) {\r
+ if(t < CASTLE) { // castling is printed as a single move, implying its side effects\r
int e = f + epList[t - SPECIAL];\r
-// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
- sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
- if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
if(ep2List[t - SPECIAL]) {\r
- e = g + ep2List[t - SPECIAL];\r
+ int e2 = f + ep2List[t - SPECIAL];\r
// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
- sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
- if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
+ sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2;\r
+ if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
}\r
+// printf("take %c%d\n", e%BW+'a', e/BW+ONE);\r
+ sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e;\r
+ if(multiLine) printf("move %s\n", buf), buf[0] = '\0';\r
+ }\r
t = g + toList[t - SPECIAL];\r
}\r
- if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+";\r
+ if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : currentVariant == V_WOLF ? "r" : repDraws ? "q" : "+";\r
sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar);\r
return buf;\r
}\r
int\r
ReadSquare (char *p, int *sqr)\r
{\r
- int i=0, f, r;\r
+ int f, r;\r
f = p[0] - 'a';\r
r = atoi(p + 1) - ONE;\r
*sqr = r*BW + f;\r
Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);\r
postThinking++;\r
\r
- listStart = retFirst; listEnd = msp = retMSP;\r
+ listStart = retFirst; msp = retMSP;\r
+ if(currentVariant == V_LION) GenCastlings(); listEnd = msp;\r
+ for(i=listStart; i<msp && currentVariant == V_WOLF; i++) { // mark Werewolf captures as promotions\r
+ int to = moveStack[i] & SQUARE, from = moveStack[i] >> SQLEN & SQUARE;\r
+ if(to >= SPECIAL) continue;\r
+ if(p[board[to]].ranking == 5 && p[board[from]].ranking < 4) moveStack[i] |= PROMOTE;\r
+ }\r
}\r
\r
MOVE\r
e = t;\r
moveText += ReadSquare(moveText, &t);\r
for(i=0; i<8; i++) if(f + kStep[i] == e) break;\r
- if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves!\r
- for(j=0; j<8; j++) if(e + kStep[j] == t) break;\r
- if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!\r
- t2 = SPECIAL + 8*i + j;\r
+ if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1\r
+ for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break;\r
+ if(i >= 8) return INVALID; // not even that\r
+ if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1\r
+ else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1\r
+ else return INVALID;\r
+ } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move\r
+ t2 = SPECIAL + 64 + i;\r
+ } else if(*moveText == ',') { // 3rd leg follows!\r
+ if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear!\r
+ moveText += ReadSquare(moveText, &e);\r
+ if(e != t) return INVALID; // must again continue with same piece\r
+ moveText += ReadSquare(moveText, &t);\r
+ if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1\r
+ else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1\r
+ else return INVALID;\r
+ } else {\r
+ for(j=0; j<8; j++) if(e + kStep[j] == t) break;\r
+ if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves!\r
+ t2 = SPECIAL + 8*i + j;\r
+ }\r
} else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p.\r
if(t == f + BW + 1) t2 = SPECIAL + 16; else\r
if(t == f + BW - 1) t2 = SPECIAL + 48; else\r
if(t == f - BW + 1) t2 = SPECIAL + 20; else\r
if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move\r
+ } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling\r
+ if(t == f+2 && f < BW) t2 = CASTLE; else\r
+ if(t == f-2 && f < BW) t2 = CASTLE + 1; else\r
+ if(t == f+2 && f > BW) t2 = CASTLE + 2; else\r
+ if(t == f-2 && f > BW) t2 = CASTLE + 3;\r
}\r
ret = f<<SQLEN | t2;\r
+ if(currentVariant == V_WOLF && *moveText == 'w') *moveText = '\n';\r
if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;\r
printf("# suppress = %c%d\n", sup1%BW+'a', sup1/BW);\r
// ListMoves();\r
if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed\r
moveStack[i] &= ~PROMOTE;\r
if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else\r
- if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
+ if(!(flags & promoBoard[f]) && currentVariant != V_WOLF) moveStack[i] |= DEFER; // came from outside zone, so essential deferral\r
}\r
}\r
if(i >= listEnd) {\r
for(i=listStart; i<listEnd; i++) {\r
if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
int t = moveStack[i] & SQUARE;\r
+ if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling\r
if(t >= SPECIAL) {\r
int e = sqr + epList[t - SPECIAL]; // decode\r
b[e] = 'C';\r
int e, t = moveStack[i] & SQUARE;\r
if(t < SPECIAL) continue; // only special moves\r
e = lastLift + epList[t - SPECIAL]; // decode\r
+ if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move\r
+ b[e] = 'C'; cnt++;\r
+ continue;\r
+ }\r
t = lastLift + toList[t - SPECIAL];\r
if(e != sqr) continue;\r
- b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
+ if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
}\r
}\r
if(!cnt) return;\r
int\r
SearchBestMove (MOVE *move, MOVE *ponderMove)\r
{\r
- int score, i;\r
+ int score;\r
printf("# SearchBestMove\n");\r
startTime = GetTickCount();\r
nodes = 0;\r
}\r
}\r
\r
+ int\r
main()\r
{\r
- int engineSide=NONE; // side played by engine\r
+ int engineSide=NONE; // side played by engine\r
MOVE move;\r
int i, score, curVarNr;\r
\r
- Init(V_CHU); // Chu\r
+ setvbuf(stdin, NULL, _IOLBF, 1024); // buffering more than one line flaws test for pending input!\r
+\r
+ Init(V_CHU); // Chu\r
seed = startTime = 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
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
*inBuf = 0; if(moveNr >= 20) randomize = OFF;\r
//if(moveNr >20) printf("resign\n");\r
\r
}\r
stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move\r
gameMove[moveNr++] = move; // remember game\r
- printf("move %s\n", MoveToText(pMove, 1));\r
+ printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking < 4 ? "w" : "");\r
listEnd = 0;\r
continue; // go check if we should ponder\r
}\r
Init(curVarNr = i); stm = Setup2(NULL); break;\r
}\r
}\r
+ if(currentVariant == V_WOLF)\r
+ printf("setup (PNBR...........WKpnbr...........wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n");\r
if(currentVariant == V_SHO)\r
printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n");\r
+ if(currentVariant == V_WA)\r
+ printf("setup (P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W/.......^V.^P.^U..^DS.^GXK"\r
+ "p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w/.......^v.^p.^u..^ds.^gxk) 11x11+0_chu "\r
+ "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w 0 1\n"\r
+ "piece P& fW\npiece O& fR\npiece H& fRbW2\npiece U& fWbF\npiece L& fWbF\npiece M& vWfF\npiece G& vWfF\npiece C& sWfF\n"\r
+ "piece +P& WfF\npiece +O& K\npiece +H& vN\npiece +U& BfW\npiece +L& vRfF3bFsW\npiece +M& FfW\npiece +G& sRvW\npiece +C& vRsWfF\n"\r
+ "piece D& sbWfF\npiece V& FfW\npiece W& WfF\npiece S& sRvW\npiece R& FfRbW\npiece F& BfW\npiece X& FvWAvD\n"\r
+ "piece +D& WfF\npiece +V& FfsW\npiece +W& K\npiece +S& R\npiece +R& FvWAvD\npiece +F& BvRsW\npiece E& vRfF3bFsW\n");\r
repStack[199] = hashKeyH, checkStack[199] = 0;\r
continue;\r
}\r
if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }\r
printf("Error: unknown command\n");\r
}\r
+ return 0;\r
}\r
\r