// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.7beta"\r
+#define VERSION "0.11 kill"\r
\r
-#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)\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 HASH\r
+#define KILLERS\r
#define XNULLMOVE\r
+#define LIONTRAP\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;\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
-int nodes, startTime, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume;\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
\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
{"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
{"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird\r
{"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer\r
+\r
{"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse\r
{"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King\r
{"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\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 postThinking;\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[3*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\r
return 0;\r
}\r
\r
+#if 0\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
+#endif\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
}\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)) p[i].mobWeight = 5, 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
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(p[i].promoGain && (j = p[i].promo) > 0)\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
+ 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(p[i].promoGain && (j = p[i].promo) > 0)\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
+ 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
for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
PST[s] = 0;\r
- PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
+ PST[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
+ PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 5 : i == 3 ? 2 : i == 4 ? 1 : 0) : 0;\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->piece = board[u->from];\r
board[u->from] = EMPTY;\r
u->booty = 0;\r
+ u->gain = 0;\r
+ u->loss = 0;\r
u->revMoveCount = cnt50++;\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->to = u->from + toList[u->to - SPECIAL];\r
u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];\r
u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
+ 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
board[x] = EMPTY; // remove it\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
- if(u->victim != EMPTY) cnt50 = 0; // capture irreversible\r
+ u->gain += p[u->victim].value;\r
+ if(u->victim != EMPTY) {\r
+ cnt50 = 0; // capture irreversible\r
+ if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected\r
+ }\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
NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
v = kStep[i+1];\r
if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
-\r
NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
}\r
} else { // primary victim on first ring\r
}\r
\r
int\r
-Evaluate ()\r
+Evaluate (int difEval)\r
{\r
- return (stm ? mobilityScore : -mobilityScore);\r
+ int wLion, bLion, 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
+ return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
}\r
\r
inline void\r
\r
void TerminationCheck();\r
\r
-#define QSdepth 0\r
+#define QSdepth 4\r
\r
int\r
-Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\r
+Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\r
- int resDep;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0;\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
Move move, nullMove;\r
#ifdef HASH\r
Move hashMove; int index, nr, hit;\r
#endif\r
-if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\r
+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
+ // TSUME filter\r
+ if(tsume && tsume & stm+1) {\r
+ k = p[king=royal[stm]].pos;\r
+// if( k == ABSENT) k = p[king + 2].pos;\r
+ if( k != ABSENT && !attacks[2*k + xstm]) {\r
+ retDep = 60; return INF; // we win when not in check\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
\r
\r
firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
- iterDep = 0; tb.fireMask = phase = 0;\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*(63121 + promoSuppress)) & 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 = hashTable[index].depth[hit];\r
+ iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
+ if(!level) iterDep = 0; // no hash cutoff in root\r
}\r
} else { // decide on replacement\r
if(depth >= hashTable[index].depth[nr]) 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
- replyDep = (depth < 1 ? depth-1 : iterDep);\r
- while(++iterDep <= depth || iterDep == 1) {\r
+ if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply\r
+if(PATH)printf("iterDep=%d\n", iterDep);\r
+ while(++iterDep <= depth) {\r
if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
+ oldBest = bestScore;\r
iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;\r
+if(PATH)printf("new iter %d\n", iterDep);\r
+ if(depth <= QSdepth) {\r
+ bestScore = curEval; resDep = QSdepth;\r
+ if(bestScore > alpha) {\r
+ alpha = bestScore;\r
+if(PATH)printf("stand pat %d\n", bestScore);\r
+ if(bestScore >= beta) goto cutoff;\r
+ }\r
+ }\r
for(curMove = firstMove; ; curMove++) { // loop over moves\r
if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);\r
// MOVE SOURCE\r
if(curMove >= msp) { // we ran out of moves; generate some new\r
+if(PATH)printf("new moves, phase=%d\n", phase);\r
switch(phase) {\r
case 0: // null move\r
- if(depth <= 0) {\r
- bestScore = curEval; resDep = QSdepth;\r
- if(bestScore >= beta || depth < -1) goto cutoff;\r
- }\r
#ifdef NULLMOVE\r
- else if(curEval >= beta) {\r
+ if(depth > QSdepth && curEval >= beta) {\r
+ int nullDep = depth - 3;\r
stm ^= WHITE;\r
- score = -Search(-beta, 1-beta, -difEval, depth > 3 ? depth-3 : 0, promoSuppress & SQUARE, ABSENT);\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
}\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;\r
+ nextVictim = xstm; autoFail = (depth == 0);\r
phase = 3;\r
case 3: // generate captures\r
if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
-if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
+if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist\r
to = p[nextVictim += 2].pos; // take next\r
if(to == ABSENT) continue; // ignore if absent\r
GenCapts(to, 0);\r
if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
}\r
-//printf("captures on %d generated, msp=%d\n", nextVictim, msp);\r
- goto extractMove;\r
+if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);\r
+ goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi\r
+ }\r
+if(PATH) printf("# autofail=%d\n", autoFail);\r
+ if(autoFail) { // non-captures cannot auto-fail; flush queued captures first\r
+if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);\r
+ autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
}\r
// if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.\r
// int n = board[promoSuppress-1];\r
#endif\r
phase = 5;\r
case 5: // killers\r
- if(depth <= QSdepth) { resDep = QSdepth; goto cutoff; }\r
+ if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }\r
phase = 6;\r
case 6: // non-captures\r
nonCapts = msp;\r
\r
// MOVE EXTRACTION\r
extractMove:\r
-if(flag & depth >= 0) 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
// RECURSION\r
stm ^= WHITE;\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
+ if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail\r
+ autoFail = 0; curMove = firstMove-1; continue; // release all for search\r
+ }\r
+ if(tb.gain - tb.loss > threshold) {\r
+ bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi\r
+ } else continue; // ignore for now if not obvious refutation\r
+ }\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
}\r
repStack[level+200] = hashKeyH;\r
\r
-if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);\r
path[level++] = move;\r
attacks += 2*bsize;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
}\r
}\r
#if 1\r
- score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer);\r
+ score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
#else\r
score = 0;\r
#endif\r
goto leave;\r
}\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
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);\r
\r
// ALPHA-BETA STUFF\r
if(score > bestScore) {\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
#endif\r
- resDep = retDep;\r
+ resDep = retDep+1-ext;\r
goto cutoff;\r
}\r
{ int i=pvPtr;\r
}\r
\r
}\r
- if(retDep < resDep) resDep = retDep;\r
+ if(retDep+1-ext < resDep) resDep = retDep+1-ext;\r
#endif\r
} // next move\r
cutoff:\r
if(!level) { // root node\r
+ lastRootIter = GetTickCount() - startTime;\r
if(postThinking > 0) {\r
int i; // WB thinking output\r
- printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes);\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
-printf("# s=%d t=%d 1=%d 3=%d f=%d\n",startTime,GetTickCount(),tlim1,tlim3,abortFlag);\r
if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
- replyDep = iterDep;\r
+ if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
#ifdef HASH\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 + 1;\r
-if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval);\r
+ retDep = resDep;\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
{\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 %x %3d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, 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
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
for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
MapFromScratch(attacks);\r
postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
- Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
+ Search(-INF-1, INF+1, 0, QSdepth+1, sup1 & ~PROMOTE, sup2, INF);\r
postThinking++;\r
listStart = retFirst; listEnd = msp = retMSP;\r
}\r
tlim1 = 0.2*targetTime;\r
tlim2 = 1.9*targetTime;\r
tlim3 = 5*timeLeft / (movesLeft + 4.1);\r
+printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag);\r
}\r
\r
int\r
SearchBestMove (MOVE *move, MOVE *ponderMove)\r
{\r
int score;\r
+printf("# SearchBestMove\n");\r
startTime = GetTickCount();\r
nodes = 0;\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, sup1, sup2);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
+printf("# best=%s\n", MoveToText(pv[0],0));\r
+printf("# ponder=%s\n", MoveToText(pv[1],0));\r
return score;\r
}\r
\r
\r
-void\r
-PonderUntilInput (int stm)\r
-{\r
-MapFromScratch(attacks);\r
- repCnt = 0; abortFlag = -1;\r
- Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2);\r
-}\r
- \r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto\r
if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now\r
if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here\r
+ if(!root && !strcmp(command, "usermove")) {\r
+printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText);\r
+ abortFlag = !!strcmp(inBuf+9, ponderMoveText);\r
+ if(!abortFlag) { // ponder hit, continue as time-based search\r
+printf("# ponder hit\n");\r
+ SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total\r
+ if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started\r
+ inBuf[0] = 0; ponderMove = INVALID;\r
+ return;\r
+ }\r
+ }\r
abortFlag = 1;\r
return;\r
}\r
int i, score, curVarNr;\r
\r
Init(V_CHU); // Chu\r
- listEnd = 1;\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
-\r
- abortFlag = 0;\r
- if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
- \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
+printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag);\r
+ if(abortFlag) {\r
+ stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move\r
+ gameMove[moveNr++] = ponderMove; // remember in game\r
+ sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits\r
+printf("# ponder move = %s", ponderMoveText);\r
+ } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time\r
pboard(board);\r
- SetSearchTimes(10*timeLeft);\r
score = SearchBestMove(&move, &ponderMove);\r
-\r
+ if(abortFlag == 1) { // ponder search was interrupted (and no hit)\r
+ UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one\r
+ abortFlag = 0;\r
+ } else\r
if(move == INVALID) { // game apparently ended\r
int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) { // test if King capture possible\r
gameMove[moveNr++] = move; // remember game\r
printf("move %s\n", MoveToText(move, 1));\r
listEnd = 0;\r
- continue;\r
+ continue; // go check if we should ponder\r
}\r
- }\r
-\r
- fflush(stdout); // make sure everything is printed before we do something that might take time\r
-\r
- // now it is not our turn (anymore)\r
- if(engineSide == ANALYZE) { // in analysis, we always ponder the position\r
- PonderUntilInput(stm);\r
} else\r
- if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input\r
- if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position\r
- PonderUntilInput(stm);\r
- } else {\r
- int newStm = MakeMove2(stm, ponderMove);\r
- PonderUntilInput(newStm);\r
- UnMake2(ponderMove);\r
- }\r
+ if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position\r
+ Move dummy;\r
+ *ponderMoveText = 0; // forces miss on any move\r
+ abortFlag = -1; // set pondering\r
+ SearchBestMove(&dummy, &dummy);\r
+ abortFlag = 0; //\r
}\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\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 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, "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