-/***********************************************************************/\r
-/* HaChu */\r
-/* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */\r
-/* The engine is based on incremental updating of an attack map and */\r
-/* mobility scores, since the effort in this only grows proportional */\r
-/* to board edge length, rather than board area. */\r
-/***********************************************************************/\r
+/**************************************************************************/\r
+/* HaChu */\r
+/* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */\r
+/**************************************************************************/\r
+/* This source code is released in the public domain */\r
+/**************************************************************************/\r
\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 "0.21"\r
\r
-//define PATH level==0 || level==1 && path[0] == 0x55893\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 KILLERS\r
+#define NULLMOVE\r
+#define CHECKEXT\r
+#define LMR 4\r
+#define LIONTRAP\r
+#define XWINGS\r
+#define KINGSAFETY\r
+#define KSHIELD\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 PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */\r
+\r
#include <stdio.h>\r
#include <stdlib.h>\r
#include <string.h>\r
#include <signal.h>\r
#include <time.h>\r
+#include <stdint.h>\r
\r
#ifdef WIN32 \r
# include <windows.h>\r
+ int InputWaiting()\r
+ { // checks for waiting input in pipe\r
+ static int pipe, init;\r
+ static HANDLE inp;\r
+ DWORD cnt;\r
+\r
+ if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);\r
+ if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1;\r
+ return cnt;\r
+ }\r
#else\r
# include <sys/time.h>\r
+# include <sys/ioctl.h>\r
+ int InputWaiting()\r
+ {\r
+ int cnt;\r
+ if(ioctl(0, FIONREAD, &cnt)) return 1;\r
+ return cnt;\r
+ }\r
int GetTickCount() // with thanks to Tord\r
{ struct timeval t;\r
gettimeofday(&t, NULL);\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 16\r
+#define BWMAX (2*BHMAX)\r
+#define BSIZE BWMAX*BHMAX\r
+#define ZONE zone\r
\r
-#define ONE 0\r
+#define ONE 1 /* currently no variants with 10-deep board */\r
\r
#define BLACK 0\r
#define WHITE 1\r
#define TYPE (WHITE|BLACK|EDGE)\r
#define ABSENT 2047\r
#define INF 8000\r
-#define NPIECES 2000 /* length of piece list */\r
+#define NPIECES EDGE+1 /* length of piece list */\r
\r
#define SQLEN 11 /* bits in square number */\r
#define SQUARE ((1<<SQLEN) - 1) /* mask for square in move */\r
#define DEFER (1<<2*SQLEN) /* deferral on zone entry */\r
#define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */\r
-#define SPECIAL 1500 /* start of special moves */\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 P_WHITE 0x0F\r
#define P_BLACK 0xF0\r
\r
+// Piece-Square Tables\r
+#define PST_NEUTRAL 0\r
+#define PST_STEPPER BH\r
+#define PST_WJUMPER (BW*BH)\r
+#define PST_SLIDER (BW*BH+BH)\r
+#define PST_TRAP (2*BW*BH)\r
+#define PST_CENTER (2*BW*BH+BH)\r
+#define PST_WPPROM (3*BW*BH)\r
+#define PST_BPPROM (3*BW*BH+BH)\r
+#define PST_BJUMPER (4*BW*BH)\r
+#define PST_ZONDIST (4*BW*BH+BH)\r
+#define PST_ADVANCE (5*BW*BH)\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_LANCE (7*BW*BH)\r
+#define PST_END (8*BW*BH)\r
+\r
typedef unsigned int Move;\r
\r
char *MoveToText(Move move, int m); // from WB driver\r
-void pmap (int *m, int col);\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
+ int move[5];\r
+ short int score[5];\r
+ char depth[5];\r
+ char flag[5];\r
+ char age[4];\r
+} HashBucket;\r
+\r
+HashBucket *hashTable;\r
+int hashMask;\r
+\r
+#define H_UPPER 2\r
+#define H_LOWER 1\r
\r
typedef struct {\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, ep2Square, ep2Victim, revMoveCount, savKeyL, savKeyH;\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
\r
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, pvPtr, level, cnt50, chuFlag=1;\r
-int nodes, startTime, tlim1, tlim2;\r
-Move retMove, moveStack[10000], path[100], repStack[300], pv[1000];\r
+char *array, *IDs, fenArray[4000], startPos[4000], *reason, checkStack[300];\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
+int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
+Move ponderMove;\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 X 36 /* slider */\r
-#define J -1 /* jump */\r
-#define N -2 /* Knight */\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 R 37 /* jump capture */\r
+#define N -1 /* Knight */\r
+#define J -2 /* jump */\r
+#define I -3 /* jump + step */\r
+#define D -4 /* linear double move */\r
+#define T -5 /* linear triple move */\r
+#define K -6 /* triple + range */\r
+#define L -7 /* true Lion move */\r
+#define W -8 /* Werewolf move */\r
+#define F -9 /* Lion + 3-step */\r
+#define S -10 /* Lion + range */\r
+#define H -11 /* hook move */\r
+#define C -12 /* capture only */\r
+#define M -13 /* 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
\r
PieceDesc chuPieces[] = {\r
- {"LN", "", 100, { 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 } }, // king\r
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 } }, // 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", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
+ {"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
+ {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox\r
+ {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "SE", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "HF", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse\r
+ {"R", "DK", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"FS", "", 300, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag\r
+ {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "DH", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "FO", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "FB", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "FS", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "R", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "B", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "LN", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "FK", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "WL", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "WH", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "VM", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "SM", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "DE", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc shoPieces[] = {\r
+ {"DK", "", 700, { X,1,X,1,X,1,X,1 } }, // dragon king\r
+ {"DH", "", 520, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
+ {"R", "DK", 500, { X,0,X,0,X,0,X,0 } }, // rook\r
+ {"B", "DH", 320, { 0,X,0,X,0,X,0,X } }, // bishop\r
+ {"K", "", 410, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"CP", "", 400, { 1,1,1,1,1,1,1,1 } }, // king\r
+ {"DE", "CP", 250, { 1,1,1,1,0,1,1,1 } }, // silver\r
+ {"G", "", 220, { 1,1,1,0,1,0,1,1 } }, // gold\r
+ {"S", "G", 200, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"L", "G", 150, { X,0,0,0,0,0,0,0 } }, // lance\r
+ {"N", "G", 110, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"P", "G", 80, { 1,0,0,0,0,0,0,0 } }, // pawn\r
{ NULL } // sentinel\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", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
+ {"EW", "G", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
+ {"CS", "G", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
+ {"AB", "G", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
+ {"I", "G", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
+ {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
+ {"SG", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\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
+ {"CE", "", 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
+ {"TF", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox\r
+ {"FF", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon\r
+ {"RF", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon\r
+ {"SW", "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
+ {"RR", "TF", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit\r
+ {"RB", "", 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
+ {"VW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G)\r
+ {"VS", "RB", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S)\r
+ {"FG", "SW", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C)\r
+ {"CM", "VS", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C)\r
+ {"LH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse\r
+ {"BD", "VW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog\r
+ {"OC", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L)\r
+ {"FC", "RF", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock\r
+ {"SO", "CE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl\r
+ {"SC", "FF", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow\r
+ {"P", "VW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P)\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc ddPieces[] = {\r
- {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
- {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
- {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
- {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
- {"WB", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
- {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
- {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
- {"S)", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
- {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
- {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
- {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
- {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon\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
- {"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
- {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove\r
- {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger\r
- {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox\r
- {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot\r
- {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover\r
- {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag\r
- {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger\r
- {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon\r
- {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog\r
- {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear\r
- {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger\r
- {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood\r
- {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword\r
- {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon\r
- {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
- {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
- {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion\r
- {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
- {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
- {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop\r
- {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper\r
- {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse\r
- {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King\r
- {"FK", "", 1, { } }, // \r
- {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
- {"FL", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
+ {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H!\r
+ {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin G!\r
+ {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite K'\r
+ {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake S'\r
+ {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L!\r
+ {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant +W!\r
+ {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian W'\r
+ {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian E'\r
+ {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian N'\r
+ {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian S'\r
+ {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant +N'\r
+ {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant +S'\r
+ {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater +W\r
+ {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon +U\r
+ {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo W\r
+ {"RU", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird U\r
+ {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer +N\r
+ {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse H'\r
+ {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King N\r
+ {"RG", "", 10, { 1,1,0,1,1,1,1,1 } }, // Right General R'\r
+ {"LG", "", 10, { 1,1,1,1,1,1,0,1 } }, // Left General L'\r
+ {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
+ {"DO", "", 10, { 2,5,2,5,2,5,2,5 } }, // Dove\r
+ {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger B'\r
+ {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox X'\r
+ {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot A\r
+ {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover Q'\r
+ {"PR", "SQ", 10, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag\r
+ {"WT", "", 10, { X,1,2,0,X,0,2,X } }, // White Tiger T!\r
+ {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon D!\r
+ {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog D'\r
+ {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear V\r
+ {"ST", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger T'\r
+ {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood General V'\r
+ {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // Cat Sword C'\r
+ {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon F'\r
+ {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!\r
+ {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar A'\r
+ {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
+ {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
+ {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L'\r
+ {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R'\r
+ // Chu pieces (but with different promotion)\r
+ {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"R", "", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"G", "", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "GO", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"P", "", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
PieceDesc makaPieces[] = {\r
- {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva\r
- {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit\r
- {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile\r
- {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent\r
- {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon\r
- {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock\r
- {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey\r
- {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear\r
- {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat\r
- {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
- {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler\r
- {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods\r
- {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil\r
- {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
- {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey\r
- {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn\r
- {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover\r
- {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier\r
- {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot\r
- {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot\r
- {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold\r
- {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver\r
- {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper\r
- {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron\r
- {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile\r
- {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone\r
- {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger\r
- {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)\r
- {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)\r
- {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon\r
- {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)\r
- {"EM", "", 1, { } }, // Emperor\r
- {"TK", "", 1, { } }, // Teaching King\r
- {"BS", "", 1, { } }, // Budhist Spirit\r
- {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork\r
- {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch\r
- {"FF", "", 1, { } }, // Furious Fiend\r
- {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
- {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
- {"FrW", "", 1, { } }, // Free Wolf\r
- {"FrB", "", 1, { } }, // Free Bear\r
- {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat\r
- {"", "", 1, { } }, // \r
+ {"DV", "TK", 10, { 0,1,0,1,0,0,1,1 } }, // Deva I'\r
+ {"DS", "BS", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit J'\r
+ {"T", "fT", 10, { 0,1,0,0,1,0,0,1 } }, // Tile General Y\r
+ {"CO", "fS", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent S!\r
+ {"RD", "fD", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon D!\r
+ {"CC", "WS", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock N'\r
+ {"OM", "MW", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey M'\r
+ {"BB", "fB", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear B'\r
+ {"OR", "BA", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat O'\r
+ {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W!\r
+ {"WR", "G", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler W'\r
+ {"GG", "G", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods G'\r
+ {"BD", "G", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil D'\r
+ {"SD", "G", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil S'\r
+ {"DY", "G", 10, { J,0,1,0,J,0,1,0 } }, // Donkey Y'\r
+ {"CA", "G", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn C!\r
+ {"HM", "G", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H!\r
+ {"SF", "G", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier F!\r
+ {"LC", "G", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L'\r
+ {"RC", "G", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R'\r
+ {"fT", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger +T\r
+ {"fD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon +D!\r
+ {"fG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold +G\r
+ {"fS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver +S\r
+ {"fI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron +I\r
+ {"fY", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile +Y\r
+ {"fU", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone +U\r
+ {"EM", "", 10, { 0,0,0,0,0,0,0,0 } }, // Emperor +K\r
+ {"TK", "", 10, { K,K,K,K,K,K,K,K } }, // Teaching King +I'\r
+ {"BS", "", 10, { S,S,S,S,S,S,S,S } }, // Budhist Spirit +J'\r
+ {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork +N'\r
+ {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch +M'\r
+ {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L!\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon +W!\r
+ {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird +X\r
+ {"fW", "", 10, { X,X,X,0,0,0,X,X } }, // Free Wolf +W\r
+ {"BA", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat +O'\r
+ {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ // Dai pieces with different promotion\r
+ {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
+ {"EW", "fW", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
+ {"CS", "B", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
+ {"AB", "FB", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
+ {"T", "fY", 80, { 0,1,0,0,1,0,0,1 }, 2 }, // Tile\r
+ {"I", "fI", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
+ {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
+ {"SG", "fU", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\r
+ // Chu pieces (but with different promotion)\r
+ {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox (free leopard)\r
+ {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse (free copper)\r
+ {"R", "G", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale (free serpent)\r
+ {"K", "EM", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "G", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "G", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "G", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "fT", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "fG", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "FO", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "GB", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "G", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "G", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "fS", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "WH", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "RV", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
+ {"", "", 10, { } }, // \r
{ NULL } // sentinel\r
};\r
\r
PieceDesc taiPieces[] = {\r
- {"", "", 1, { } }, // Peacock\r
- {"", "", 1, { } }, // Vermillion Sparrow\r
- {"", "", 1, { } }, // Turtle Snake\r
- {"", "", 1, { } }, // Silver Hare\r
- {"", "", 1, { } }, // Golden Deer\r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
- {"", "", 1, { } }, // \r
+ {"", "", 10, { } }, // Peacock\r
+ {"", "", 10, { } }, // Vermillion Sparrow\r
+ {"", "", 10, { } }, // Turtle Snake\r
+ {"", "", 10, { } }, // Silver Hare\r
+ {"", "", 10, { } }, // Golden Deer\r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)\r
+ {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
+ {"GG", "", 1500, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General\r
+ {"VG", "", 1400, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General\r
+ {"RG", "GG",1200, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General\r
+ {"BG", "VG",1100, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General\r
+ {"SE", "RG", 10, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
+ {"HF", "BG", 10, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
+ {"LH", "", 10, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
+ {"LN", "LH",LVAL, { L,L,L,L,L,L,L,L } }, // Lion\r
+ {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle\r
+ {"FK", "FE", 600, { X,X,X,X,X,X,X,X } }, // Free King\r
+ {"HT", "", 10, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
+ {"CS", "HT", 10, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
+ {"WB", "FI", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"VS", "CS", 10, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
+ {"SS", "WB", 10, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
+ {"I", "VS", 10, { 1,1,0,0,0,0,0,1 } }, // Iron\r
+ {"N", "SS", 10, { N,0,0,0,0,0,0,N } }, // Knight\r
+ {"MG", "", 10, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
+ {"D", "MG", 10, { 1,0,0,1,0,1,0,0 } }, // Dog\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc taikyokuPieces[] = {\r
- {"", "", 1, { } }, // \r
+ {"", "", 10, { } }, // \r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc chessPieces[] = {\r
+ {"Q", "", 950, { X,X,X,X,X,X,X,X } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 320, { 0,X,0,X,0,X,0,X } },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "Q", 80, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc lionPieces[] = {\r
+ {"L", "", LVAL, { L,L,L,L,L,L,L,L } },\r
+ {"Q", "", 600, { X,X,X,X,X,X,X,X } },\r
+ {"R", "", 300, { X,0,X,0,X,0,X,0 } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"B", "", 190, { 0,X,0,X,0,X,0,X } },\r
+ {"N", "", 180, { N,N,N,N,N,N,N,N } },\r
+ {"P", "Q", 50, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc shatranjPieces[] = {\r
+ {"Q", "", 150, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"B", "", 90, { 0,J,0,J,0,J,0,J } },\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "Q", 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
-char daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR"\r
- "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/"\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
+PieceDesc makrukPieces[] = {\r
+ {"M", "", 150, { 0,1,0,1,0,1,0,1 } },\r
+ {"R", "", 500, { X,0,X,0,X,0,X,0 } },\r
+ {"S", "", 200, { 1,1,0,1,0,1,0,1 } }, // silver\r
+ {"N", "", 300, { N,N,N,N,N,N,N,N } },\r
+ {"K", "", 280, { 1,1,1,1,1,1,1,1 } },\r
+ {"P", "M", 80, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc wolfPieces[] = {\r
+ {"W", "W",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[] = "lfcsgekgscfl/a1b1txot1b1a/mvrhdqndhrvm/pppppppppppp/3i4i3"\r
+ "/12/12/"\r
+ "3I4I3/PPPPPPPPPPPP/MVRHDNQDHRVM/A1B1TOXT1B1A/LFCSGKEGSCFL";\r
+char daiArray[] = "lnuicsgkgsciunl/a1c'1f1tet1f1c'1a/1x'1a'1wxl!ow1a'1x'1/rf'mvbhdqdhbvmf'r/"\r
+ "ppppppppppppppp/4p'5p'4/15/15/15/4P'5P'4/PPPPPPPPPPPPPPP/"\r
+ "RF'MVBHDQDHBVMF'R/1X'1A'1WOL!XW1A'1X'1/A1C'1F1TET1F1C'1A/LNUICSGKGSCIUNL";\r
+char tenArray[] = "lnficsgekgscifnl/a1c!c!1txql!ot1c!c!1a/s'v'bhdw!d!q!h!d!w!dhbv's'/"\r
+ "mvrf!e!b!r!v!q!r!b!e!f!rvm/pppppppppppppppp/4d6d4/"\r
+ "16/16/16/16/"\r
+ "4D6D4/PPPPPPPPPPPPPPPP/MVRF!E!B!R!Q!V!R!B!E!F!RVM/"\r
+ "S'V'BHDW!D!H!Q'D!W!DHBV'S'/A1C!C!TOL!QXT1C!C!1A/LNFICSGKEGSCIFNL";\r
+char cashewArray[]= "lh!f'dh'j'ki'qc'hg!l/t!p'w!+oogngx+xl!k'd!/r've'fst'+nt'sfw'vl'/ppppppppppppp/3d'5d'3/13/"\r
+ "13/13/3D'5D'3/PPPPPPPPPPPPP/L'VW'FST'+NT'SFE'VR'/D!K'L!+XXGNGO+OW!P'T!/LG!HC'QI'KJ'H'DF'H!L";\r
+char macadArray[] = "lxcsgi'kj'gscol/1f'1w!1tet1l!1f'1/rr'g'bdh!qc!dbw'l'r/ppppppppppppp/3p'5p'3/13/"\r
+ "13/13/3P'5P'3/PPPPPPPPPPPPP/RL'W'BDC!QH!DBG'R'R/1F'1L!1TET1W!1F'1/LOCSGI'KJ'GSCXL";\r
+char shoArray[] = "lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL";\r
+char waArray[] = "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH";\r
+char chessArray[] = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR";\r
+char lionArray[] = "rlbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RLBQKBNR";\r
+char shatArray[] = "rnbkqbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBKQBNR";\r
+char thaiArray[] = "rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR";\r
+char wolfArray[] = "rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR";\r
+\r
+// translation tables for single-(dressed-)letter IDs to multi-letter names, per variant\r
+// A.B.C.D.E.F.G.H.I.J.K.L.M.N.O.P.Q.R.S.T.U.V.W.X.Y.Z.\r
+char chuIDs[] = "RVB C DKDEFLG DHGB..K L SMLNKNP FKR S BT..VM..PH....";\r
+char daiIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSGVMEWPH...." // L\r
+ "AB CS FD GB VO " // L'\r
+ " LN "; // L!\r
+char tenIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BT..VM..PH...." // L\r
+ ".. ..D .. FE SS VS " // L'\r
+ " BGCSFISEHF LH LN GGRG VGWB "; // L!\r
+char waIDs[] = "....FCBDCEFFFGLH....K SOCM..OCP ..RRSW..SCVSVWTF....";\r
+char chessIDs[] = "A B ....E F ........K L M N ..P Q R S ......W ......"; // covers all chess-like variants\r
+char makaIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSG..EWPHT .." // L (also for Macadamia)\r
+ "ABBBCSBDE FDGG DVDS LCBMCCORGB RCSD WRVODY " // L'\r
+ " CARD HM LN CO VMLD "; // L!\r
+char dadaIDs[] = "RVB C DKEFFLG DHI ..K L SMNKKNP FKR S ..SGVBEWPH...." // L (also for Cashew)\r
+ "ABEBCSHDEAFDPRFHLGRGOKLCOMNOORPS RCSOST W WSVO " // L'\r
+ "RAWB BD LGHM LN SQ WTRUVMLD "; // L!\r
\r
typedef struct {\r
- int boardWidth, boardFiles, zoneDepth, boardRanks; // board sizes\r
+ int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
char *name; // WinBoard name\r
char *array; // initial position\r
+ char *IDs;\r
} VariantDesc;\r
\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU,\r
+ V_CASHEW, V_MACAD, V_SHATRANJ, V_MAKRUK, V_LION, V_WA, V_WOLF } Variant;\r
+\r
+#define SAME (-1)\r
+\r
VariantDesc variants[] = {\r
- { 24, 12, 12, 4, "chu", chuArray }, // Chu\r
- { 30, 15, 15, 5, "dai", daiArray }, // Dai\r
- { 32, 16, 16, 5, "tenjiku", chuArray }, // Tenjiku\r
- { 34, 17, 17, 0, "dada", chuArray }, // Dai Dai\r
- { 38, 19, 19, 0, "maka", chuArray }, // Maka Dai Dai\r
- { 50, 25, 25, 0, "tai", chuArray }, // Tai\r
- { 40, 36, 36, 0, "kyoku", chuArray } // Taikyoku\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray, chuIDs }, // Chu\r
+ { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray,chessIDs }, // FIDE\r
+ { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray, chuIDs }, // Sho\r
+ { 18, 9, 9, 3, V_SHO, "sho", shoArray, chuIDs }, // Sho duplicat\r
+ { 30, 15, 15, 5, V_DAI, "dai", daiArray, daiIDs }, // Dai\r
+ { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray, tenIDs }, // Tenjiku\r
+ { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray, chessIDs}, // Shatranj\r
+ { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray, chessIDs}, // Makruk\r
+ { 16, 8, 8, 1, V_LION, "lion", lionArray, chessIDs}, // Mighty Lion\r
+ { 22, 11, 11, 3, V_WA, "wa-shogi", waArray, waIDs}, // Wa\r
+ { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray, chessIDs}, // Werewolf Chess\r
+ { 26, 13, 13,13, V_CASHEW, "cashew-shogi", cashewArray, dadaIDs }, // Cashew\r
+ { 26, 13, 13,13, V_MACAD, "macadamia-shogi", macadArray, makaIDs }, // Macadamia\r
+\r
+ { 0, 0, 0, 0, 0 }, // sentinel\r
+ { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai\r
+ { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai\r
+ { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai\r
+ { 40, 36, 36, 0, V_KYOKU, "kyoku", chuArray } // Taikyoku\r
};\r
\r
typedef struct {\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
#define kStep (kingStep+1)\r
#define nStep (knightStep+1)\r
\r
char qval;\r
char mobility;\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];\r
+int last[2], royal[2], kylin[2];\r
PieceInfo p[NPIECES]; // piece list\r
\r
typedef struct {\r
int ponder;\r
int randomize;\r
int postThinking;\r
+ int noCut=1; // engine-defined option\r
int resign; // engine-defined option\r
int contemptFactor; // likewise\r
+ int seed;\r
\r
int squareKey[BSIZE];\r
\r
-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
+char promoBoard[BSIZE]; // flags to indicate promotion zones\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*BW + 3)\r
-#define dist (distance + BSIZE)\r
+#define board (rawBoard + 6*BHMAX + 3)\r
+#define fireBoard (rawFire + BWMAX + 1)\r
+#define dist (distance + BSIZE)\r
\r
PieceDesc *\r
-LookUp (char *name, PieceDesc *list)\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
+ while(list->name && strcmp(name, list->name)) list++;\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 V_TENJIKU: // Tenjiku\r
+ desc = ListLookUp(name, tenjikuPieces);\r
+ if(desc) return desc;\r
+ return ListLookUp(name, chuPieces);\r
+ case V_SHO: // Sho\r
+ return ListLookUp(name, shoPieces);\r
+ case V_DAI: // Dai\r
+ desc = ListLookUp(name, daiPieces);\r
+ if(desc) return desc;\r
+ case V_CHU: // Chu\r
+ return ListLookUp(name, chuPieces);\r
+ case V_CHESS: // FIDE\r
+ return ListLookUp(name, chessPieces);\r
+ case V_SHATRANJ: // Shatranj\r
+ return ListLookUp(name, shatranjPieces);\r
+ case V_MAKRUK: // Makruk\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
+ case V_CASHEW: // Cashew\r
+ return ListLookUp(name, ddPieces);\r
+ case V_MACAD: // Cashew\r
+ return ListLookUp(name, makaPieces);\r
+ }\r
+ return NULL;\r
+}\r
+\r
void\r
SqueezeOut (int n)\r
{ // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!)\r
int i;\r
- for(i=stm+2; i<last[stm]; i+=2)\r
+ for(i=stm+2; i<=last[stm]; i+=2)\r
if(p[i].promo > n) p[i].promo -= 2;\r
for(i=n; i<last[stm]; i+=2) {\r
p[i] = p[i+2];\r
if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]\r
+ if(i+2 == kylin[stm]) kylin[stm] -= 2;\r
+ if(i < 10) fireFlags[i-2] = fireFlags[i];\r
}\r
last[stm] -= 2;\r
}\r
}\r
\r
int\r
+Lance (signed char *r)\r
+{ // File-bound forward slider\r
+ int i;\r
+ for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;\r
+ return r[0] == X;\r
+}\r
+\r
+int\r
+EasyProm (signed char *r)\r
+{\r
+ 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
+}\r
+\r
+int\r
IsUpwardCompatible (signed char *r, signed char *s)\r
{\r
int i;\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
}\r
\r
+int multis[2], multiMovers[100];\r
+\r
+void\r
+StackMultis (int col)\r
+{\r
+ int i, j;\r
+ multis[col] = col;\r
+ for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers\r
+ for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) {\r
+ multiMovers[multis[col]] = i; // found one: put its piece number in list\r
+ multis[col] += 2;\r
+ break;\r
+ }\r
+ }\r
+}\r
+\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
- for(i=stm+2; i<last[stm]; i+=2) { // first pass: unpromoted pieces\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
SqueezeOut(i);\r
}\r
}\r
- for(i=stm+2; i<last[stm]; i+=2) { // second pass: promoted pieces\r
+ for(i=stm+2; i<=last[stm]; i+=2) { // second pass: promoted pieces\r
+\r
if((k = p[i].promo) == -2 && p[i].pos == ABSENT) { // orphaned promoted piece not present\r
SqueezeOut(i);\r
}\r
}\r
+ StackMultis(stm);\r
}\r
\r
int\r
AddPiece (int stm, PieceDesc *list)\r
{\r
- int i, j, *key;\r
+ int i, j, *key, v;\r
for(i=stm+2; i<=last[stm]; i += 2) {\r
- if(p[i].value < 10*list->value || p[i].value == 10*list->value && (p[i].promo < 0)) break;\r
+ if(p[i].value < list->value || p[i].value == 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->value;\r
+ p[i].value = v = 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 1: p[i].pst = PST_STEPPER; break;\r
+ case 2: p[i].pst = PST_WJUMPER; break;\r
+ default: p[i].pst = PST_SLIDER; break;\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].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 = 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(p[i].value == 280) royal[stm] = i;\r
+ if(kylin[stm] >= i) kylin[stm] += 2;\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, PieceDesc *list)\r
+SetUp (char *array, int var)\r
{\r
- int i, j, n, m, nr, color;\r
- char c, *q, name[3];\r
+ int i, j, n, m, color, c;\r
+ char name[3], prince = 0;\r
PieceDesc *p1, *p2;\r
last[WHITE] = 1; last[BLACK] = 0;\r
- for(i=0; ; i++) {\r
+ royal[WHITE] = royal[BLACK] = 0;\r
+ for(i=BH-1; ; i--) {\r
//printf("next rank: %s\n", array);\r
for(j = BW*i; ; j++) {\r
+ int pflag=0;\r
+ if(*array == '+') pflag++, array++;\r
c = name[0] = *array++;\r
if(!c) goto eos;\r
if(c == '.') continue;\r
+ if(c > '0' && c <= '9') {\r
+ c -= '0'; if(*array >= '0' && *array <= '9') c = 10*c + *array++ - '0';\r
+ j += c - 1; continue;\r
+ }\r
if(c == '/') break;\r
name[1] = name[2] = 0;\r
- if(c == ':') name[0] = *array++, name[1] = *array++;\r
- if(name[0] >= 'a') {\r
+ if(c >= 'a') {\r
color = BLACK;\r
- name[0] += 'A' - 'a';\r
- if(name[1]) name[1] += 'A' - 'a';\r
+ c += 'A' - 'a';\r
} else color = WHITE;\r
- p1 = LookUp(name, list);\r
+ if(*array == '\'') c += 26, array++; else\r
+ if(*array == '!') c += 52, array++;\r
+ name[0] = IDs[2*(c - 'A')];\r
+ name[1] = IDs[2*(c - 'A') + 1]; if(name[1] == ' ') name[1] = 0;\r
+ if(!strcmp(name, "CP") || pflag && !strcmp(name, "DE")) prince |= color+1; // remember if we added Crown Prince\r
+ p1 = LookUp(name, var);\r
+ if(!p1) printf("tellusererror Unknown piece '%s' in setup (%d)\n", name, c), exit(-1);\r
+ if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead\r
n = AddPiece(color, p1);\r
p[n].pos = j;\r
- if(p1->promoted[0]) {\r
- p2 = LookUp(p1->promoted, list);\r
+ if(p1->promoted[0] && !pflag) {\r
+ if(!strcmp(p1->promoted, "CP")) prince |= color+1; // remember if we added Crown Prince\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 &= n&1 ? P_WHITE : P_BLACK;\r
p[m].promo = -1;\r
p[m].pos = ABSENT;\r
+ if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion\r
} else p[n].promo = -1; // unpromotable piece\r
//printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);\r
}\r
}\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
+ for(i=0; i<8; i++) fireFlags[i] = 0;\r
+ for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) {\r
+ int x = p[i].pos; // mark all burn zones\r
+ fireFlags[i-2] = n;\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) 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
+ 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_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
+ 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
+ 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_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
+ p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g;\r
+ else p[i].promoGain = 0;\r
+ if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\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
}\r
\r
}\r
\r
void\r
-Init()\r
+Init (int var)\r
{\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
+ IDs = variants[var].IDs;\r
+ }\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 || 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
\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
+ for(i=0; i<8; i++) neighbors[i+1] = kStep[i];\r
\r
for(i=0; i<8; i++) { // Lion double-move decoding tables\r
for(j=0; j<8; j++) {\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<BSIZE; i++) {\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
+// 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<BSIZE; i++) squareKey[i] = ~(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
char v = 0;\r
if(i == 0) v |= LAST_RANK & P_BLACK;\r
if(i < 2) v |= CANT_DEFER & P_BLACK;\r
- if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK;\r
- if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE;\r
+ if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK;\r
+ if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE;\r
if(i >= BH-2) v |= CANT_DEFER & P_WHITE;\r
if(i == BH-1) v |= LAST_RANK & P_WHITE;\r
promoBoard[BW*i + j] = v;\r
}\r
\r
// piece-square tables\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
- } \r
+ for(j=0; j<BH; j++) {\r
+ for(i=0; i<BH; i++) {\r
+ int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
+ PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table\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 - 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
+ - (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
+ PST[PST_WJUMPER + BW*(BH-1-zone) + j] = PST[PST_BJUMPER + BW*zone + j] = 200;\r
+#endif\r
+ }\r
+\r
+ p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
}\r
\r
-#if 0\r
-inline int\r
-AddMove (int i, int x, int y)\r
+int\r
+PSTest ()\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
+ 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].value + PST[p[piece].pst + s];\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\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
-#endif\r
\r
int flag;\r
\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
+ 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
return 0;\r
}\r
\r
-#if 0\r
+char map[49]; // 7x7 map for area movers\r
+char mapStep[] = { 7, 8, 1, -6, -7, -8, -1, 6 };\r
+char rowMask[] = { 0100, 0140, 0160, 070, 034, 016, 07, 03, 01 };\r
+char rows[9];\r
+\r
void\r
-GenAllMoves ()\r
+AreaStep (int from, int x, int flags, int n, int d)\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
+ int i;\r
+ for(i=0; i<8; i++) {\r
+ int to = x + kStep[i], m = n + mapStep[i];\r
+ if(board[to] == EDGE) continue; // off board\r
+ if(map[m] >= d) continue; // already done\r
+ if(!map[m]) moveStack[msp++] = from<<SQLEN | to;\r
+ map[m] = d;\r
+ if(d > 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1);\r
+ }\r
+}\r
+\r
+void\r
+AreaMoves (int from, int piece, int range)\r
+{\r
+ int i;\r
+ for(i=0; i<49; i++) map[i] = 0;\r
+ map[3*7+7] = range;\r
+ AreaStep(from, from, p[piece].promoFlag, 3*7+3, range);\r
+}\r
+\r
+void\r
+MarkBurns (int x)\r
+{ // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned\r
+ int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board\r
+ if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else\r
+ if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges\r
+ if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f;\r
+ for(r=bottom; r<=top; r++) {\r
+ int mask = 0, y = x + 16*r;\r
+ for(f=left; f <= right; f++) {\r
+ if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm)\r
+ mask |= rowMask[f]; // on-rank attacks\r
}\r
+ rows[r+2] = mask;\r
}\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
-#endif\r
\r
int\r
GenNonCapts (int promoSuppress)\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 Knight, 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(!NewNonCapture(x, x + v, pFlag)) nullMove = x;\r
- if(r == L) { // true Lion, also Knight jump\r
+ int occup = NewNonCapture(x, x + 2*v, pFlag);\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
+ 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 == K) {\r
+ occup |= NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step\r
+ if(!occup) for(y=x+3*v; !NewNonCapture(x, y+=v, pFlag); ); // TK moves\r
}\r
- }\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
+ NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag\r
}\r
continue;\r
}\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, 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
- if(r == T) { // Lion Dog, also jump of 3\r
+ if(r < I) {\r
+ if(r == T || r == K) { // 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 == K) { // also range (Teaching King)\r
+ int y = x, n = 0;\r
+ while(1) {\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
+ break;\r
+ }\r
+ n++;\r
+ }\r
+ }\r
} else\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
+ if(board[x + v] != EMPTY && board[x + v] != EDGE)\r
+ map[2*(x + v) + start] += one[j];\r
}\r
continue;\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
+#if 1\r
+ if(p[i].range[j] > X) { // jump capturer\r
+ int c = p[i].qval;\r
+ if(p[board[x]].qval < c) {\r
+ x += v; // go behind directly captured piece, if jumpable\r
+ while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything\r
+ if(board[x] != EMPTY) {\r
+// int n = map[2*x + start] & attackMask[j];\r
+// map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update)\r
+ map[2*x + start] += one[j]; // for now use true count\r
+ }\r
+ x += v;\r
+ }\r
+ }\r
+ }\r
+#endif\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
-}\r
-\r
-void\r
-Connect (int sqr, int piece, int dir)\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
- x = sqr;\r
- while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is\r
- d1 = dist[x-sqr]; piece1 = board[x];\r
- attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range\r
- if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead'\r
-\r
- y = sqr;\r
- while(board[y+=step] == EMPTY); // also always scan to that one to see what it is\r
- d2 = dist[y-sqr]; piece2 = board[y];\r
- attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range\r
- // we have two pieces now shooting at each other. See how far they get.\r
- if(d1 + d2 <= (r1 = p[piece1].range[dir])) { // 1 hits 2\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+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+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
- while(r--)\r
- if(board[y+=step] != EMPTY) {\r
- d2 = dist[y-sqr]; piece2 = board[y];\r
- if(piece2 != EDGE) { // extended move hits a piece\r
- attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack\r
- attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range\r
- }\r
- UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge\r
- return;\r
- }\r
- // we hit nothing with the extended move of the attacker behind us.\r
- UPDATE_MOBILITY(piece1, r2 - d1);\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
- if(piece2 != EDGE) { // extended move hits a piece\r
- attacks[2*y + stm] -= one[dir]; // count attack\r
- }\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
- y = sqr; while(board[y+=step]); // locate attacker\r
- d2 = dist[y-sqr]; piece2 = board[y];\r
- attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range\r
- r = (r1 = p[piece1].range[dir]) - d2;\r
- if(r < 0 || c > one[dir]) { // 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
- x = sqr;\r
- while(r--)\r
- if(board[x-=step] != EMPTY) {\r
- d1 = dist[x-sqr]; piece1 = board[x];\r
- if(piece1 != EDGE) { // extended move hits a piece\r
- attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack\r
- attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range\r
- }\r
- UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge\r
- return;\r
- }\r
- // we hit nothing with the extended move of the attacker behind us.\r
- UPDATE_MOBILITY(piece2, r2 - d1);\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
- if(piece1 != EDGE) { // extended move hits a piece\r
- attacks[2*x + stm] -= one[dir+4]; // count attack\r
- }\r
- return;\r
- }\r
-\r
- } else { // no incoming attacks from either side. Only delete attacks of mover on others\r
-\r
- x = sqr;\r
- while(r1--)\r
- if(board[x+=step] != EMPTY) { // piece found that we attacked\r
- attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction\r
- break;\r
- }\r
-\r
- x = sqr;\r
- while(r2--)\r
- if(board[x-=step] != EMPTY) { // piece found that we attacked\r
- attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction\r
- break;\r
- }\r
-\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 piece, int dir)\r
-{\r
- int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y;\r
- while( board[x+=step] == EMPTY );\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
- 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
- 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 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
-Occupy (int sqr)\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, board[sqr], i);\r
- }\r
-}\r
+ for(i=0; i<2*bsize; i++) map[i] = 0;\r
+ mobilityScore = MapOneColor(1, last[WHITE], map);\r
\r
-void\r
-Evacuate (int sqr, int piece)\r
-{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square\r
- int i;\r
- for(i=0; i<4; i++) Connect(sqr, piece, i);\r
+ mobilityScore -= MapOneColor(0, last[BLACK], map);\r
}\r
\r
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
+// int n = board[promoSuppress-1];\r
+// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) NewNonCapt(promoSuppress-1, 16, 0);\r
+\r
+ if(p[u->piece].value == FVAL) { // move with Fire Demon\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone\r
+ }\r
\r
if(m & (PROMOTE | DEFER)) {\r
- if(m & DEFER) {\r
+ if(m & DEFER) { // essential deferral: inform caller, but nothing special\r
deferred = u->to;\r
u->new = u->piece;\r
} else {\r
}\r
} else u->new = u->piece;\r
\r
- u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from];\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 = board[u->epSquare]; // remember for takeback\r
+ u->epVictim[0] = board[u->epSquare]; // remember for takeback\r
board[u->epSquare] = EMPTY; // and remove\r
- p[u->epVictim].pos = ABSENT;\r
+ p[u->epVictim[0]].pos = ABSENT;\r
// now take care of (optional) second e.p. victim\r
u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none!\r
- u->ep2Victim = board[u->ep2Square]; // remember\r
+ u->epVictim[1] = board[u->ep2Square]; // remember\r
board[u->ep2Square] = EMPTY; // and remove\r
- p[u->ep2Victim].pos = ABSENT;\r
+ p[u->epVictim[1]].pos = ABSENT;\r
// decode the true to-square, and correct difEval and hash key for the e.p. captures\r
u->to = u->from + toList[u->to - SPECIAL];\r
- u->booty += p[u->ep2Victim].value + PST[p[u->ep2Victim].pst + u->ep2Square];\r
- u->booty += p[u->epVictim].value + PST[p[u->epVictim].pst + u->epSquare];\r
- hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare];\r
- hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BH];\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
+ 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
+ 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
- } else u->epVictim = EMPTY;\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
+ p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY\r
+ u->new = EMPTY;\r
+ u->booty -= p[u->piece].value;\r
+ cnt50 = 0;\r
+ } else\r
+ if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i], burnVictim = board[x];\r
+ fireBoard[x] |= f; // mark new burn zone\r
+ u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case\r
+ if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn\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
+ }\r
+ u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move\r
+ }\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
- 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
void\r
UnMake(UndoInfo *u)\r
{\r
- if(u->epVictim) { // put Lion victim of first leg back\r
- p[u->ep2Victim].pos = u->ep2Square;\r
- board[u->ep2Square] = u->ep2Victim;\r
- p[u->epVictim].pos = u->epSquare;\r
- board[u->epSquare] = u->epVictim;\r
+ if(u->epVictim[0]) { // move with side effects\r
+ if(u->epVictim[0] == EDGE) { // fire-demon burn\r
+ int i, f=~fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) {\r
+ int x = u->to + kStep[i];\r
+ fireBoard[x] &= f;\r
+ board[x] = u->epVictim[i+1];\r
+ p[board[x]].pos = x; // even EDGE should have dummy entry in piece list\r
+ }\r
+ } else { // put Lion victim of first leg back\r
+ p[u->epVictim[1]].pos = u->ep2Square;\r
+ board[u->ep2Square] = u->epVictim[1];\r
+ p[u->epVictim[0]].pos = u->epSquare;\r
+ board[u->epSquare] = u->epVictim[0];\r
+ }\r
+ }\r
+\r
+ if(p[u->piece].value == FVAL) {\r
+ int i, f=fireFlags[u->piece-2];\r
+ for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone\r
}\r
\r
p[u->victim].pos = u->to;\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
-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
-//printf("GenCapts(%d,%d)\n",sqr,victimValue);\r
- for(i=0; i<8; i++) { // try all rays\r
- int x, v, jumper;\r
- if(att & attackMask[i]) { // attacked by move in this direction\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, 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
+ while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop'\r
//printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i);\r
if((board[x] & TYPE) == stm) { // stop is ours\r
int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
if(r >= d || r < L && (d > 3 && r == S || d == 3 && r >= S)) { // it has a plain move in our direction that hits us\r
NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
att -= one[i];\r
- if(!(att & attackMask[i])) continue;\r
- } else if(r < 0) goto lions; // test for special-move attacks by thiis stop\r
+ if(!(att & attackMask[i])) continue; // no more; next direction\r
+ jcapt = p[board[x]].qval; // jump-capturer hierarchy\r
+ while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop\r
+ }\r
}\r
- // we get here when the first stop on the ray is an opponent, or a normal mover which did not range fare enough\r
- while(board[x+=v] == EMPTY); // next stop\r
- lions:\r
- if((board[x] & TYPE) == stm) { // second stop is ours\r
+ // we get here when we are on a piece that dous not attack us through a (limited) ranging move,\r
+ // it can be our own or an enemy with not (enough) range, or which is blocked\r
+ do {\r
+//printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval);\r
+ if((board[x] & TYPE) == stm) { // stop is ours\r
int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i];\r
+ if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier\r
+ if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range\r
+ NewCapture(x, sqr, p[attacker].promoFlag);\r
+ att -= one[i];\r
+ }\r
+//if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; }\r
+ } else\r
if(r < 0) { // stop has non-standard moves\r
switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity)\r
case F: // Lion power + 3-step (as in FF)\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
+ case K:\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
att -= one[i];\r
}\r
}\r
//printf("mask[%d] = %o\n", i, att);\r
- if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction\r
+ if((att & attackMask[i]) == 0) break;\r
}\r
- // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it\r
+ // more attacks to come; scan for next stop\r
+ if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream\r
+ while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted\r
+ } while(1);\r
}\r
}\r
// off-ray attacks\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] <= N && p[attacker].range[i] >= S) { // 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
}\r
\r
int\r
-Evaluate ()\r
+Guard (int sqr)\r
{\r
+ int piece = board[sqr], val;\r
+ if(piece == EDGE) return 0;\r
+ val = p[piece].value;\r
+ if(val == 201) return 3; // Elephant\r
+ if(val == 152) return 2; // Tiger\r
+ if(val == 151) return 1; // Gold\r
return 0;\r
}\r
\r
int\r
-Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\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, 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
+ return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3);\r
+ return -300;\r
+\r
+ for(r=anchor+1; Guard(r) > 1; r++);\r
+ for(l=anchor-1; Guard(l) > 1; l--);\r
+//if(PATH) printf("# l=%d r=%d\n", l, r);\r
+ if(Guard(anchor) < 2) {\r
+ if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant\r
+ r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor;\r
+ }\r
+ switch(r - l) {\r
+ case 1: q = 15; break; // no shelter at all, maximum penalty\r
+ case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter\r
+ else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it\r
+ else q = 14; // singe tiger almost no help;\r
+ break;\r
+ case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant\r
+ case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle\r
+ default: ;\r
+ }\r
+//if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r);\r
+ return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away\r
+}\r
+\r
+int\r
+Surround (int stm, int king, int start, int max)\r
+{\r
+ int i, s=0;\r
+ for(i=start; i<9; i++) {\r
+ int v, piece, sq = king + neighbors[i];\r
+ if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue;\r
+ if(p[piece].promoGain) continue;\r
+ v = p[piece].value;\r
+ s += -(v > 70) & v;\r
+ }\r
+ return (s > max ? max : s);\r
+}\r
+\r
+int\r
+Ftest (int side)\r
+{\r
+ int lion = ABSENT, king;\r
+ if(p[side+2].value == LVAL) lion = p[side+2].pos;\r
+ if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos;\r
+ king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos;\r
+ return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion);\r
+}\r
+\r
+int\r
+Evaluate (int difEval)\r
+{\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
+ if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos;\r
+ if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos;\r
+\r
+#ifdef LIONTRAP\r
+# define lionTrap (PST + PST_TRAP)\r
+ // penalty for Lion in enemy corner, when enemy Lion is nearby\r
+ if(wLion != ABSENT && bLion != 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
+\r
+# ifdef WINGS\r
+ // bonus if corner lances are protected by Lion-proof setup (FL + C/S)\r
+ if(bLion != ABSENT) {\r
+ if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && \r
+ p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2];\r
+ if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) &&\r
+ p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2];\r
+ }\r
+ if(wLion != ABSENT) {\r
+ if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) &&\r
+ p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2];\r
+ if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) &&\r
+ p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2];\r
+ }\r
+# endif\r
+#endif\r
+\r
+#ifdef KINGSAFETY\r
+ // basic centralization in end-game (also facilitates bare-King mating)\r
+ wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+2].pos;\r
+ bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+2].pos;\r
+ if(filling < 32) {\r
+ int lead = (stm == WHITE ? difEval : -difEval);\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 < 192 ? f : f*(224 - filling) >> 5); // build up slowly\r
+# endif\r
+\r
+# ifdef KSHIELD\r
+ score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3;\r
+# endif\r
+\r
+#endif\r
+\r
+#if KYLIN\r
+ // bonus for having Kylin in end-game, where it could promote to Lion\r
+ // depends on board population, defenders around zone entry and proximity to zone\r
+ if(filling < 128) {\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, 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, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;\r
+ }\r
+ }\r
+#endif\r
+\r
+#ifdef PAWNBLOCK\r
+ // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only RETRACT mode is straight back\r
+ for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) {\r
+ if((f = p[i].pos) != ABSENT) { // P present,\r
+ if((j = board[f + BW])&1) // square before it white (odd) piece\r
+ score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);\r
+ if((j = board[f - BW])&1) // square behind it white (odd) piece\r
+ score += 7*(p[j].promoGain == 0 & p[j].value<=151);\r
+ }\r
+ }\r
+ for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) {\r
+ if((f = p[i].pos) != ABSENT) { // P present,\r
+ if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black)\r
+ score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);\r
+ if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black)\r
+ score -= 7*(p[j].promoGain == 0 & p[j].value<=151);\r
+ }\r
+ }\r
+#endif\r
+\r
+#ifdef TANDEM\r
+ if(zone > 0) {\r
+ int rw = BW*(BH-1-zone), rb = BW*zone, h=0;\r
+ for(f=0; f<BH; f++) {\r
+ if(p[board[rw+f]].pst == PST_ADVANCE) {\r
+ h += (p[board[rw+f-BW]].pst == PST_ADVANCE);\r
+ if(f > 0) h += (p[board[rw+f-BW-1]].pst == PST_ADVANCE);\r
+ if(f+1 < BH) h += (p[board[rw+f-BW+1]].pst == PST_ADVANCE);\r
+ }\r
+ if(p[board[rb+f]].pst == PST_ADVANCE) {\r
+ h -= (p[board[rb+f+BW]].pst == PST_RETRACT);\r
+ if(f > 0) h -= (p[board[rb+f+BW-1]].pst == PST_RETRACT);\r
+ if(f+1 < BH) h -= (p[board[rb+f+BW+1]].pst == PST_RETRACT);\r
+ }\r
+ }\r
+ score += h*TANDEM;\r
+ }\r
+#endif\r
+\r
+ return difEval - (filling*promoDelta >> 8) + (stm ? score : -score);\r
+}\r
+\r
+inline void\r
+FireSet (UndoInfo *tb)\r
+{ // set fireFlags acording to remaining presene of Fire Demons\r
+ int i;\r
+ for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list\r
+ if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2];\r
+}\r
+\r
+void TerminationCheck();\r
+\r
+#define QSdepth 4\r
+\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, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr;\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
- int score, bestScore, curEval, iterAlpha;\r
+ int score, bestScore, oldBest, curEval, iterAlpha;\r
Move move, nullMove;\r
UndoInfo tb;\r
-if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\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 (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout);\r
xstm = stm ^ WHITE;\r
//printf("map made\n");fflush(stdout);\r
+\r
+ // in-check test and TSUME filter\r
+ {\r
+ k = p[king=royal[stm]].pos;\r
+ if( k == ABSENT) {\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
+ retDep = 60; return INF; // we win when not in check\r
+ }\r
+ }\r
+#ifdef CHECKEXT\r
+ else { inCheck = 1; if(depth >= QSdepth) depth++; }\r
+#endif\r
+ }\r
+ }\r
+\r
+if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);}\r
// KING CAPTURE\r
k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) {\r
}\r
} else { // he has no king! Test for attacks on Crown Prince\r
k = p[king + 2].pos;\r
- if(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
- curEval = difEval + Evaluate();\r
+ curEval = Evaluate(difEval) -20*inCheck;\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\r
- nodes++;\r
+ if(!(nodes++ & 4095)) TerminationCheck();\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
+ if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves\r
+\r
+ firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list\r
+ iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
+\r
+#ifdef HASH\r
+ index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress);\r
+ index = index + (index >> 16) & hashMask;\r
+ nr = (hashKeyL >> 30) & 3; hit = -1;\r
+ if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else\r
+ if(hashTable[index].lock[4] == hashKeyH) hit = 4;\r
+if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);\r
+ if(hit >= 0) {\r
+ bestScore = hashTable[index].score[hit];\r
+ hashMove = hashTable[index].move[hit];\r
+\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(!level) iterDep = 0; // no hash cutoff in root\r
+ if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR\r
+ if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)\r
+ iterDep = depth - 1; // prevent hash cut in PV node\r
+ }\r
+ } else { // decide on replacement\r
+ if(depth >= hashTable[index].depth[nr] ||\r
+ depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4;\r
+ hashMove = 0;\r
+ }\r
+if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);\r
+#endif\r
\r
- 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
+ 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
- iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0;\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;\r
- if(bestScore >= beta || depth < -1) goto cutoff;\r
- }\r
-#if 0\r
- if(curEval >= beta) {\r
+#ifdef NULLMOVE\r
+ if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) {\r
+ int nullDep = depth - 3;\r
stm ^= WHITE;\r
- score = -Search(-beta, -iterAlpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT);\r
- stm ^= WHITE;\r
- if(score >= beta) { msp = oldMSP; return score + (score < curEval); }\r
+ score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, 0, promoSuppress & SQUARE, ABSENT, INF);\r
+ xstm = stm; stm ^= WHITE;\r
+ if(score >= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); }\r
+// else depth += lmr, lmr = 0;\r
}\r
#endif\r
+ if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves\r
+//if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard);\r
phase = 1;\r
case 1: // hash move\r
phase = 2;\r
+#ifdef HASH\r
+ if(hashMove && (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
case 2: // capture-gen init\r
- nextVictim = xstm;\r
+ nextVictim = xstm; autoFail = (depth == 0);\r
phase = 3;\r
case 3: // generate captures\r
- while(nextVictim < last[xstm]) { // more victims exist\r
+if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
+ while(nextVictim < last[xstm]) { // more victims exist\r
int group, to = p[nextVictim += 2].pos; // take next\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) {\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
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
if(!attacks[2*to + stm]) continue; // skip if not attacked\r
+if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,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
}\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
phase = 4; // out of victims: all captures generated\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 0\r
while( dubious < framePtr + 250 ) // add dubious captures back to move stack\r
#endif\r
phase = 5;\r
case 5: // killers\r
- if(depth <= 0) 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
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
+ for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
+ h = killer[level][1];\r
+ for(i=curMove; i<msp; i++) if(moveStack[i] == h) { moveStack[i] = moveStack[j]; moveStack[j++] = h; break; }\r
+ late = j;\r
+ }\r
+#else\r
+ late = j;\r
+#endif\r
phase = 7;\r
sorted = msp; // do not sort noncapts\r
break;\r
case 7: // bad captures\r
case 8: // PV null move\r
phase = 9;\r
+if(PATH) printf("# null = %0x\n", nullMove);\r
if(nullMove != ABSENT) {\r
moveStack[msp++] = nullMove + (nullMove << SQLEN) | DEFER; // kludge: setting DEFER guarantees != 0, and has no effect\r
+ break;\r
}\r
-printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
+//printf("# %d. sqr = %08x null = %08x\n", msp, nullMove, moveStack[msp-1]);\r
case 9:\r
goto cutoff;\r
}\r
\r
// MOVE EXTRACTION\r
extractMove:\r
-if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
- if(curMove < sorted) {\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
if(moveStack[i] > move) move = moveStack[j=i]; // search move with highest priority\r
move = moveStack[curMove];\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
+if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0));\r
\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
- moveStack[curMove] = 0; // erase forbidden move\r
- score = -INF; goto repetition;\r
+ retDep = iterDep;\r
+ if(repDraws) { score = 0; goto repetition; }\r
+ if(!allowRep) {\r
+ moveStack[curMove] = 0; // erase forbidden move\r
+ if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
+ } else { // check for perpetuals\r
+// int repKey = 1;\r
+// for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);}\r
+ if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win\r
+ if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing\r
+ }\r
+ score = -INF + 8*allowRep; goto repetition;\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),fflush(stdout);\r
path[level++] = move;\r
-attacks += 2*BSIZE;\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(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 || p[tb.epVictim[0]].value == LVAL)) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
- if(p[tb.piece].value == 1000) { // Ln x Ln: can make Ln 'vulnarable' (if distant and not through intemediate > GB)\r
- if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim].value <= 50)\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 = -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) { moveStack[curMove] = 0; goto abortMove; } // zap illegal moves\r
+ if(score == -INF) {\r
+ if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24);\r
+ moveStack[curMove] = 0; // zap illegal moves\r
+ goto abortMove;\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,\r
+ curMove >= late && iterDep > QSdepth + LMR,\r
+ promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain);\r
+\r
#else\r
score = 0;\r
#endif\r
abortMove:\r
-attacks -= 2*BSIZE;\r
+attacks -= 2*bsize;\r
level--;\r
repetition:\r
UnMake(&tb);\r
xstm = stm; stm ^= WHITE;\r
+ if(abortFlag > 0) { // unwind search\r
+printf("# abort (%d) @ %d\n", abortFlag, level);\r
+ if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet\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
}\r
bestMoveNr = firstMove;\r
if(score >= beta) { // beta cutoff\r
- // update killer\r
+#ifdef KILLERS\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+1-ext;\r
goto cutoff;\r
}\r
{ int i=pvPtr;\r
}\r
\r
}\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
- printf("\n"); fflush(stdout);\r
+ if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f %d/%d}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Ftest(0), Ftest(1));\r
+ printf("\n");\r
+ fflush(stdout);\r
}\r
- if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
+ if(!(abortFlag & 1) && 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
+ if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
+#ifdef LMR\r
+ if(lmr && bestScore <= alpha && iterDep == depth)\r
+ depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction\r
+#endif\r
+ if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate\r
+#ifdef HASH\r
+ // hash store\r
+ hashTable[index].lock[hit] = hashKeyH;\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
+ hashTable[index].flag[hit] |= H_LOWER;\r
+ hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
+ } else hashTable[index].move[hit] = 0;\r
+#endif\r
+ } // next depth\r
+leave:\r
retMSP = msp;\r
retFirst = firstMove;\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
+ retDep = resDep - (inCheck & depth >= QSdepth) + lmr;\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 ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255);\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
- printf("\n");\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
#define INVALID 0\r
\r
// some parameter of your engine\r
- #define MAXMOVES 500 /* maximum game length */\r
+ #define MAXMOVES 2000 /* maximum game length */\r
#define MAXPLY 60 /* maximum search depth */\r
\r
#define OFF 0\r
#define ON 1\r
\r
-#define ONE 0\r
-#define DEFAULT_FEN ""\r
-\r
typedef Move MOVE;\r
\r
int moveNr; // part of game state; incremented by MakeMove\r
void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB\r
char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q.\r
MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format\r
- int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove);\r
+ int SearchBestMove(MOVE *move, MOVE *ponderMove);\r
void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.\r
\r
UndoInfo undoInfo;\r
int lastLift, lastPut;\r
\r
int\r
+InCheck ()\r
+{\r
+ int k = p[royal[stm]].pos;\r
+ if( k == ABSENT) k = p[royal[stm] + 2].pos;\r
+ else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king...\r
+ if( k != ABSENT) {\r
+ MapFromScratch(attacks);\r
+ if(attacks[2*k + 1 - stm]) return 1;\r
+ }\r
+ return 0;\r
+}\r
+\r
+int\r
MakeMove2 (int stm, MOVE move)\r
{\r
- int i;\r
+ int i, inCheck = InCheck();\r
+ FireSet(&undoInfo);\r
sup0 = sup1; sup1 = sup2;\r
sup2 = MakeMove(move, &undoInfo);\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];\r
- repStack[199] = hashKeyH;\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
}\r
int i;\r
rootEval = -rootEval - undoInfo.booty;\r
UnMake(&undoInfo);\r
- for(i=200; i>0; i--) repStack[i] = repStack[i-1];\r
+ for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1];\r
sup2 = sup1; sup1 = sup0;\r
}\r
\r
int\r
Setup2 (char *fen)\r
{\r
- SetUp(chuArray, chuPieces);\r
+ char *p;\r
+ int stm = WHITE;\r
+ static char startFEN[4000];\r
+ if(fen) {\r
+ char *q = strchr(fen, '\n');\r
+ if(q) *q = 0;\r
+ if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field\r
+ } else fen = array;\r
+ rootEval = promoDelta = filling = cnt50 = moveNr = 0;\r
+ SetUp(fen, currentVariant);\r
sup0 = sup1 = sup2 = ABSENT;\r
- rootEval = cnt50 = hashKeyH = hashKeyL = 0;\r
- return WHITE;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant + !!fen;\r
+ for(p=startPos; *p++ = *fen++; ) {} // remember last start position for undo\r
+ return stm;\r
}\r
\r
void\r
SetMemorySize (int n)\r
{\r
+#ifdef HASH\r
+ static HashBucket *realHash;\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
+ 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
\r
char *\r
{\r
static char buf[50];\r
int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE;\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
- sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : "");\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
\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
- return 2 + (r > 9);\r
+ return 2 + (r + ONE > 9);\r
+}\r
+\r
+int listStart, listEnd;\r
+char boardCopy[BSIZE];\r
+\r
+void\r
+ListMoves ()\r
+{ // create move list on move stack\r
+ int i;\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, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);\r
+ postThinking++;\r
+\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(*moveText == '+') ret |= PROMOTE;\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
-MapFromScratch(attacks);\r
- postThinking--;\r
- Search(-INF-1, INF+1, 0, 1, sup1, sup2);\r
- postThinking++;\r
- for(i=retFirst; i<retMSP; i++) {\r
+// ListMoves();\r
+ for(i=listStart; i<listEnd; 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
+printf("# moveNr = %d in {%d,%d}\n", i, listStart, listEnd);\r
+ if(i>=listEnd) { // 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
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 >= retMSP)\r
- for(i=retFirst; i<retMSP; i++) printf("# %d. %08x %08x %s\n", i-20, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ if(i >= listEnd) {\r
+ for(i=listStart; i<listEnd; i++) printf("# %d. %08x %08x %s\n", i-50, moveStack[i], ret, MoveToText(moveStack[i], 0));\r
+ reason = NULL;\r
+ for(i=0; i<repCnt; i++) {if((repeatMove[i] & 0xFFFFFF) == ret) {\r
+ if(repeatMove[i] & 1<<24) reason = (repeatMove[i] & 1<<25 ? "Distant capture of protected Lion" : "Counterstrike against Lion");\r
+ else reason = "Repeats earlier position";\r
+ break;\r
+ }\r
+ printf("# %d. %08x %08x %s\n", i, repeatMove[i], ret, MoveToText(repeatMove[i], 0));\r
+}\r
+ }\r
}\r
- return (i >= retMSP ? INVALID : moveStack[i]);\r
+ return (i >= listEnd ? INVALID : moveStack[i]);\r
}\r
\r
void\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
+// ListMoves();\r
+ for(i=listStart; i<listEnd; i++) {\r
if(sqr == (moveStack[i]>>SQLEN & SQUARE)) {\r
int t = moveStack[i] & SQUARE;\r
- if(t >= SPECIAL) continue;\r
- b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;\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
+ continue;\r
+ }\r
+ if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
+ if(moveStack[i] & PROMOTE) b[t] = 'M';\r
}\r
}\r
if(!cnt) { // no moves from given square\r
if(sqr != lastPut) return; // refrain from sending empty FEN\r
// we lifted a piece for second leg of move\r
- for(i=retFirst; i<retMSP; i++) {\r
+ for(i=listStart; i<listEnd; i++) {\r
if(lastLift == (moveStack[i]>>SQLEN & SQUARE)) {\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] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++;\r
+ if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\r
}\r
}\r
if(!cnt) return;\r
printf("highlight %s\n", buf);\r
}\r
\r
-int\r
-SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove)\r
+int timeLeft; // timeleft on engine's clock\r
+int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search\r
+char inBuf[8000], command[80], ponderMoveText[20];\r
+\r
+void\r
+SetSearchTimes (int timeLeft)\r
{\r
- int score, targetTime, movesLeft = 50;\r
+ int targetTime, movesLeft = BW*BH/4 + 20;\r
if(mps) movesLeft = mps - (moveNr>>1)%mps;\r
- targetTime = timeLeft*10 / (movesLeft + 1) + 1000 * inc;\r
- if(timePerMove > 0) targetTime = timeLeft * 5;\r
+ targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc;\r
+ if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening\r
+ if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1;\r
+ tlim1 = 0.4*targetTime;\r
+ tlim2 = 2.4*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
- tlim1 = 0.3*targetTime;\r
- tlim2 = 1.9*targetTime;\r
nodes = 0;\r
+printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
- score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2);\r
+ retMove = INVALID; repCnt = 0;\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);\r
*move = retMove;\r
- *ponderMove = INVALID;\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
-void\r
-PonderUntilInput (int stm)\r
-{\r
-}\r
\r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
- stm = Setup2(NULL);\r
-printf("# setup done");fflush(stdout);\r
last = moveNr - n; if(last < 0) last = 0;\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
}\r
\r
void PrintResult(int stm, int score)\r
{\r
- if(score == 0) printf("1/2-1/2\n");\r
- if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");\r
- else printf("0-1\n");\r
+ char tail[100];\r
+ if(reason) sprintf(tail, " {%s}", reason); else *tail = 0;\r
+ if(score == 0) printf("1/2-1/2%s\n", tail);\r
+ if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail);\r
+ else printf("0-1%s\n", tail);\r
+ }\r
+\r
+ void GetLine(int root)\r
+ {\r
+\r
+ int i, c;\r
+ while(1) {\r
+ // wait for input, and read it until we have collected a complete line\r
+ do {\r
+ for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0);\r
+ inBuf[i+1] = 0;\r
+ } while(!i); // ignore empty lines\r
+\r
+ // extract the first word\r
+ sscanf(inBuf, "%s", command);\r
+printf("# in (mode = %d,%d): %s\n", root, abortFlag, command);\r
+ if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately\r
+ if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; }\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, "hover")) { 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
+ }\r
+\r
+ void\r
+ TerminationCheck()\r
+ {\r
+ if(abortFlag < 0) { // check for input\r
+ if(InputWaiting()) GetLine(0); // read & examine input command\r
+ } else { // check for time\r
+ if(GetTickCount() - startTime > tlim3) abortFlag = 2;\r
+ }\r
}\r
\r
+ int\r
main()\r
{\r
- int engineSide=NONE; // side played by engine\r
- int timeLeft; // timeleft on engine's clock\r
- int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search\r
- int maxDepth; // used by search\r
- MOVE move, ponderMove;\r
- int i, score;\r
- char inBuf[8000], command[80];\r
-\r
- Init();\r
- SetUp(chuArray, chuPieces);\r
-// pplist();\r
-// pboard(board);\r
-// pbytes(promoBoard);\r
-// Search(-INF, INF, 0, 1, ABSENT, ABSENT);\r
-// pmoves(20, retMSP);\r
-//MapFromScratch(attacks);\r
-// MapOneColor(1, last[WHITE], attacks);\r
+ int engineSide=NONE; // side played by engine\r
+ MOVE move;\r
+ int i, score, curVarNr;\r
\r
- while(1) { // infinite loop\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
- fflush(stdout); // make sure everything is printed before we do something that might take time\r
+ while(1) { // infinite loop\r
\r
- if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
- \r
- score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove);\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
+#ifdef HASH\r
+ if(hashMask)\r
+#endif\r
+ if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
+ abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move\r
+ if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move\r
+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
+ score = SearchBestMove(&move, &ponderMove);\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
+ if(attacks[2*k + stm]) {\r
+ if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King\r
+ }\r
+ } else { // he has no king! Test for attacks on Crown Prince\r
+ k = p[king + 2].pos;\r
+ if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince\r
+ }\r
+ if(kcapt) { // print King capture before claiming\r
+ GenCapts(k, 0);\r
+ printf("move %s\n", MoveToText(moveStack[msp-1], 1));\r
+ reason = "king capture";\r
+ } else reason = "resign";\r
engineSide = NONE; // so stop playing\r
PrintResult(stm, score);\r
} else {\r
+ MOVE f, pMove = move;\r
+ if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == pVal) { // e.p. capture\r
+ pMove = move & ~SQUARE | f + toList[(move & SQUARE) - SPECIAL]; // print as a single move\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(move, 1));\r
+ gameMove[moveNr++] = move; // remember game\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
- }\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
+ pvCuts = noCut;\r
+ SearchBestMove(&dummy, &dummy);\r
+ abortFlag = pvCuts = 0;\r
}\r
\r
- noPonder:\r
- // wait for input, and read it until we have collected a complete line\r
- for(i = 0; (inBuf[i] = getchar()) != '\n'; i++);\r
- inBuf[i+1] = 0;\r
-pboard(board);\r
-pmoves(retFirst, retMSP);\r
-\r
- // extract the first word\r
- sscanf(inBuf, "%s", command);\r
-printf("in: %s\n", command);\r
+ fflush(stdout); // make sure everything is printed before we do something that might take time\r
+ if(!*inBuf) GetLine(1); // takes care of time and otim commands\r
\r
// recognize the command,and execute it\r
if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop\r
if(!strcmp(command, "force")) { engineSide = NONE; continue; }\r
if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; }\r
if(!strcmp(command, "exit")) { engineSide = NONE; continue; }\r
- if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately\r
- if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; }\r
if(!strcmp(command, "level")) {\r
int min, sec=0;\r
sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format\r
continue;\r
}\r
if(!strcmp(command, "protover")){\r
+ for(i=0; variants[i].boardWidth; i++)\r
+ printf("%s%s", (i ? "," : "feature variants=\""), variants[i].name); printf("\"\n");\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 myname=\"HaChu " VERSION "\" highlight=1\n");\r
- printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"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
printf("feature done=1\n");\r
continue;\r
}\r
if(!strcmp(command, "option")) { // setting of engine-define option; find out which\r
+ if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;\r
+ if(sscanf(inBuf+7, "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
+ if(!strcmp(command, "Sente")) tsume = 1; else\r
+ if(!strcmp(command, "Gote")) tsume = 2;\r
+ continue;\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
+\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
- if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; }\r
- if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; }\r
if(!strcmp(command, "easy")) { ponder = OFF; continue; }\r
if(!strcmp(command, "hard")) { ponder = ON; continue; }\r
- if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }\r
- if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }\r
if(!strcmp(command, "go")) { engineSide = stm; continue; }\r
if(!strcmp(command, "post")) { postThinking = ON; continue; }\r
if(!strcmp(command, "nopost")) { postThinking = OFF;continue; }\r
if(!strcmp(command, "random")) { randomize = ON; continue; }\r
if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); 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, "b")) { pmap(attacks, BLACK); continue; }\r
+ if(!strcmp(command, "f")) { pbytes(fireBoard); continue; }\r
+ if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; }\r
+ if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; }\r
+ if(!strcmp(command, "l")) { pplist(); continue; }\r
// ignored commands:\r
if(!strcmp(command, "xboard")) { continue; }\r
- if(!strcmp(command, "computer")){ continue; }\r
+ if(!strcmp(command, "computer")){ comp = 1; continue; }\r
if(!strcmp(command, "name")) { 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, "result")) { engineSide = NONE; continue; }\r
+ if(!strcmp(command, "hover")) { continue; }\r
if(!strcmp(command, "")) { continue; }\r
if(!strcmp(command, "usermove")){\r
int move = ParseMove(inBuf+9);\r
- if(move == INVALID) printf("Illegal move\n");\r
- else {\r
+pboard(board);\r
+ if(move == INVALID) {\r
+ if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move");\r
+ if(comp) PrintResult(stm, -INF); // against computer: claim\r
+ } else {\r
stm = MakeMove2(stm, move);\r
- ponderMove = INVALID;\r
+ ponderMove = INVALID; listEnd = 0;\r
gameMove[moveNr++] = move; // remember game\r
}\r
continue;\r
}\r
+ ponderMove = INVALID; // the following commands change the position, invalidating ponder move\r
+ listEnd = 0;\r
+ if(!strcmp(command, "new")) {\r
+ engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0;\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "variant")) {\r
+ for(i=0; variants[i].boardWidth; i++) {\r
+ sscanf(inBuf+8, "%s", command);\r
+ if(!strcmp(variants[i].name, command)) {\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
+ "piece W& K3cpafK\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
+ if(currentVariant == V_MACAD)\r
+ printf("setup (P.*B*RQSEXOG....D^J'..*LP'.L!J'...*W!...*F'...^C.C.^L!.^P'^K.T*L'.*C!*H!^I'.^E...*R'^P^T*W'*G'^G^SI'^X^OK"\r
+ "p.*b*rqsexog....d^j'..*lp'.l!j'...*w!...*f'...^c.c.^l!.^p'^k.t*l'.*c!*h!^i'.^e...*r'^p^t*w'*g'^g^si'^x^ok) 13x13+0_chu "\r
+ "%s w 0 1\n", macadArray);\r
+ if(currentVariant == V_CASHEW)\r
+ printf("setup (P.^K'^S'QS.XOGND'.HDT!...P'.L!E'.^EK'W!..LF'V^W'J'H'...^L!^N..FT'L'C'G!H!D!I'.^H'..R'..^C'^F'..W'^X^OK"\r
+ "p.^k'^s'qs.xognd'.hdt!...p'.l!e'.^ek'w!..lf'v^w'j'h'...^l!^n..ft'l'c'g!h!d!i'.^h'..r'..^c'^f'..w'^x^ok) 13x13+0_chu "\r
+ "%s w 0 1\n", cashewArray);\r
+ repStack[199] = hashKeyH, checkStack[199] = 0;\r
+ continue;\r
+ }\r
+ if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }\r
+ if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; }\r
+ if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; }\r
printf("Error: unknown command\n");\r
}\r
+ return 0;\r
}\r
\r