-/***********************************************************************/\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
// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.7beta"\r
-\r
-#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/)\r
-//define PATH 0\r
-\r
-#define XHASH\r
-#define XKILLERS\r
-#define XNULLMOVE\r
+#define VERSION "0.18"\r
+\r
+//define PATH level==0 || path[0] == 0x1103a && (level==1 || path[1] == 0x6f0f6 && (level == 2 /*|| path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))*/))\r
+#define PATH 0\r
+\r
+#define HASH\r
+#define KILLERS\r
+#define NULLMOVE\r
+#define CHECKEXT\r
+#define LMR 4\r
+#define LIONTRAP\r
+#define WINGS\r
+#define KINGSAFETY\r
+#define KSHIELD\r
+#define XFORTRESS\r
+#define PAWNBLOCK\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
#define BSIZE BWMAX*BHMAX\r
#define ZONE zone\r
\r
-#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK)\r
+#define ONE 1 /* currently no variants with 10-deep board */\r
\r
#define BLACK 0\r
#define WHITE 1\r
char *name, *promoted;\r
int value;\r
signed char range[8];\r
+ char bulk;\r
char ranking;\r
int whiteKey, blackKey;\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount;\r
+ int savKeyL, savKeyH, gain, loss, filling, saveDelta;\r
char fireMask;\r
} UndoInfo;\r
\r
-char *array, fenArray[4000], *reason;\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws;\r
-int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
+char *array, 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[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
#define C -10 /* capture only */\r
#define M -11 /* non-capture only */\r
\r
-#define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */\r
-#define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\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", "", LVAL, { L,L,L,L,L,L,L,L } }, // lion\r
- {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king\r
- {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle\r
- {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon\r
- {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox\r
- {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar\r
- {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king\r
- {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
- {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse\r
- {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook\r
- {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag\r
- {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
- {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop\r
- {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover\r
- {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover\r
- {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant\r
- {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger\r
- {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold\r
- {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard\r
- {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
- {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
- {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot\r
- {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
- {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper\r
- {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between\r
- {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 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", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king\r
- {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
- {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook\r
- {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop\r
- {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king\r
- {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king\r
- {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver\r
- {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold\r
- {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
- {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn\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
+ {"ST", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\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
- {"WS", "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
- {"SO", "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
+ {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin\r
+ {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite\r
+ {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake\r
+ {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant\r
+ {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian\r
+ {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian\r
+ {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian\r
+ {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian\r
+ {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant\r
+ {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant\r
+ {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater\r
+ {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon\r
+ {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
+ {"RB", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird\r
+ {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer\r
+\r
+ {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse\r
+ {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King\r
+ {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey\r
+ {"DO", "", 10, { 2,X,2,X,2,X,2,X } }, // Dove\r
+ {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger\r
+ {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox\r
+ {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot\r
+ {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover\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\r
+ {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon\r
+ {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog\r
+ {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear\r
+ {"SA", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger\r
+ {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood\r
+ {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // cat sword\r
+ {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // flying dragon\r
+ {"KN", "GD", 150, { J,1,J,1,J,1,J,1 } }, // kirin\r
+ {"PH", "GB", 150, { 1,J,1,J,1,J,1,J } }, // phoenix\r
+ {"LN", "FF", 1000, { L,L,L,L,L,L,L,L } }, // lion\r
+ {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
+ {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Bishop\r
+ {"C", "", 10, { 1,1,0,0,1,0,0,1 } }, // Copper\r
+ {"DH", "", 10, { 1,X,1,X,1,X,1,X } }, // Dragon Horse\r
+ {"DK", "", 10, { X,1,X,1,X,1,X,1 } }, // Dragon King\r
+ {"FK", "", 10, { } }, // \r
+ {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
+ {"FL", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \r
+ {"", "", 10, { } }, // \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", "", 10, { 0,1,0,1,0,0,1,1 } }, // Deva\r
+ {"DS", "", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit\r
+ {"T", "", 10, { 0,1,0,0,1,0,0,1 } }, // Tile\r
+ {"CS", "", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent\r
+ {"RD", "", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon\r
+ {"CC", "", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock\r
+ {"OM", "", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey\r
+ {"BB", "", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear\r
+ {"OR", "", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat\r
+ {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog\r
+ {"WR", "", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler\r
+ {"GG", "", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods\r
+ {"BD", "", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil\r
+ {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil\r
+ {"DY", "", 10, { J,0,1,0,J,0,1,0 } }, // Donkey\r
+ {"CP", "", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn\r
+ {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover\r
+ {"SF", "", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier\r
+ {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot\r
+ {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot\r
+ {"FG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold\r
+ {"FS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver\r
+ {"FC", "", 10, { X,X,0,0,X,0,0,X } }, // Free Copper\r
+ {"FI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron\r
+ {"FT", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile\r
+ {"FN", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone\r
+ {"FTg", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger\r
+ {"FLp", "", 10, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?)\r
+ {"FSp", "", 10, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?)\r
+ {"FrD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon\r
+ {"FC", "", 10, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?)\r
+ {"EM", "", 10, { } }, // Emperor\r
+ {"TK", "", 10, { } }, // Teaching King\r
+ {"BS", "", 10, { } }, // Budhist Spirit\r
+ {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork\r
+ {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch\r
+ {"FF", "", 10, { } }, // Furious Fiend\r
+ {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon\r
+ {"GB", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird\r
+ {"FrW", "", 10, { } }, // Free Wolf\r
+ {"FrB", "", 10, { } }, // Free Bear\r
+ {"BT", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat\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", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General\r
- {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General\r
- {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General\r
- {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General\r
- {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
- {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
- {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
- {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion\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", 60, { X,X,X,X,X,X,X,X } }, // Free King\r
- {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs\r
- {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier\r
- {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo\r
- {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier\r
- {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier\r
- {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron\r
- {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General\r
- {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog\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", "", 95, { X,X,X,X,X,X,X,X } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"B", "", 32, { 0,X,0,X,0,X,0,X } },\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "Q", 8, { M,C,0,0,0,0,0,C } },\r
+ {"FK", "", 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", "FK", 80, { M,C,0,0,0,0,0,C } },\r
+ { NULL } // sentinel\r
+};\r
+\r
+PieceDesc lionPieces[] = {\r
+ {"LN","", LVAL, { L,L,L,L,L,L,L,L } },\r
+ {"FK", "", 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", "FK", 50, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc shatranjPieces[] = {\r
- {"FK", "", 15, { 0,1,0,1,0,1,0,1 } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"B", "", 9, { 0,J,0,J,0,J,0,J } },\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "FK", 8, { M,C,0,0,0,0,0,C } },\r
+ {"FK", "", 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", "FK", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
PieceDesc makrukPieces[] = {\r
- {"SM","", 15, { 0,1,0,1,0,1,0,1 } },\r
- {"R", "", 50, { X,0,X,0,X,0,X,0 } },\r
- {"S", "", 20, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"N", "", 30, { N,N,N,N,N,N,N,N } },\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 } },\r
- {"P", "SM", 8, { M,C,0,0,0,0,0,C } },\r
+ {"SM","", 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", "SM", 80, { M,C,0,0,0,0,0,C } },\r
{ NULL } // sentinel\r
};\r
\r
"....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/"\r
":ss:vsb:dh:dk:wb:fi:fe:lh:fi:wb:dk:dhb:vs:ss/:rv.:cs:cs.:bt:ph:fk:ln:kn:bt.:cs:cs.:rv/ln:flicsg:dekgsci:flnl";\r
char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl";\r
-char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr";\r
+char chessArray[] = "RNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:fkkbnr";\r
+char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr";\r
char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr";\r
-char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rnsk:smsnr";\r
+char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rns:smksnr";\r
\r
typedef struct {\r
int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes\r
char *array; // initial position\r
} VariantDesc;\r
\r
-typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_SHATRANJ, V_MAKRUK } Variant;\r
+typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION } Variant;\r
+\r
+#define SAME (-1)\r
\r
VariantDesc variants[] = {\r
- { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
- { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
{ 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE\r
+ { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
+ { 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat\r
{ 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai\r
{ 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku\r
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
{ 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk\r
+ { 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion\r
\r
-// { 0, 0, 0, 0, 0 }, // sentinel\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
\r
int epList[96], ep2List[96], toList[96], reverse[96]; // 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
char qval;\r
char mobility;\r
char mobWeight;\r
+ unsigned char promoGain;\r
+ char bulk;\r
} PieceInfo; // piece-list entry\r
\r
-int last[2], royal[2];\r
+int 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
char distance[2*BSIZE]; // distance table\r
char promoBoard[BSIZE]; // flags to indicate promotion zones\r
char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons\r
-signed char PST[2*BSIZE];\r
+signed char PST[5*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\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
}\r
return NULL;\r
}\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
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
+ int i;\r
+ if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);\r
+ if(r[1] == X || r[7] == X) return 30 + PROMO/2;\r
+ return 0;\r
+}\r
+\r
+int\r
IsUpwardCompatible (signed char *r, signed char *s)\r
{\r
int i;\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 == 10*FVAL) {\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
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
+ 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
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 = v = 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
}\r
key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
if(!*key) *key = ~(myRandom()*myRandom());\r
+ p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
+ p[i].bulk = list->bulk;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
+ if(Lance(list->range))\r
+ p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward\r
for(j=stm+2; j<= last[stm]; j+=2) {\r
if(p[j].promo >= i) p[j].promo += 2;\r
}\r
if(royal[stm] >= i) royal[stm] += 2;\r
+ if(kylin[stm] >= i) kylin[stm] += 2;\r
if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;\r
p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy\r
return i;\r
name[0] += 'A' - 'a';\r
if(name[1]) name[1] += 'A' - 'a';\r
} else color = WHITE;\r
- if(!strcmp(name, "CP")) prince |= color+1; // remember if we added Crown Prince\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\n", name), exit(-1);\r
if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead\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
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 == 10*FVAL) {\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=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((j = p[i].promo) > 0 && g)\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g;\r
+ else p[i].promoGain = 0;\r
+ if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH; // use white pre-prom bonus\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 = p[i].promo) > 0 && g)\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*1.25, 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
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus\r
+ if(j > 0 && p[i].pst == bsize) p[i].pst = 4*BW*BH; // use white pre-prom bonus\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
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
+ }\r
bsize = bWidth*bHeight;\r
- chuFlag = (currentVariant == V_CHU);\r
+ chuFlag = (currentVariant == V_CHU || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
- chessFlag = (currentVariant == V_CHESS);\r
- repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK);\r
+ chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
+ stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION);\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
for(i=0; i<2*BSIZE; i++) {\r
distance[i] = 0;\r
}\r
- for(i=0; i<8; i++)\r
- for(j=1; j<BH; j++)\r
- dist[j * kStep[i]] = j;\r
- if(currentVariant == V_TENJIKU)\r
+// for(i=0; i<8; i++)\r
+// for(j=1; j<BH; j++)\r
+// dist[j * kStep[i]] = j;\r
+// if(currentVariant == V_TENJIKU)\r
for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);\r
\r
// hash key tables\r
}\r
\r
// piece-square tables\r
- for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\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] = 0;\r
- PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 15 : 0) - (j == 0 || j == BH-1 ? 15 : 0);\r
- PST[BH*BW+s] = d/6;\r
- PST[BH*BW+BH+s] = d/12;\r
+ PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table\r
+ PST[BH+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[BH*BW+s] = d/6; // double-stepper centralization\r
+ PST[BH*BW+BH+s] = d/12 - 5*(i==BH/2 || i==(BH-1)/2); // slider centralization\r
+ PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0;\r
+ PST[2*BH*BW+BH+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
+ PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B\r
+ PST[4*BH*BW+s] = PST[BW*BH+s]; // as jumper, but with pre-promotion bonus B\r
+ PST[4*BH*BW+BH+s] = BW*(zone - 1 - i); // board step to enter promo zone black\r
+ }\r
+ if(zone > 0) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10;\r
+#if KYLIN\r
+ // pre-promotion bonuses for jumpers\r
+ if(zone > 0) PST[BW*BH + BW*(BH-2-zone) + j] = PST[4*BW*BH + BW*(zone+1) + j] = 100,\r
+ PST[BW*BH + BW*(BH-1-zone) + j] = PST[4*BW*BH + BW*zone + j] = 200;\r
+#endif\r
}\r
\r
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
return tot;\r
}\r
\r
+int\r
+Dtest ()\r
+{\r
+ int r, f, score, tot=0;\r
+ for(r=0; r<BH; r++) for(f=0; f<BH; f++) {\r
+ int s = BW*r+f;\r
+ int piece = board[s];\r
+ if(!piece) continue;\r
+ score = p[piece].promoGain;\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\r
+ return tot;\r
+}\r
+\r
int flag;\r
\r
inline int\r
{\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( (promoBoard[x] | promoBoard[y]) & promoFlags &&\r
+ (!entryProm || promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE )){ // 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
}\r
} else\r
if(r == M) { // FIDE Pawn; check double-move\r
- if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v])\r
+ if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK)\r
NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag\r
}\r
continue;\r
mobilityScore -= MapOneColor(0, last[BLACK], 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], r3, r4, 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 <= (r3 = 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, r3 - d1); // does not connect, but could still gain mobility\r
- if(d1 + d2 <= (r4 = 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, r4 - 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
- if(d1 <= 2) { // could be jump interactions\r
- if(d1 == 2) {\r
- if(r2 <= J) attacks[2*x + stm] -= one[dir+4];\r
- if(r1 <= J) attacks[2*y + stm] -= one[dir];\r
- } else { // d1 == 1\r
- if(r2 < J) attacks[2*x + stm] -= one[dir+4];\r
- if(r1 < J) attacks[2*y + stm] -= one[dir];\r
- if(board[x-step] != EMPTY && board[x-step] != EDGE)\r
- attacks[2*(x-step) + stm] -= one[dir+4];\r
- }\r
- }\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
-\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
-}\r
-\r
int\r
MakeMove(Move m, UndoInfo *u)\r
{\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 == 10*FVAL) { // move with Fire Demon\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
u->to = u->from + toList[u->to - SPECIAL];\r
u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square];\r
u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
+ u->gain += p[u->epVictim[1]].value;\r
+ u->gain += p[u->epVictim[0]].value;\r
+ promoDelta += p[u->epVictim[0]].promoGain;\r
+ promoDelta += p[u->epVictim[1]].promoGain;\r
+ filling -= p[u->epVictim[0]].bulk;\r
+ filling -= p[u->epVictim[1]].bulk;\r
hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];\r
hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH];\r
- if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
+ if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion\r
cnt50 = 0; // double capture irreversible\r
}\r
\r
u->booty -= p[u->piece].value;\r
cnt50 = 0;\r
} else\r
- if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn\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
board[x] = EMPTY; // remove it\r
p[burnVictim].pos = ABSENT;\r
u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
+ u->gain += p[burnVictim].value;\r
+ promoDelta += p[burnVictim].promoGain;\r
+ filling -= p[burnVictim].bulk;\r
hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];\r
hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];\r
cnt50 = 0; // actually burning something makes the move irreversible\r
\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
+ filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;\r
+ promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
- if(u->victim != EMPTY) cnt50 = 0; // capture irreversible\r
+ u->gain += p[u->victim].value;\r
+ if(u->victim != EMPTY) {\r
+ cnt50 = 0; // capture irreversible\r
+ if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected\r
+ }\r
\r
p[u->new].pos = u->to;\r
board[u->to] = u->new;\r
+ promoDelta = -promoDelta;\r
\r
hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]\r
^ p[u->piece].pieceKey * squareKey[u->from]\r
}\r
}\r
\r
- if(p[u->piece].value == 10*FVAL) {\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
cnt50 = u->revMoveCount;\r
hashKeyL = u->savKeyL;\r
hashKeyH = u->savKeyH;\r
+ filling = u->filling;\r
+ promoDelta = u->saveDelta;\r
}\r
\r
void\r
NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
v = kStep[i+1];\r
if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr])\r
-\r
NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag);\r
}\r
} else { // primary victim on first ring\r
}\r
\r
int\r
-Evaluate ()\r
+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
+Fortress (int forward, int king, int lion)\r
+{ // penalty for lack of Lion-proof fortress\r
+ int rank = PST[king], anchor, r, l, q;\r
+ if(!rank) return -300;\r
+ anchor = king + forward*(rank-1);\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)\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 > 512 ? 512 : s);\r
+}\r
+\r
+int\r
+Ftest (int side)\r
{\r
- return (stm ? mobilityScore : -mobilityScore);\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;\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 + 2*BH*BW)\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[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 7;\r
+ if(lead > 100) score -= PST[3*BW*BH+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner\r
+ if(lead < -100) score += PST[3*BW*BH+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner\r
+ }\r
+\r
+# ifdef FORTRESS\r
+ f = 0;\r
+ if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);\r
+ if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
+ score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
+# endif\r
+\r
+# ifdef KSHIELD\r
+ score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 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];\r
+ score += (512 - Surround(BLACK, anchor, 0))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;\r
+ }\r
+ if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) {\r
+ int anchor = sq + PST[4*BW*BH + BH + sq];\r
+ score -= (512 - Surround(WHITE, anchor, 0))*(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 retreat 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
+ return difEval - (filling*filling*promoDelta >> 16) + (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 == 10*FVAL; i++) // Fire Demons are always leading pieces in list\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 0\r
+#define QSdepth 4\r
\r
int\r
-Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress)\r
+Search (int alpha, int beta, int difEval, int depth, int 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 resDep;\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, oldBest, curEval, iterAlpha;\r
Move move, nullMove;\r
#ifdef HASH\r
Move hashMove; int index, nr, hit;\r
#endif\r
-if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout);\r
+if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout);\r
xstm = stm ^ WHITE;\r
//printf("map made\n");fflush(stdout);\r
+\r
+ // in-check test and TSUME filter\r
+ {\r
+ k = p[king=royal[stm]].pos;\r
+ if( k == ABSENT) k = p[king + 2].pos;\r
+ else if(p[king + 2].pos != ABSENT) k = ABSENT; // two kings is no king...\r
+ if( k != ABSENT) { // 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 || 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
if(!(nodes++ & 4095)) TerminationCheck();\r
pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent\r
-\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 = 0; tb.fireMask = phase = 0;\r
+ iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
\r
#ifdef HASH\r
- index = hashKeyL & hashMask; nr = hashKeyL >> 30; hit = -1;\r
+ index = hashKeyL ^ 327*stm ^ (oldPromo + 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
if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) &&\r
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
- iterDep = hashTable[index].depth[hit];\r
+ iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
+ if(!level) iterDep = 0; // no hash cutoff in root\r
+ 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]) hit = nr; else hit = 4;\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
- replyDep = (depth < 1 ? depth-1 : iterDep);\r
- while(++iterDep <= depth || iterDep == 1) {\r
+ if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply\r
+if(PATH)printf("iterDep=%d\n", iterDep);\r
+ while(++iterDep <= depth) {\r
if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout);\r
oldBest = bestScore;\r
iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60;\r
+if(PATH)printf("new iter %d\n", iterDep);\r
+ if(depth <= QSdepth) {\r
+ bestScore = curEval; resDep = QSdepth;\r
+ if(bestScore > alpha) {\r
+ alpha = bestScore;\r
+if(PATH)printf("stand pat %d\n", bestScore);\r
+ if(bestScore >= beta) goto cutoff;\r
+ }\r
+ }\r
for(curMove = firstMove; ; curMove++) { // loop over moves\r
if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout);\r
// MOVE SOURCE\r
if(curMove >= msp) { // we ran out of moves; generate some new\r
+if(PATH)printf("new moves, phase=%d\n", phase);\r
switch(phase) {\r
case 0: // null move\r
- if(depth <= 0) {\r
- bestScore = curEval; resDep = QSdepth;\r
- if(bestScore >= beta || depth < -1) goto cutoff;\r
- }\r
#ifdef NULLMOVE\r
- else if(curEval >= beta) {\r
+ if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) {\r
+ int nullDep = depth - 3;\r
stm ^= WHITE;\r
- score = -Search(-beta, 1-beta, -difEval, depth > 3 ? depth-3 : 0, promoSuppress & SQUARE, ABSENT);\r
- stm ^= WHITE;\r
- if(score >= beta) { msp = oldMSP; retDep += 3; 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) {\r
+ if(hashMove && (depth > QSdepth || // must be capture in QS\r
+ (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) {\r
moveStack[sorted = msp++] = hashMove;\r
goto extractMove;\r
}\r
#endif\r
- phase = 2;\r
case 2: // capture-gen init\r
- nextVictim = xstm;\r
+ nextVictim = xstm; autoFail = (depth == 0);\r
phase = 3;\r
case 3: // generate captures\r
if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp);\r
if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
-if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
+if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist\r
to = p[nextVictim += 2].pos; // take next\r
if(to == ABSENT) continue; // ignore if absent\r
GenCapts(to, 0);\r
if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp);\r
}\r
-//printf("captures on %d generated, msp=%d\n", nextVictim, msp);\r
- goto extractMove;\r
+if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold);\r
+ goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi\r
+ }\r
+if(PATH) printf("# autofail=%d\n", autoFail);\r
+ if(autoFail) { // non-captures cannot auto-fail; flush queued captures first\r
+if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp);\r
+ autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search\r
}\r
-// if(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p.\r
-// int n = board[promoSuppress-1];\r
-// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) \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 <= QSdepth) { resDep = QSdepth; goto cutoff; }\r
+ if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; }\r
phase = 6;\r
case 6: // non-captures\r
nonCapts = msp;\r
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
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
case 9:\r
\r
// MOVE EXTRACTION\r
extractMove:\r
-if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
+//if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp);\r
if(curMove > sorted) {\r
move = moveStack[sorted=j=curMove];\r
for(i=curMove+1; i<msp; i++)\r
// RECURSION\r
stm ^= WHITE;\r
defer = MakeMove(move, &tb);\r
+ ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi\r
+\r
+// if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20;\r
+\r
+ if(autoFail) {\r
+ UnMake(&tb); // never search moves during auto-fail phase\r
+ xstm = stm; stm ^= WHITE;\r
+ if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail\r
+ autoFail = 0; curMove = firstMove-1; continue; // release all for search\r
+ }\r
+ if(tb.gain - tb.loss > threshold) {\r
+ bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi\r
+ } else continue; // ignore for now if not obvious refutation\r
+ }\r
\r
if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0));\r
for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) {\r
if(repDraws) { score = 0; goto repetition; }\r
- moveStack[curMove] = 0; // erase forbidden move\r
- if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move\r
- score = -INF; moveStack[curMove] = 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);\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout);\r
path[level++] = move;\r
attacks += 2*bsize;\r
MapFromScratch(attacks); // for as long as incremental update does not work.\r
//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 == 10*LVAL) {// verify legality of Lion capture in Chu Shogi\r
+ if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi\r
score = 0;\r
- if(p[tb.piece].value == 10*LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB)\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) {\r
- if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24);\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
#else\r
score = 0;\r
#endif\r
goto leave;\r
}\r
#if 1\r
-if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore);\r
+if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout);\r
\r
// ALPHA-BETA STUFF\r
if(score > bestScore) {\r
bestMoveNr = firstMove;\r
if(score >= beta) { // beta cutoff\r
#ifdef KILLERS\r
- if(iterDep == depth && move != killer[level][0]) {\r
+ if(iterDep == depth && move != killer[level][0]\r
+ && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) {\r
// update killer\r
killer[level][1] = killer[level][0]; killer[level][0] = move;\r
}\r
#endif\r
- resDep = retDep;\r
+ resDep = retDep+1-ext;\r
goto cutoff;\r
}\r
{ int i=pvPtr;\r
}\r
\r
}\r
- if(retDep < resDep) resDep = retDep;\r
+ if(retDep+1-ext < resDep) resDep = retDep+1-ext;\r
#endif\r
} // next move\r
cutoff:\r
lastRootIter = GetTickCount() - startTime;\r
if(postThinking > 0) {\r
int i; // WB thinking output\r
- printf("%d %d %d %d", iterDep, bestScore, lastRootIter/10, nodes);\r
+ printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);\r
if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\r
for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
- if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.);\r
+ if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f %d/%d}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Ftest(0), Ftest(1));\r
printf("\n");\r
fflush(stdout);\r
}\r
-printf("# s=%d t=%d 1=%d 3=%d f=%d\n",startTime,GetTickCount(),tlim1,tlim3,abortFlag);\r
if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish\r
}\r
- replyDep = iterDep;\r
+ if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free\r
+#ifdef 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] = iterDep;\r
+ hashTable[index].score[hit] = bestScore;\r
hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER;\r
if(bestScore > alpha) {\r
hashTable[index].flag[hit] |= H_LOWER;\r
msp = oldMSP; // pop move list\r
pvPtr = myPV; // pop PV\r
retMove = bestMoveNr ? moveStack[bestMoveNr] : 0;\r
- retDep = resDep + 1;\r
-if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval);\r
+ retDep = resDep - (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 %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval);\r
+ printf("%3d. %3d %3d %4d %02x %d %d %x %3d ", 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);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
}\r
\r
// some parameter of your engine\r
#define MAXMOVES 2000 /* maximum game length */\r
- #define MAXPLY 20 /* maximum search depth */\r
+ #define MAXPLY 30 /* maximum search depth */\r
\r
#define OFF 0\r
#define ON 1\r
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 == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE;\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
+ 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
-char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH...."; // pairs of char\r
+char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH..LN"; // pairs of char\r
char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char\r
\r
char *\r
if(n=atoi(fen)) fen++; // digits read\r
if(n > 9) fen++; // double digit\r
while(n-- > 0) *p++ = '.'; // expand to empty squares\r
+ if(currentVariant == V_LION && (*fen == 'L' || *fen == 'l')) *fen += 'Z' - 'L'; // L in Mighty-Lion Chess changed in Z for Lion\r
if(isalpha(*fen)) {\r
char *table = fenNames;\r
n = *fen > 'Z' ? 'a' - 'A' : 0;\r
- if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
+ if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION ||\r
+ currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion\r
|| table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else {\r
*p++ = ':';\r
*p++ = table[2* (*fen - 'A' - n)] + n;\r
if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field\r
if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen);\r
}\r
+ rootEval = promoDelta = filling = cnt50 = moveNr = 0;\r
SetUp(array, currentVariant);\r
+ strcpy(startPos, array);\r
sup0 = sup1 = sup2 = ABSENT;\r
- rootEval = cnt50 = hashKeyH = hashKeyL = moveNr = 0;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant;\r
return stm;\r
}\r
\r
{\r
#ifdef HASH\r
static HashBucket *realHash;\r
- static int oldSize;\r
- int m = 1;\r
- intptr_t l;\r
- if(n != oldSize) {\r
+ static intptr_t oldSize;\r
+ intptr_t l, m = 1;\r
+ while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits\r
+ if(m != oldSize) {\r
if(oldSize) free(realHash);\r
- while(m*sizeof(HashBucket) <= n*512) m <<= 1;\r
- m *= 1024; hashMask = m - 1;\r
- realHash = calloc(m + 1, sizeof(HashBucket));\r
- l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63); // align with cache line\r
+ hashMask = m*1024 - 1; oldSize = m;\r
+ realHash = malloc(m*1024*sizeof(HashBucket) + 64);\r
+ l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line\r
}\r
#endif\r
}\r
for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i];\r
MapFromScratch(attacks);\r
postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0;\r
- Search(-INF-1, INF+1, 0, 1, sup1 & ~PROMOTE, sup2);\r
+ Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF);\r
postThinking++;\r
+\r
listStart = retFirst; listEnd = msp = retMSP;\r
}\r
\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
+ } 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
}\r
ret = f<<SQLEN | t2;\r
if(*moveText != '\n' && *moveText != '=') ret |= PROMOTE;\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] = (!boardCopy[t] ? 'Y' : 'R'); cnt++;\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(mps) movesLeft = mps - (moveNr>>1)%mps;\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 = 0.5*timeLeft, movesLeft = 1;\r
- tlim1 = 0.2*targetTime;\r
- tlim2 = 1.9*targetTime;\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
+ int score, i;\r
+printf("# SearchBestMove\n");\r
startTime = GetTickCount();\r
nodes = 0;\r
+printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
retMove = INVALID; repCnt = 0;\r
- score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
+printf("# best=%s\n", MoveToText(pv[0],0));\r
+printf("# ponder=%s\n", MoveToText(pv[1],0));\r
return score;\r
}\r
\r
\r
-void\r
-PonderUntilInput (int stm)\r
-{\r
-MapFromScratch(attacks);\r
- repCnt = 0; abortFlag = -1;\r
- Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2);\r
-}\r
- \r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
- Init(currentVariant); 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
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
int i, score, curVarNr;\r
\r
Init(V_CHU); // Chu\r
- listEnd = 1;\r
+ seed = startTime = GetTickCount(); moveNr = 0; // initialize random\r
\r
while(1) { // infinite loop\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
- *inBuf = 0;\r
+ *inBuf = 0; if(moveNr >= 20) randomize = OFF;\r
+//if(moveNr >20) printf("resign\n");\r
\r
+#ifdef HASH\r
+ if(hashMask)\r
+#endif\r
if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position\r
-\r
- abortFlag = 0;\r
- if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move\r
- \r
+ abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move\r
+ if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move\r
+printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag);\r
+ if(abortFlag) {\r
+ stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move\r
+ gameMove[moveNr++] = ponderMove; // remember in game\r
+ sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits\r
+printf("# ponder move = %s", ponderMoveText);\r
+ } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time\r
pboard(board);\r
- SetSearchTimes(10*timeLeft);\r
score = SearchBestMove(&move, &ponderMove);\r
-\r
+ if(abortFlag == 1) { // ponder search was interrupted (and no hit)\r
+ UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one\r
+ abortFlag = 0;\r
+ } else\r
if(move == INVALID) { // game apparently ended\r
int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos;\r
if( k != ABSENT) { // test if King capture possible\r
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
+ printf("move %s\n", MoveToText(pMove, 1));\r
listEnd = 0;\r
- continue;\r
+ continue; // go check if we should ponder\r
}\r
- }\r
-\r
- fflush(stdout); // make sure everything is printed before we do something that might take time\r
-\r
- // now it is not our turn (anymore)\r
- if(engineSide == ANALYZE) { // in analysis, we always ponder the position\r
- PonderUntilInput(stm);\r
} else\r
- if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input\r
- if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position\r
- PonderUntilInput(stm);\r
- } else {\r
- int newStm = MakeMove2(stm, ponderMove);\r
- PonderUntilInput(newStm);\r
- UnMake2(ponderMove);\r
- }\r
+ if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position\r
+ Move dummy;\r
+ *ponderMoveText = 0; // forces miss on any move\r
+ abortFlag = -1; // set pondering\r
+ pvCuts = noCut;\r
+ SearchBestMove(&dummy, &dummy);\r
+ abortFlag = pvCuts = 0;\r
}\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\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=\"normal,shatranj,makruk,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\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, "ics")) { continue; }\r
if(!strcmp(command, "accepted")){ continue; }\r
if(!strcmp(command, "rejected")){ continue; }\r
- if(!strcmp(command, "result")) { 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
continue;\r
}\r
if(!strcmp(command, "variant")) {\r
- for(i=0; i<7; i++) {\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_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
+ repStack[199] = hashKeyH, checkStack[199] = 0;\r
continue;\r
}\r
if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; }\r