// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.16 k+ky"\r
+#define VERSION "0.19"\r
\r
-//define PATH level==0 /*|| path[0] == 0x3490a && (level==1 || path[1] == 0x285b3 && (level == 2 || path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
+//define PATH 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 CHECKEXT\r
#define LMR 4\r
#define LIONTRAP\r
-#define WINGS\r
+#define XWINGS\r
#define KINGSAFETY\r
#define KSHIELD\r
-#define XFORTRESS\r
+#define FORTRESS\r
#define PAWNBLOCK\r
+#define TANDEM 100 /* bonus for pairs of attacking light steppers */\r
#define KYLIN 100 /* extra end-game value of Kylin for promotability */\r
#define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */\r
\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 || currentVariant == V_LION)\r
+#define ONE 1 /* currently no variants with 10-deep board */\r
\r
#define BLACK 0\r
#define WHITE 1\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
} UndoInfo;\r
\r
char *array, fenArray[4000], startPos[4000], *reason, checkStack[300];\r
-int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts, allowRep, entryProm;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate;\r
+int tsume, pvCuts, allowRep, entryProm, okazaki, pVal;\r
int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;\r
int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
int ll, lr, ul, ur; // corner squares\r
};\r
\r
PieceDesc chessPieces[] = {\r
- {"Q", "", 950, { X,X,X,X,X,X,X,X } },\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", "Q", 80, { M,C,0,0,0,0,0,C } },\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
- {"Q", "", 600, { X,X,X,X,X,X,X,X } },\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", "Q", 50, { M,C,0,0,0,0,0,C } },\r
+ {"P", "FK", 50, { 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 lionArray[] = "R:LNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnbqkbnr";\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
\r
typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, V_SHATRANJ, V_MAKRUK, V_LION } Variant;\r
\r
+#define SAME (-1)\r
+\r
VariantDesc variants[] = {\r
- { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE\r
+ { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
+ { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE\r
{ 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho\r
{ 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat\r
- { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu\r
{ 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai\r
{ 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku\r
{ 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj\r
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[5*BSIZE];\r
+signed char PST[7*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\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
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].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
+ 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
char c, *q, name[3], prince = 0;\r
PieceDesc *p1, *p2;\r
last[WHITE] = 1; last[BLACK] = 0;\r
+ royal[WHITE] = royal[BLACK] = 0;\r
for(i=0; ; i++) {\r
//printf("next rank: %s\n", array);\r
for(j = BW*i; ; j++) {\r
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
}\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<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;\r
for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {\r
int g = p[i].promoGain;\r
+ if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
+// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus\r
+ if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100)\r
+ p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_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)*1.25, p[i].value = p[j].value - 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[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
} 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)*1.25, p[i].value = p[j].value - 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
- 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
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 || currentVariant == V_LION);\r
tenFlag = (currentVariant == V_TENJIKU);\r
chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION);\r
- repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK || 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
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[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
+ 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[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10;\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[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
+ 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
}\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
\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
int\r
Fortress (int forward, int king, int lion)\r
{ // penalty for lack of Lion-proof fortress\r
- int rank = PST[king], anchor, r, l, q;\r
- if(!rank) return -300;\r
+ int rank = PST[king], anchor, r, l, q, res = 0;\r
+ if(rank != 2) return 25*(rank-2);\r
anchor = king + forward*(rank-1);\r
\r
+ q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1);\r
+ if(!q) return l > 1 || r > 1 ? 0 : -25;\r
+ if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40\r
+ else { // T or E in front of King\r
+ if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55)\r
+ else if(r > 1) res = 30; // .TT, .ET or .TE (30)\r
+ }\r
+ q = 0;\r
+ if(filling > 32) {\r
+ if(r > 1 && Guard(king+2) == 1) q += 10;\r
+ if(l > 1 && Guard(king-2) == 1) q += 10; \r
+ q += 5*(Guard(king+1) == 1);\r
+ q += 5*(Guard(king-1) == 1);\r
+ if(filling < 96) q = q*(filling - 32)>>6;\r
+ }\r
+ return res + q;\r
+\r
if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0;\r
if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50;\r
if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2)\r
}\r
\r
int\r
-Surround (int stm, int king, int start)\r
+Surround (int stm, int king, int start, int max)\r
{\r
int i, s=0;\r
for(i=start; i<9; i++) {\r
v = p[piece].value;\r
s += -(v > 70) & v;\r
}\r
- return (s > 512 ? 512 : s);\r
+ return (s > max ? max : s);\r
}\r
\r
int\r
int\r
Evaluate (int difEval)\r
{\r
- int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j;\r
+ int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512;\r
+\r
+ if(tsume) return difEval;\r
\r
if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos;\r
if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos;\r
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
+# 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
\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]+1].pos;\r
- bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].pos;\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
+ score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7;\r
+ if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner\r
+ if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner\r
+ max = 16*filling;\r
}\r
\r
# ifdef FORTRESS\r
f = 0;\r
if(bLion != ABSENT) f += Fortress( BW, wKing, bLion);\r
if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
- score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
+ score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly\r
# endif\r
\r
# ifdef KSHIELD\r
- score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3;\r
+ score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3;\r
# endif\r
\r
#endif\r
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
+ 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[4*BW*BH + BH + sq];\r
- score -= (512 - Surround(WHITE, anchor, 0))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;\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 retreat mode is straight back\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
}\r
#endif\r
\r
- return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\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
int\r
Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold)\r
{\r
- int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000;\r
+ int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep;\r
int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr;\r
int resDep, iterDep, ext;\r
int myPV = pvPtr;\r
// in-check test and TSUME filter\r
{\r
k = p[king=royal[stm]].pos;\r
- if( k == ABSENT) k = p[king + 2].pos;\r
- else if(p[king + 2].pos != ABSENT) k = ABSENT; // two kings is no king...\r
+ if( k == ABSENT) {\r
+ if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1))\r
+ return -INF; // lose when no King (in tsume only for side to be mated)\r
+ } else if(p[king + 2].pos != ABSENT) {\r
+ if(tsume && tsume & stm+1) {\r
+ retDep = 60; return INF; // we win when not in check\r
+ }\r
+ k = ABSENT; // two kings is no king...\r
+ }\r
if( k != ABSENT) { // check is possible\r
if(!attacks[2*k + xstm]) {\r
if(tsume && tsume & stm+1) {\r
}\r
} else { // he has no king! Test for attacks on Crown Prince\r
k = p[king + 2].pos;\r
- if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince\r
+ if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince\r
}\r
//printf("King safe\n");fflush(stdout);\r
// EVALUATION & WINDOW SHIFT\r
if(to == ABSENT) continue; // ignore if absent\r
if(!attacks[2*to + stm]) continue; // skip if not attacked\r
group = p[nextVictim].value; // remember value of this found victim\r
- if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; }\r
+ if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) {\r
+ resDep = QSdepth + 1; nextVictim -= 2;\r
+ if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30;\r
+ goto cutoff;\r
+ }\r
if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE);\r
GenCapts(to, 0);\r
if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp);\r
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
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
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
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
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
{\r
int i, j;\r
for(i=0; i<182; i++) {\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
+ printf("%3d. %3d %3d %4d %02x %d %d %x %3d %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
}\r
*p++ = table[2* (*fen - 'A' - n)+1] + n;\r
}\r
} else *p++ = *fen;\r
+ if(!*fen) break;\r
fen++;\r
}\r
printf("# converted FEN '%s'\n", fenArray);\r
SetUp(array, currentVariant);\r
strcpy(startPos, array);\r
sup0 = sup1 = sup2 = ABSENT;\r
- hashKeyH = hashKeyL = 87620895*currentVariant;\r
+ hashKeyH = hashKeyL = 87620895*currentVariant + !!fen;\r
return stm;\r
}\r
\r
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
printf("# s=%d\n", startTime);fflush(stdout);\r
MapFromScratch(attacks);\r
retMove = INVALID; repCnt = 0;\r
- score = Search(-INF-1, INF+1, rootEval, maxDepth, 0, sup1, sup2, INF);\r
+ score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF);\r
*move = retMove;\r
*ponderMove = pv[1];\r
printf("# best=%s\n", MoveToText(pv[0],0));\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
last = moveNr - n; if(last < 0) last = 0;\r
- Init(currentVariant); stm = Setup2(startPos);\r
+ Init(SAME); stm = Setup2(startPos);\r
printf("# setup done");fflush(stdout);\r
for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
return stm;\r
\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
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; // go check if we should ponder\r
}\r
printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
printf("feature option=\"Allow repeats -check 0\"\n");\r
printf("feature option=\"Promote on entry -check 0\"\n");\r
+ printf("feature option=\"Okazaki rule -check 0\"\n");\r
printf("feature option=\"Resign -check 0\"\n"); // \r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n");\r
if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue;\r
if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
+ if(sscanf(inBuf+7, "Okazaki rule=%d", &okazaki) == 1) continue;\r
if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue;\r
if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r
if(!strcmp(command, "no")) tsume = 0; else\r
}\r
if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; }\r
if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; }\r
+\r
if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; }\r
if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; }\r
// if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; }\r