X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=11e5710c70f5b9dac7134aef71dcafe6d0c9f9b8;hb=f72cb2001c9dfc2e44c9c453b61c96835836fcb5;hp=e660aa9e4361e3249a17bce7d4f721f8a0023c82;hpb=6ac33b8f72e0a0bfa6ed2c8f4965171a198adb20;p=hachu.git diff --git a/hachu.c b/hachu.c index e660aa9..11e5710 100644 --- a/hachu.c +++ b/hachu.c @@ -10,9 +10,9 @@ // promotions by pieces with Lion power stepping in & out the zone in same turn // promotion on capture -#define VERSION "0.16 k+ky" +#define VERSION "0.20" -//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)))))*/ +//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))*/))) #define PATH 0 #define HASH @@ -21,11 +21,12 @@ #define CHECKEXT #define LMR 4 #define LIONTRAP -#define WINGS +#define XWINGS #define KINGSAFETY #define KSHIELD -#define XFORTRESS +#define FORTRESS #define PAWNBLOCK +#define TANDEM 100 /* bonus for pairs of attacking light steppers */ #define KYLIN 100 /* extra end-game value of Kylin for promotability */ #define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */ @@ -71,7 +72,7 @@ #define BSIZE BWMAX*BHMAX #define ZONE zone -#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK || currentVariant == V_LION) +#define ONE 1 /* currently no variants with 10-deep board */ #define BLACK 0 #define WHITE 1 @@ -88,6 +89,7 @@ #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */ #define SPECIAL 1400 /* start of special moves */ #define BURN (SPECIAL + 96) /* start of burn encodings */ +#define CASTLE (SPECIAL + 100) /* castling encodings */ #define STEP(X,Y) (BW*(X)+ (Y)) #define SORTKEY(X) 0 @@ -102,12 +104,31 @@ #define P_WHITE 0x0F #define P_BLACK 0xF0 +// Piece-Square Tables +#define PST_NEUTRAL 0 +#define PST_STEPPER BH +#define PST_WJUMPER (BW*BH) +#define PST_SLIDER (BW*BH+BH) +#define PST_TRAP (2*BW*BH) +#define PST_CENTER (2*BW*BH+BH) +#define PST_WPPROM (3*BW*BH) +#define PST_BPPROM (3*BW*BH+BH) +#define PST_BJUMPER (4*BW*BH) +#define PST_ZONDIST (4*BW*BH+BH) +#define PST_ADVANCE (5*BW*BH) +#define PST_RETRACT (5*BW*BH+BH) +#define PST_WFLYER (6*BW*BH) +#define PST_BFLYER (6*BW*BH+BH) +#define PST_LANCE (7*BW*BH) +#define PST_END (8*BW*BH) + typedef unsigned int Move; char *MoveToText(Move move, int m); // from WB driver void pmap(int *m, int col); void pboard(int *b); void pbytes(unsigned char *b); +int myRandom(); typedef struct { int lock[5]; @@ -134,19 +155,20 @@ typedef struct { } PieceDesc; typedef struct { - int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount; + int from, to, piece, victim, new, booty, epSquare, epVictim[9], ep2Square, revMoveCount; int savKeyL, savKeyH, gain, loss, filling, saveDelta; char fireMask; } UndoInfo; char *array, fenArray[4000], startPos[4000], *reason, checkStack[300]; -int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts, allowRep, entryProm; +int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate; +int tsume, pvCuts, allowRep, entryProm, okazaki, pVal; int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta; int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore; int ll, lr, ul, ur; // corner squares int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag; Move ponderMove; -Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2]; +Move retMove, moveStack[20000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2]; int maxDepth; // used by search @@ -369,23 +391,23 @@ PieceDesc taikyokuPieces[] = { }; PieceDesc chessPieces[] = { - {"Q", "", 950, { X,X,X,X,X,X,X,X } }, + {"FK", "", 950, { X,X,X,X,X,X,X,X } }, {"R", "", 500, { X,0,X,0,X,0,X,0 } }, {"B", "", 320, { 0,X,0,X,0,X,0,X } }, {"N", "", 300, { N,N,N,N,N,N,N,N } }, {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, - {"P", "Q", 80, { M,C,0,0,0,0,0,C } }, + {"P", "FK", 80, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; PieceDesc lionPieces[] = { {"LN","", LVAL, { L,L,L,L,L,L,L,L } }, - {"Q", "", 600, { X,X,X,X,X,X,X,X } }, + {"FK", "", 600, { X,X,X,X,X,X,X,X } }, {"R", "", 300, { X,0,X,0,X,0,X,0 } }, {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, {"B", "", 190, { 0,X,0,X,0,X,0,X } }, {"N", "", 180, { N,N,N,N,N,N,N,N } }, - {"P", "Q", 50, { M,C,0,0,0,0,0,C } }, + {"P", "FK", 50, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; @@ -421,10 +443,10 @@ char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.: "....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/" ":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"; char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl"; -char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr"; -char lionArray[] = "R:LNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnbqkbnr"; +char chessArray[] = "RNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:fkkbnr"; +char lionArray[] = "R:LNB:FKKBNR/PPPPPPPP/......../......../......../......../pppppppp/r:lnb:fkkbnr"; char shatArray[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr"; -char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rnsk:smsnr"; +char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rns:smksnr"; typedef struct { int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes @@ -434,11 +456,13 @@ typedef struct { 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; +#define SAME (-1) + VariantDesc variants[] = { - { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE + { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu + { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray }, // FIDE { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho { 18, 9, 9, 3, V_SHO, "sho", shoArray }, // Sho duplicat - { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj @@ -476,7 +500,7 @@ Vector direction[] = { // clockwise! { 2,-1} }; -int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves +int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8) int neighbors[9]; // similar to kingStep, but starts with null-step char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify) @@ -598,8 +622,8 @@ int rawBoard[BSIZE + 11*BHMAX + 6]; int attackMaps[200*BSIZE], *attacks = attackMaps; char distance[2*BSIZE]; // distance table char promoBoard[BSIZE]; // flags to indicate promotion zones -char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons -signed char PST[5*BSIZE]; +unsigned char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons +signed char PST[7*BSIZE]; #define board (rawBoard + 6*BHMAX + 3) #define fireBoard (rawFire + BWMAX + 1) @@ -685,7 +709,6 @@ Lance (signed char *r) int EasyProm (signed char *r) { - int i; if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1); if(r[1] == X || r[7] == X) return 30 + PROMO/2; return 0; @@ -715,7 +738,7 @@ Range (signed char *r) int i, m=0; for(i=0; i<8; i++) { int d = r[i]; - if(r[i] < 0) d == r[i] >= L ? 2 : 36; + if(r[i] < 0) d = r[i] >= L ? 2 : 36; if(d > m) m = d; } return m; @@ -740,7 +763,7 @@ StackMultis (int col) void Compactify (int stm) { // remove pieces that are permanently gone (captured or promoted) from one side's piece list - int i, j, k; + int i, k; for(i=stm+2; i<=last[stm]; i+=2) { // first pass: unpromoted pieces if((k = p[i].promo) >= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there p[k].promo = -2; // orphan promoted version @@ -768,9 +791,9 @@ AddPiece (int stm, PieceDesc *list) p[i].value = v = list->value; for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)]; switch(Range(p[i].range)) { - case 1: p[i].pst = BH; break; - case 2: p[i].pst = bsize; break; - default: p[i].pst = bsize + BH; break; + case 1: p[i].pst = PST_STEPPER; break; + case 2: p[i].pst = PST_WJUMPER; break; + default: p[i].pst = PST_SLIDER; break; } key = (stm == WHITE ? &list->whiteKey : &list->blackKey); if(!*key) *key = ~(myRandom()*myRandom()); @@ -780,7 +803,7 @@ AddPiece (int stm, PieceDesc *list) p[i].bulk = list->bulk; p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0; if(Lance(list->range)) - p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward + p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back for(j=stm+2; j<= last[stm]; j+=2) { if(p[j].promo >= i) p[j].promo += 2; } @@ -792,12 +815,13 @@ AddPiece (int stm, PieceDesc *list) } void -SetUp(char *array, int var) +SetUp (char *array, int var) { - int i, j, n, m, nr, color; - char c, *q, name[3], prince = 0; + int i, j, n, m, color; + char c, name[3], prince = 0; PieceDesc *p1, *p2; last[WHITE] = 1; last[BLACK] = 0; + royal[WHITE] = royal[BLACK] = 0; for(i=0; ; i++) { //printf("next rank: %s\n", array); for(j = BW*i; ; j++) { @@ -814,7 +838,7 @@ SetUp(char *array, int var) name[0] += 'A' - 'a'; if(name[1]) name[1] += 'A' - 'a'; } else color = WHITE; - if(!strcmp(name, "CP")) prince |= color+1; // remember if we added Crown Prince + if(!strcmp(name, "CP") || pflag && !strcmp(name, "DE")) prince |= color+1; // remember if we added Crown Prince p1 = LookUp(name, var); if(!p1) printf("tellusererror Unknown piece '%s' in setup\n", name), exit(-1); if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead @@ -838,6 +862,9 @@ SetUp(char *array, int var) } } eos: + // add dummy Kings if not yet added (needed to set royal[] to valid value!) + if(!royal[WHITE]) p[AddPiece(WHITE, LookUp("K", V_CHU))].pos = ABSENT; + if(!royal[BLACK]) p[AddPiece(BLACK, LookUp("K", V_CHU))].pos = ABSENT; // add dummy Crown Princes if not yet added if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT; if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT; @@ -851,11 +878,14 @@ SetUp(char *array, int var) for(i=0; i 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus + if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100) + p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance + if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone if((j = p[i].promo) > 0 && g) - p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g; + p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g; else p[i].promoGain = 0; - if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN; - if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH; // use white pre-prom bonus board[p[i].pos] = i; rootEval += p[i].value + PST[p[i].pst + p[i].pos]; promoDelta += p[i].promoGain; @@ -863,12 +893,15 @@ SetUp(char *array, int var) } else p[i].promoGain = 0; for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) { int g = p[i].promoGain; +// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus + if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100) + p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance + if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus + if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone if((j = p[i].promo) > 0 && g) - p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g; + p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g; else p[i].promoGain = 0; if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN; - if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus - if(j > 0 && p[i].pst == bsize) p[i].pst = 4*BW*BH; // use white pre-prom bonus board[p[i].pos] = i; rootEval -= p[i].value + PST[p[i].pst + p[i].pos]; promoDelta -= p[i].promoGain; @@ -888,18 +921,23 @@ void Init (int var) { int i, j, k; + PieceDesc *pawn; + if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack) currentVariant = variants[var].varNr; bWidth = variants[var].boardWidth; bHeight = variants[var].boardRanks; zone = variants[var].zoneDepth; array = variants[var].array; + } bsize = bWidth*bHeight; chuFlag = (currentVariant == V_CHU || currentVariant == V_LION); tenFlag = (currentVariant == V_TENJIKU); chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION); - repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK || currentVariant == V_LION); + stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION); + repDraws = (stalemate || currentVariant == V_SHATRANJ); ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1; + pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value for(i= -1; i<9; i++) { // board steps in linear coordinates kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King @@ -922,6 +960,11 @@ Init (int var) toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i]; } + toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3; + toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3; + toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3; + toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3; + // fill distance table for(i=0; i<2*BSIZE; i++) { distance[i] = 0; @@ -954,22 +997,31 @@ Init (int var) for(j=0; j BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0) - + 3*(i==zone || i==BH-zone-1); // stepper centralization - PST[BH*BW+s] = d/6; // double-stepper centralization - PST[BH*BW+BH+s] = d/12 - 5*(i==BH/2 || i==(BH-1)/2); // slider centralization - PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0; - 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; - PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B - PST[4*BH*BW+s] = PST[BW*BH+s]; // as jumper, but with pre-promotion bonus B - PST[4*BH*BW+BH+s] = BW*(zone - 1 - i); // board step to enter promo zone black + PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table + PST[PST_STEPPER+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0) + + 3*(i==zone || i==BH-zone-1); // stepper centralization + PST[PST_WJUMPER+s] = d/6; // double-stepper centralization + PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization + PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0; + 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; + PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B + PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B + PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black + PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1) + - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2 + - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table + PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20; + PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2; } - if(zone > 0) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10; + if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10; + if(j > (BH-1)/2 - 3 && j < BH/2 + 3) + PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress + if(j > (BH-1)/2 - 2 && j < BH/2 + 2) + PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress #if KYLIN // pre-promotion bonuses for jumpers - if(zone > 0) PST[BW*BH + BW*(BH-2-zone) + j] = PST[4*BW*BH + BW*(zone+1) + j] = 100, - PST[BW*BH + BW*(BH-1-zone) + j] = PST[4*BW*BH + BW*zone + j] = 200; + if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100, + PST[PST_WJUMPER + BW*(BH-1-zone) + j] = PST[PST_BJUMPER + BW*zone + j] = 200; #endif } @@ -1011,8 +1063,8 @@ NewNonCapture (int x, int y, int promoFlags) { if(board[y] != EMPTY) return 1; // edge, capture or own piece //if(flag) printf("# add %c%d%c%d, pf=%d\n", x%BW+'a',x/BW,y%BW+'a',y/BW, promoFlags); - if( (promoBoard[x] | promoBoard[y]) & promoFlags && - (!entryProm || promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE )){ // piece can promote with this move + if( (entryProm ? promoBoard[y] & ~promoBoard[x] & CAN_PROMOTE + : promoBoard[y] | promoBoard[x] ) & promoFlags ){ // piece can promote with this move moveStack[msp++] = moveStack[nonCapts]; // create space for promotion moveStack[nonCapts++] = x<>1, t = CASTLE; + if(stm != WHITE) f += bsize - BW, t += 2; + if(p[board[f]].value = 280) { + if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<new = u->piece; if(u->to >= SPECIAL) { // two-step Lion move + if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically + u->epSquare = epList[u->to - SPECIAL]; + u->ep2Square = ep2List[u->to - SPECIAL]; + u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook! + u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well). + board[u->ep2Square] = u->epVictim[0]; // but put Rook back + board[u->epSquare] = EMPTY; + p[u->epVictim[0]].pos = u->ep2Square; + p[u->epVictim[1]].pos = ABSENT; + u->to = toList[u->to - SPECIAL]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH]; + } else { // take care of first e.p. victim u->epSquare = u->from + epList[u->to - SPECIAL]; // decode u->epVictim[0] = board[u->epSquare]; // remember for takeback @@ -1289,6 +1367,7 @@ MakeMove(Move m, UndoInfo *u) hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH]; if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion cnt50 = 0; // double capture irreversible + } } if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr) @@ -1385,13 +1464,13 @@ UnMake(UndoInfo *u) } void -GenCapts(int sqr, int victimValue) +GenCapts (int sqr, int victimValue) { // generate all moves that capture the piece on the given square - int i, range, att = attacks[2*sqr + stm]; + int i, att = attacks[2*sqr + stm]; //printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att); if(!att) return; // no attackers at all! for(i=0; i<8; i++) { // try all rays - int x, v, jumper, jcapt=0; + int x, v, jcapt=0; if(att & attackMask[i]) { // attacked by move in this direction v = -kStep[i]; x = sqr; while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop' @@ -1522,10 +1601,27 @@ Guard (int sqr) int Fortress (int forward, int king, int lion) { // penalty for lack of Lion-proof fortress - int rank = PST[king], anchor, r, l, q; - if(!rank) return -300; + int rank = PST[king], anchor, r, l, q, res = 0; + if(rank != 2) return 25*(rank-2); anchor = king + forward*(rank-1); + q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1); + if(!q) return l > 1 || r > 1 ? 0 : -25; + if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40 + else { // T or E in front of King + if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55) + else if(r > 1) res = 30; // .TT, .ET or .TE (30) + } + q = 0; + if(filling > 32) { + if(r > 1 && Guard(king+2) == 1) q += 10; + if(l > 1 && Guard(king-2) == 1) q += 10; + q += 5*(Guard(king+1) == 1); + q += 5*(Guard(king-1) == 1); + if(filling < 96) q = q*(filling - 32)>>6; + } + return res + q; + if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0; if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50; if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2) @@ -1554,7 +1650,7 @@ Fortress (int forward, int king, int lion) } int -Surround (int stm, int king, int start) +Surround (int stm, int king, int start, int max) { int i, s=0; for(i=start; i<9; i++) { @@ -1564,7 +1660,7 @@ Surround (int stm, int king, int start) v = p[piece].value; s += -(v > 70) & v; } - return (s > 512 ? 512 : s); + return (s > max ? max : s); } int @@ -1580,7 +1676,9 @@ Ftest (int side) int Evaluate (int difEval) { - int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j; + int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512; + + if(tsume) return difEval; if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos; if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos; @@ -1588,7 +1686,7 @@ Evaluate (int difEval) if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos; #ifdef LIONTRAP -# define lionTrap (PST + 2*BH*BW) +# define lionTrap (PST + PST_TRAP) // penalty for Lion in enemy corner, when enemy Lion is nearby if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 }; @@ -1615,24 +1713,25 @@ Evaluate (int difEval) #ifdef KINGSAFETY // basic centralization in end-game (also facilitates bare-King mating) - wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+1].pos; - bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].pos; + wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+2].pos; + bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+2].pos; if(filling < 32) { int lead = (stm == WHITE ? difEval : -difEval); - score += (PST[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 7; - if(lead > 100) score -= PST[3*BW*BH+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner - if(lead < -100) score += PST[3*BW*BH+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner + score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7; + if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner + if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner + max = 16*filling; } # ifdef FORTRESS f = 0; if(bLion != ABSENT) f += Fortress( BW, wKing, bLion); if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion); - score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly + score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly # endif # ifdef KSHIELD - score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3; + score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3; # endif #endif @@ -1643,18 +1742,18 @@ Evaluate (int difEval) if(filling < 128) { int sq; if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) { - int anchor = sq - PST[5*BW*BH - 1 - sq]; - score += (512 - Surround(BLACK, anchor, 0))*(128 - filling)*PST[p[wLion].pst + sq] >> 15; + int anchor = sq - PST[5*BW*BH - 1 - sq]; // FIXME: PST_ZONDIST indexed backwards + score += (512 - Surround(BLACK, anchor, 0, 512))*(128 - filling)*PST[p[wLion].pst + sq] >> 15; } if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) { - int anchor = sq + PST[4*BW*BH + BH + sq]; - score -= (512 - Surround(WHITE, anchor, 0))*(128 - filling)*PST[p[bLion].pst + sq] >> 15; + int anchor = sq + PST[PST_ZONDIST + sq]; + score -= (512 - Surround(WHITE, anchor, 0, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15; } } #endif #ifdef PAWNBLOCK - // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only retreat mode is straight back + // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only RETRACT mode is straight back for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) { if((f = p[i].pos) != ABSENT) { // P present, if((j = board[f + BW])&1) // square before it white (odd) piece @@ -1673,7 +1772,26 @@ Evaluate (int difEval) } #endif - return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score); +#ifdef TANDEM + if(zone > 0) { + int rw = BW*(BH-1-zone), rb = BW*zone, h=0; + for(f=0; f 0) h += (p[board[rw+f-BW-1]].pst == PST_ADVANCE); + if(f+1 < BH) h += (p[board[rw+f-BW+1]].pst == PST_ADVANCE); + } + if(p[board[rb+f]].pst == PST_ADVANCE) { + h -= (p[board[rb+f+BW]].pst == PST_RETRACT); + if(f > 0) h -= (p[board[rb+f+BW-1]].pst == PST_RETRACT); + if(f+1 < BH) h -= (p[board[rb+f+BW+1]].pst == PST_RETRACT); + } + } + score += h*TANDEM; + } +#endif + + return difEval - (filling*promoDelta >> 8) + (stm ? score : -score); } inline void @@ -1691,7 +1809,7 @@ void TerminationCheck(); int Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold) { - int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000; + int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep; int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr; int resDep, iterDep, ext; int myPV = pvPtr; @@ -1708,8 +1826,15 @@ if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval= // in-check test and TSUME filter { k = p[king=royal[stm]].pos; - if( k == ABSENT) k = p[king + 2].pos; - else if(p[king + 2].pos != ABSENT) k = ABSENT; // two kings is no king... + if( k == ABSENT) { + if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1)) + return -INF; // lose when no King (in tsume only for side to be mated) + } else if(p[king + 2].pos != ABSENT) { + if(tsume && tsume & stm+1) { + retDep = 60; return INF; // we win when not in check + } + k = ABSENT; // two kings is no king... + } if( k != ABSENT) { // check is possible if(!attacks[2*k + xstm]) { if(tsume && tsume & stm+1) { @@ -1731,7 +1856,7 @@ if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], chec } } else { // he has no king! Test for attacks on Crown Prince k = p[king + 2].pos; - if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince + if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince } //printf("King safe\n");fflush(stdout); // EVALUATION & WINDOW SHIFT @@ -1826,7 +1951,11 @@ if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp if(to == ABSENT) continue; // ignore if absent if(!attacks[2*to + stm]) continue; // skip if not attacked group = p[nextVictim].value; // remember value of this found victim - if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; } + if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { + resDep = QSdepth + 1; nextVictim -= 2; + if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30; + goto cutoff; + } if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE); GenCapts(to, 0); if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp); @@ -1847,11 +1976,11 @@ if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp); autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search } phase = 4; // out of victims: all captures generated - if(chessFlag && promoSuppress != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves - int n = board[promoSuppress-1], old = msp; // a-side neighbor of pushed pawn - if( n != EMPTY && (n&TYPE) == stm && p[n].value == 80 ) NewCapture(promoSuppress-1, SPECIAL + 20 - 4*stm, 0); - n = board[promoSuppress+1]; // h-side neighbor of pushed pawn - if( n != EMPTY && (n&TYPE) == stm && p[n].value == 80 ) NewCapture(promoSuppress+1, SPECIAL + 52 - 4*stm, 0); + if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves + int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn + if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0); + n = board[ep+1]; // h-side neighbor of pushed pawn + if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0); if(msp != old) goto extractMove; // one or more e.p. capture were generated } case 4: // dubious captures @@ -1867,6 +1996,7 @@ if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp); case 6: // non-captures nonCapts = msp; nullMove = GenNonCapts(oldPromo); + if(msp == nonCapts) goto cutoff; #ifdef KILLERS { // swap killers to front Move h = killer[level][0]; int j = curMove; @@ -1930,6 +2060,7 @@ if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, cur if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0)); for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) { + retDep = iterDep; if(repDraws) { score = 0; goto repetition; } if(!allowRep) { moveStack[curMove] = 0; // erase forbidden move @@ -1956,7 +2087,9 @@ MapFromScratch(attacks); // for as long as incremental update does not work. if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim[0]].value <= 50) score = -INF; // our Lion is indeed made vulnerable and can be recaptured } else { // other x Ln - if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same + if(promoSuppress & PROMOTE) { // non-Lion captures Lion after opponent did same + if(!okazaki || attacks[2*tb.to + stm]) score = -INF; + } defer |= PROMOTE; // if we started, flag he cannot do it in reply } if(score == -INF) { @@ -1969,6 +2102,7 @@ MapFromScratch(attacks); // for as long as incremental update does not work. score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, curMove >= late && iterDep > QSdepth + LMR, promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain); + #else score = 0; #endif @@ -2042,10 +2176,11 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep if(lmr && bestScore <= alpha && iterDep == depth) depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction #endif + if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate #ifdef HASH // hash store hashTable[index].lock[hit] = hashKeyH; - hashTable[index].depth[hit] = iterDep; + hashTable[index].depth[hit] = resDep; hashTable[index].score[hit] = bestScore; hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER; if(bestScore > alpha) { @@ -2070,7 +2205,7 @@ pplist() { int i, j; for(i=0; i<182; i++) { - 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); + 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); for(j=0; j<8; j++) printf(" %2d", p[i].range[j]); if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255); } @@ -2137,7 +2272,7 @@ pmoves(int start, int end) // some parameter of your engine #define MAXMOVES 2000 /* maximum game length */ - #define MAXPLY 30 /* maximum search depth */ + #define MAXPLY 60 /* maximum search depth */ #define OFF 0 #define ON 1 @@ -2231,8 +2366,10 @@ Convert (char *fen) *p++ = table[2* (*fen - 'A' - n)+1] + n; } } else *p++ = *fen; + if(!*fen) break; fen++; } + *p = '\0'; printf("# converted FEN '%s'\n", fenArray); return fenArray; } @@ -2251,7 +2388,7 @@ Setup2 (char *fen) SetUp(array, currentVariant); strcpy(startPos, array); sup0 = sup1 = sup2 = ABSENT; - hashKeyH = hashKeyL = 87620895*currentVariant; + hashKeyH = hashKeyL = 87620895*currentVariant + !!fen; return stm; } @@ -2280,7 +2417,8 @@ MoveToText (MOVE move, int multiLine) char *promoChar = ""; if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol buf[0] = '\0'; - if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!) + if(t >= SPECIAL) { + if(t < CASTLE) { // castling is printed as a single move, implying its side effects int e = f + epList[t - SPECIAL]; // printf("take %c%d\n", e%BW+'a', e/BW+ONE); sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; @@ -2291,6 +2429,7 @@ MoveToText (MOVE move, int multiLine) sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; } + } t = g + toList[t - SPECIAL]; } if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+"; @@ -2301,7 +2440,7 @@ MoveToText (MOVE move, int multiLine) int ReadSquare (char *p, int *sqr) { - int i=0, f, r; + int f, r; f = p[0] - 'a'; r = atoi(p + 1) - ONE; *sqr = r*BW + f; @@ -2321,7 +2460,8 @@ MapFromScratch(attacks); Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF); postThinking++; - listStart = retFirst; listEnd = msp = retMSP; + listStart = retFirst; msp = retMSP; + if(currentVariant == V_LION) GenCastlings(); listEnd = msp; } MOVE @@ -2342,11 +2482,16 @@ ParseMove (char *moveText) for(j=0; j<8; j++) if(e + kStep[j] == t) break; if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves! t2 = SPECIAL + 8*i + j; - } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == 80 && board[t] == EMPTY) { // Pawn to empty, could be e.p. + } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p. if(t == f + BW + 1) t2 = SPECIAL + 16; else if(t == f + BW - 1) t2 = SPECIAL + 48; else if(t == f - BW + 1) t2 = SPECIAL + 20; else if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move + } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling + if(t == f+2 && f < BW) t2 = CASTLE; else + if(t == f-2 && f < BW) t2 = CASTLE + 1; else + if(t == f+2 && f > BW) t2 = CASTLE + 2; else + if(t == f-2 && f > BW) t2 = CASTLE + 3; } ret = f<>SQLEN & SQUARE)) { int t = moveStack[i] & SQUARE; + if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling if(t >= SPECIAL) { int e = sqr + epList[t - SPECIAL]; // decode b[e] = 'C'; @@ -2461,14 +2607,14 @@ printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag); int SearchBestMove (MOVE *move, MOVE *ponderMove) { - int score, i; + int score; printf("# SearchBestMove\n"); startTime = GetTickCount(); nodes = 0; printf("# s=%d\n", startTime);fflush(stdout); MapFromScratch(attacks); retMove = INVALID; repCnt = 0; - score = Search(-INF-1, INF+1, rootEval, maxDepth, 0, sup1, sup2, INF); + score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF); *move = retMove; *ponderMove = pv[1]; printf("# best=%s\n", MoveToText(pv[0],0)); @@ -2481,7 +2627,7 @@ printf("# ponder=%s\n", MoveToText(pv[1],0)); { // reset the game and then replay it to the desired point int last, stm; last = moveNr - n; if(last < 0) last = 0; - Init(currentVariant); stm = Setup2(startPos); + Init(SAME); stm = Setup2(startPos); printf("# setup done");fflush(stdout); for(moveNr=0; moveNr= 20) randomize = OFF; //if(moveNr >20) printf("resign\n"); @@ -2592,7 +2742,7 @@ pboard(board); PrintResult(stm, score); } else { MOVE f, pMove = move; - if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == 80) { // e.p. capture + if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == pVal) { // e.p. capture pMove = move & ~SQUARE | f + toList[(move & SQUARE) - SPECIAL]; // print as a single move } stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move @@ -2634,6 +2784,7 @@ pboard(board); printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option printf("feature option=\"Allow repeats -check 0\"\n"); printf("feature option=\"Promote on entry -check 0\"\n"); + printf("feature option=\"Okazaki rule -check 0\"\n"); printf("feature option=\"Resign -check 0\"\n"); // printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n"); @@ -2645,6 +2796,7 @@ pboard(board); if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue; if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue; if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue; + if(sscanf(inBuf+7, "Okazaki rule=%d", &okazaki) == 1) continue; if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue; if(sscanf(inBuf+7, "Tsume=%s", command) == 1) { if(!strcmp(command, "no")) tsume = 0; else @@ -2656,6 +2808,7 @@ pboard(board); } if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; } if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; } + if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; } if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; } // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; } @@ -2719,5 +2872,6 @@ pboard(board); if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } printf("Error: unknown command\n"); } + return 0; }