X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=589319659c8f5bddbc7d7564d47bf16f2e62fbe7;hb=2d506172b4b98940d308217f84daa45300208e29;hp=bfb25f2517cd2809112a1e9288072015c45a100e;hpb=9b0fbdb717853b7eae63d05ee50e25babc9f0eb1;p=hachu.git diff --git a/hachu.c b/hachu.c index bfb25f2..5893196 100644 --- a/hachu.c +++ b/hachu.c @@ -1,31 +1,63 @@ -/***********************************************************************/ -/* HaChu */ -/* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */ -/* The engine is based on incremental updating of an attack map and */ -/* mobility scores, since the effort in this only grows proportional */ -/* to board edge length, rather than board area. */ -/***********************************************************************/ +/**************************************************************************/ +/* HaChu */ +/* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */ +/**************************************************************************/ +/* This source code is released in the public domain */ +/**************************************************************************/ // TODO: // in GenCapts we do not generate jumps of more than two squares yet // promotions by pieces with Lion power stepping in & out the zone in same turn // promotion on capture -#define VERSION "0.1beta" +#define VERSION "0.19" -//define PATH level==0 || level==1 && path[0] == 0x55893 +//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)))*/)) #define PATH 0 +#define HASH +#define KILLERS +#define NULLMOVE +#define CHECKEXT +#define LMR 4 +#define LIONTRAP +#define XWINGS +#define KINGSAFETY +#define KSHIELD +#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) */ + #include #include #include #include #include +#include #ifdef WIN32 # include + int InputWaiting() + { // checks for waiting input in pipe + static int pipe, init; + static HANDLE inp; + DWORD cnt; + + if(!init) inp = GetStdHandle(STD_INPUT_HANDLE); + if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1; + return cnt; + } #else # include +# include + int InputWaiting() + { + int cnt; + if(ioctl(0, FIONREAD, &cnt)) return 1; + return cnt; + } int GetTickCount() // with thanks to Tord { struct timeval t; gettimeofday(&t, NULL); @@ -35,12 +67,12 @@ #define BW bWidth #define BH bHeight -#define BHMAX 15 +#define BHMAX 16 #define BWMAX (2*BHMAX) #define BSIZE BWMAX*BHMAX #define ZONE zone -#define ONE 0 +#define ONE 1 /* currently no variants with 10-deep board */ #define BLACK 0 #define WHITE 1 @@ -49,13 +81,14 @@ #define TYPE (WHITE|BLACK|EDGE) #define ABSENT 2047 #define INF 8000 -#define NPIECES 2000 /* length of piece list */ +#define NPIECES EDGE+1 /* length of piece list */ #define SQLEN 11 /* bits in square number */ #define SQUARE ((1<name && strcmp(name, list->name)) i++, list++; + while(list->name && strcmp(name, list->name)) list++; return (list->name == NULL ? NULL : list); } @@ -453,23 +639,40 @@ LookUp (char *name, int var) { // search piece of given name in all lists relevant for given variant PieceDesc *desc; switch(var) { - case 1: // Dai + case V_TENJIKU: // Tenjiku + desc = ListLookUp(name, tenjikuPieces); + if(desc) return desc; + return ListLookUp(name, chuPieces); + case V_SHO: // Sho + return ListLookUp(name, shoPieces); + case V_DAI: // Dai desc = ListLookUp(name, daiPieces); if(desc) return desc; - case 0: // Chu + case V_CHU: // Chu return ListLookUp(name, chuPieces); + case V_CHESS: // FIDE + return ListLookUp(name, chessPieces); + case V_SHATRANJ: // Shatranj + return ListLookUp(name, shatranjPieces); + case V_MAKRUK: // Makruk + return ListLookUp(name, makrukPieces); + case V_LION: // Mighty Lion + return ListLookUp(name, lionPieces); } + return NULL; } void SqueezeOut (int n) { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!) int i; - for(i=stm+2; i n) p[i].promo -= 2; for(i=n; i= L ? 2 : 36; + if(r[i] < 0) d = r[i] >= L ? 2 : 36; if(d > m) m = d; } return m; } +int multis[2], multiMovers[100]; + +void +StackMultis (int col) +{ + int i, j; + multis[col] = col; + for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers + for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) { + multiMovers[multis[col]] = i; // found one: put its piece number in list + multis[col] += 2; + break; + } + } +} + void Compactify (int stm) { // remove pieces that are permanently gone (captured or promoted) from one side's piece list int i, j, k; - for(i=stm+2; i= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there p[k].promo = -2; // orphan promoted version SqueezeOut(i); } } - for(i=stm+2; ivalue || p[i].value == 10*list->value && (p[i].promo < 0)) break; + if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break; } last[stm] += 2; for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2]; - p[i].value = v = 10*list->value; + 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()); + p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view p[i].pieceKey = *key; p[i].promoFlag = 0; + 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 = 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; } if(royal[stm] >= i) royal[stm] += 2; - if(p[i].value == 280) royal[stm] = i; + if(kylin[stm] >= i) kylin[stm] += 2; + if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; + p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy return i; } @@ -573,12 +817,14 @@ void SetUp(char *array, int var) { int i, j, n, m, nr, color; - char c, *q, name[3]; + char c, *q, name[3], prince = 0; PieceDesc *p1, *p2; last[WHITE] = 1; last[BLACK] = 0; for(i=0; ; i++) { //printf("next rank: %s\n", array); for(j = BW*i; ; j++) { + int pflag=0; + if(*array == '+') pflag++, array++; c = name[0] = *array++; if(!c) goto eos; if(c == '.') continue; @@ -590,10 +836,14 @@ SetUp(char *array, int var) name[0] += 'A' - 'a'; if(name[1]) name[1] += 'A' - 'a'; } else color = WHITE; + 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 n = AddPiece(color, p1); p[n].pos = j; - if(p1->promoted[0]) { + if(p1->promoted[0] && !pflag) { + if(!strcmp(p1->promoted, "CP")) prince |= color+1; // remember if we added Crown Prince p2 = LookUp(p1->promoted, var); m = AddPiece(color, p2); if(m <= n) n += 2; @@ -604,14 +854,56 @@ SetUp(char *array, int var) p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK; p[m].promo = -1; p[m].pos = ABSENT; + if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion } else p[n].promo = -1; // unpromotable piece //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]); } } eos: + // 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; + for(i=0; i<8; i++) fireFlags[i] = 0; + for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) { + int x = p[i].pos; // mark all burn zones + fireFlags[i-2] = n; + if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n; + n <<= 1; + } 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)*0.9, p[i].value = p[j].value - g; + else p[i].promoGain = 0; + board[p[i].pos] = i; + rootEval += p[i].value + PST[p[i].pst + p[i].pos]; + promoDelta += p[i].promoGain; + filling += p[i].bulk; + } 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)*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; + board[p[i].pos] = i; + rootEval -= p[i].value + PST[p[i].pst + p[i].pos]; + promoDelta -= p[i].promoGain; + filling += p[i].bulk; + } else p[i].promoGain = 0; + StackMultis(WHITE); + StackMultis(BLACK); stm = WHITE; xstm = BLACK; } @@ -624,18 +916,29 @@ void Init (int var) { int i, j, k; + PieceDesc *pawn; - currentVariant = var; + 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 = (var == 0); + chuFlag = (currentVariant == V_CHU || currentVariant == V_LION); + tenFlag = (currentVariant == V_TENJIKU); + chessFlag = (currentVariant == V_CHESS || 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 nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight } + for(i=0; i<8; i++) neighbors[i+1] = kStep[i]; for(i=0; i<8; i++) { // Lion double-move decoding tables for(j=0; j<8; j++) { @@ -656,9 +959,11 @@ Init (int var) for(i=0; i<2*BSIZE; i++) { distance[i] = 0; } - for(i=0; i<8; i++) - for(j=1; j abs(j) ? abs(i) : abs(j); // hash key tables for(i=0; i= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; + if(i < ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_BLACK; else v &= ~P_BLACK; + if(i >= BH-ZONE) v |= (CAN_PROMOTE | DONT_DEFER) & P_WHITE; else v &= ~P_WHITE; if(i >= BH-2) v |= CANT_DEFER & P_WHITE; if(i == BH-1) v |= LAST_RANK & P_WHITE; promoBoard[BW*i + j] = v; } // piece-square tables - for(i=0; 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[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[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 + } + + p[EDGE].qval = 5; // tenjiku jump-capturer sentinel +} + +int +PSTest () +{ + int r, f, score, tot=0; + for(r=0; r= d) continue; // already done + if(!map[m]) moveStack[msp++] = from< 1 && board[to] == EMPTY) AreaStep(from, to, flags, m, d-1); + } +} + +int +AreaMoves (int from, int piece, int range) +{ + int i; + for(i=0; i<49; i++) map[i] = 0; + map[3*7+7] = range; + AreaStep(from, from, p[piece].promoFlag, 3*7+3, range); +} + +void +MarkBurns (int x) +{ // make bitmap of squares in FI (7x7) neighborhood where opponents can be captured or burned + int r=x>>5, f=x&15, top=8, bottom=0, b=0, t=8, left=0, right=8; // 9x9 area; assumes 32x16 board + if(r < 4) bottom = 4 - r, rows[b=bottom-1] = 0; else + if(r > 11) top = 19 - r, rows[t=top+1] = 0; // adjust area to board edges + if(f < 4) left = 4 - f; else if(f > 11) right = 19 - f; + for(r=bottom; r<=top; r++) { + int mask = 0, y = x + 16*r; + for(f=left; f <= right; f++) { + if(board[y + f - (4*16+4)] != EMPTY && (board[y + f - (4*16+4)] & TYPE) == xstm) + mask |= rowMask[f]; // on-rank attacks + } + rows[r+2] = mask; + } + for(r=b; r<=t-2; r++) rows[r] |= rows[r+1] | rows[r+2]; // smear vertically +} + int GenNonCapts (int promoSuppress) { @@ -740,14 +1146,19 @@ GenNonCapts (int promoSuppress) NewNonCapture(x, x + nStep[j], pFlag); } else if(r >= S) { // in any case, do a jump of 2 - NewNonCapture(x, x + 2*v, pFlag); + int occup = NewNonCapture(x, x + 2*v, pFlag); if(r < J) { // Lion power, also single step - if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; - if(r == L) { // true Lion, also Knight jump + if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1; + if(r <= L) { // true Lion, also Knight jump + if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves v = nStep[j]; NewNonCapture(x, x + v, pFlag); } } + } else + if(r == M) { // FIDE Pawn; check double-move + if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK) + NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag } continue; } @@ -806,6 +1217,10 @@ MapOneColor (int start, int last, int *map) map[2*(x + v) + start] += one[8]; } } + } else + if(r == C) { // FIDE Pawn diagonal + if(board[x + v] != EMPTY && board[x + v] != EDGE) + map[2*(x + v) + start] += one[j]; } continue; } @@ -813,6 +1228,22 @@ MapOneColor (int start, int last, int *map) if(board[x+=v] != EMPTY) { mob += dist[x-v-p[i].pos]; if(board[x] != EDGE) map[2*x + start] += one[j], mob += (board[x] ^ start) & 1; +#if 1 + if(p[i].range[j] > X) { // jump capturer + int c = p[i].qval; + if(p[board[x]].qval < c) { + x += v; // go behind directly captured piece, if jumpable + while(p[board[x]].qval < c) { // kludge alert: EDGE has qval = 5, blocking everything + if(board[x] != EMPTY) { +// int n = map[2*x + start] & attackMask[j]; +// map[2*x + start] += (n < 3*one[j] ? 3*one[j] : one[j]); // first jumper gets 2 extra (to ease incremental update) + map[2*x + start] += one[j]; // for now use true count + } + x += v; + } + } + } +#endif break; } } @@ -832,205 +1263,6 @@ MapFromScratch (int *map) mobilityScore -= MapOneColor(0, last[BLACK], map); } -void -Connect (int sqr, int piece, int dir) -{ // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed - int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], r3, r4, piece1, piece2; - int d1, d2, r, y, c; - - if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind' - x = sqr; - while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is - d1 = dist[x-sqr]; piece1 = board[x]; - attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range - if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead' - - y = sqr; - while(board[y+=step] == EMPTY); // also always scan to that one to see what it is - d2 = dist[y-sqr]; piece2 = board[y]; - attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range - // we have two pieces now shooting at each other. See how far they get. - if(d1 + d2 <= (r3 = p[piece1].range[dir])) { // 1 hits 2 - attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack - UPDATE_MOBILITY(piece1, d2); - } else UPDATE_MOBILITY(piece1, r3 - d1); // does not connect, but could still gain mobility - if(d1 + d2 <= (r4 = p[piece2].range[dir+4])) { // 2 hits 1 - attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack - UPDATE_MOBILITY(piece2, d1); - } else UPDATE_MOBILITY(piece2, r4 - d2); // does not connect, but could still gain mobility - // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves. - // test for d1+d2 > 2 && rN == F && d== 3 or rN == S - if(d1 <= 2) { // could be jump interactions - if(d1 == 2) { - if(r2 <= J) attacks[2*x + stm] -= one[dir+4]; - if(r1 <= J) attacks[2*y + stm] -= one[dir]; - } else { // d1 == 1 - if(r2 < J) attacks[2*x + stm] -= one[dir+4]; - if(r1 < J) attacks[2*y + stm] -= one[dir]; - if(board[x-step] != EMPTY && board[x-step] != EDGE) - attacks[2*(x-step) + stm] -= one[dir+4]; - } - } - - } else { // we were only attacked from behind - - r = (r2 = p[piece1].range[dir]) - d1; - 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! - // for now, forget jumpers - } - y = sqr; - while(r--) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece1, r2 - d1); - r = r1 - r2 + d1; // extra squares covered by mover - while(r-- > 0) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + stm] -= one[dir]; // count attack - } - return; - } - } - // if r2<0 we should again test for F and S moves - - } else // no incoming attack from behind - if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead' - - y = sqr; while(board[y+=step]); // locate attacker - d2 = dist[y-sqr]; piece2 = board[y]; - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range - r = (r1 = p[piece1].range[dir]) - d2; - 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! - // for now, forget jumpers - } - x = sqr; - while(r--) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack - attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece2, r2 - d1); - r = r2 - r1 + d2; // extra squares covered by mover - while(r-- > 0) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + stm] -= one[dir+4]; // count attack - } - return; - } - - } else { // no incoming attacks from either side. Only delete attacks of mover on others - - x = sqr; - while(r1--) - if(board[x+=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction - break; - } - - x = sqr; - while(r2--) - if(board[x-=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction - break; - } - - } -} - -inline int -Hit (int r, int d) -{ // test if move with range r reaches over (un-obstructed) distance d - if(r < 0) switch(r) { - case J: return (d == 2); - case D: - case L: return (d <= 2); - case T: - case F: return (d <= 3); - case S: return 1; - default: return 0; - } else return (d <= r); - return 0; // not reached -} - -void -Disconnect (int sqr, int piece, int dir) -{ - int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y; - while( board[x+=step] == EMPTY ); - piece1 = board[x]; - if(piece1 != EDGE) { // x has hit a piece - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir+4]; - y = sqr; while( board[y-=step] == EMPTY ); - piece2 = board[y]; - if(piece2 != EDGE) { // both ends of the ray hit a piece - d2 = dist[y-sqr]; - r2 = p[piece2].range[dir]; - if(r1 >= d1) { // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir+4]; - if(r1 >= d1 + d2) // was hitting piece2 before, now blocked - attacks[2*y + (piece1 & WHITE)] -= one[dir+4]; - } - if(r2 >= d2) { // piece2 hits us - attacks[2*sqr + (piece2 & WHITE)] += one[dir]; - if(r2 >= d1 + d2) // was hitting piece1 before, now blocked - attacks[2*x + (piece2 & WHITE)] -= one[dir]; - } - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; - if( Hit(p[piece].range[dir+4], d2) ) - attacks[2*sqr + stm] += one[dir+4]; - return; - } - } else { - x = sqr; while( board[x-=step] == EMPTY ); - piece1 = board[x]; - if(piece1 == EDGE) return; // ray empty on both sides - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir]; - dir += 4; - } - // we only get here if one side looks to the board edge - if(r1 >= d1) // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir^4]; - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; -} - -void -Occupy (int sqr) -{ // determines attacks on square and blocking when a piece lands on an empty square - int i; - for(i=0; i<4; i++) { - Disconnect(sqr, board[sqr], i); - } -} - -void -Evacuate (int sqr, int piece) -{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square - int i; - for(i=0; i<4; i++) Connect(sqr, piece, i); -} - int MakeMove(Move m, UndoInfo *u) { @@ -1041,12 +1273,27 @@ MakeMove(Move m, UndoInfo *u) u->piece = board[u->from]; board[u->from] = EMPTY; u->booty = 0; + u->gain = 0; + u->loss = 0; u->revMoveCount = cnt50++; u->savKeyL = hashKeyL; u->savKeyH = hashKeyH; + u->epVictim[0] = EMPTY; + u->saveDelta = promoDelta; + u->filling = filling; + + if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible + // TODO: put in some test for forward moves of non-backward pieces? +// int n = board[promoSuppress-1]; +// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) NewNonCapt(promoSuppress-1, 16, 0); + + if(p[u->piece].value == FVAL) { // move with Fire Demon + int i, f=~fireFlags[u->piece-2]; + for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone + } if(m & (PROMOTE | DEFER)) { - if(m & DEFER) { + if(m & DEFER) { // essential deferral: inform caller, but nothing special deferred = u->to; u->new = u->piece; } else { @@ -1057,38 +1304,78 @@ MakeMove(Move m, UndoInfo *u) } } else u->new = u->piece; - u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from]; - if(u->to >= SPECIAL) { // two-step Lion move // take care of first e.p. victim u->epSquare = u->from + epList[u->to - SPECIAL]; // decode - u->epVictim = board[u->epSquare]; // remember for takeback + u->epVictim[0] = board[u->epSquare]; // remember for takeback board[u->epSquare] = EMPTY; // and remove - p[u->epVictim].pos = ABSENT; + p[u->epVictim[0]].pos = ABSENT; // now take care of (optional) second e.p. victim u->ep2Square = u->from + ep2List[u->to - SPECIAL]; // This is the (already evacuated) from-square when there is none! - u->ep2Victim = board[u->ep2Square]; // remember + u->epVictim[1] = board[u->ep2Square]; // remember board[u->ep2Square] = EMPTY; // and remove - p[u->ep2Victim].pos = ABSENT; + p[u->epVictim[1]].pos = ABSENT; // decode the true to-square, and correct difEval and hash key for the e.p. captures u->to = u->from + toList[u->to - SPECIAL]; - u->booty += p[u->ep2Victim].value + PST[p[u->ep2Victim].pst + u->ep2Square]; - u->booty += p[u->epVictim].value + PST[p[u->epVictim].pst + u->epSquare]; - hashKeyL ^= p[u->epVictim].pieceKey * squareKey[u->epSquare]; - hashKeyH ^= p[u->epVictim].pieceKey * squareKey[u->epSquare+BH]; - hashKeyL ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square]; - hashKeyH ^= p[u->ep2Victim].pieceKey * squareKey[u->ep2Square+BH]; - if(p[u->piece].value != 1000 && p[u->epVictim].value == 1000) deferred |= PROMOTE; // flag non-Lion x Lion + u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square]; + u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare]; + u->gain += p[u->epVictim[1]].value; + u->gain += p[u->epVictim[0]].value; + promoDelta += p[u->epVictim[0]].promoGain; + promoDelta += p[u->epVictim[1]].promoGain; + filling -= p[u->epVictim[0]].bulk; + filling -= p[u->epVictim[1]].bulk; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH]; + hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square]; + 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 - } else u->epVictim = EMPTY; + } + + if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr) + p[u->piece].pos = ABSENT; // this is suicide: implement as promotion to EMPTY + u->new = EMPTY; + u->booty -= p[u->piece].value; + cnt50 = 0; + } else + if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn + int i, f=fireFlags[u->piece-2]; + for(i=0; i<8; i++) { + int x = u->to + kStep[i], burnVictim = board[x]; + fireBoard[x] |= f; // mark new burn zone + u->epVictim[i+1] = burnVictim; // remember all neighbors, just in case + if(burnVictim != EMPTY && (burnVictim & TYPE) == xstm) { // opponent => actual burn + board[x] = EMPTY; // remove it + p[burnVictim].pos = ABSENT; + u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x]; + u->gain += p[burnVictim].value; + promoDelta += p[burnVictim].promoGain; + filling -= p[burnVictim].bulk; + hashKeyL ^= p[burnVictim].pieceKey * squareKey[x]; + hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH]; + cnt50 = 0; // actually burning something makes the move irreversible + } + } + u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move + } + + u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from]; u->victim = board[u->to]; p[u->victim].pos = ABSENT; + filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk; + promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain; u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to]; - if(u->victim != EMPTY) cnt50 = 0; // capture irreversible + u->gain += p[u->victim].value; + if(u->victim != EMPTY) { + cnt50 = 0; // capture irreversible + if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected + } p[u->new].pos = u->to; board[u->to] = u->new; + promoDelta = -promoDelta; hashKeyL ^= p[u->new].pieceKey * squareKey[u->to] ^ p[u->piece].pieceKey * squareKey[u->from] @@ -1103,11 +1390,26 @@ MakeMove(Move m, UndoInfo *u) void UnMake(UndoInfo *u) { - if(u->epVictim) { // put Lion victim of first leg back - p[u->ep2Victim].pos = u->ep2Square; - board[u->ep2Square] = u->ep2Victim; - p[u->epVictim].pos = u->epSquare; - board[u->epSquare] = u->epVictim; + if(u->epVictim[0]) { // move with side effects + if(u->epVictim[0] == EDGE) { // fire-demon burn + int i, f=~fireFlags[u->piece-2]; + for(i=0; i<8; i++) { + int x = u->to + kStep[i]; + fireBoard[x] &= f; + board[x] = u->epVictim[i+1]; + p[board[x]].pos = x; // even EDGE should have dummy entry in piece list + } + } else { // put Lion victim of first leg back + p[u->epVictim[1]].pos = u->ep2Square; + board[u->ep2Square] = u->epVictim[1]; + p[u->epVictim[0]].pos = u->epSquare; + board[u->epSquare] = u->epVictim[0]; + } + } + + if(p[u->piece].value == FVAL) { + int i, f=fireFlags[u->piece-2]; + for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone } p[u->victim].pos = u->to; @@ -1120,18 +1422,21 @@ UnMake(UndoInfo *u) cnt50 = u->revMoveCount; hashKeyL = u->savKeyL; hashKeyH = u->savKeyH; + filling = u->filling; + promoDelta = u->saveDelta; } void GenCapts(int sqr, int victimValue) { // generate all moves that capture the piece on the given square int i, range, att = attacks[2*sqr + stm]; -//printf("GenCapts(%d,%d)\n",sqr,victimValue); - for(i=0; i<8; i++) { // try all rays - int x, v, jumper; - if(att & attackMask[i]) { // attacked by move in this direction +//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; + 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' + while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop' //printf("stop @ %c%d (dir %d)\n",x%BW+'a',x/BW,i); if((board[x] & TYPE) == stm) { // stop is ours int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i]; @@ -1139,14 +1444,24 @@ GenCapts(int sqr, int victimValue) if(r >= d || r < L && (d > 3 && r == S || d == 3 && r >= S)) { // it has a plain move in our direction that hits us NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); att -= one[i]; - if(!(att & attackMask[i])) continue; - } else if(r < 0) goto lions; // test for special-move attacks by thiis stop + if(!(att & attackMask[i])) continue; // no more; next direction + jcapt = p[board[x]].qval; // jump-capturer hierarchy + while(board[x+=v] == EMPTY);// one attack accounted for, but more to come, so skip to next stop + } } - // we get here when the first stop on the ray is an opponent, or a normal mover which did not range fare enough - while(board[x+=v] == EMPTY); // next stop - lions: - if((board[x] & TYPE) == stm) { // second stop is ours + // we get here when we are on a piece that dous not attack us through a (limited) ranging move, + // it can be our own or an enemy with not (enough) range, or which is blocked + do { +//printf("scan %x-%x (%d) dir=%d d=%d r=%d att=%o jcapt=%d qval=%d\n", sqr, x, board[x], i, dist[x-sqr], p[board[x]].range[i], att, jcapt, p[board[x]].qval); + if((board[x] & TYPE) == stm) { // stop is ours int attacker = board[x], d = dist[x-sqr], r = p[attacker].range[i]; + if(jcapt < p[attacker].qval) { // it is a range jumper that jumps over the barrier + if(p[attacker].range[i] > 1) { // assumes all jump-captures are infinite range + NewCapture(x, sqr, p[attacker].promoFlag); + att -= one[i]; + } +//if(board[x] == EDGE) { printf("edge hit %x-%x dir=%d att=%o\n", sqr, x, i, att); continue; } + } else if(r < 0) { // stop has non-standard moves switch(p[attacker].range[i]) { // figure out what he can do (including multi-captures, which causes the complexity) case F: // Lion power + 3-step (as in FF) @@ -1198,12 +1513,20 @@ GenCapts(int sqr, int victimValue) if(d != 2) break; NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); att -= one[i]; + break; + case C: // FIDE Pawn + if(d != 1) break; + NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); + att -= one[i]; } } //printf("mask[%d] = %o\n", i, att); - if((att & attackMask[i]) == 0) continue; // no other attackers, so done with this direction + if((att & attackMask[i]) == 0) break; } - // now we get to the hairy part: there are other attackers than the stop, apparently jumping over it + // more attacks to come; san for next stop + if(jcapt < p[board[x]].qval) jcapt = p[board[x]].qval; // raise barrier for range jumpers further upstream + while(board[x+=v] == EMPTY); // this should never run off-board, if the attack map is not corrupted + } while(1); } } // off-ray attacks @@ -1211,7 +1534,7 @@ GenCapts(int sqr, int victimValue) for(i=0; i<8; i++) { // scan all knight jumps to locate source int x = sqr - nStep[i], attacker = board[x]; if(attacker == EMPTY || (attacker & TYPE) != stm) continue; - if(p[attacker].range[i] <= N && p[attacker].range[i] >= S) { // has Knight jump in our direction + if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N) if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates int v = kStep[i]; // leftish path @@ -1227,22 +1550,258 @@ GenCapts(int sqr, int victimValue) } int -Evaluate () +Guard (int sqr) +{ + int piece = board[sqr], val; + if(piece == EDGE) return 0; + val = p[piece].value; + if(val == 201) return 3; // Elephant + if(val == 152) return 2; // Tiger + if(val == 151) return 1; // Gold + return 0; +} + +int +Fortress (int forward, int king, int lion) +{ // penalty for lack of Lion-proof fortress + 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) + return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3); + return -300; + + for(r=anchor+1; Guard(r) > 1; r++); + for(l=anchor-1; Guard(l) > 1; l--); +//if(PATH) printf("# l=%d r=%d\n", l, r); + if(Guard(anchor) < 2) { + if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant + r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor; + } + switch(r - l) { + case 1: q = 15; break; // no shelter at all, maximum penalty + case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter + else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it + else q = 14; // singe tiger almost no help; + break; + case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant + case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle + default: ; + } +//if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r); + return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away +} + +int +Surround (int stm, int king, int start, int max) { - return (stm ? mobilityScore : -mobilityScore); + int i, s=0; + for(i=start; i<9; i++) { + int v, piece, sq = king + neighbors[i]; + if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue; + if(p[piece].promoGain) continue; + v = p[piece].value; + s += -(v > 70) & v; + } + return (s > max ? max : s); } int -Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress) +Ftest (int side) { - int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr; + int lion = ABSENT, king; + if(p[side+2].value == LVAL) lion = p[side+2].pos; + if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos; + king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos; + return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion); +} + +int +Evaluate (int difEval) +{ + int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j, max=512; + + if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos; + if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos; + if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos; + if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos; + +#ifdef LIONTRAP +# 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 }; + score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion] + - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]]; + } + +# ifdef WINGS + // bonus if corner lances are protected by Lion-proof setup (FL + C/S) + if(bLion != ABSENT) { + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2]; + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2]; + } + if(wLion != ABSENT) { + if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) && + p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2]; + if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) && + p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2]; + } +# endif +#endif + +#ifdef KINGSAFETY + // basic centralization in end-game (also facilitates bare-King mating) + 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[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 < 192 ? f : f*(224 - filling) >> 5); // build up slowly +# endif + +# ifdef KSHIELD + score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3; +# endif + +#endif + +#if KYLIN + // bonus for having Kylin in end-game, where it could promote to Lion + // depends on board population, defenders around zone entry and proximity to zone + if(filling < 128) { + int sq; + if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) { + 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[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 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 + score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50); + if((j = board[f - BW])&1) // square behind it white (odd) piece + score += 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } + for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) { + if((f = p[i].pos) != ABSENT) { // P present, + if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black) + score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50); + if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black) + score -= 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } +#endif + +#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 +FireSet (UndoInfo *tb) +{ // set fireFlags acording to remaining presene of Fire Demons + int i; + for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list + if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2]; +} + +void TerminationCheck(); + +#define QSdepth 4 + +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, ep; + int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr; + int resDep, iterDep, ext; int myPV = pvPtr; - int score, bestScore, curEval, iterAlpha; + int score, bestScore, oldBest, curEval, iterAlpha; Move move, nullMove; UndoInfo tb; -if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout); +#ifdef HASH + Move hashMove; int index, nr, hit; +#endif +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); xstm = stm ^ WHITE; //printf("map made\n");fflush(stdout); + + // 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) { // check is possible + if(!attacks[2*k + xstm]) { + if(tsume && tsume & stm+1) { + retDep = 60; return INF; // we win when not in check + } + } +#ifdef CHECKEXT + else { inCheck = 1; if(depth >= QSdepth) depth++; } +#endif + } + } + +if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);} // KING CAPTURE k = p[king=royal[xstm]].pos; if( k != ABSENT) { @@ -1251,63 +1810,129 @@ if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,st } } 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 || attacks[2*k + stm]) return INF; // we have attack on Crown Prince } //printf("King safe\n");fflush(stdout); // EVALUATION & WINDOW SHIFT - curEval = difEval + Evaluate(); + curEval = Evaluate(difEval) -20*inCheck; alpha -= (alpha < curEval); beta -= (beta <= curEval); - nodes++; + if(!(nodes++ & 4095)) TerminationCheck(); pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent + if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves + + firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list + iterDep = -(depth == 0); tb.fireMask = phase = 0; + +#ifdef HASH + index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress); + index = index + (index >> 16) & hashMask; + nr = (hashKeyL >> 30) & 3; hit = -1; + if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else + if(hashTable[index].lock[4] == hashKeyH) hit = 4; +if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout); + if(hit >= 0) { + bestScore = hashTable[index].score[hit]; + hashMove = hashTable[index].move[hit]; + if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) && + (bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) { + iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0; + if(!level) iterDep = 0; // no hash cutoff in root + if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR + if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha) + iterDep = depth - 1; // prevent hash cut in PV node + } + } else { // decide on replacement + if(depth >= hashTable[index].depth[nr] || + depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4; + hashMove = 0; + } +if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout); +#endif - firstMove = curMove = sorted = msp += 20; // leave 20 empty slots in front of move list - phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1; - do { + if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply +if(PATH)printf("iterDep=%d\n", iterDep); + while(++iterDep <= depth) { if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout); - iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; + oldBest = bestScore; + iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60; +if(PATH)printf("new iter %d\n", iterDep); + if(depth <= QSdepth) { + bestScore = curEval; resDep = QSdepth; + if(bestScore > alpha) { + alpha = bestScore; +if(PATH)printf("stand pat %d\n", bestScore); + if(bestScore >= beta) goto cutoff; + } + } for(curMove = firstMove; ; curMove++) { // loop over moves if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout); // MOVE SOURCE if(curMove >= msp) { // we ran out of moves; generate some new +if(PATH)printf("new moves, phase=%d\n", phase); switch(phase) { case 0: // null move - if(depth <= 0) { - bestScore = curEval; - if(bestScore >= beta || depth < -1) goto cutoff; - } -#if 0 - if(curEval >= beta) { - stm ^= WHITE; - score = -Search(-beta, -iterAlpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT); +#ifdef NULLMOVE + if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) { + int nullDep = depth - 3; stm ^= WHITE; - if(score >= beta) { msp = oldMSP; return score + (score < curEval); } + score = -Search(-beta, 1-beta, -difEval, nullDep= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); } +// else depth += lmr, lmr = 0; } #endif + if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves +//if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard); phase = 1; case 1: // hash move phase = 2; +#ifdef HASH + if(hashMove && (depth > QSdepth || // must be capture in QS + (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) { + moveStack[sorted = msp++] = hashMove; + goto extractMove; + } +#endif case 2: // capture-gen init - nextVictim = xstm; + nextVictim = xstm; autoFail = (depth == 0); phase = 3; case 3: // generate captures - while(nextVictim < last[xstm]) { // more victims exist +if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp); + while(nextVictim < last[xstm]) { // more victims exist int group, to = p[nextVictim += 2].pos; // take next 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(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); while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist to = p[nextVictim += 2].pos; // take next if(to == ABSENT) continue; // ignore if absent if(!attacks[2*to + stm]) continue; // skip if not attacked +if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%BW+'a',to/BW+ONE); GenCapts(to, 0); +if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp); } -//printf("captures on %d generated, msp=%d\n", nextVictim, msp); - goto extractMove; +if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold); + goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi + } +if(PATH) printf("# autofail=%d\n", autoFail); + if(autoFail) { // non-captures cannot auto-fail; flush queued captures first +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 && (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 #if 0 while( dubious < framePtr + 250 ) // add dubious captures back to move stack @@ -1316,21 +1941,34 @@ if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase #endif phase = 5; case 5: // killers - if(depth <= 0) goto cutoff; + if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; } phase = 6; case 6: // non-captures nonCapts = msp; nullMove = GenNonCapts(oldPromo); +#ifdef KILLERS + { // swap killers to front + Move h = killer[level][0]; int j = curMove; + for(i=curMove; i= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp); - if(curMove < sorted) { +//if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp); + if(curMove > sorted) { move = moveStack[sorted=j=curMove]; for(i=curMove+1; i move) move = moveStack[j=i]; // search move with highest priority @@ -1349,35 +1987,70 @@ if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, move = moveStack[curMove]; if(move == 0) continue; // skip invalidated move } -if(flag & depth >= 0) printf("%2d:%d found %d/%d\n", depth, iterDep, curMove, msp); +if(flag & depth >= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, curMove, msp, moveStack[curMove], MoveToText(moveStack[curMove], 0)); // RECURSION stm ^= WHITE; defer = MakeMove(move, &tb); + ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi + +// if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20; + if(autoFail) { + UnMake(&tb); // never search moves during auto-fail phase + xstm = stm; stm ^= WHITE; + if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail + autoFail = 0; curMove = firstMove-1; continue; // release all for search + } + if(tb.gain - tb.loss > threshold) { + bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi + } else continue; // ignore for now if not obvious refutation + } + +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) { - moveStack[curMove] = 0; // erase forbidden move - score = -INF; goto repetition; + if(repDraws) { score = 0; goto repetition; } + if(!allowRep) { + moveStack[curMove] = 0; // erase forbidden move + if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move + } else { // check for perpetuals +// int repKey = 1; +// for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);} + if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win + if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing + } + score = -INF + 8*allowRep; goto repetition; } repStack[level+200] = hashKeyH; +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); path[level++] = move; attacks += 2*bsize; MapFromScratch(attacks); // for as long as incremental update does not work. -if(PATH) pmap(attacks, stm); - if(chuFlag && p[tb.victim].value == 1000) { // verify legality of Lion capture in Chu Shogi +//if(flag & depth >= 0) printf("%2d:%d mapped %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0)); +//if(PATH) pmap(attacks, stm); + if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi score = 0; - if(p[tb.piece].value == 1000) { // Ln x Ln: can make Ln 'vulnarable' (if distant and not through intemediate > GB) - if(dist[tb.from-tb.to] != 1 && attacks[2*tb.to + stm] && p[tb.epVictim].value <= 50) + if(p[tb.piece].value == LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB) + 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) { moveStack[curMove] = 0; goto abortMove; } // zap illegal moves + if(score == -INF) { + if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24); + moveStack[curMove] = 0; // zap illegal moves + goto abortMove; + } } #if 1 - score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer); + 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 @@ -1387,8 +2060,13 @@ level--; repetition: UnMake(&tb); xstm = stm; stm ^= WHITE; + if(abortFlag > 0) { // unwind search +printf("# abort (%d) @ %d\n", abortFlag, level); + if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet + goto leave; + } #if 1 -if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore); +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); // ALPHA-BETA STUFF if(score > bestScore) { @@ -1407,7 +2085,14 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curM } bestMoveNr = firstMove; if(score >= beta) { // beta cutoff - // update killer +#ifdef KILLERS + if(iterDep == depth && move != killer[level][0] + && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) { + // update killer + killer[level][1] = killer[level][0]; killer[level][0] = move; + } +#endif + resDep = retDep+1-ext; goto cutoff; } { int i=pvPtr; @@ -1417,26 +2102,49 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curM } } + if(retDep+1-ext < resDep) resDep = retDep+1-ext; #endif } // next move cutoff: if(!level) { // root node + lastRootIter = GetTickCount() - startTime; if(postThinking > 0) { int i; // WB thinking output - printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes); + printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes); + if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0)); for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0)); - printf("\n"); fflush(stdout); + 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)); + printf("\n"); + fflush(stdout); } - if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish + if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish } - replyDep = iterDep; - } while(++iterDep <= depth); // next depth + if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free +#ifdef LMR + 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].score[hit] = bestScore; + hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER; + if(bestScore > alpha) { + hashTable[index].flag[hit] |= H_LOWER; + hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0; + } else hashTable[index].move[hit] = 0; +#endif + } // next depth +leave: retMSP = msp; retFirst = firstMove; msp = oldMSP; // pop move list pvPtr = myPV; // pop PV retMove = bestMoveNr ? moveStack[bestMoveNr] : 0; -if(flag && depth >= 0) printf("return %d: %d %d\n", depth, bestScore, curEval); + retDep = resDep - (inCheck & depth >= QSdepth) + lmr; +if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout); return bestScore + (bestScore < curEval); } @@ -1445,9 +2153,9 @@ pplist() { int i, j; for(i=0; i<182; i++) { - printf("%3d. %3d %3d %4d %02x ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255); + 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]); - printf("\n"); + if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255); } printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]); } @@ -1511,15 +2219,12 @@ pmoves(int start, int end) #define INVALID 0 // some parameter of your engine - #define MAXMOVES 500 /* maximum game length */ - #define MAXPLY 60 /* maximum search depth */ + #define MAXMOVES 2000 /* maximum game length */ + #define MAXPLY 30 /* maximum search depth */ #define OFF 0 #define ON 1 -#define ONE 0 -#define DEFAULT_FEN "" - typedef Move MOVE; int moveNr; // part of game state; incremented by MakeMove @@ -1532,7 +2237,7 @@ typedef Move MOVE; void SetMemorySize(int n); // if n is different from last time, resize all tables to make memory usage below n MB char *MoveToText(MOVE move, int m); // converts the move from your internal format to text like e2e2, e1g1, a7a8q. MOVE ParseMove(char *moveText); // converts a long-algebraic text move to your internal move format - int SearchBestMove(int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove); + int SearchBestMove(MOVE *move, MOVE *ponderMove); void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input. UndoInfo undoInfo; @@ -1540,14 +2245,29 @@ int sup0, sup1, sup2; // promo suppression squares int lastLift, lastPut; int +InCheck () +{ + int k = p[royal[stm]].pos; + if( k == ABSENT) k = p[royal[stm] + 2].pos; + else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king... + if( k != ABSENT) { + MapFromScratch(attacks); + if(attacks[2*k + 1 - stm]) return 1; + } + return 0; +} + +int MakeMove2 (int stm, MOVE move) { - int i; + int i, inCheck = InCheck(); + FireSet(&undoInfo); sup0 = sup1; sup1 = sup2; sup2 = MakeMove(move, &undoInfo); + if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE; rootEval = -rootEval - undoInfo.booty; - for(i=0; i<200; i++) repStack[i] = repStack[i+1]; - repStack[199] = hashKeyH; + for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1]; + repStack[199] = hashKeyH, checkStack[199] = inCheck; printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW); return stm ^ WHITE; } @@ -1558,22 +2278,81 @@ UnMake2 (MOVE move) int i; rootEval = -rootEval - undoInfo.booty; UnMake(&undoInfo); - for(i=200; i>0; i--) repStack[i] = repStack[i-1]; + for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1]; sup2 = sup1; sup1 = sup0; } +char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH..LN"; // pairs of char +char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char + +char * +Convert (char *fen) +{ + char *p = fenArray, *q, *rows[36], tmp[4000]; + int n=0; + printf("# convert FEN '%s'\n", fen); + q = strchr(fen, ' '); if(q) *q = 0; q = fen; + do { rows[n++] = q; q = strchr(q, '/'); if(!q) break; *q++ = 0; } while(1); + *tmp = 0; + while(--n >= 0) { strcat(tmp, rows[n]); if(n) strcat(tmp, "/"); } + fen = tmp; + printf("# flipped FEN '%s'\n", fen); + while(*fen) { + if(*fen == ' ') { *p = 0; break; } + if(n=atoi(fen)) fen++; // digits read + if(n > 9) fen++; // double digit + while(n-- > 0) *p++ = '.'; // expand to empty squares + if(currentVariant == V_LION && (*fen == 'L' || *fen == 'l')) *fen += 'Z' - 'L'; // L in Mighty-Lion Chess changed in Z for Lion + if(isalpha(*fen)) { + char *table = fenNames; + n = *fen > 'Z' ? 'a' - 'A' : 0; + if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || + currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion + || table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else { + *p++ = ':'; + *p++ = table[2* (*fen - 'A' - n)] + n; + *p++ = table[2* (*fen - 'A' - n)+1] + n; + } + } else *p++ = *fen; + fen++; + } + printf("# converted FEN '%s'\n", fenArray); + return fenArray; +} + int Setup2 (char *fen) { - SetUp(variants[currentVariant].array, currentVariant); + int stm = WHITE; + if(fen) { + char *q = strchr(fen, '\n'); + if(q) *q = 0; + if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field + if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen); + } + rootEval = promoDelta = filling = cnt50 = moveNr = 0; + SetUp(array, currentVariant); + strcpy(startPos, array); sup0 = sup1 = sup2 = ABSENT; - rootEval = cnt50 = hashKeyH = hashKeyL = 0; - return WHITE; + hashKeyH = hashKeyL = 87620895*currentVariant; + return stm; } void SetMemorySize (int n) { +#ifdef HASH + static HashBucket *realHash; + static intptr_t oldSize; + intptr_t l, m = 1; + while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits + if(m != oldSize) { + if(oldSize) free(realHash); + hashMask = m*1024 - 1; oldSize = m; + realHash = malloc(m*1024*sizeof(HashBucket) + 64); + l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line + } +#endif } char * @@ -1581,6 +2360,7 @@ MoveToText (MOVE move, int multiLine) { static char buf[50]; int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE; + 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!) @@ -1596,7 +2376,8 @@ MoveToText (MOVE move, int multiLine) } t = g + toList[t - SPECIAL]; } - sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, move & PROMOTE ? "+" : ""); + if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+"; + sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar); return buf; } @@ -1607,7 +2388,23 @@ ReadSquare (char *p, int *sqr) f = p[0] - 'a'; r = atoi(p + 1) - ONE; *sqr = r*BW + f; - return 2 + (r > 9); + return 2 + (r + ONE > 9); +} + +int listStart, listEnd; +char boardCopy[BSIZE]; + +void +ListMoves () +{ // create move list on move stack + int i; + for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i]; +MapFromScratch(attacks); + postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0; + Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF); + postThinking++; + + listStart = retFirst; listEnd = msp = retMSP; } MOVE @@ -1628,21 +2425,24 @@ 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 == 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 } ret = f<> SQLEN & SQUARE)) break; // any null move matches @@@@ if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break; if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal } - if(i>=retMSP) { // no exact match +printf("# moveNr = %d in {%d,%d}\n", i, listStart, listEnd); + if(i>=listEnd) { // no exact match if(deferred) { // but maybe non-sensical deferral int flags = p[board[f]].promoFlag; printf("# deferral of %d\n", deferred); @@ -1653,10 +2453,19 @@ printf("# deferral of %d\n", deferred); if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral } } - if(i >= retMSP) - for(i=retFirst; i= listEnd) { + for(i=listStart; i= retMSP ? INVALID : moveStack[i]); + return (i >= listEnd ? INVALID : moveStack[i]); } void @@ -1666,30 +2475,30 @@ Highlight(char *coords) char b[BSIZE], buf[2000], *q; for(i=0; i>SQLEN & SQUARE)) { int t = moveStack[i] & SQUARE; - if(t >= SPECIAL) continue; - b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++; + if(t >= SPECIAL) { + int e = sqr + epList[t - SPECIAL]; // decode + b[e] = 'C'; + continue; + } + if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; + if(moveStack[i] & PROMOTE) b[t] = 'M'; } } if(!cnt) { // no moves from given square if(sqr != lastPut) return; // refrain from sending empty FEN // we lifted a piece for second leg of move - for(i=retFirst; i>SQLEN & SQUARE)) { int e, t = moveStack[i] & SQUARE; if(t < SPECIAL) continue; // only special moves e = lastLift + epList[t - SPECIAL]; // decode t = lastLift + toList[t - SPECIAL]; if(e != sqr) continue; - b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++; + b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; } } if(!cnt) return; @@ -1714,118 +2523,186 @@ flag=0; printf("highlight %s\n", buf); } -int -SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove) +int timeLeft; // timeleft on engine's clock +int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search +char inBuf[8000], command[80], ponderMoveText[20]; + +void +SetSearchTimes (int timeLeft) { - int score, targetTime, movesLeft = 50; + int targetTime, movesLeft = BW*BH/4 + 20; if(mps) movesLeft = mps - (moveNr>>1)%mps; - targetTime = timeLeft*10 / (movesLeft + 2) + 1000 * inc; - if(timePerMove > 0) targetTime = timeLeft * 5; + targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc; + if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening + if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1; + tlim1 = 0.4*targetTime; + tlim2 = 2.4*targetTime; + tlim3 = 5*timeLeft / (movesLeft + 4.1); +printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag); +} + +int +SearchBestMove (MOVE *move, MOVE *ponderMove) +{ + int score, i; +printf("# SearchBestMove\n"); startTime = GetTickCount(); - tlim1 = 0.2*targetTime; - tlim2 = 1.9*targetTime; nodes = 0; +printf("# s=%d\n", startTime);fflush(stdout); MapFromScratch(attacks); - score = Search(-INF-1, INF+1, rootEval, 20, sup1, sup2); + retMove = INVALID; repCnt = 0; + score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF); *move = retMove; - *ponderMove = INVALID; + *ponderMove = pv[1]; +printf("# best=%s\n", MoveToText(pv[0],0)); +printf("# ponder=%s\n", MoveToText(pv[1],0)); return score; } -void -PonderUntilInput (int stm) -{ -} int TakeBack(int n) { // reset the game and then replay it to the desired point int last, stm; - stm = Setup2(NULL); -printf("# setup done");fflush(stdout); last = moveNr - n; if(last < 0) last = 0; + Init(SAME); stm = Setup2(startPos); +printf("# setup done");fflush(stdout); for(moveNr=0; moveNr 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n"); - else printf("0-1\n"); + char tail[100]; + if(reason) sprintf(tail, " {%s}", reason); else *tail = 0; + if(score == 0) printf("1/2-1/2%s\n", tail); + if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0%s\n", tail); + else printf("0-1%s\n", tail); + } + + void GetLine(int root) + { + + int i, c; + while(1) { + // wait for input, and read it until we have collected a complete line + for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0); + inBuf[i+1] = 0; + + // extract the first word + sscanf(inBuf, "%s", command); +printf("# in (mode = %d,%d): %s\n", root, abortFlag, command); + if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately + if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; } + if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto + if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now + if(!strcmp(command, "hover")) { inBuf[0] = 0; return; } // ignore for now + if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here + if(!root && !strcmp(command, "usermove")) { +printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText); + abortFlag = !!strcmp(inBuf+9, ponderMoveText); + if(!abortFlag) { // ponder hit, continue as time-based search +printf("# ponder hit\n"); + SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total + if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started + inBuf[0] = 0; ponderMove = INVALID; + return; + } + } + abortFlag = 1; + return; + } + } + + void + TerminationCheck() + { + if(abortFlag < 0) { // check for input + if(InputWaiting()) GetLine(0); // read & examine input command + } else { // check for time + if(GetTickCount() - startTime > tlim3) abortFlag = 2; + } } main() { int engineSide=NONE; // side played by engine - int timeLeft; // timeleft on engine's clock - int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search - int maxDepth; // used by search - MOVE move, ponderMove; - int i, score; - char inBuf[8000], command[80]; - - Init(0); // Chu - SetUp(chuArray, 0); -// pplist(); -// pboard(board); -// pbytes(promoBoard); -// Search(-INF, INF, 0, 1, ABSENT, ABSENT); -// pmoves(20, retMSP); -//MapFromScratch(attacks); -// MapOneColor(1, last[WHITE], attacks); + MOVE move; + int i, score, curVarNr; + + Init(V_CHU); // Chu + seed = startTime = GetTickCount(); moveNr = 0; // initialize random while(1) { // infinite loop fflush(stdout); // make sure everything is printed before we do something that might take time + *inBuf = 0; if(moveNr >= 20) randomize = OFF; +//if(moveNr >20) printf("resign\n"); - if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move - - score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove); - +#ifdef HASH + if(hashMask) +#endif + if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position + abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move + if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move +printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag); + if(abortFlag) { + stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move + gameMove[moveNr++] = ponderMove; // remember in game + sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits +printf("# ponder move = %s", ponderMoveText); + } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time +pboard(board); + score = SearchBestMove(&move, &ponderMove); + if(abortFlag == 1) { // ponder search was interrupted (and no hit) + UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one + abortFlag = 0; + } else if(move == INVALID) { // game apparently ended + int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos; + if( k != ABSENT) { // test if King capture possible + if(attacks[2*k + stm]) { + if( p[king + 2].pos == ABSENT ) kcapt = 1; // we have an attack on his only King + } + } else { // he has no king! Test for attacks on Crown Prince + k = p[king + 2].pos; + if(attacks[2*k + stm]) kcapt = 1; // we have attack on Crown Prince + } + if(kcapt) { // print King capture before claiming + GenCapts(k, 0); + printf("move %s\n", MoveToText(moveStack[msp-1], 1)); + reason = "king capture"; + } else reason = "resign"; engineSide = NONE; // so stop playing PrintResult(stm, score); } else { + MOVE f, pMove = move; + 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 - gameMove[moveNr++] = move; // remember game - printf("move %s\n", MoveToText(move, 1)); + gameMove[moveNr++] = move; // remember game + printf("move %s\n", MoveToText(pMove, 1)); + listEnd = 0; + continue; // go check if we should ponder } - } - - fflush(stdout); // make sure everything is printed before we do something that might take time - - // now it is not our turn (anymore) - if(engineSide == ANALYZE) { // in analysis, we always ponder the position - PonderUntilInput(stm); } else - if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input - if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position - PonderUntilInput(stm); - } else { - int newStm = MakeMove2(stm, ponderMove); - PonderUntilInput(newStm); - UnMake2(ponderMove); - } + if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position + Move dummy; + *ponderMoveText = 0; // forces miss on any move + abortFlag = -1; // set pondering + pvCuts = noCut; + SearchBestMove(&dummy, &dummy); + abortFlag = pvCuts = 0; } - noPonder: - // wait for input, and read it until we have collected a complete line - for(i = 0; (inBuf[i] = getchar()) != '\n'; i++); - inBuf[i+1] = 0; -pboard(board); -pmoves(retFirst, retMSP); - - // extract the first word - sscanf(inBuf, "%s", command); -printf("in: %s\n", command); + fflush(stdout); // make sure everything is printed before we do something that might take time + if(!*inBuf) GetLine(1); // takes care of time and otim commands // recognize the command,and execute it if(!strcmp(command, "quit")) { break; } // breaks out of infinite loop if(!strcmp(command, "force")) { engineSide = NONE; continue; } if(!strcmp(command, "analyze")) { engineSide = ANALYZE; continue; } if(!strcmp(command, "exit")) { engineSide = NONE; continue; } - if(!strcmp(command, "otim")) { goto noPonder; } // do not start pondering after receiving time commands, as move will follow immediately - if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); goto noPonder; } if(!strcmp(command, "level")) { int min, sec=0; sscanf(inBuf, "level %d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format @@ -1834,71 +2711,99 @@ printf("in: %s\n", command); continue; } if(!strcmp(command, "protover")){ + for(i=0; variants[i].boardWidth; i++) + printf("%s%s", (i ? "," : "feature variants=\""), variants[i].name); printf("\"\n"); printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n"); - printf("feature variants=\"chu,dai,12x12+0_fairy\"\n"); printf("feature myname=\"HaChu " VERSION "\" highlight=1\n"); - printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option + 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"); printf("feature done=1\n"); continue; } if(!strcmp(command, "option")) { // setting of engine-define option; find out which + if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue; + 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; - continue; - } - if(!strcmp(command, "variant")) { - for(i=0; i<2; i++) { - sscanf(inBuf+8, "%s", command); - if(!strcmp(variants[i].name, command)) { - Init(i); stm = Setup2(NULL); break; - } + 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 + if(!strcmp(command, "Sente")) tsume = 1; else + if(!strcmp(command, "Gote")) tsume = 2; + continue; } continue; } 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; } - if(!strcmp(command, "new")) { engineSide = BLACK; stm = Setup2(DEFAULT_FEN); maxDepth = MAXPLY; randomize = OFF; continue; } - if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup2(inBuf+9); continue; } if(!strcmp(command, "easy")) { ponder = OFF; continue; } if(!strcmp(command, "hard")) { ponder = ON; continue; } - if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; } - if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } if(!strcmp(command, "go")) { engineSide = stm; continue; } if(!strcmp(command, "post")) { postThinking = ON; continue; } if(!strcmp(command, "nopost")) { postThinking = OFF;continue; } if(!strcmp(command, "random")) { randomize = ON; continue; } if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; } - if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; } - if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } if(!strcmp(command, "book")) { continue; } // non-standard commands if(!strcmp(command, "p")) { pboard(board); continue; } - if(!strcmp(command, "w")) { pmap(attacks, WHITE); continue; } - if(!strcmp(command, "b")) { pmap(attacks, BLACK); continue; } + if(!strcmp(command, "f")) { pbytes(fireBoard); continue; } + if(!strcmp(command, "w")) { MapOneColor(WHITE, last[WHITE], attacks); pmap(attacks, WHITE); continue; } + if(!strcmp(command, "b")) { MapOneColor(BLACK, last[BLACK], attacks); pmap(attacks, BLACK); continue; } + if(!strcmp(command, "l")) { pplist(); continue; } // ignored commands: if(!strcmp(command, "xboard")) { continue; } - if(!strcmp(command, "computer")){ continue; } + if(!strcmp(command, "computer")){ comp = 1; continue; } if(!strcmp(command, "name")) { continue; } if(!strcmp(command, "ics")) { continue; } if(!strcmp(command, "accepted")){ continue; } if(!strcmp(command, "rejected")){ continue; } - if(!strcmp(command, "result")) { continue; } - if(!strcmp(command, "hover")) { continue; } + if(!strcmp(command, "result")) { engineSide = NONE; continue; } + if(!strcmp(command, "hover")) { continue; } if(!strcmp(command, "")) { continue; } if(!strcmp(command, "usermove")){ int move = ParseMove(inBuf+9); - if(move == INVALID) printf("Illegal move\n"); - else { +pboard(board); + if(move == INVALID) { + if(reason) printf("Illegal move {%s}\n", reason); else printf("%s\n", reason="Illegal move"); + if(comp) PrintResult(stm, -INF); // against computer: claim + } else { stm = MakeMove2(stm, move); - ponderMove = INVALID; + ponderMove = INVALID; listEnd = 0; gameMove[moveNr++] = move; // remember game } continue; } + ponderMove = INVALID; // the following commands change the position, invalidating ponder move + listEnd = 0; + if(!strcmp(command, "new")) { + engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0; + continue; + } + if(!strcmp(command, "variant")) { + for(i=0; variants[i].boardWidth; i++) { + sscanf(inBuf+8, "%s", command); + if(!strcmp(variants[i].name, command)) { + Init(curVarNr = i); stm = Setup2(NULL); break; + } + } + if(currentVariant == V_SHO) + printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n"); + repStack[199] = hashKeyH, checkStack[199] = 0; + continue; + } + if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; } + if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; } + if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } printf("Error: unknown command\n"); } }