X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=7c672d4c9c96e028e321afccf0609f7124fb5298;hb=27a29e590d6c02d3438ef8df3ef13d4fdee43cd9;hp=8bc625ab1ddec083ba5a323306f4b250abe53cb9;hpb=d87c0507732125b567aa2b31f521761408293367;p=hachu.git diff --git a/hachu.c b/hachu.c index 8bc625a..7c672d4 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 "0.21" -//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, stalemate, tsume, pvCuts, allowRep, entryProm, pVal; +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 @@ -154,14 +176,16 @@ Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[3 #define R 37 /* jump capture */ #define N -1 /* Knight */ #define J -2 /* jump */ -#define D -3 /* linear double move */ -#define T -4 /* linear triple move */ -#define L -5 /* true Lion move */ -#define F -6 /* Lion + 3-step */ -#define S -7 /* Lion + range */ -#define H -9 /* hook move */ -#define C -10 /* capture only */ -#define M -11 /* non-capture only */ +#define I -3 /* jump + step */ +#define D -4 /* linear double move */ +#define T -5 /* linear triple move */ +#define L -6 /* true Lion move */ +#define W -7 /* Werewolf move */ +#define F -8 /* Lion + 3-step */ +#define S -9 /* Lion + range */ +#define H -10 /* hook move */ +#define C -11 /* capture only */ +#define M -12 /* non-capture only */ #define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */ #define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */ @@ -227,6 +251,33 @@ PieceDesc daiPieces[] = { { NULL } // sentinel }; +PieceDesc waPieces[] = { + {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon + {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R) + {"DE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle + {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K) + {"BT", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox + {"FL", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon + {"FS", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon + {"S", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM) + {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K) + {"R", "BT", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit + {"B", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar + {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse + {"EW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G) + {"VM", "B", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S) + {"G", "S", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C) + {"SM", "VM", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C) + {"DH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse + {"DK", "EW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog + {"PH", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L) + {"L", "FS", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock + {"KN", "DE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl + {"C", "FL", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow + {"P", "EW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P) + { NULL } // sentinel +}; + PieceDesc ddPieces[] = { {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite @@ -409,6 +460,16 @@ PieceDesc makrukPieces[] = { { NULL } // sentinel }; +PieceDesc wolfPieces[] = { + {"EW","EW",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves + {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 }, + {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 }, + {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 0, 4 }, + {"P", "R", 80, { M,C,0,0,0,0,0,C } }, + { NULL } // sentinel +}; + char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..." "/............/............/" "...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll"; @@ -421,10 +482,14 @@ 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 waArray[] = ":PH:DKCG:EWK:VML:KN:SM:DH/.:FL...S...:DE./PPP:BTPPPRPPP/...P...P..." + "/.........../.........../..........." + "/...p...p.../ppprppp:btppp/.:de...s...:fl./:dh:sm:knl:vmk:ewgc:dk:ph"; 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/......../rns:smksnr"; +char wolfArray[]= "RNB:EWKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnb:ewkbnr"; typedef struct { int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes @@ -432,18 +497,22 @@ typedef struct { char *array; // initial position } VariantDesc; -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; +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, V_WA, V_WOLF } 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 { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk { 16, 8, 8, 1, V_LION, "lion", lionArray}, // Mighty Lion + { 22, 11, 11, 3, V_WA, "wa-shogi",waArray}, // Wa + { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray}, // Wa { 0, 0, 0, 0, 0 }, // sentinel { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai @@ -476,7 +545,7 @@ 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) @@ -566,6 +635,7 @@ typedef struct { char mobWeight; unsigned char promoGain; char bulk; + char ranking; } PieceInfo; // piece-list entry int last[2], royal[2], kylin[2]; @@ -598,8 +668,8 @@ 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) @@ -636,6 +706,10 @@ LookUp (char *name, int var) return ListLookUp(name, makrukPieces); case V_LION: // Mighty Lion return ListLookUp(name, lionPieces); + case V_WA: // Wa + return ListLookUp(name, waPieces); + case V_WOLF: // Werewolf + return ListLookUp(name, wolfPieces); } return NULL; } @@ -685,7 +759,6 @@ 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 +788,7 @@ 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 +813,7 @@ 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 +841,9 @@ 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()); @@ -778,26 +851,28 @@ AddPiece (int stm, PieceDesc *list) p[i].pieceKey = *key; p[i].promoFlag = 0; p[i].bulk = list->bulk; + p[i].ranking = list->ranking; 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; } if(royal[stm] >= i) royal[stm] += 2; if(kylin[stm] >= i) kylin[stm] += 2; - if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; + if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy return i; } 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 +889,7 @@ 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 +913,9 @@ 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; @@ -848,14 +926,18 @@ SetUp(char *array, int var) if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n; n <<= 1; } + for(i=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves 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 +945,15 @@ 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; @@ -890,16 +975,18 @@ 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); - stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION); + chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF); + stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF); 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 @@ -921,10 +1008,15 @@ Init (int var) // Lion-Dog triple moves toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i]; toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i]; - toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i]; + toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i]; 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; @@ -957,22 +1049,31 @@ 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 } @@ -1014,8 +1115,8 @@ 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<= S) { // in any case, do a jump of 2 int occup = NewNonCapture(x, x + 2*v, pFlag); - if(r < J) { // Lion power, also single step - if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1; + if(r < I) { // Lion power, also single step + if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : 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); - } - } + if(r != W) NewNonCapture(x, x + v, pFlag); + } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step + } else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step } else if(r == M) { // FIDE Pawn; check double-move - if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v]) + 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; @@ -1139,7 +1251,7 @@ report (int x, int y, int i) int MapOneColor (int start, int last, int *map) { - int i, j, k, totMob = 0; + int i, j, totMob = 0; for(i=start+2; i<=last; i+=2) { int mob = 0; if(p[i].pos == ABSENT) continue; @@ -1157,6 +1269,7 @@ MapOneColor (int start, int last, int *map) if(r < J) { // Lion power, also single step if(board[x + v] != EMPTY && board[x + v] != EDGE) map[2*(x + v) + start] += one[j]; + if(r < I) { if(r == T) { // Lion Dog, also jump of 3 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE) map[2*(x + 3*v) + start] += one[j]; @@ -1164,8 +1277,8 @@ MapOneColor (int start, int last, int *map) if(r <= L) { // true Lion, also Knight jump if(r < L) { // Lion plus (limited) range int y = x, n = 0; - r = (r == S ? 36 : 3); - while(n++ <= r) { + int rg = (r == S ? 36 : 3); + while(n++ < rg) { if(board[y+=v] == EDGE) break; if(board[y] != EMPTY) { if(n > 2) map[2*y + start] += one[j]; // outside Lion range @@ -1174,9 +1287,10 @@ MapOneColor (int start, int last, int *map) } } v = nStep[j]; - if(board[x + v] != EMPTY && board[x + v] != EDGE) + if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W) map[2*(x + v) + start] += one[8]; } + } } } else if(r == C) { // FIDE Pawn diagonal @@ -1221,6 +1335,7 @@ MapFromScratch (int *map) int i; for(i=0; i<2*bsize; i++) map[i] = 0; mobilityScore = MapOneColor(1, last[WHITE], map); + mobilityScore -= MapOneColor(0, last[BLACK], map); } @@ -1266,6 +1381,21 @@ MakeMove(Move m, UndoInfo *u) } else u->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 @@ -1292,6 +1422,7 @@ 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) @@ -1321,10 +1452,18 @@ MakeMove(Move m, UndoInfo *u) 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; + if(p[u->victim].ranking == 5 && p[u->piece].ranking < 4) { // contageous piece captured by non-royal + u->booty -= p[u->new].value; + u->new = u->piece & 1 | 2; // promote to it + if(p[u->new].pos != ABSENT) u->new += 2; + p[u->piece].pos = ABSENT; + u->booty += p[u->new].value; + } + + u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from]; + 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]; @@ -1388,13 +1527,13 @@ 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' @@ -1470,10 +1609,60 @@ GenCapts(int sqr, int victimValue) NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run } break; + case T: // Lion-Dog move (awful!) + if(d > 3) break; + NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); + att -= one[i]; + if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) { + NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first + if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both + } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second + } else if(d == 2) { // check if we can take intermediate with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) { + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd + NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st + if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd + } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd + } else { // d=1; can move on to second, or move back for igui + NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui + if(board[sqr-v] == EMPTY) { // 2nd empty + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd + } else if((board[sqr-v] & TYPE) == stm) { // 2nd own + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd + } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) { + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd + NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd + } + } + break; case J: // plain jump (as in KY, PH) if(d != 2) break; + case I: // jump + step (as in Wa TF) + if(d > 2) break; + NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); + att -= one[i]; + break; + case W: // jump + locust jump + 3-slide (Werewolf) + if(d > 2) break; NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); att -= one[i]; + if(d == 2) { // check if we can take intermediate with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. + } else { // d=1; can move on to second + if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run + } break; case C: // FIDE Pawn if(d != 1) break; @@ -1495,7 +1684,7 @@ 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] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction + if(p[attacker].range[i] == L || p[attacker].range[i] < W && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction 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 @@ -1525,10 +1714,27 @@ 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) @@ -1557,7 +1763,7 @@ 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++) { @@ -1567,7 +1773,7 @@ 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 @@ -1583,7 +1789,9 @@ 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; @@ -1591,7 +1799,7 @@ 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 }; @@ -1618,24 +1826,25 @@ 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 @@ -1646,18 +1855,18 @@ 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 @@ -1676,7 +1885,26 @@ 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 @@ -1694,7 +1922,7 @@ 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; @@ -1711,8 +1939,15 @@ 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) { @@ -1734,7 +1969,7 @@ 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 @@ -1759,6 +1994,7 @@ 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; @@ -1829,7 +2065,11 @@ 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); @@ -1850,11 +2090,11 @@ 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 == pVal ) 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 == pVal ) 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 @@ -1870,6 +2110,7 @@ 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; @@ -1933,6 +2174,7 @@ 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 @@ -1953,13 +2195,15 @@ attacks += 2*bsize; MapFromScratch(attacks); // for as long as incremental update does not work. //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 + if(chuFlag && (p[tb.victim].value == LVAL || p[tb.epVictim[0]].value == LVAL)) {// verify legality of Lion capture in Chu Shogi score = 0; 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) { @@ -1972,6 +2216,7 @@ 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 @@ -2049,7 +2294,7 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep #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) { @@ -2074,9 +2319,9 @@ 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); + if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking); } printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]); } @@ -2099,6 +2344,7 @@ pbytes (unsigned char *b) for(i=BH-1; i>=0; i--) { for(j=0; j 'Z' ? 'a' - 'A' : 0; - if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || + if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || currentVariant == V_WOLF || 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++ = ':'; @@ -2235,8 +2483,10 @@ 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; } @@ -2255,7 +2505,7 @@ Setup2 (char *fen) SetUp(array, currentVariant); strcpy(startPos, array); sup0 = sup1 = sup2 = ABSENT; - hashKeyH = hashKeyL = 87620895*currentVariant; + hashKeyH = hashKeyL = 87620895*currentVariant + !!fen; return stm; } @@ -2284,20 +2534,22 @@ 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; - if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; if(ep2List[t - SPECIAL]) { - e = g + ep2List[t - SPECIAL]; + int e2 = f + ep2List[t - SPECIAL]; // printf("take %c%d\n", e%BW+'a', e/BW+ONE); - 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'; + sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2; + if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; } +// 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; + 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" : "+"; + if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : currentVariant == V_WOLF ? "r" : 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; } @@ -2305,7 +2557,7 @@ 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; @@ -2325,7 +2577,13 @@ 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; + for(i=listStart; i> SQLEN & SQUARE; + if(to >= SPECIAL) continue; + if(p[board[to]].ranking == 5 && p[board[from]].ranking < 4) moveStack[i] |= PROMOTE; + } } MOVE @@ -2342,17 +2600,40 @@ ParseMove (char *moveText) e = t; moveText += ReadSquare(moveText, &t); for(i=0; i<8; i++) if(f + kStep[i] == e) break; - if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves! - 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; + if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1 + for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break; + if(i >= 8) return INVALID; // not even that + if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1 + else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 + else return INVALID; + } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move + t2 = SPECIAL + 64 + i; + } else if(*moveText == ',') { // 3rd leg follows! + if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear! + moveText += ReadSquare(moveText, &e); + if(e != t) return INVALID; // must again continue with same piece + moveText += ReadSquare(moveText, &t); + if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1 + else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1 + else return INVALID; + } else { + 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 + } 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<= listEnd) { @@ -2400,6 +2681,7 @@ Highlight(char *coords) for(i=listStart; i>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'; @@ -2417,9 +2699,13 @@ Highlight(char *coords) int e, t = moveStack[i] & SQUARE; if(t < SPECIAL) continue; // only special moves e = lastLift + epList[t - SPECIAL]; // decode + if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move + b[e] = 'C'; cnt++; + continue; + } t = lastLift + toList[t - SPECIAL]; if(e != sqr) continue; - b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; + if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; } } if(!cnt) return; @@ -2465,14 +2751,14 @@ 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)); @@ -2485,7 +2771,7 @@ 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"); @@ -2601,7 +2891,7 @@ pboard(board); } stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move gameMove[moveNr++] = move; // remember game - printf("move %s\n", MoveToText(pMove, 1)); + printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking < 4 ? "w" : ""); listEnd = 0; continue; // go check if we should ponder } @@ -2638,6 +2928,7 @@ 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"); @@ -2649,6 +2940,7 @@ 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 @@ -2660,6 +2952,7 @@ 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; } @@ -2713,8 +3006,19 @@ pboard(board); Init(curVarNr = i); stm = Setup2(NULL); break; } } + if(currentVariant == V_WOLF) + printf("setup (PNBR......................WKpnbr......................wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n" + "piece W& K3cpafK\n"); 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"); + if(currentVariant == V_WA) + printf("setup (P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W/.......^V.^P.^U..^DS.^GXK" + "p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w/.......^v.^p.^u..^ds.^gxk) 11x11+0_chu " + "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w 0 1\n" + "piece P& fW\npiece O& fR\npiece H& fRbW2\npiece U& fWbF\npiece L& fWbF\npiece M& vWfF\npiece G& vWfF\npiece C& sWfF\n" + "piece +P& WfF\npiece +O& K\npiece +H& vN\npiece +U& BfW\npiece +L& vRfF3bFsW\npiece +M& FfW\npiece +G& sRvW\npiece +C& vRsWfF\n" + "piece D& sbWfF\npiece V& FfW\npiece W& WfF\npiece S& sRvW\npiece R& FfRbW\npiece F& BfW\npiece X& FvWAvD\n" + "piece +D& WfF\npiece +V& FfsW\npiece +W& K\npiece +S& R\npiece +R& FvWAvD\npiece +F& BvRsW\npiece E& vRfF3bFsW\n"); repStack[199] = hashKeyH, checkStack[199] = 0; continue; } @@ -2723,5 +3027,6 @@ pboard(board); if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } printf("Error: unknown command\n"); } + return 0; }