X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=aa37ab3f44b6648e853fe784e1e3426c0a784385;hb=c40c2b9d2eb9abc3cd530a1ff96aaf0e6fc91643;hp=2133ce97d8fb27ba50024e7504170a0f3df01bc7;hpb=bf370f90ab8ae2a240a4afb0b961c272b8da406b;p=hachu.git diff --git a/hachu.c b/hachu.c index 2133ce9..aa37ab3 100644 --- a/hachu.c +++ b/hachu.c @@ -8,37 +8,77 @@ // TODO: // in GenCapts we do not generate jumps of more than two squares yet -// Chu rules for Lion capture // promotions by pieces with Lion power stepping in & out the zone in same turn // promotion on capture -#define VERSION 0.0 +#define VERSION "0.7beta" -#define PATH level==0 || level==1 && path[0] == 0x55893 +#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/) +//define PATH 0 + +#define XHASH +#define XKILLERS +#define XNULLMOVE #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); + return t.tv_sec*1000 + t.tv_usec/1000; + } +#endif -#define BW 24 -#define BH 12 -#define BSIZE BW*BH*2 -#define ZONE 4 +#define BW bWidth +#define BH bHeight +#define BHMAX 16 +#define BWMAX (2*BHMAX) +#define BSIZE BWMAX*BHMAX +#define ZONE zone -#define ONE 0 +#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK) #define BLACK 0 #define WHITE 1 #define EMPTY 0 #define EDGE (1<<11) #define TYPE (WHITE|BLACK|EDGE) -#define ABSENT 4095 +#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++; - return (list->name == NULL ? -1 : i); + while(list->name && strcmp(name, list->name)) list++; + return (list->name == NULL ? NULL : list); +} + +PieceDesc * +LookUp (char *name, int var) +{ // search piece of given name in all lists relevant for given variant + PieceDesc *desc; + switch(var) { + 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 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); + } + return NULL; } void @@ -419,6 +614,7 @@ SqueezeOut (int n) for(i=n; i= S || p[i].value == 10*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 @@ -483,46 +695,56 @@ Compactify (int stm) } } for(i=stm+2; ivalue || p[i].value == 10*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 = 10*list[n].value; - for(j=0; j<8; j++) p[i].range[j] = list[n].range[j^4*(WHITE-stm)]; + p[i].value = v = 10*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 2: p[i].pst = bsize; break; + default: p[i].pst = bsize + BH; break; } + key = (stm == WHITE ? &list->whiteKey : &list->blackKey); + if(!*key) *key = ~(myRandom()*myRandom()); + p[i].pieceKey = *key; p[i].promoFlag = 0; + p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0; 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(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; } void -SetUp(char *array, PieceDesc *list) +SetUp(char *array, int var) { - int i, j, k, k2, n, m, nr, color; - char c, *q, name[3]; + int i, j, n, m, nr, color; + 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; @@ -534,17 +756,21 @@ SetUp(char *array, PieceDesc *list) name[0] += 'A' - 'a'; if(name[1]) name[1] += 'A' - 'a'; } else color = WHITE; - k = LookUp(name, list); - n = AddPiece(color, k, list); + if(!strcmp(name, "CP")) 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(list[k].promoted[0]) { - k2 = LookUp(list[k].promoted, list); - m = AddPiece(color, k2, list); + 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; p[n].promo = m; - p[n].promoFlag = IsUpwardCompatible(list[k2].range, list[k].range) * DONT_DEFER + CAN_PROMOTE; - if(Forward(list[k].range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank - if(!strcmp(list[k].name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks + p[n].promoFlag = IsUpwardCompatible(p2->range, p1->range) * DONT_DEFER + CAN_PROMOTE; + if(Forward(p1->range)) p[n].promoFlag |= LAST_RANK; // Pieces that only move forward can't defer on last rank + if(!strcmp(p1->name, "N")) p[n].promoFlag |= CANT_DEFER; // Knights can't defer on last 2 ranks p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK; p[m].promo = -1; p[m].pos = ABSENT; @@ -553,9 +779,21 @@ SetUp(char *array, PieceDesc *list) } } 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 == 10*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 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; @@ -618,50 +868,37 @@ Init() // piece-square tables for(i=0; i= -3) { // in any case, do a jump of 2 - if(board[x + 2*v] == EMPTY) - ADDMOVE(x, x+2*v); - if(r < -1) { // Lion power, also single step - if(board[x + v] == EMPTY) - ADDMOVE(x, x+v); - if(r == -3) { // true Lion, also Knight jump - v = nStep[j]; - if(board[x + v] == EMPTY) - ADDMOVE(x, x+v); - } - } - } - continue; - } - y = x; - while(r-- > 0) { - if(board[y+=v] == GUARD) break; // off board - if((board[y] + i & 1) == 0) break; // same color + int i; + for(i=0; i<8; i++) { + int to = x + kStep[i], m = n + mapStep[i]; + if(board[to] == EDGE) continue; // off board + if(map[m] >= 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 } -#endif int GenNonCapts (int promoSuppress) @@ -735,19 +983,27 @@ GenNonCapts (int promoSuppress) for(i=stm+2; i<=last[stm]; i+=2) { int x = p[i].pos, pFlag = p[i].promoFlag; if(x == ABSENT) continue; - if(x == promoSuppress) pFlag = 0; + if(x == promoSuppress && chuFlag) pFlag = 0; for(j=0; j<8; j++) { int y, v = kStep[j], r = p[i].range[j]; if(r < 0) { // jumping piece, special treatment + if(r == N) { // pure Knightm do off-ray jump + NewNonCapture(x, x + nStep[j], pFlag); + } else if(r >= S) { // in any case, do a jump of 2 - NewNonCapture(x, x + 2*v, pFlag); - if(r < N) { // Lion power, also single step - if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; - if(r == L) { // true Lion, also Knight jump + 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 <= 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]) + NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag } continue; } @@ -764,18 +1020,24 @@ report (int x, int y, int i) { } -void +int MapOneColor (int start, int last, int *map) { - int i, j, k; + int i, j, k, totMob = 0; for(i=start+2; i<=last; i+=2) { + int mob = 0; if(p[i].pos == ABSENT) continue; for(j=0; j<8; j++) { int x = p[i].pos, v = kStep[j], r = p[i].range[j]; if(r < 0) { // jumping piece, special treatment + if(r == N) { + x += nStep[j]; + if(board[x] != EMPTY && board[x] != EDGE) + map[2*x + start] += one[8]; + } else if(r >= S) { // in any case, do a jump of 2 if(board[x + 2*v] != EMPTY && board[x + 2*v] != EDGE) - map[2*(x + 2*v) + start] += one[j]; + map[2*(x + 2*v) + start] += one[j], mob += (board[x + 2*v] ^ start) & 1; if(r < J) { // Lion power, also single step if(board[x + v] != EMPTY && board[x + v] != EDGE) map[2*(x + v) + start] += one[j]; @@ -800,32 +1062,56 @@ 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; } while(r-- > 0) { if(board[x+=v] != EMPTY) { - if(board[x] != EDGE) map[2*x + start] += one[j]; + 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; } } } + totMob += mob * p[i].mobWeight; } +if(!level) printf("# mobility %d = %d\n", start, totMob); + return totMob; } void MapFromScratch (int *map) { int i; - for(i=0; i<2*BSIZE; i++) map[i] = 0; - MapOneColor(0, last[BLACK], map); - MapOneColor(1, last[WHITE], map); + for(i=0; i<2*bsize; i++) map[i] = 0; + mobilityScore = MapOneColor(1, last[WHITE], map); + mobilityScore -= MapOneColor(0, last[BLACK], map); } void Connect (int sqr, int piece, int dir) -{ - int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+1], piece1, piece2; +{ // 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' @@ -840,19 +1126,32 @@ Connect (int sqr, int piece, int dir) 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 <= (r1 = p[piece1].range[dir])) { // 1 hits 2 + 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, r1 - d1); // does not connect, but could still gain mobility - if(d1 + d2 <= (r2 = p[piece2].range[dir])) { // 2 hits 1 + } 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, r2 - d2); // does not connect, but could still gain mobility + } 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+1]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind! + 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; @@ -868,7 +1167,7 @@ Connect (int sqr, int piece, int dir) } // we hit nothing with the extended move of the attacker behind us. UPDATE_MOBILITY(piece1, r2 - d1); - r = r1 - r2; // extra squares covered by mover + r = r1 - r2 + d1; // extra squares covered by mover while(r-- > 0) if(board[y+=step] != EMPTY) { d2 = dist[y-sqr]; piece2 = board[y]; @@ -878,6 +1177,7 @@ Connect (int sqr, int piece, int dir) 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' @@ -902,7 +1202,7 @@ Connect (int sqr, int piece, int dir) } // we hit nothing with the extended move of the attacker behind us. UPDATE_MOBILITY(piece2, r2 - d1); - r = r2 - r1; // extra squares covered by mover + r = r2 - r1 + d2; // extra squares covered by mover while(r-- > 0) if(board[x-=step] != EMPTY) { d1 = dist[x-sqr]; piece1 = board[x]; @@ -931,25 +1231,64 @@ Connect (int sqr, int piece, int dir) } } +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 dir) +Disconnect (int sqr, int piece, int dir) { - int x = sqr, step = kStep[dir], piece1, piece2, y; + int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y; while( board[x+=step] == EMPTY ); - if(board[x] != EDGE) { // x has hit a piece - piece1 = board[x]; + 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 ); - if(board[y] != EDGE) { // both ends of the ray hit a piece - piece2 = board[y]; - + 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 ); - if(board[x] == EDGE) return; // ray empty on both sides + 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 hits a - + // 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 @@ -957,7 +1296,7 @@ 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, i); + Disconnect(sqr, board[sqr], i); } } @@ -978,46 +1317,84 @@ MakeMove(Move m, UndoInfo *u) u->piece = board[u->from]; board[u->from] = EMPTY; u->booty = 0; + u->revMoveCount = cnt50++; + u->savKeyL = hashKeyL; + u->savKeyH = hashKeyH; + u->epVictim[0] = EMPTY; + + 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? + + if(p[u->piece].value == 10*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 { p[u->piece].pos = ABSENT; u->new = p[u->piece].promo; u->booty = p[u->new].value - p[u->piece].value; + cnt50 = 0; // promotion irreversible } } 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 - } else u->epVictim = EMPTY; + 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]; + 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 != 10*LVAL && p[u->epVictim[0]].value == 10*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) + 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 == 10*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]; + 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; u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to]; -// if(p[u->victim].value == 1000 && p[u->piece].value != 1000) deferred |= PROMOTE; // flag non-Lion x Lion + if(u->victim != EMPTY) cnt50 = 0; // capture irreversible p[u->new].pos = u->to; board[u->to] = u->new; @@ -1035,11 +1412,26 @@ 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 == 10*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; @@ -1048,18 +1440,23 @@ UnMake(UndoInfo *u) p[u->new].pos = ABSENT; p[u->piece].pos = u->from; // this can be the same as above board[u->from] = u->piece; + + cnt50 = u->revMoveCount; + hashKeyL = u->savKeyL; + hashKeyH = u->savKeyH; } 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]; @@ -1067,14 +1464,24 @@ 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) @@ -1093,6 +1500,7 @@ GenCapts(int sqr, int victimValue) NewCapture(x, SPECIAL + 8*(i-1&7) + (i+1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag); v = kStep[i+1]; if((board[x+v] & TYPE) == xstm && board[x+v] > board[sqr]) + NewCapture(x, SPECIAL + 8*(i+1&7) + (i-1&7) + victimValue - SORTKEY(attacker), p[attacker].promoFlag); } } else { // primary victim on first ring @@ -1126,12 +1534,20 @@ 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 @@ -1139,7 +1555,7 @@ 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 @@ -1157,20 +1573,34 @@ GenCapts(int sqr, int victimValue) int Evaluate () { - return 0; + return (stm ? mobilityScore : -mobilityScore); } -int flag; +inline void +FireSet (UndoInfo *tb) +{ // set fireFlags acording to remaining presene of Fire Demons + int i; + for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list + if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2]; +} + +void TerminationCheck(); + +#define QSdepth 0 int Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress) { int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr; - int savHashL = hashKeyL, savHashH = hashKeyH; - int score, bestScore, curEval; + int resDep; + int myPV = pvPtr; + 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\n",depth,alpha,beta,difEval,stm),fflush(stdout); xstm = stm ^ WHITE; //printf("map made\n");fflush(stdout); // KING CAPTURE @@ -1189,11 +1619,32 @@ if(PATH) printf("search(%d) %d-%d eval=%d, stm=%d\n",depth,alpha,beta,difEval,st alpha -= (alpha < curEval); beta -= (beta <= curEval); - firstMove = curMove = sorted = nonCapts = msp += 20; // leave 20 empty slots in front of move list - phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1; - do { + if(!(nodes++ & 4095)) TerminationCheck(); + pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent + + + firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list + iterDep = 0; tb.fireMask = phase = 0; + +#ifdef HASH + index = hashKeyL & hashMask; nr = hashKeyL >> 30; hit = -1; + if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else + if(hashTable[index].lock[4] == hashKeyH) hit = 4; + if(hit >= 0) { + bestScore = hashTable[index].score[hit]; + if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) && + (bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) { + iterDep = hashTable[index].depth[hit]; + } + } else { // decide on replacement + if(depth >= hashTable[index].depth[nr]) hit = nr; else hit = 4; + } +#endif + + replyDep = (depth < 1 ? depth-1 : iterDep); + while(++iterDep <= depth || iterDep == 1) { if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout); - bestScore = -INF; bestMoveNr = 0; + iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60; 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 @@ -1201,39 +1652,57 @@ if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase switch(phase) { case 0: // null move if(depth <= 0) { - bestScore = curEval; + bestScore = curEval; resDep = QSdepth; if(bestScore >= beta || depth < -1) goto cutoff; } -#if 0 - if(curEval >= beta) { +#ifdef NULLMOVE + else if(curEval >= beta) { stm ^= WHITE; - score = -Search(-beta, -alpha, difEval, depth-3, promoSuppress & SQUARE, ABSENT); + score = -Search(-beta, 1-beta, -difEval, depth > 3 ? depth-3 : 0, promoSuppress & SQUARE, ABSENT); stm ^= WHITE; - if(score >= beta) { msp = oldMSP; return score + (score < curEval); } + if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); } } #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 +#ifdef HASH + if(hashMove) { + moveStack[sorted = msp++] = hashMove; + goto extractMove; + } +#endif phase = 2; case 2: // capture-gen init nextVictim = xstm; 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 msp=%d\n",level,depth,iterDep,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(currentVariant == V_CHESS && promoSuppress != ABSENT) { // e.p. +// int n = board[promoSuppress-1]; +// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) +// } phase = 4; // out of victims: all captures generated case 4: // dubious captures #if 0 @@ -1243,15 +1712,29 @@ 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) { 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("phase=%d: first/curr/last = %d / %d / %d\n", phase // MOVE EXTRACTION extractMove: if(flag & depth >= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp); - if(curMove < sorted) { + if(curMove > sorted) { move = moveStack[sorted=j=curMove]; for(i=curMove+1; i move) move = moveStack[j=i]; // search move with highest priority @@ -1270,44 +1753,66 @@ 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(moveStack[curMove], &tb); -path[level++] = moveStack[curMove]; -attacks += 2*BSIZE; + defer = MakeMove(move, &tb); + +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) { + if(repDraws) { score = 0; goto repetition; } + moveStack[curMove] = 0; // erase forbidden move + if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move + score = -INF; moveStack[curMove] = 0; 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); +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 == 10*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 == 10*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 defer |= PROMOTE; // if we started, flag he cannot do it in reply } - if(score == -INF) { moveStack[curMove] = 0; goto abortMove; } + if(score == -INF) { + if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24); + moveStack[curMove] = 0; // zap illegal moves + goto abortMove; + } } #if 1 - score = -Search(-beta, -alpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer); + score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer); #else score = 0; #endif abortMove: -attacks -= 2*BSIZE; +attacks -= 2*bsize; level--; + repetition: UnMake(&tb); - hashKeyL = savHashL; - hashKeyH = savHashH; 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); + // ALPHA-BETA STUFF if(score > bestScore) { bestScore = score; bestMoveNr = curMove; - if(score > alpha) { - alpha = score; + if(score > iterAlpha) { + iterAlpha = score; if(curMove < firstMove + 5) { // if not too much work, sort move to front int i; for(i=curMove; i>firstMove; i--) { @@ -1320,22 +1825,58 @@ 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]) { + // update killer + killer[level][1] = killer[level][0]; killer[level][0] = move; + } +#endif + resDep = retDep; goto cutoff; } + { int i=pvPtr; + for(pvPtr = myPV+1; pv[pvPtr++] = pv[i++]; ); // copy daughter PV + pv[myPV] = move; // behind our move (pvPtr left at end of copy) + } } } + if(retDep < resDep) resDep = retDep; #endif } // next move cutoff: + if(!level) { // root node + if(postThinking > 0) { + int i; // WB thinking output + printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes); + for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0)); + if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.); + printf("\n"); + fflush(stdout); + } +printf("# s=%d t=%d 1=%d 3=%d f=%d\n",startTime,GetTickCount(),tlim1,tlim3,abortFlag); + if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish + } replyDep = iterDep; - } while(++iterDep <= depth); // next depth +#ifdef HASH + // hash store + hashTable[index].lock[hit] = hashKeyH; + hashTable[index].depth[hit] = iterDep; + 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; + 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 + 1; +if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval); return bestScore + (bestScore < curEval); } @@ -1344,9 +1885,9 @@ 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 ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval); 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]); } @@ -1410,15 +1951,12 @@ 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 20 /* 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 @@ -1431,7 +1969,7 @@ 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; @@ -1441,29 +1979,96 @@ int lastLift, lastPut; int MakeMove2 (int stm, MOVE move) { + int i; + FireSet(&undoInfo); sup0 = sup1; sup1 = sup2; sup2 = MakeMove(move, &undoInfo); + if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE; + rootEval = -rootEval - undoInfo.booty; + for(i=0; i<200; i++) repStack[i] = repStack[i+1]; + repStack[199] = hashKeyH; +printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW); return stm ^ WHITE; } void UnMake2 (MOVE move) { + int i; + rootEval = -rootEval - undoInfo.booty; UnMake(&undoInfo); + for(i=200; i>0; i--) repStack[i] = repStack[i-1]; sup2 = sup1; sup1 = sup0; } +char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH...."; // 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(isalpha(*fen)) { + char *table = fenNames; + n = *fen > 'Z' ? 'a' - 'A' : 0; + if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK) && *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(chuArray, chuPieces); + 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); + } + SetUp(array, currentVariant); sup0 = sup1 = sup2 = ABSENT; - return WHITE; + rootEval = cnt50 = hashKeyH = hashKeyL = moveNr = 0; + return stm; } void SetMemorySize (int n) { +#ifdef HASH + static HashBucket *realHash; + static int oldSize; + int m = 1; + intptr_t l; + if(n != oldSize) { + if(oldSize) free(realHash); + while(m*sizeof(HashBucket) <= n*512) m <<= 1; + m *= 1024; hashMask = m - 1; + realHash = calloc(m + 1, sizeof(HashBucket)); + l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63); // align with cache line + } +#endif } char * @@ -1471,6 +2076,8 @@ 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!) int e = f + epList[t - SPECIAL]; @@ -1485,7 +2092,8 @@ 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; } @@ -1496,13 +2104,29 @@ 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, 1, sup1 & ~PROMOTE, sup2); + postThinking++; + listStart = retFirst; listEnd = msp = retMSP; } MOVE ParseMove (char *moveText) { int i, j, f, t, t2, e, ret, deferred=0; + char c = moveText[0]; moveText += ReadSquare(moveText, &f); moveText += ReadSquare(moveText, &t); t2 = t; if(*moveText == ',') { @@ -1518,27 +2142,40 @@ ParseMove (char *moveText) t2 = SPECIAL + 8*i + j; } 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); i = deferred; // in any case we take that move if(!(flags & promoBoard[t] & (CANT_DEFER | LAST_RANK))) { // but change it into a deferral if that is allowed moveStack[i] &= ~PROMOTE; if(p[board[f]].value == 40) p[board[f]].promoFlag &= LAST_RANK; else - if(!(flags & promoBoard[t])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral + if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral } } - if(i >= retMSP) - for(i=20; i= listEnd) { + for(i=listStart; i= retMSP ? INVALID : moveStack[i]); + return (i >= listEnd ? INVALID : moveStack[i]); } void @@ -1546,30 +2183,27 @@ Highlight(char *coords) { int i, j, n, sqr, cnt=0; 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++; + b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; } } 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=20; 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; @@ -1594,33 +2228,50 @@ flag=0; printf("highlight %s\n", buf); } +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 targetTime, movesLeft = BW*BH/4 + 20; + if(mps) movesLeft = mps - (moveNr>>1)%mps; + targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc; + if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening + if(timePerMove > 0) targetTime = 0.5*timeLeft, movesLeft = 1; + tlim1 = 0.2*targetTime; + tlim2 = 1.9*targetTime; + tlim3 = 5*timeLeft / (movesLeft + 4.1); +} + int -SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove) +SearchBestMove (MOVE *move, MOVE *ponderMove) { int score; + startTime = GetTickCount(); + nodes = 0; MapFromScratch(attacks); - score = Search(-INF-1, INF+1, 0, 3, sup1, sup2); + retMove = INVALID; repCnt = 0; + score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2); *move = retMove; - *ponderMove = INVALID; + *ponderMove = pv[1]; return score; } + void PonderUntilInput (int stm) { +MapFromScratch(attacks); + repCnt = 0; abortFlag = -1; + Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2); } - - // Some global variables that control your engine's behavior - int ponder; - int randomize; - int postThinking; - int resign; // engine-defined option - int contemptFactor; // likewise - + int TakeBack(int n) { // reset the game and then replay it to the desired point int last, stm; - stm = Setup2(NULL); + Init(currentVariant); stm = Setup2(NULL); printf("# setup done");fflush(stdout); last = moveNr - n; if(last < 0) last = 0; 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, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here + 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[80], command[80]; - - Init(); - SetUp(chuArray, chuPieces); -// 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 + listEnd = 1; while(1) { // infinite loop fflush(stdout); // make sure everything is printed before we do something that might take time + *inBuf = 0; + + if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position + abortFlag = 0; 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); +pboard(board); + SetSearchTimes(10*timeLeft); + score = SearchBestMove(&move, &ponderMove); 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 { stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move gameMove[moveNr++] = move; // remember game printf("move %s\n", MoveToText(move, 1)); + listEnd = 0; + continue; } } @@ -1688,24 +2383,14 @@ printf("# setup done");fflush(stdout); } } - 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 @@ -1714,9 +2399,9 @@ printf("in: %s\n", command); continue; } if(!strcmp(command, "protover")){ - printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1\n"); - printf("feature variants=\"chu,12x12+0_fairy\"\n"); - printf("feature highlight=1\n"); + printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n"); + printf("feature variants=\"normal,shatranj,makruk,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\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=\"Contempt -spin 0 -200 200\"\n"); // and another one printf("feature done=1\n"); @@ -1732,44 +2417,60 @@ printf("in: %s\n", command); 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; } - if(!strcmp(command, "variant")) { 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, "hover")) { continue; } + if(!strcmp(command, "result")) { 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; } + 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; i<7; i++) { + sscanf(inBuf+8, "%s", command); + if(!strcmp(variants[i].name, command)) { + Init(curVarNr = i); stm = Setup2(NULL); break; + } + } + 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"); } }