X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=b39efbf3b797e3437a95c2ec01c66c315eff0eb6;hb=aa576650ea406a2b26134ac64a699e3237a02444;hp=173aae96c176820fdc7247f3f9d60efc2424403b;hpb=6b60ddf69ce961d41a579a258444f653729e5c95;p=hachu.git diff --git a/hachu.c b/hachu.c index 173aae9..b39efbf 100644 --- a/hachu.c +++ b/hachu.c @@ -1,31 +1,62 @@ -/***********************************************************************/ -/* HaChu */ -/* A WinBoard engine for large (dropless) Shogi variants by H.G.Muller */ -/* The engine is based on incremental updating of an attack map and */ -/* mobility scores, since the effort in this only grows proportional */ -/* to board edge length, rather than board area. */ -/***********************************************************************/ +/**************************************************************************/ +/* HaChu */ +/* A WinBoard engine for Chu Shogi (and some related games) by H.G.Muller */ +/**************************************************************************/ +/* This source code is released in the public domain */ +/**************************************************************************/ // TODO: // in GenCapts we do not generate jumps of more than two squares yet // promotions by pieces with Lion power stepping in & out the zone in same turn // promotion on capture -#define VERSION "0.4beta" - -#define PATH level==0 || path[0] == 0xc4028 && (level==1 /*|| path[1] == 0x75967 && (level == 2 || path[2] == 0x3400b && (level == 3))*/) -//define PATH 0 +#define VERSION "0.18" + +//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 0 + +#define HASH +#define KILLERS +#define NULLMOVE +#define CHECKEXT +#define LMR 4 +#define LIONTRAP +#define WINGS +#define KINGSAFETY +#define KSHIELD +#define XFORTRESS +#define PAWNBLOCK +#define KYLIN 100 /* extra end-game value of Kylin for promotability */ +#define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */ #include #include #include #include #include +#include #ifdef WIN32 # include + int InputWaiting() + { // checks for waiting input in pipe + static int pipe, init; + static HANDLE inp; + DWORD cnt; + + if(!init) inp = GetStdHandle(STD_INPUT_HANDLE); + if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL)) return 1; + return cnt; + } #else # include +# include + int InputWaiting() + { + int cnt; + if(ioctl(0, FIONREAD, &cnt)) return 1; + return cnt; + } int GetTickCount() // with thanks to Tord { struct timeval t; gettimeofday(&t, NULL); @@ -40,7 +71,7 @@ #define BSIZE BWMAX*BHMAX #define ZONE zone -#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ) +#define ONE 1 /* currently no variants with 10-deep board */ #define BLACK 0 #define WHITE 1 @@ -79,23 +110,43 @@ void pboard(int *b); void pbytes(unsigned char *b); typedef struct { + int lock[5]; + int move[5]; + short int score[5]; + char depth[5]; + char flag[5]; + char age[4]; +} HashBucket; + +HashBucket *hashTable; +int hashMask; + +#define H_UPPER 2 +#define H_LOWER 1 + +typedef struct { char *name, *promoted; int value; signed char range[8]; + char bulk; char ranking; int whiteKey, blackKey; } PieceDesc; typedef struct { - int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH; + int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount; + int savKeyL, savKeyH, gain, loss, filling, saveDelta; char fireMask; } UndoInfo; -char *array, fenArray[4000], *reason; -int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag; -int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore; -int nodes, startTime, tlim1, tlim2, repCnt, comp; -Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300]; +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 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]; int maxDepth; // used by search @@ -112,227 +163,249 @@ Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[3 #define C -10 /* capture only */ #define M -11 /* non-capture only */ -#define LVAL 100 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */ -#define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */ +#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 */ PieceDesc chuPieces[] = { - {"LN", "", LVAL, { L,L,L,L,L,L,L,L } }, // lion - {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king - {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle - {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon - {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox - {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar - {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king - {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse - {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse - {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook - {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag - {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale - {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king - {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king - {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop - {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover - {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover - {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant - {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger - {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold - {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard - {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin - {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix - {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot - {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance - {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver - {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper - {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between - {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn + {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion + {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king + {"SE", "", 550, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle + {"HF", "", 500, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon + {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox + {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar + {"DK", "SE", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king + {"DH", "HF", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse + {"WH", "", 350, { X,X,0,0,X,0,0,X }, 3 }, // white horse + {"R", "DK", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook + {"FS", "", 300, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag + {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale + {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king + {"CP", "", 270, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king + {"B", "DH", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop + {"VM", "FO", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover + {"SM", "FB", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover + {"DE", "CP", 201, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant + {"BT", "FS", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger + {"G", "R", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold + {"FL", "B", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard + {"KN", "LN", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin + {"PH", "FK", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix + {"RV", "WL", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot + {"L", "WH", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance + {"S", "VM", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver + {"C", "SM", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper + {"GB", "DE", 50, { 1,0,0,0,1,0,0,0 }, 1 }, // go between + {"P", "G", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn { NULL } // sentinel }; PieceDesc shoPieces[] = { - {"DK", "", 70, { X,1,X,1,X,1,X,1 } }, // dragon king - {"DH", "", 52, { 1,X,1,X,1,X,1,X } }, // dragon horse - {"R", "DK", 50, { X,0,X,0,X,0,X,0 } }, // rook - {"B", "DH", 32, { 0,X,0,X,0,X,0,X } }, // bishop - {"K", "", 41, { 1,1,1,1,1,1,1,1 } }, // king - {"CP", "", 40, { 1,1,1,1,1,1,1,1 } }, // king - {"DE", "CP", 25, { 1,1,1,1,0,1,1,1 } }, // silver - {"G", "", 22, { 1,1,1,0,1,0,1,1 } }, // gold - {"S", "G", 20, { 1,1,0,1,0,1,0,1 } }, // silver - {"L", "G", 15, { X,0,0,0,0,0,0,0 } }, // lance - {"N", "G", 11, { N,0,0,0,0,0,0,N } }, // Knight - {"P", "G", 8, { 1,0,0,0,0,0,0,0 } }, // pawn + {"DK", "", 700, { X,1,X,1,X,1,X,1 } }, // dragon king + {"DH", "", 520, { 1,X,1,X,1,X,1,X } }, // dragon horse + {"R", "DK", 500, { X,0,X,0,X,0,X,0 } }, // rook + {"B", "DH", 320, { 0,X,0,X,0,X,0,X } }, // bishop + {"K", "", 410, { 1,1,1,1,1,1,1,1 } }, // king + {"CP", "", 400, { 1,1,1,1,1,1,1,1 } }, // king + {"DE", "CP", 250, { 1,1,1,1,0,1,1,1 } }, // silver + {"G", "", 220, { 1,1,1,0,1,0,1,1 } }, // gold + {"S", "G", 200, { 1,1,0,1,0,1,0,1 } }, // silver + {"L", "G", 150, { X,0,0,0,0,0,0,0 } }, // lance + {"N", "G", 110, { N,0,0,0,0,0,0,N } }, // Knight + {"P", "G", 80, { 1,0,0,0,0,0,0,0 } }, // pawn { NULL } // sentinel }; PieceDesc daiPieces[] = { - {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon - {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox - {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf - {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword - {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar - {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron - {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight - {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone + {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon + {"VO", "G", 200, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox + {"EW", "G", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf + {"CS", "G", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword + {"AB", "G", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar + {"I", "G", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron + {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight + {"ST", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone { NULL } // sentinel }; PieceDesc ddPieces[] = { - {"LO", "", 1, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin - {"OK", "LO", 1, { 2,1,2,0,2,0,2,1 } }, // Old Kite - {"PS", "HM", 1, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake - {"GE", "", 1, { 3,3,5,5,3,5,5,3 } }, // Great Elephant - {"WS", "LD", 1, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian - {"EA", "LN", 1, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian - {"NO", "FE", 1, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian - {"SO", "WE", 1, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian - {"FE", "", 1, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant - {"WE", "", 1, { 2,2,2,X,2,X,2,2 } }, // White Elephant - {"FT", "", 1, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater - {"FR", "", 1, { 5,X,X,0,5,0,X,X } }, // Free Demon - {"WB", "FT", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo - {"RB", "FR", 1, { X,X,X,X,0,X,X,X } }, // Rushing Bird - {"SB", "", 1, { X,X,2,2,2,2,2,X } }, // Standard Bearer - {"FH", "FK", 1, { 1,2,1,0,1,0,1,2 } }, // Flying Horse - {"NK", "SB", 1, { 1,1,1,1,1,1,1,1 } }, // Neighbor King - {"BM", "MW", 1, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey - {"DO", "", 1, { 2,X,2,X,2,X,2,X } }, // Dove - {"EB", "DO", 1, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger - {"EF", "SD", 1, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox - {"RA", "", 1, { X,0,X,1,X,1,X,0 } }, // Racing Chariot - {"SQ", "", 1, { X,1,X,0,X,0,X,1 } }, // Square Mover - {"PR", "SQ", 1, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag - {"WT", "", 1, { X,1,2,0,X,0,2,X } }, // White Tiger - {"BD", "", 1, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon - {"HD", "", 1, { X,0,0,0,1,0,0,0 } }, // Howling Dog - {"VB", "", 1, { 0,2,1,0,0,0,1,2 } }, // Violent Bear - {"SA", "", 1, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger - {"W", "", 1, { 0,2,0,0,0,0,0,2 } }, // Wood - {"CS", "DH", 7, { 0,1,0,1,0,1,0,1 } }, // cat sword - {"FD", "DK", 15, { 0,2,0,2,0,2,0,2 } }, // flying dragon - {"KN", "GD", 15, { J,1,J,1,J,1,J,1 } }, // kirin - {"PH", "GB", 15, { 1,J,1,J,1,J,1,J } }, // phoenix - {"LN", "FF", 100, { L,L,L,L,L,L,L,L } }, // lion - {"LD", "GE", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog - {"AB", "", 1, { 1,0,1,0,1,0,1,0 } }, // Angry Boar - {"B", "", 1, { 0,X,0,X,0,X,0,X } }, // Bishop - {"C", "", 1, { 1,1,0,0,1,0,0,1 } }, // Copper - {"DH", "", 1, { 1,X,1,X,1,X,1,X } }, // Dragon Horse - {"DK", "", 1, { X,1,X,1,X,1,X,1 } }, // Dragon King - {"FK", "", 1, { } }, // - {"EW", "", 1, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf - {"FL", "", 1, { } }, // - {"", "", 1, { } }, // - {"", "", 1, { } }, // - {"", "", 1, { } }, // - {"", "", 1, { } }, // + {"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 + {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake + {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant + {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian + {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian + {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian + {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian + {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant + {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant + {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater + {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon + {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo + {"RB", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird + {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer + + {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse + {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King + {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey + {"DO", "", 10, { 2,X,2,X,2,X,2,X } }, // Dove + {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger + {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox + {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot + {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover + {"PR", "SQ", 10, { 1,1,2,1,0,1,2,1 } }, // Prancing Stag + {"WT", "", 10, { X,1,2,0,X,0,2,X } }, // White Tiger + {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon + {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog + {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear + {"SA", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger + {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood + {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // cat sword + {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // flying dragon + {"KN", "GD", 150, { J,1,J,1,J,1,J,1 } }, // kirin + {"PH", "GB", 150, { 1,J,1,J,1,J,1,J } }, // phoenix + {"LN", "FF", 1000, { L,L,L,L,L,L,L,L } }, // lion + {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog + {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar + {"B", "", 10, { 0,X,0,X,0,X,0,X } }, // Bishop + {"C", "", 10, { 1,1,0,0,1,0,0,1 } }, // Copper + {"DH", "", 10, { 1,X,1,X,1,X,1,X } }, // Dragon Horse + {"DK", "", 10, { X,1,X,1,X,1,X,1 } }, // Dragon King + {"FK", "", 10, { } }, // + {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf + {"FL", "", 10, { } }, // + {"", "", 10, { } }, // + {"", "", 10, { } }, // + {"", "", 10, { } }, // + {"", "", 10, { } }, // { NULL } // sentinel }; PieceDesc makaPieces[] = { - {"DV", "", 1, { 0,1,0,1,0,0,1,1 } }, // Deva - {"DS", "", 1, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit - {"T", "", 1, { 0,1,0,0,1,0,0,1 } }, // Tile - {"CS", "", 1, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent - {"RD", "", 1, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon - {"CC", "", 1, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock - {"OM", "", 1, { 0,1,0,1,1,1,0,1 } }, // Old Monkey - {"BB", "", 1, { 0,1,0,1,X,1,0,1 } }, // Blind Bear - {"OR", "", 1, { 0,2,0,0,2,0,0,2 } }, // Old Rat - {"LD", "WS", 1, { T,T,T,T,T,T,T,T } }, // Lion Dog - {"WR", "", 1, { 0,3,1,3,0,3,1,3 } }, // Wrestler - {"GG", "", 1, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods - {"BD", "", 1, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil - {"SD", "", 1, { 5,2,5,2,5,2,5,2 } }, // She-Devil - {"DY", "", 1, { J,0,1,0,J,0,1,0 } }, // Donkey - {"CP", "", 1, { 0,H,0,2,0,2,0,H } }, // Capricorn - {"HM", "", 1, { H,0,H,0,H,0,H,0 } }, // Hook Mover - {"SF", "", 1, { 0,1,X,1,0,1,0,1 } }, // Side Flier - {"LC", "", 1, { X,0,0,X,1,0,0,X } }, // Left Chariot - {"RC", "", 1, { X,X,0,0,1,X,0,0 } }, // Right Chariot - {"FG", "", 1, { X,X,X,0,X,0,X,X } }, // Free Gold - {"FS", "", 1, { X,X,0,X,0,X,0,X } }, // Free Silver - {"FC", "", 1, { X,X,0,0,X,0,0,X } }, // Free Copper - {"FI", "", 1, { X,X,0,0,0,0,0,X } }, // Free Iron - {"FT", "", 1, { 0,X,0,0,X,0,0,X } }, // Free Tile - {"FN", "", 1, { 0,X,0,0,0,0,0,X } }, // Free Stone - {"FTg", "", 1, { 0,X,X,X,X,X,X,X } }, // Free Tiger - {"FLp", "", 1, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?) - {"FSp", "", 1, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?) - {"FrD", "", 1, { X,0,X,X,X,X,X,0 } }, // Free Dragon - {"FC", "", 1, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?) - {"EM", "", 1, { } }, // Emperor - {"TK", "", 1, { } }, // Teaching King - {"BS", "", 1, { } }, // Budhist Spirit - {"WS", "", 1, { X,X,0,X,1,X,0,X } }, // Wizard Stork - {"MW", "", 1, { 1,X,0,X,X,X,0,X } }, // Mountain Witch - {"FF", "", 1, { } }, // Furious Fiend - {"GD", "", 1, { 2,3,X,3,2,3,X,3 } }, // Great Dragon - {"GB", "", 1, { X,3,2,3,X,3,2,3 } }, // Golden Bird - {"FrW", "", 1, { } }, // Free Wolf - {"FrB", "", 1, { } }, // Free Bear - {"BT", "", 1, { X,0,0,X,0,X,0,0 } }, // Bat - {"", "", 1, { } }, // + {"DV", "", 10, { 0,1,0,1,0,0,1,1 } }, // Deva + {"DS", "", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit + {"T", "", 10, { 0,1,0,0,1,0,0,1 } }, // Tile + {"CS", "", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent + {"RD", "", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon + {"CC", "", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock + {"OM", "", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey + {"BB", "", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear + {"OR", "", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat + {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog + {"WR", "", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler + {"GG", "", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods + {"BD", "", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil + {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil + {"DY", "", 10, { J,0,1,0,J,0,1,0 } }, // Donkey + {"CP", "", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn + {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover + {"SF", "", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier + {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot + {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot + {"FG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold + {"FS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver + {"FC", "", 10, { X,X,0,0,X,0,0,X } }, // Free Copper + {"FI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron + {"FT", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile + {"FN", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone + {"FTg", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger + {"FLp", "", 10, { X,X,0,X,X,X,0,X } }, // Free Leopard (Free Boar?) + {"FSp", "", 10, { X,0,0,X,X,X,0,0 } }, // Free Serpent (Whale?) + {"FrD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon + {"FC", "", 10, { 0,X,0,X,0,X,0,X } }, // Free Cat (Bishop?) + {"EM", "", 10, { } }, // Emperor + {"TK", "", 10, { } }, // Teaching King + {"BS", "", 10, { } }, // Budhist Spirit + {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork + {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch + {"FF", "", 10, { } }, // Furious Fiend + {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon + {"GB", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird + {"FrW", "", 10, { } }, // Free Wolf + {"FrB", "", 10, { } }, // Free Bear + {"BT", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat + {"", "", 10, { } }, // { NULL } // sentinel }; PieceDesc taiPieces[] = { - {"", "", 1, { } }, // Peacock - {"", "", 1, { } }, // Vermillion Sparrow - {"", "", 1, { } }, // Turtle Snake - {"", "", 1, { } }, // Silver Hare - {"", "", 1, { } }, // Golden Deer - {"", "", 1, { } }, // - {"", "", 1, { } }, // - {"", "", 1, { } }, // + {"", "", 10, { } }, // Peacock + {"", "", 10, { } }, // Vermillion Sparrow + {"", "", 10, { } }, // Turtle Snake + {"", "", 10, { } }, // Silver Hare + {"", "", 10, { } }, // Golden Deer + {"", "", 10, { } }, // + {"", "", 10, { } }, // + {"", "", 10, { } }, // { NULL } // sentinel }; PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion) - {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon - {"GG", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General - {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General - {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General - {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General - {"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle - {"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon - {"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk - {"LN", "LH", LVAL, { L,L,L,L,L,L,L,L } }, // Lion + {"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon + {"GG", "", 1500, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General + {"VG", "", 1400, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General + {"RG", "GG",1200, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General + {"BG", "VG",1100, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General + {"SE", "RG", 10, { X,D,X,X,X,X,X,D } }, // Soaring Eagle + {"HF", "BG", 10, { D,X,X,X,X,X,X,X } }, // Horned Falcon + {"LH", "", 10, { L,S,L,S,L,S,L,S } }, // Lion-Hawk + {"LN", "LH",LVAL, { L,L,L,L,L,L,L,L } }, // Lion {"FE", "", 1, { X,X,X,X,X,X,X,X } }, // Free Eagle - {"FK", "FE", 60, { X,X,X,X,X,X,X,X } }, // Free King - {"HT", "", 1, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs - {"CS", "HT", 1, { X,X,2,X,X,X,2,X } }, // Chariot Soldier - {"WB", "FI", 1, { 2,X,X,X,2,X,X,X } }, // Water Buffalo - {"VS", "CS", 1, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier - {"SS", "WB", 1, { 2,0,X,0,1,0,X,0 } }, // Side Soldier - {"I", "VS", 1, { 1,1,0,0,0,0,0,1 } }, // Iron - {"N", "SS", 1, { N,0,0,0,0,0,0,N } }, // Knight - {"MG", "", 1, { X,0,0,X,0,X,0,0 } }, // Multi-General - {"D", "MG", 1, { 1,0,0,1,0,1,0,0 } }, // Dog + {"FK", "FE", 600, { X,X,X,X,X,X,X,X } }, // Free King + {"HT", "", 10, { X,X,2,X,X,X,2,X } }, // Heavenly Tetrarchs + {"CS", "HT", 10, { X,X,2,X,X,X,2,X } }, // Chariot Soldier + {"WB", "FI", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo + {"VS", "CS", 10, { X,0,2,0,1,0,2,0 } }, // Vertical Soldier + {"SS", "WB", 10, { 2,0,X,0,1,0,X,0 } }, // Side Soldier + {"I", "VS", 10, { 1,1,0,0,0,0,0,1 } }, // Iron + {"N", "SS", 10, { N,0,0,0,0,0,0,N } }, // Knight + {"MG", "", 10, { X,0,0,X,0,X,0,0 } }, // Multi-General + {"D", "MG", 10, { 1,0,0,1,0,1,0,0 } }, // Dog { NULL } // sentinel }; PieceDesc taikyokuPieces[] = { - {"", "", 1, { } }, // + {"", "", 10, { } }, // { NULL } // sentinel }; PieceDesc chessPieces[] = { - {"Q", "", 95, { X,X,X,X,X,X,X,X } }, - {"R", "", 50, { X,0,X,0,X,0,X,0 } }, - {"B", "", 32, { 0,X,0,X,0,X,0,X } }, - {"N", "", 30, { N,N,N,N,N,N,N,N } }, - {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, - {"P", "Q", 8, { M,C,0,0,0,0,0,C } }, + {"FK", "", 950, { X,X,X,X,X,X,X,X } }, + {"R", "", 500, { X,0,X,0,X,0,X,0 } }, + {"B", "", 320, { 0,X,0,X,0,X,0,X } }, + {"N", "", 300, { N,N,N,N,N,N,N,N } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"P", "FK", 80, { M,C,0,0,0,0,0,C } }, + { NULL } // sentinel +}; + +PieceDesc lionPieces[] = { + {"LN","", LVAL, { L,L,L,L,L,L,L,L } }, + {"FK", "", 600, { X,X,X,X,X,X,X,X } }, + {"R", "", 300, { X,0,X,0,X,0,X,0 } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"B", "", 190, { 0,X,0,X,0,X,0,X } }, + {"N", "", 180, { N,N,N,N,N,N,N,N } }, + {"P", "FK", 50, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; PieceDesc shatranjPieces[] = { - {"Q", "", 15, { 0,1,0,1,0,1,0,1 } }, - {"R", "", 50, { X,0,X,0,X,0,X,0 } }, - {"B", "", 9, { 0,J,0,J,0,J,0,J } }, - {"N", "", 30, { N,N,N,N,N,N,N,N } }, - {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, - {"P", "Q", 8, { M,C,0,0,0,0,0,C } }, + {"FK", "", 150, { 0,1,0,1,0,1,0,1 } }, + {"R", "", 500, { X,0,X,0,X,0,X,0 } }, + {"B", "", 90, { 0,J,0,J,0,J,0,J } }, + {"N", "", 300, { N,N,N,N,N,N,N,N } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"P", "FK", 80, { M,C,0,0,0,0,0,C } }, + { NULL } // sentinel +}; + +PieceDesc makrukPieces[] = { + {"SM","", 150, { 0,1,0,1,0,1,0,1 } }, + {"R", "", 500, { X,0,X,0,X,0,X,0 } }, + {"S", "", 200, { 1,1,0,1,0,1,0,1 } }, // silver + {"N", "", 300, { N,N,N,N,N,N,N,N } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"P", "SM", 80, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; @@ -348,8 +421,10 @@ char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.: "....d......d..../pppppppppppppppp/:sm:vmr:hf:se:bg:rg:vg:gg:rg:bg:se:hfr:vm:sm/" ":ss:vsb:dh:dk:wb:fi:fe:lh:fi:wb:dk:dhb:vs:ss/:rv.:cs:cs.:bt:ph:fk:ln:kn:bt.:cs:cs.:rv/ln:flicsg:dekgsci:flnl"; char shoArray[] = "LNSGKGSNL/.B..:DE..R./PPPPPPPPP/........./........./........./ppppppppp/.r..:de..b./lnsgkgsnl"; -char chessArray[] = "RNBQKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbqkbnr"; -char shatArray[]= "RNBKQBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbkqbnr"; +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"; typedef struct { int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes @@ -357,17 +432,22 @@ typedef struct { char *array; // initial position } VariantDesc; -typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_SHATRANJ } 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 } Variant; + +#define SAME (-1) VariantDesc variants[] = { - { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE - { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho { 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 { 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 -// { 0, 0, 0, 0, 0 }, // sentinel + { 0, 0, 0, 0, 0 }, // sentinel { 34, 17, 17, 0, V_DADA, "dada", chuArray }, // Dai Dai { 38, 19, 19, 0, V_MAKA, "maka", chuArray }, // Maka Dai Dai { 50, 25, 25, 0, V_TAI, "tai", chuArray }, // Tai @@ -400,6 +480,7 @@ Vector direction[] = { // clockwise! int epList[96], ep2List[96], toList[96], reverse[96]; // 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) #define kStep (kingStep+1) #define nStep (knightStep+1) @@ -485,9 +566,11 @@ typedef struct { char qval; char mobility; char mobWeight; + unsigned char promoGain; + char bulk; } PieceInfo; // piece-list entry -int last[2], royal[2]; +int last[2], royal[2], kylin[2]; PieceInfo p[NPIECES]; // piece list typedef struct { @@ -505,8 +588,10 @@ typedef struct { int ponder; int randomize; int postThinking; + int noCut=1; // engine-defined option int resign; // engine-defined option int contemptFactor; // likewise + int seed; int squareKey[BSIZE]; @@ -516,7 +601,7 @@ 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[2*BSIZE]; +signed char PST[5*BSIZE]; #define board (rawBoard + 6*BHMAX + 3) #define fireBoard (rawFire + BWMAX + 1) @@ -549,6 +634,10 @@ LookUp (char *name, int var) return ListLookUp(name, chessPieces); case V_SHATRANJ: // Shatranj return ListLookUp(name, shatranjPieces); + case V_MAKRUK: // Makruk + return ListLookUp(name, makrukPieces); + case V_LION: // Mighty Lion + return ListLookUp(name, lionPieces); } return NULL; } @@ -557,11 +646,12 @@ void SqueezeOut (int n) { // remove piece number n from the mentioned side's piece list (and adapt the reference to the displaced pieces!) int i; - for(i=stm+2; i n) p[i].promo -= 2; for(i=n; i= S || p[i].value == 10*FVAL) { + for(i=col+2; i<=last[col]; i+=2) { // scan piece list for multi-capturers + for(j=0; j<8; j++) if(p[i].range[j] < J && p[i].range[j] >= S || p[i].value == FVAL) { multiMovers[multis[col]] = i; // found one: put its piece number in list multis[col] += 2; break; @@ -636,13 +743,13 @@ void Compactify (int stm) { // remove pieces that are permanently gone (captured or promoted) from one side's piece list int i, j, k; - for(i=stm+2; i= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there p[k].promo = -2; // orphan promoted version SqueezeOut(i); } } - for(i=stm+2; ivalue || p[i].value == 10*list->value && (p[i].promo < 0)) break; + if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break; } last[stm] += 2; for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2]; - p[i].value = v = 10*list->value; + p[i].value = v = list->value; for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)]; switch(Range(p[i].range)) { case 1: p[i].pst = BH; break; @@ -669,14 +776,19 @@ AddPiece (int stm, PieceDesc *list) } key = (stm == WHITE ? &list->whiteKey : &list->blackKey); if(!*key) *key = ~(myRandom()*myRandom()); + p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view p[i].pieceKey = *key; p[i].promoFlag = 0; + p[i].bulk = list->bulk; p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0; + if(Lance(list->range)) + p[i].mobWeight = 5 + 3*(list->range[4]==X), p[i].pst = 0; // clear path but don't move forward 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 == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i; + if(kylin[stm] >= i) kylin[stm] += 2; + if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy return i; } @@ -685,11 +797,9 @@ void SetUp(char *array, int var) { int i, j, n, m, nr, color; - char c, *q, name[3]; + char c, *q, name[3], prince = 0; PieceDesc *p1, *p2; last[WHITE] = 1; last[BLACK] = 0; - if(var == V_CHESS || var == V_SHATRANJ) // add dummy Crown Princes - p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT; for(i=0; ; i++) { //printf("next rank: %s\n", array); for(j = BW*i; ; j++) { @@ -706,12 +816,14 @@ 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 p1 = LookUp(name, var); if(!p1) printf("tellusererror Unknown piece '%s' in setup\n", name), exit(-1); if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead n = AddPiece(color, p1); p[n].pos = j; if(p1->promoted[0] && !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; @@ -722,21 +834,48 @@ SetUp(char *array, int var) p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK; p[m].promo = -1; p[m].pos = ABSENT; + if(p[m].value == LVAL) kylin[color] = n; // remember piece that promotes to Lion } else p[n].promo = -1; // unpromotable piece //printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]); } } eos: + // add dummy Crown Princes if not yet added + if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT; + if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT; for(i=0; i<8; i++) fireFlags[i] = 0; - for(i=2, n=1; i<10; i++) if(p[i].value == 10*FVAL) { + for(i=2, n=1; i<10; i++) if(p[i].value == FVAL) { int x = p[i].pos; // mark all burn zones fireFlags[i-2] = n; if(x != ABSENT) for(j=0; j<8; j++) fireBoard[x+kStep[j]] |= n; n <<= 1; } for(i=0; i 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*1.25, 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; + filling += p[i].bulk; + } else p[i].promoGain = 0; + for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) { + int g = p[i].promoGain; + if((j = p[i].promo) > 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*1.25, 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; + filling += p[i].bulk; + } else p[i].promoGain = 0; StackMultis(WHITE); StackMultis(BLACK); stm = WHITE; xstm = BLACK; @@ -751,21 +890,29 @@ void Init (int var) { int i, j, k; + PieceDesc *pawn; + if(var != SAME) { // the following should be already set if we stay in same variant (for TakeBack) currentVariant = variants[var].varNr; bWidth = variants[var].boardWidth; bHeight = variants[var].boardRanks; zone = variants[var].zoneDepth; array = variants[var].array; + } bsize = bWidth*bHeight; - chuFlag = (currentVariant == V_CHU); + chuFlag = (currentVariant == V_CHU || currentVariant == V_LION); tenFlag = (currentVariant == V_TENJIKU); - chessFlag = (currentVariant == V_CHESS); + chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION); + stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION); + repDraws = (stalemate || currentVariant == V_SHATRANJ); + ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1; + pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value for(i= -1; i<9; i++) { // board steps in linear coordinates kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight } + for(i=0; i<8; i++) neighbors[i+1] = kStep[i]; for(i=0; i<8; i++) { // Lion double-move decoding tables for(j=0; j<8; j++) { @@ -786,10 +933,10 @@ Init (int var) for(i=0; i<2*BSIZE; i++) { distance[i] = 0; } - for(i=0; i<8; i++) - for(j=1; j abs(j) ? abs(i) : abs(j); // hash key tables @@ -811,12 +958,26 @@ Init (int var) } // piece-square tables - for(i=0; i BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0) + + 3*(i==zone || i==BH-zone-1); // stepper centralization + PST[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 + } + if(zone > 0) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10; +#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; +#endif } p[EDGE].qval = 5; // tenjiku jump-capturer sentinel @@ -836,6 +997,20 @@ PSTest () return tot; } +int +Dtest () +{ + int r, f, score, tot=0; + for(r=0; r 2 && rN == F && d== 3 or rN == S - if(d1 <= 2) { // could be jump interactions - if(d1 == 2) { - if(r2 <= J) attacks[2*x + stm] -= one[dir+4]; - if(r1 <= J) attacks[2*y + stm] -= one[dir]; - } else { // d1 == 1 - if(r2 < J) attacks[2*x + stm] -= one[dir+4]; - if(r1 < J) attacks[2*y + stm] -= one[dir]; - if(board[x-step] != EMPTY && board[x-step] != EDGE) - attacks[2*(x-step) + stm] -= one[dir+4]; - } - } - - } else { // we were only attacked from behind - - r = (r2 = p[piece1].range[dir]) - d1; - if(r < 0 || c > one[dir+4]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind! - // for now, forget jumpers - } - y = sqr; - while(r--) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece1, r2 - d1); - r = r1 - r2 + d1; // extra squares covered by mover - while(r-- > 0) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + stm] -= one[dir]; // count attack - } - return; - } - } - // if r2<0 we should again test for F and S moves - - } else // no incoming attack from behind - if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead' - - y = sqr; while(board[y+=step]); // locate attacker - d2 = dist[y-sqr]; piece2 = board[y]; - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range - r = (r1 = p[piece1].range[dir]) - d2; - if(r < 0 || c > one[dir]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind! - // for now, forget jumpers - } - x = sqr; - while(r--) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack - attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece2, r2 - d1); - r = r2 - r1 + d2; // extra squares covered by mover - while(r-- > 0) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + stm] -= one[dir+4]; // count attack - } - return; - } - - } else { // no incoming attacks from either side. Only delete attacks of mover on others - - x = sqr; - while(r1--) - if(board[x+=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction - break; - } - - x = sqr; - while(r2--) - if(board[x-=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction - break; - } - - } -} - -inline int -Hit (int r, int d) -{ // test if move with range r reaches over (un-obstructed) distance d - if(r < 0) switch(r) { - case J: return (d == 2); - case D: - case L: return (d <= 2); - case T: - case F: return (d <= 3); - case S: return 1; - default: return 0; - } else return (d <= r); - return 0; // not reached -} - -void -Disconnect (int sqr, int piece, int dir) -{ - int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y; - while( board[x+=step] == EMPTY ); - piece1 = board[x]; - if(piece1 != EDGE) { // x has hit a piece - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir+4]; - y = sqr; while( board[y-=step] == EMPTY ); - piece2 = board[y]; - if(piece2 != EDGE) { // both ends of the ray hit a piece - d2 = dist[y-sqr]; - r2 = p[piece2].range[dir]; - if(r1 >= d1) { // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir+4]; - if(r1 >= d1 + d2) // was hitting piece2 before, now blocked - attacks[2*y + (piece1 & WHITE)] -= one[dir+4]; - } - if(r2 >= d2) { // piece2 hits us - attacks[2*sqr + (piece2 & WHITE)] += one[dir]; - if(r2 >= d1 + d2) // was hitting piece1 before, now blocked - attacks[2*x + (piece2 & WHITE)] -= one[dir]; - } - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; - if( Hit(p[piece].range[dir+4], d2) ) - attacks[2*sqr + stm] += one[dir+4]; - return; - } - } else { - x = sqr; while( board[x-=step] == EMPTY ); - piece1 = board[x]; - if(piece1 == EDGE) return; // ray empty on both sides - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir]; - dir += 4; - } - // we only get here if one side looks to the board edge - if(r1 >= d1) // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir^4]; - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; -} - -void -Occupy (int sqr) -{ // determines attacks on square and blocking when a piece lands on an empty square - int i; - for(i=0; i<4; i++) { - Disconnect(sqr, board[sqr], i); - } -} - -void -Evacuate (int sqr, int piece) -{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square - int i; - for(i=0; i<4; i++) Connect(sqr, piece, i); -} - int MakeMove(Move m, UndoInfo *u) { @@ -1261,15 +1238,21 @@ MakeMove(Move m, UndoInfo *u) u->piece = board[u->from]; board[u->from] = EMPTY; u->booty = 0; + u->gain = 0; + u->loss = 0; u->revMoveCount = cnt50++; u->savKeyL = hashKeyL; u->savKeyH = hashKeyH; u->epVictim[0] = EMPTY; + u->saveDelta = promoDelta; + u->filling = filling; if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible // TODO: put in some test for forward moves of non-backward pieces? +// int n = board[promoSuppress-1]; +// if( n != EMPTY && (n&TYPE) == xstm && p[n].value == 8 ) NewNonCapt(promoSuppress-1, 16, 0); - if(p[u->piece].value == 10*FVAL) { // move with Fire Demon + if(p[u->piece].value == FVAL) { // move with Fire Demon int i, f=~fireFlags[u->piece-2]; for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] &= f; // clear old burn zone } @@ -1301,11 +1284,17 @@ MakeMove(Move m, UndoInfo *u) u->to = u->from + toList[u->to - SPECIAL]; u->booty += p[u->epVictim[1]].value + PST[p[u->epVictim[1]].pst + u->ep2Square]; u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare]; + u->gain += p[u->epVictim[1]].value; + u->gain += p[u->epVictim[0]].value; + promoDelta += p[u->epVictim[0]].promoGain; + promoDelta += p[u->epVictim[1]].promoGain; + filling -= p[u->epVictim[0]].bulk; + filling -= p[u->epVictim[1]].bulk; hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare]; hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH]; hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square]; hashKeyH ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square+BH]; - if(p[u->piece].value != 10*LVAL && p[u->epVictim[0]].value == 10*LVAL) deferred |= PROMOTE; // flag non-Lion x Lion + if(p[u->piece].value != LVAL && p[u->epVictim[0]].value == LVAL) deferred |= PROMOTE; // flag non-Lion x Lion cnt50 = 0; // double capture irreversible } @@ -1315,7 +1304,7 @@ MakeMove(Move m, UndoInfo *u) u->booty -= p[u->piece].value; cnt50 = 0; } else - if(p[u->piece].value == 10*FVAL) { // move with Fire Demon that survives: burn + if(p[u->piece].value == FVAL) { // move with Fire Demon that survives: burn int i, f=fireFlags[u->piece-2]; for(i=0; i<8; i++) { int x = u->to + kStep[i], burnVictim = board[x]; @@ -1325,6 +1314,9 @@ MakeMove(Move m, UndoInfo *u) board[x] = EMPTY; // remove it p[burnVictim].pos = ABSENT; u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x]; + u->gain += p[burnVictim].value; + promoDelta += p[burnVictim].promoGain; + filling -= p[burnVictim].bulk; hashKeyL ^= p[burnVictim].pieceKey * squareKey[x]; hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH]; cnt50 = 0; // actually burning something makes the move irreversible @@ -1337,11 +1329,18 @@ MakeMove(Move m, UndoInfo *u) u->victim = board[u->to]; p[u->victim].pos = ABSENT; + filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk; + promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain; u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to]; - if(u->victim != EMPTY) cnt50 = 0; // capture irreversible + u->gain += p[u->victim].value; + if(u->victim != EMPTY) { + cnt50 = 0; // capture irreversible + if(attacks[2*u->to + xstm]) u->loss = p[u->piece].value; // protected + } p[u->new].pos = u->to; board[u->to] = u->new; + promoDelta = -promoDelta; hashKeyL ^= p[u->new].pieceKey * squareKey[u->to] ^ p[u->piece].pieceKey * squareKey[u->from] @@ -1373,7 +1372,7 @@ UnMake(UndoInfo *u) } } - if(p[u->piece].value == 10*FVAL) { + if(p[u->piece].value == FVAL) { int i, f=fireFlags[u->piece-2]; for(i=0; i<8; i++) fireBoard[u->from + kStep[i]] |= f; // restore old burn zone } @@ -1388,6 +1387,8 @@ UnMake(UndoInfo *u) cnt50 = u->revMoveCount; hashKeyL = u->savKeyL; hashKeyH = u->savKeyH; + filling = u->filling; + promoDelta = u->saveDelta; } void @@ -1514,33 +1515,221 @@ GenCapts(int sqr, int victimValue) } int -Evaluate () +Guard (int sqr) +{ + int piece = board[sqr], val; + if(piece == EDGE) return 0; + val = p[piece].value; + if(val == 201) return 3; // Elephant + if(val == 152) return 2; // Tiger + if(val == 151) return 1; // Gold + return 0; +} + +int +Fortress (int forward, int king, int lion) +{ // penalty for lack of Lion-proof fortress + int rank = PST[king], anchor, r, l, q; + if(!rank) return -300; + anchor = king + forward*(rank-1); + + if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0; + if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50; + if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2) + return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3); + return -300; + + for(r=anchor+1; Guard(r) > 1; r++); + for(l=anchor-1; Guard(l) > 1; l--); +//if(PATH) printf("# l=%d r=%d\n", l, r); + if(Guard(anchor) < 2) { + if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant + r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor; + } + switch(r - l) { + case 1: q = 15; break; // no shelter at all, maximum penalty + case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter + else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it + else q = 14; // singe tiger almost no help; + break; + case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant + case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle + default: ; + } +//if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r); + return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away +} + +int +Surround (int stm, int king, int start) { - return (stm ? mobilityScore : -mobilityScore); + int i, s=0; + for(i=start; i<9; i++) { + int v, piece, sq = king + neighbors[i]; + if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue; + if(p[piece].promoGain) continue; + v = p[piece].value; + s += -(v > 70) & v; + } + return (s > 512 ? 512 : s); +} + +int +Ftest (int side) +{ + int lion = ABSENT, king; + if(p[side+2].value == LVAL) lion = p[side+2].pos; + if(lion == ABSENT && p[side+4].value == LVAL) lion = p[side+4].pos; + king = p[royal[1-side]].pos; if(king == ABSENT) king = p[royal[1-side]+1].pos; + return lion == ABSENT ? 0 : Fortress(side ? -BW : BW, king, lion); +} + +int +Evaluate (int difEval) +{ + int wLion = ABSENT, bLion = ABSENT, wKing, bKing, score=mobilityScore, f, i, j; + + if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos; + if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos; + if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos; + if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos; + +#ifdef LIONTRAP +# define lionTrap (PST + 2*BH*BW) + // penalty for Lion in enemy corner, when enemy Lion is nearby + if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion + static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 }; + score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion] + - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]]; + } + +# ifdef WINGS + // bonus if corner lances are protected by Lion-proof setup (FL + C/S) + if(bLion != ABSENT) { + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2]; + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2]; + } + if(wLion != ABSENT) { + if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) && + p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2]; + if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) && + p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2]; + } +# endif +#endif + +#ifdef KINGSAFETY + // basic centralization in end-game (also facilitates bare-King mating) + wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+1].pos; + bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].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 + } + +# 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 +# endif + +# ifdef KSHIELD + score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3; +# endif + +#endif + +#if KYLIN + // bonus for having Kylin in end-game, where it could promote to Lion + // depends on board population, defenders around zone entry and proximity to zone + if(filling < 128) { + int sq; + if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) { + int anchor = sq - PST[5*BW*BH - 1 - sq]; + score += (512 - Surround(BLACK, anchor, 0))*(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; + } + } +#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 + for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) { + if((f = p[i].pos) != ABSENT) { // P present, + if((j = board[f + BW])&1) // square before it white (odd) piece + score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50); + if((j = board[f - BW])&1) // square behind it white (odd) piece + score += 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } + for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) { + if((f = p[i].pos) != ABSENT) { // P present, + if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black) + score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50); + if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black) + score -= 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } +#endif + + return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score); } inline void FireSet (UndoInfo *tb) { // set fireFlags acording to remaining presene of Fire Demons int i; - for(i=stm+2; p[i].value == 10*FVAL; i++) // Fire Demons are always leading pieces in list + for(i=stm+2; p[i].value == FVAL; i++) // Fire Demons are always leading pieces in list if(p[i].pos != ABSENT) tb->fireMask |= fireFlags[i-2]; } -#define QSdepth 0 +void TerminationCheck(); + +#define QSdepth 4 int -Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSuppress) +Search (int alpha, int beta, int difEval, int depth, int lmr, int oldPromo, int promoSuppress, int threshold) { - int i, j, k, firstMove, oldMSP = msp, curMove, sorted, bad, phase, king, iterDep, replyDep, nextVictim, to, defer, dubious, bestMoveNr; - int resDep; + int i, j, k, phase, king, nextVictim, to, defer, autoFail=0, inCheck = 0, late=100000, ep; + int firstMove, oldMSP = msp, curMove, sorted, bad, dubious, bestMoveNr; + int resDep, iterDep, ext; int myPV = pvPtr; - int score, bestScore, curEval, iterAlpha; + int score, bestScore, oldBest, curEval, iterAlpha; Move move, nullMove; UndoInfo tb; -if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d\n",depth,alpha,beta,difEval,stm),fflush(stdout); +#ifdef HASH + Move hashMove; int index, nr, hit; +#endif +if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval=%d, stm=%d (flag=%d)\n",depth,alpha,beta,difEval,stm,abortFlag),fflush(stdout); xstm = stm ^ WHITE; //printf("map made\n");fflush(stdout); + + // in-check test and TSUME filter + { + k = p[king=royal[stm]].pos; + if( k == ABSENT) k = p[king + 2].pos; + else if(p[king + 2].pos != ABSENT) k = ABSENT; // two kings is no king... + if( k != ABSENT) { // check is possible + if(!attacks[2*k + xstm]) { + if(tsume && tsume & stm+1) { + retDep = 60; return INF; // we win when not in check + } + } +#ifdef CHECKEXT + else { inCheck = 1; if(depth >= QSdepth) depth++; } +#endif + } + } + +if(!level) {for(i=0; i<5; i++)printf("# %d %08x, %d\n", i, repStack[200-i], checkStack[200-i]);} // KING CAPTURE k = p[king=royal[xstm]].pos; if( k != ABSENT) { @@ -1553,34 +1742,73 @@ if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval= } //printf("King safe\n");fflush(stdout); // EVALUATION & WINDOW SHIFT - curEval = difEval + Evaluate(); + curEval = Evaluate(difEval) -20*inCheck; alpha -= (alpha < curEval); beta -= (beta <= curEval); - nodes++; + if(!(nodes++ & 4095)) TerminationCheck(); pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent + if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list - tb.fireMask = phase = 0; iterDep=1; replyDep = (depth < 1 ? depth : 1) - 1; - do { + iterDep = -(depth == 0); tb.fireMask = phase = 0; + +#ifdef HASH + index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress); + index = index + (index >> 16) & hashMask; + nr = (hashKeyL >> 30) & 3; hit = -1; + if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else + if(hashTable[index].lock[4] == hashKeyH) hit = 4; +if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout); + if(hit >= 0) { + bestScore = hashTable[index].score[hit]; + hashMove = hashTable[index].move[hit]; + if((bestScore <= alpha || hashTable[index].flag[hit] & H_LOWER) && + (bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) { + iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0; + if(!level) iterDep = 0; // no hash cutoff in root + if(lmr && bestScore <= alpha && iterDep == depth) depth ++, lmr--; // self-deepening LMR + if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha) + iterDep = depth - 1; // prevent hash cut in PV node + } + } else { // decide on replacement + if(depth >= hashTable[index].depth[nr] || + depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4; + hashMove = 0; + } +if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout); +#endif + + if(depth > QSdepth && iterDep < QSdepth) iterDep = QSdepth; // full-width: start at least from 1-ply +if(PATH)printf("iterDep=%d\n", iterDep); + while(++iterDep <= depth) { if(flag && depth>= 0) printf("iter %d:%d\n", depth,iterDep),fflush(stdout); + oldBest = bestScore; iterAlpha = alpha; bestScore = -INF; bestMoveNr = 0; resDep = 60; +if(PATH)printf("new iter %d\n", iterDep); + if(depth <= QSdepth) { + bestScore = curEval; resDep = QSdepth; + if(bestScore > alpha) { + alpha = bestScore; +if(PATH)printf("stand pat %d\n", bestScore); + if(bestScore >= beta) goto cutoff; + } + } for(curMove = firstMove; ; curMove++) { // loop over moves if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase, firstMove, curMove, msp);fflush(stdout); // MOVE SOURCE if(curMove >= msp) { // we ran out of moves; generate some new +if(PATH)printf("new moves, phase=%d\n", phase); switch(phase) { case 0: // null move - if(depth <= 0) { - bestScore = curEval; resDep = QSdepth; - if(bestScore >= beta || depth < -1) goto cutoff; - } -#if 0 - if(curEval >= beta) { +#ifdef NULLMOVE + if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) { + int nullDep = depth - 3; stm ^= WHITE; - score = -Search(-beta, -iterAlpha, -difEval, depth-3, promoSuppress & SQUARE, ABSENT); - stm ^= WHITE; - if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); } + score = -Search(-beta, 1-beta, -difEval, nullDep= beta) { msp = oldMSP; retDep += 3; pvPtr = myPV; return score + (score < curEval); } +// else depth += lmr, lmr = 0; } #endif if(tenFlag) FireSet(&tb); // in tenjiku we must identify opposing Fire Demons to perform any moves @@ -1588,8 +1816,15 @@ if(flag && depth>= 0) printf("phase=%d: first/curr/last = %d / %d / %d\n", phase phase = 1; case 1: // hash move phase = 2; +#ifdef HASH + if(hashMove && (depth > QSdepth || // must be capture in QS + (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) { + moveStack[sorted = msp++] = hashMove; + goto extractMove; + } +#endif case 2: // capture-gen init - nextVictim = xstm; + nextVictim = xstm; autoFail = (depth == 0); phase = 3; case 3: // generate captures if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp); @@ -1601,7 +1836,7 @@ if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp 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); +if(PATH) printf("%d:%2d:%2d first=%d msp=%d\n",level,depth,iterDep,firstMove,msp); while(nextVictim < last[xstm] && p[nextVictim+2].value == group) { // more victims of same value exist to = p[nextVictim += 2].pos; // take next if(to == ABSENT) continue; // ignore if absent @@ -1610,14 +1845,22 @@ if(PATH) printf("%d:%2d:%2d p=%d, to=%c%d\n",level,depth,iterDep,nextVictim,to%B GenCapts(to, 0); if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp); } -//printf("captures on %d generated, msp=%d\n", nextVictim, msp); - goto extractMove; +if(PATH) printf("captures on %d generated, msp=%d, group=%d, threshold=%d\n", nextVictim, msp, group, threshold); + goto extractMove; // in auto-fail phase, only search if they might auto-fail-hi + } +if(PATH) printf("# autofail=%d\n", autoFail); + if(autoFail) { // non-captures cannot auto-fail; flush queued captures first +if(PATH) printf("# autofail end (%d-%d)\n", firstMove, msp); + autoFail = 0; curMove = firstMove - 1; continue; // release stashed moves for search } -// 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 + if(chessFlag && (ep = promoSuppress & SQUARE) != ABSENT) { // e.p. rights. Create e.p. captures as Lion moves + int n = board[ep-1], old = msp; // a-side neighbor of pushed pawn + if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep-1, SPECIAL + 20 - 4*stm, 0); + n = board[ep+1]; // h-side neighbor of pushed pawn + if( n != EMPTY && (n&TYPE) == stm && p[n].value == pVal ) NewCapture(ep+1, SPECIAL + 52 - 4*stm, 0); + if(msp != old) goto extractMove; // one or more e.p. capture were generated + } case 4: // dubious captures #if 0 while( dubious < framePtr + 250 ) // add dubious captures back to move stack @@ -1626,19 +1869,32 @@ if(PATH) printf("%d:%2d:%2d msp=%d\n",level,depth,iterDep,msp); #endif phase = 5; case 5: // killers - if(depth <= QSdepth) { resDep = QSdepth; goto cutoff; } + if(depth <= QSdepth) { if(resDep > QSdepth) resDep = QSdepth; goto cutoff; } phase = 6; case 6: // non-captures nonCapts = msp; nullMove = GenNonCapts(oldPromo); +#ifdef KILLERS + { // swap killers to front + Move h = killer[level][0]; int j = curMove; + for(i=curMove; i= 0) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp); +//if(flag & depth >= 0 || (PATH)) printf("%2d:%d extract %d/%d\n", depth, iterDep, curMove, msp); if(curMove > sorted) { move = moveStack[sorted=j=curMove]; for(i=curMove+1; i= 0) printf("%2d:%d found %d/%d %08x %s\n", depth, iterDep, cur // RECURSION stm ^= WHITE; defer = MakeMove(move, &tb); + ext = (depth == 0); // when out of depth we extend captures if there was no auto-fail-hi + +// if(level == 1 && randomize) tb.booty += (hashKeyH * seed >> 24 & 31) - 20; + + if(autoFail) { + UnMake(&tb); // never search moves during auto-fail phase + xstm = stm; stm ^= WHITE; + if(tb.gain <= threshold) { // we got to moves that cannot possibly auto-fail + autoFail = 0; curMove = firstMove-1; continue; // release all for search + } + if(tb.gain - tb.loss > threshold) { + bestScore = INF+1; resDep = 0; goto leave; // auto-fail-hi + } else continue; // ignore for now if not obvious refutation + } if(flag & depth >= 0) printf("%2d:%d made %d/%d %s\n", depth, iterDep, curMove, msp, MoveToText(moveStack[curMove], 0)); for(i=2; i<=cnt50; i+=2) if(repStack[level-i+200] == hashKeyH) { - moveStack[curMove] = 0; // erase forbidden move - if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move - score = -INF; moveStack[curMove] = 0; goto repetition; + if(repDraws) { score = 0; goto repetition; } + if(!allowRep) { + moveStack[curMove] = 0; // erase forbidden move + if(!level) repeatMove[repCnt++] = move & 0xFFFFFF; // remember outlawed move + } else { // check for perpetuals +// int repKey = 1; +// for(i-=level; i>1; i-=2) {repKey &= checkStack[200-i]; if(!level)printf("# repkey[%d] = %d\n", 200-i, repKey);} + if(inCheck) { score = INF-20; goto repetition; } // we might be subject to perpetual check: score as win + if(i == 2 && repStack[level+199] == hashKeyH) { score = INF-20; goto repetition; } // consecutive passing + } + score = -INF + 8*allowRep; goto repetition; } repStack[level+200] = hashKeyH; -if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore); +if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore),fflush(stdout); path[level++] = move; attacks += 2*bsize; MapFromScratch(attacks); // for as long as incremental update does not work. //if(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 + if(chuFlag && p[tb.victim].value == LVAL) {// verify legality of Lion capture in Chu Shogi score = 0; - if(p[tb.piece].value == 10*LVAL) { // Ln x Ln: can make Ln 'vulnerable' (if distant and not through intemediate > GB) + 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 @@ -1689,13 +1967,15 @@ MapFromScratch(attacks); // for as long as incremental update does not work. defer |= PROMOTE; // if we started, flag he cannot do it in reply } if(score == -INF) { - if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == 10*LVAL ? 3<<24 : 1 << 24); + if(level == 1) repeatMove[repCnt++] = move & 0xFFFFFF | (p[tb.piece].value == LVAL ? 3<<24 : 1 << 24); moveStack[curMove] = 0; // zap illegal moves goto abortMove; } } #if 1 - score = -Search(-beta, -iterAlpha, -difEval - tb.booty, replyDep, promoSuppress & ~PROMOTE, defer); + score = -Search(-beta, -iterAlpha, -difEval - tb.booty, iterDep-1+ext, + curMove >= late && iterDep > QSdepth + LMR, + promoSuppress & ~PROMOTE, defer, depth ? INF : tb.gain); #else score = 0; #endif @@ -1705,8 +1985,13 @@ level--; repetition: UnMake(&tb); xstm = stm; stm ^= WHITE; + if(abortFlag > 0) { // unwind search +printf("# abort (%d) @ %d\n", abortFlag, level); + if(curMove == firstMove) bestScore = oldBest, bestMoveNr = firstMove; // none searched yet + goto leave; + } #if 1 -if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore); +if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d (%d)\n", level, depth, iterDep, curMove, moveStack[curMove], MoveToText(moveStack[curMove], 0), score, bestScore, GetTickCount()),fflush(stdout); // ALPHA-BETA STUFF if(score > bestScore) { @@ -1725,8 +2010,14 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curM } bestMoveNr = firstMove; if(score >= beta) { // beta cutoff - // update killer - resDep = retDep; +#ifdef KILLERS + if(iterDep == depth && move != killer[level][0] + && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) { + // update killer + killer[level][1] = killer[level][0]; killer[level][0] = move; + } +#endif + resDep = retDep+1-ext; goto cutoff; } { int i=pvPtr; @@ -1736,30 +2027,49 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curM } } - if(retDep < resDep) resDep = retDep; + if(retDep+1-ext < resDep) resDep = retDep+1-ext; #endif } // next move cutoff: if(!level) { // root node + lastRootIter = GetTickCount() - startTime; if(postThinking > 0) { int i; // WB thinking output - printf("%d %d %d %d", iterDep, bestScore, (GetTickCount() - startTime)/10, nodes); + printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes); + if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0)); for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0)); - if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.); + if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f %d/%d}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Ftest(0), Ftest(1)); printf("\n"); fflush(stdout); } - if(GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish + if(!(abortFlag & 1) && GetTickCount() - startTime > tlim1) break; // do not start iteration we can (most likely) not finish } - replyDep = iterDep; - } while(++iterDep <= depth); // next depth + if(resDep > iterDep) iterDep = resDep; // skip iterations if we got them for free +#ifdef LMR + if(lmr && bestScore <= alpha && iterDep == depth) + depth++, lmr--; // self-deepen on fail-low reply to late move by lowering reduction +#endif + if(stalemate && bestScore == -INF && !inCheck) bestScore = 0; // stalemate +#ifdef HASH + // hash store + hashTable[index].lock[hit] = hashKeyH; + hashTable[index].depth[hit] = iterDep; + hashTable[index].score[hit] = bestScore; + hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER; + if(bestScore > alpha) { + hashTable[index].flag[hit] |= H_LOWER; + hashTable[index].move[hit] = bestMoveNr ? moveStack[bestMoveNr] : 0; + } else hashTable[index].move[hit] = 0; +#endif + } // next depth +leave: retMSP = msp; retFirst = firstMove; msp = oldMSP; // pop move list pvPtr = myPV; // pop PV retMove = bestMoveNr ? moveStack[bestMoveNr] : 0; - retDep = resDep + 1; -if(PATH) printf("return %d: %d %d\n", depth, bestScore, curEval); + retDep = resDep - (inCheck & depth >= QSdepth) + lmr; +if(PATH) printf("return %d: %d %d (t=%d s=%d lim=%d)\n", depth, bestScore, curEval, GetTickCount(), startTime, tlim1),fflush(stdout); return bestScore + (bestScore < curEval); } @@ -1768,7 +2078,7 @@ pplist() { int i, j; for(i=0; i<182; i++) { - printf("%3d. %3d %3d %4d %02x %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval); + 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); 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); } @@ -1835,7 +2145,7 @@ pmoves(int start, int end) // some parameter of your engine #define MAXMOVES 2000 /* maximum game length */ - #define MAXPLY 20 /* maximum search depth */ + #define MAXPLY 30 /* maximum search depth */ #define OFF 0 #define ON 1 @@ -1852,7 +2162,7 @@ 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; @@ -1860,16 +2170,29 @@ int sup0, sup1, sup2; // promo suppression squares int lastLift, lastPut; int +InCheck () +{ + int k = p[royal[stm]].pos; + if( k == ABSENT) k = p[royal[stm] + 2].pos; + else if(p[royal[stm] + 2].pos != ABSENT) k = ABSENT; // two kings is no king... + if( k != ABSENT) { + MapFromScratch(attacks); + if(attacks[2*k + 1 - stm]) return 1; + } + return 0; +} + +int MakeMove2 (int stm, MOVE move) { - int i; + int i, inCheck = InCheck(); FireSet(&undoInfo); sup0 = sup1; sup1 = sup2; sup2 = MakeMove(move, &undoInfo); - if(chuFlag && p[undoInfo.victim].value == 10*LVAL && p[undoInfo.piece].value != 10*LVAL) sup2 |= PROMOTE; + if(chuFlag && p[undoInfo.victim].value == LVAL && p[undoInfo.piece].value != LVAL) sup2 |= PROMOTE; rootEval = -rootEval - undoInfo.booty; - for(i=0; i<200; i++) repStack[i] = repStack[i+1]; - repStack[199] = hashKeyH; + for(i=0; i<200; i++) repStack[i] = repStack[i+1], checkStack[i] = checkStack[i+1]; + repStack[199] = hashKeyH, checkStack[199] = inCheck; printf("# makemove %08x %c%d %c%d\n", move, sup1%BW+'a', sup1/BW, sup2%BW+'a', sup2/BW); return stm ^ WHITE; } @@ -1880,11 +2203,11 @@ UnMake2 (MOVE move) int i; rootEval = -rootEval - undoInfo.booty; UnMake(&undoInfo); - for(i=200; i>0; i--) repStack[i] = repStack[i-1]; + for(i=200; i>0; i--) repStack[i] = repStack[i-1], checkStack[i] = checkStack[i-1]; sup2 = sup1; sup1 = sup0; } -char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH...."; // pairs of char +char fenNames[] = "RV....DKDEFL..DHGB......SMLNKN..FK....BT..VM..PH..LN"; // pairs of char char fenPromo[] = "WLDHSMSECPB R HFDE....WHFB..LNG ..DKVMFS..FO..FK...."; // pairs of char char * @@ -1904,10 +2227,12 @@ Convert (char *fen) if(n=atoi(fen)) fen++; // digits read if(n > 9) fen++; // double digit while(n-- > 0) *p++ = '.'; // expand to empty squares + if(currentVariant == V_LION && (*fen == 'L' || *fen == 'l')) *fen += 'Z' - 'L'; // L in Mighty-Lion Chess changed in Z for Lion if(isalpha(*fen)) { char *table = fenNames; n = *fen > 'Z' ? 'a' - 'A' : 0; - if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ) && *fen - 'A' - n == 'N' // In Chess N is Knight, not Lion + if((currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_LION || + currentVariant == V_MAKRUK || currentVariant == V_SHO) && *fen - n == 'N' // In Chess N is Knight, not Lion || table[2* (*fen - 'A' - n)] == '.') *p++ = *fen; else { *p++ = ':'; *p++ = table[2* (*fen - 'A' - n)] + n; @@ -1930,15 +2255,29 @@ Setup2 (char *fen) if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen); } + rootEval = promoDelta = filling = cnt50 = moveNr = 0; SetUp(array, currentVariant); + strcpy(startPos, array); sup0 = sup1 = sup2 = ABSENT; - rootEval = cnt50 = hashKeyH = hashKeyL = moveNr = 0; + hashKeyH = hashKeyL = 87620895*currentVariant; return stm; } void SetMemorySize (int n) { +#ifdef HASH + static HashBucket *realHash; + static intptr_t oldSize; + intptr_t l, m = 1; + while(m*sizeof(HashBucket) <= n*512UL) m <<= 1; // take largest power-of-2 that fits + if(m != oldSize) { + if(oldSize) free(realHash); + hashMask = m*1024 - 1; oldSize = m; + realHash = malloc(m*1024*sizeof(HashBucket) + 64); + l = (intptr_t) realHash; hashTable = (HashBucket*) (l & ~63UL); // align with cache line + } +#endif } char * @@ -1946,6 +2285,7 @@ MoveToText (MOVE move, int multiLine) { static char buf[50]; int f = move>>SQLEN & SQUARE, g = f, t = move & SQUARE; + char *promoChar = ""; if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol buf[0] = '\0'; if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!) @@ -1961,7 +2301,8 @@ 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; } @@ -1975,6 +2316,22 @@ ReadSquare (char *p, int *sqr) return 2 + (r + ONE > 9); } +int listStart, listEnd; +char boardCopy[BSIZE]; + +void +ListMoves () +{ // create move list on move stack + int i; + for(i=0; i< BSIZE; i++) boardCopy[i] = !!board[i]; +MapFromScratch(attacks); + postThinking--; repCnt = 0; tlim1 = tlim2 = tlim3 = 1e8; abortFlag = msp = 0; + Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF); + postThinking++; + + listStart = retFirst; listEnd = msp = retMSP; +} + MOVE ParseMove (char *moveText) { @@ -1993,22 +2350,24 @@ ParseMove (char *moveText) for(j=0; j<8; j++) if(e + kStep[j] == t) break; if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves! t2 = SPECIAL + 8*i + j; + } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p. + if(t == f + BW + 1) t2 = SPECIAL + 16; else + if(t == f + BW - 1) t2 = SPECIAL + 48; else + if(t == f - BW + 1) t2 = SPECIAL + 20; else + if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move } ret = f<> SQLEN & SQUARE)) break; // any null move matches @@@@ if((moveStack[i] & (PROMOTE | DEFER-1)) == ret) break; if((moveStack[i] & DEFER-1) == ret) deferred = i; // promoted version of entered non-promotion is legal } -printf("# moveNr = %d in {%d,%d}\n", i, retFirst, retMSP); - 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); @@ -2019,8 +2378,8 @@ printf("# deferral of %d\n", deferred); if(!(flags & promoBoard[f])) moveStack[i] |= DEFER; // came from outside zone, so essential deferral } } - if(i >= retMSP) { - for(i=retFirst; i= listEnd) { + for(i=listStart; i= retMSP ? INVALID : moveStack[i]); + return (i >= listEnd ? INVALID : moveStack[i]); } void @@ -2041,32 +2400,30 @@ Highlight(char *coords) char b[BSIZE], buf[2000], *q; for(i=0; i>SQLEN & SQUARE)) { int t = moveStack[i] & SQUARE; - if(t >= SPECIAL) continue; - b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++; + if(t >= SPECIAL) { + int e = sqr + epList[t - SPECIAL]; // decode + b[e] = 'C'; + continue; + } + if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; + if(moveStack[i] & PROMOTE) b[t] = 'M'; } } if(!cnt) { // no moves from given square if(sqr != lastPut) return; // refrain from sending empty FEN // we lifted a piece for second leg of move - for(i=retFirst; i>SQLEN & SQUARE)) { int e, t = moveStack[i] & SQUARE; if(t < SPECIAL) continue; // only special moves e = lastLift + epList[t - SPECIAL]; // decode t = lastLift + toList[t - SPECIAL]; if(e != sqr) continue; - b[t] = (board[t] == EMPTY ? 'Y' : 'R'); cnt++; + b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; } } if(!cnt) return; @@ -2091,37 +2448,49 @@ flag=0; printf("highlight %s\n", buf); } -int -SearchBestMove (int stm, int timeLeft, int mps, int timeControl, int inc, int timePerMove, MOVE *move, MOVE *ponderMove) +int timeLeft; // timeleft on engine's clock +int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search +char inBuf[8000], command[80], ponderMoveText[20]; + +void +SetSearchTimes (int timeLeft) { - int score, targetTime, movesLeft = BW*BH/4 + 20; + int targetTime, movesLeft = BW*BH/4 + 20; if(mps) movesLeft = mps - (moveNr>>1)%mps; - targetTime = timeLeft*10 / (movesLeft + 2) + 1000 * inc; + targetTime = (timeLeft - 1000*inc) / (movesLeft + 2) + 1000 * inc; if(moveNr < 30) targetTime *= 0.5 + moveNr/60.; // speedup in opening - if(timePerMove > 0) targetTime = timeLeft * 5; + if(timePerMove > 0) targetTime = 0.4*timeLeft, movesLeft = 1; + tlim1 = 0.4*targetTime; + tlim2 = 2.4*targetTime; + tlim3 = 5*timeLeft / (movesLeft + 4.1); +printf("# limits %d, %d, %d mode = %d\n", tlim1, tlim2, tlim3, abortFlag); +} + +int +SearchBestMove (MOVE *move, MOVE *ponderMove) +{ + int score, i; +printf("# SearchBestMove\n"); startTime = GetTickCount(); - tlim1 = 0.2*targetTime; - tlim2 = 1.9*targetTime; nodes = 0; +printf("# s=%d\n", startTime);fflush(stdout); MapFromScratch(attacks); retMove = INVALID; repCnt = 0; - score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2); + score = Search(-INF-1, INF+1, rootEval, maxDepth, 0, sup1, sup2, INF); *move = retMove; - *ponderMove = INVALID; + *ponderMove = pv[1]; +printf("# best=%s\n", MoveToText(pv[0],0)); +printf("# ponder=%s\n", MoveToText(pv[1],0)); return score; } -void -PonderUntilInput (int stm) -{ -} int TakeBack(int n) { // reset the game and then replay it to the desired point int last, stm; - Init(currentVariant); stm = Setup2(NULL); -printf("# setup done");fflush(stdout); last = moveNr - n; if(last < 0) last = 0; + Init(SAME); stm = Setup2(startPos); +printf("# setup done");fflush(stdout); for(moveNr=0; moveNr7997) exit(0); + inBuf[i+1] = 0; + + // extract the first word + sscanf(inBuf, "%s", command); +printf("# in (mode = %d,%d): %s\n", root, abortFlag, command); + if(!strcmp(command, "otim")) { continue; } // do not start pondering after receiving time commands, as move will follow immediately + if(!strcmp(command, "time")) { sscanf(inBuf, "time %d", &timeLeft); continue; } + if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } // ditto + if(!strcmp(command, ".")) { inBuf[0] = 0; return; } // ignore for now + if(!strcmp(command, "hover")) { inBuf[0] = 0; return; } // ignore for now + if(!strcmp(command, "lift")) { inBuf[0] = 0; Highlight(inBuf+5); return; } // treat here + if(!root && !strcmp(command, "usermove")) { +printf("# move = %s#ponder = %s", inBuf+9, ponderMoveText); + abortFlag = !!strcmp(inBuf+9, ponderMoveText); + if(!abortFlag) { // ponder hit, continue as time-based search +printf("# ponder hit\n"); + SetSearchTimes(10*timeLeft + GetTickCount() - startTime); // add time we already have been pondering to total + if(lastRootIter > tlim1) abortFlag = 2; // abort instantly if we are in iteration we should not have started + inBuf[0] = 0; ponderMove = INVALID; + return; + } + } + abortFlag = 1; + return; + } + } + + void + TerminationCheck() + { + if(abortFlag < 0) { // check for input + if(InputWaiting()) GetLine(0); // read & examine input command + } else { // check for time + if(GetTickCount() - startTime > tlim3) abortFlag = 2; + } + } + main() { int engineSide=NONE; // side played by engine - int timeLeft; // timeleft on engine's clock - int mps, timeControl, inc, timePerMove; // time-control parameters, to be used by Search - MOVE move, ponderMove; - int i, score; - char inBuf[8000], command[80]; + MOVE move; + int i, score, curVarNr; Init(V_CHU); // Chu + seed = startTime = GetTickCount(); moveNr = 0; // initialize random while(1) { // infinite loop fflush(stdout); // make sure everything is printed before we do something that might take time + *inBuf = 0; if(moveNr >= 20) randomize = OFF; +//if(moveNr >20) printf("resign\n"); - if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move - +#ifdef HASH + if(hashMask) +#endif + if(listEnd == 0) ListMoves(); // always maintain a list of legal moves in root position + abortFlag = -(ponder && WHITE+BLACK-stm == engineSide && moveNr); // pondering and opponent on move + if(stm == engineSide || abortFlag && ponderMove) { // if it is the engine's turn to move, set it thinking, and let it move +printf("# start search: stm=%d engine=%d (flag=%d)\n", stm, engineSide, abortFlag); + if(abortFlag) { + stm = MakeMove2(stm, ponderMove); // for pondering, play speculative move + gameMove[moveNr++] = ponderMove; // remember in game + sprintf(ponderMoveText, "%s\n", MoveToText(ponderMove, 0)); // for detecting ponder hits +printf("# ponder move = %s", ponderMoveText); + } else SetSearchTimes(10*timeLeft); // for thinking, schedule end time pboard(board); - score = SearchBestMove(stm, timeLeft, mps, timeControl, inc, timePerMove, &move, &ponderMove); - + score = SearchBestMove(&move, &ponderMove); + if(abortFlag == 1) { // ponder search was interrupted (and no hit) + UnMake2(INVALID); moveNr--; stm ^= WHITE; // take ponder move back if we made one + abortFlag = 0; + } else if(move == INVALID) { // game apparently ended int kcapt = 0, xstm = stm ^ WHITE, king, k = p[king=royal[xstm]].pos; if( k != ABSENT) { // test if King capture possible @@ -2173,44 +2599,34 @@ pboard(board); engineSide = NONE; // so stop playing PrintResult(stm, score); } else { + MOVE f, pMove = move; + if((move & SQUARE) >= SPECIAL && p[board[f = move>>SQLEN & SQUARE]].value == pVal) { // e.p. capture + pMove = move & ~SQUARE | f + toList[(move & SQUARE) - SPECIAL]; // print as a single move + } stm = MakeMove2(stm, move); // assumes MakeMove returns new side to move - gameMove[moveNr++] = move; // remember game - printf("move %s\n", MoveToText(move, 1)); + gameMove[moveNr++] = move; // remember game + printf("move %s\n", MoveToText(pMove, 1)); + listEnd = 0; + continue; // go check if we should ponder } - } - - fflush(stdout); // make sure everything is printed before we do something that might take time - - // now it is not our turn (anymore) - if(engineSide == ANALYZE) { // in analysis, we always ponder the position - PonderUntilInput(stm); } else - if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input - if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position - PonderUntilInput(stm); - } else { - int newStm = MakeMove2(stm, ponderMove); - PonderUntilInput(newStm); - UnMake2(ponderMove); - } + if(engineSide == ANALYZE || abortFlag) { // in analysis, we always ponder the position + Move dummy; + *ponderMoveText = 0; // forces miss on any move + abortFlag = -1; // set pondering + pvCuts = noCut; + SearchBestMove(&dummy, &dummy); + abortFlag = pvCuts = 0; } - noPonder: - // wait for input, and read it until we have collected a complete line - for(i = 0; (inBuf[i] = getchar()) != '\n'; i++); - inBuf[i+1] = 0; - - // 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 @@ -2219,25 +2635,30 @@ printf("in: %s\n", command); continue; } if(!strcmp(command, "protover")){ + for(i=0; variants[i].boardWidth; i++) + printf("%s%s", (i ? "," : "feature variants=\""), variants[i].name); printf("\"\n"); printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n"); - printf("feature variants=\"normal,shatranj,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=\"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=\"Resign -check 0\"\n"); // printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one + printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n"); printf("feature done=1\n"); continue; } if(!strcmp(command, "option")) { // setting of engine-define option; find out which + if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue; + if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue; if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue; if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue; - continue; - } - if(!strcmp(command, "variant")) { - for(i=0; i<5; i++) { - sscanf(inBuf+8, "%s", command); - if(!strcmp(variants[i].name, command)) { - Init(i); stm = Setup2(NULL); break; - } + if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue; + if(sscanf(inBuf+7, "Tsume=%s", command) == 1) { + if(!strcmp(command, "no")) tsume = 0; else + if(!strcmp(command, "Sente")) tsume = 1; else + if(!strcmp(command, "Gote")) tsume = 2; + continue; } continue; } @@ -2246,22 +2667,13 @@ 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; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; comp = 0; - continue; - } - if(!strcmp(command, "setboard")){ engineSide = NONE; Init(currentVariant); stm = Setup2(inBuf+9); continue; } if(!strcmp(command, "easy")) { ponder = OFF; continue; } if(!strcmp(command, "hard")) { ponder = ON; continue; } - if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; } - if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } if(!strcmp(command, "go")) { engineSide = stm; continue; } if(!strcmp(command, "post")) { postThinking = ON; continue; } if(!strcmp(command, "nopost")) { postThinking = OFF;continue; } if(!strcmp(command, "random")) { randomize = ON; continue; } if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove, 0)); continue; } - if(!strcmp(command, "lift")) { Highlight(inBuf+5); continue; } - if(!strcmp(command, "put")) { ReadSquare(inBuf+4, &lastPut); continue; } if(!strcmp(command, "book")) { continue; } // non-standard commands if(!strcmp(command, "p")) { pboard(board); continue; } @@ -2276,8 +2688,8 @@ printf("in: %s\n", command); if(!strcmp(command, "ics")) { continue; } if(!strcmp(command, "accepted")){ continue; } if(!strcmp(command, "rejected")){ continue; } - if(!strcmp(command, "result")) { continue; } - if(!strcmp(command, "hover")) { continue; } + if(!strcmp(command, "result")) { engineSide = NONE; continue; } + if(!strcmp(command, "hover")) { continue; } if(!strcmp(command, "")) { continue; } if(!strcmp(command, "usermove")){ int move = ParseMove(inBuf+9); @@ -2287,11 +2699,32 @@ pboard(board); if(comp) PrintResult(stm, -INF); // against computer: claim } else { stm = MakeMove2(stm, move); - ponderMove = INVALID; + ponderMove = INVALID; listEnd = 0; gameMove[moveNr++] = move; // remember game } continue; } + ponderMove = INVALID; // the following commands change the position, invalidating ponder move + listEnd = 0; + if(!strcmp(command, "new")) { + engineSide = BLACK; Init(V_CHESS); stm = Setup2(NULL); maxDepth = MAXPLY; randomize = OFF; curVarNr = comp = 0; + continue; + } + if(!strcmp(command, "variant")) { + for(i=0; variants[i].boardWidth; i++) { + sscanf(inBuf+8, "%s", command); + if(!strcmp(variants[i].name, command)) { + Init(curVarNr = i); stm = Setup2(NULL); break; + } + } + if(currentVariant == V_SHO) + printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n"); + repStack[199] = hashKeyH, checkStack[199] = 0; + continue; + } + if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; } + if(!strcmp(command, "undo")) { stm = TakeBack(1); continue; } + if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } printf("Error: unknown command\n"); } }