X-Git-Url: http://winboard.nl/cgi-bin?a=blobdiff_plain;f=hachu.c;h=e3290faa3d0ab64a71e22e2f7b99b45a6cc425c0;hb=public;hp=b28c59aed619523e24f614feadb1152e986c1e5a;hpb=d591ae7bec7e627c51d914462addb5ea0096739a;p=hachu.git diff --git a/hachu.c b/hachu.c index b28c59a..e3290fa 100644 --- a/hachu.c +++ b/hachu.c @@ -1,24 +1,34 @@ -/***********************************************************************/ -/* 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 "0.7beta" - -#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 +#define VERSION "0.21" + +//define PATH level==0 || path[0] == 0x590cb && (level==1 || path[1] == 0x4c0c9 && (level == 2 || path[2] == 0x8598ca && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))*/))) +#define PATH 0 + +#define HASH +#define KILLERS +#define NULLMOVE +#define CHECKEXT +#define LMR 4 +#define LIONTRAP +#define XWINGS +#define KINGSAFETY +#define KSHIELD +#define FORTRESS +#define PAWNBLOCK +#define TANDEM 100 /* bonus for pairs of attacking light steppers */ +#define KYLIN 100 /* extra end-game value of Kylin for promotability */ +#define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */ #include #include @@ -62,7 +72,7 @@ #define BSIZE BWMAX*BHMAX #define ZONE zone -#define ONE (currentVariant == V_SHO || currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK) +#define ONE 1 /* currently no variants with 10-deep board */ #define BLACK 0 #define WHITE 1 @@ -79,6 +89,7 @@ #define PROMOTE (1<<2*SQLEN+1) /* promotion bit in move */ #define SPECIAL 1400 /* start of special moves */ #define BURN (SPECIAL + 96) /* start of burn encodings */ +#define CASTLE (SPECIAL + 100) /* castling encodings */ #define STEP(X,Y) (BW*(X)+ (Y)) #define SORTKEY(X) 0 @@ -93,12 +104,31 @@ #define P_WHITE 0x0F #define P_BLACK 0xF0 +// Piece-Square Tables +#define PST_NEUTRAL 0 +#define PST_STEPPER BH +#define PST_WJUMPER (BW*BH) +#define PST_SLIDER (BW*BH+BH) +#define PST_TRAP (2*BW*BH) +#define PST_CENTER (2*BW*BH+BH) +#define PST_WPPROM (3*BW*BH) +#define PST_BPPROM (3*BW*BH+BH) +#define PST_BJUMPER (4*BW*BH) +#define PST_ZONDIST (4*BW*BH+BH) +#define PST_ADVANCE (5*BW*BH) +#define PST_RETRACT (5*BW*BH+BH) +#define PST_WFLYER (6*BW*BH) +#define PST_BFLYER (6*BW*BH+BH) +#define PST_LANCE (7*BW*BH) +#define PST_END (8*BW*BH) + typedef unsigned int Move; char *MoveToText(Move move, int m); // from WB driver void pmap(int *m, int col); void pboard(int *b); void pbytes(unsigned char *b); +int myRandom(); typedef struct { int lock[5]; @@ -119,21 +149,26 @@ 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[9], 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, repDraws; -int stm, xstm, hashKeyH, hashKeyL, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore; -int nodes, startTime, tlim1, tlim2, tlim3, repCnt, comp, abortFlag; +char *array, *IDs, fenArray[4000], startPos[4000], *reason, checkStack[300]; +int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, stalemate; +int tsume, pvCuts, allowRep, entryProm, okazaki, pVal; +int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta; +int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore; +int ll, lr, ul, ur; // corner squares +int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag; Move ponderMove; -Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2]; +Move retMove, moveStack[20000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2]; int maxDepth; // used by search @@ -141,283 +176,419 @@ Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[3 #define R 37 /* jump capture */ #define N -1 /* Knight */ #define J -2 /* jump */ -#define D -3 /* linear double move */ -#define T -4 /* linear triple move */ -#define L -5 /* true Lion move */ -#define F -6 /* Lion + 3-step */ -#define S -7 /* Lion + range */ -#define H -9 /* hook move */ -#define C -10 /* capture only */ -#define M -11 /* non-capture only */ - -#define 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 I -3 /* jump + step */ +#define D -4 /* linear double move */ +#define T -5 /* linear triple move */ +#define K -6 /* triple + range */ +#define L -7 /* true Lion move */ +#define W -8 /* Werewolf move */ +#define F -9 /* Lion + 3-step */ +#define S -10 /* Lion + range */ +#define H -11 /* hook move */ +#define C -12 /* capture only */ +#define M -13 /* non-capture only */ + +#define LVAL 1000 /* piece value of Lion. Used in chu for recognizing it to implement Lion-trade rules */ +#define FVAL 5000 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */ 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 + {"SG", "G", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone + { NULL } // sentinel +}; + +PieceDesc waPieces[] = { + {"TE", "", 720, { X,X,1,X,X,X,1,X }, 4 }, // Tenacious Falcon + {"GS", "", 500, { X,0,X,0,X,0,X,0 }, 4 }, // Gliding Swallow (R) + {"CE", "", 430, { X,3,1,1,X,1,1,3 }, 3 }, // Cloud Eagle + {"K", "", 410, { 1,1,1,1,1,1,1,1 }, 2 }, // Crane King (K) + {"TF", "", 390, { I,I,0,I,I,I,0,I }, 4 }, // Treacherous Fox + {"FF", "TE", 380, { 1,X,0,X,0,X,0,X }, 4 }, // Flying Falcon + {"RF", "", 290, { X,1,1,0,X,0,1,1 }, 3 }, // Raiding Falcon + {"SW", "GS", 260, { 1,0,X,0,1,0,X,0 }, 6 }, // Swallow's Wing (SM) + {"PO", "", 260, { 1,1,1,1,1,1,1,1 }, 2 }, // Plodding Ox (K) + {"RR", "TF", 260, { X,1,0,1,1,1,0,1 }, 2 }, // Running Rabit + {"RB", "", 240, { 1,1,1,1,0,1,1,1 }, 2 }, // Roaming Boar + {"HH", "", 220, { N,0,0,N,N,0,0,N }, 1 }, // Heavenly Horse + {"VW", "PO", 220, { 1,1,1,0,1,0,1,1 }, 2 }, // Violent Wolf (G) + {"VS", "RB", 200, { 1,1,0,1,0,1,0,1 }, 2 }, // Violent Stag (S) + {"FG", "SW", 190, { 1,1,0,0,1,0,0,1 }, 2 }, // Flying Goose (C) + {"CM", "VS", 175, { 1,1,0,0,1,0,0,1 }, 2 }, // Climbing Monkey (C) + {"LH", "HH", 170, { X,0,0,0,2,0,0,0 }, 1 }, // Liberated Horse + {"BD", "VW", 150, { 0,1,1,0,1,0,1,1 }, 2 }, // Blind Dog + {"OC", "PO", 150, { X,0,0,0,0,0,0,0 }, 1 }, // Oxcart (L) + {"FC", "RF", 130, { 0,1,1,0,0,0,1,1 }, 2 }, // Flying Cock + {"SO", "CE", 115, { 1,0,0,1,0,1,0,0 }, 2 }, // Swooping Owl + {"SC", "FF", 105, { 1,0,0,1,0,1,0,0 }, 2 }, // Strutting Crow + {"P", "VW", 80, { 1,0,0,0,0,0,0,0 }, 2 }, // Sparrow Pawn (P) { 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, { } }, // + {"HM", "", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H! + {"LO", "", 10, { 1,H,1,H,1,H,1,H } }, // Long-Nosed Goblin G! + {"OK", "LO", 10, { 2,1,2,0,2,0,2,1 } }, // Old Kite K' + {"PS", "HM", 10, { J,0,1,J,0,J,1,0 } }, // Poisonous Snake S' + {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L! + {"GE", "", 10, { 3,3,5,5,3,5,5,3 } }, // Great Elephant +W! + {"WS", "LD", 10, { 1,1,2,0,1,0,2,1 } }, // Western Barbarian W' + {"EA", "LN", 10, { 2,1,1,0,2,0,1,1 } }, // Eastern Barbarian E' + {"NO", "FE", 10, { 0,2,1,1,0,1,1,2 } }, // Northern Barbarian N' + {"SO", "WE", 10, { 0,1,1,2,0,2,1,1 } }, // Southern Barbarian S' + {"FE", "", 10, { 2,X,2,2,2,2,2,X } }, // Fragrant Elephant +N' + {"WE", "", 10, { 2,2,2,X,2,X,2,2 } }, // White Elephant +S' + {"FT", "", 10, { X,X,5,0,X,0,5,X } }, // Free Dream-Eater +W + {"FR", "", 10, { 5,X,X,0,5,0,X,X } }, // Free Demon +U + {"WB", "FT", 10, { 2,X,X,X,2,X,X,X } }, // Water Buffalo W + {"RU", "FR", 10, { X,X,X,X,0,X,X,X } }, // Rushing Bird U + {"SB", "", 10, { X,X,2,2,2,2,2,X } }, // Standard Bearer +N + {"FH", "FK", 10, { 1,2,1,0,1,0,1,2 } }, // Flying Horse H' + {"NK", "SB", 10, { 1,1,1,1,1,1,1,1 } }, // Neighbor King N + {"RG", "", 10, { 1,1,0,1,1,1,1,1 } }, // Right General R' + {"LG", "", 10, { 1,1,1,1,1,1,0,1 } }, // Left General L' + {"BM", "MW", 10, { 0,1,1,1,0,1,1,1 } }, // Blind Monkey + {"DO", "", 10, { 2,5,2,5,2,5,2,5 } }, // Dove + {"EB", "DO", 10, { 2,0,2,0,0,0,2,0 } }, // Enchanted Badger B' + {"EF", "SD", 10, { 0,2,0,0,2,0,0,2 } }, // Enchanted Fox X' + {"RA", "", 10, { X,0,X,1,X,1,X,0 } }, // Racing Chariot A + {"SQ", "", 10, { X,1,X,0,X,0,X,1 } }, // Square Mover Q' + {"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 T! + {"BD", "", 10, { 2,X,X,0,2,0,X,1 } }, // Blue Dragon D! + {"HD", "", 10, { X,0,0,0,1,0,0,0 } }, // Howling Dog D' + {"VB", "", 10, { 0,2,1,0,0,0,1,2 } }, // Violent Bear V + {"ST", "", 10, { 2,1,0,0,2,0,0,1 } }, // Savage Tiger T' + {"W", "", 10, { 0,2,0,0,0,0,0,2 } }, // Wood General V' + {"CS", "DH", 70, { 0,1,0,1,0,1,0,1 } }, // Cat Sword C' + {"FD", "DK", 150, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon F' + {"LD", "GE", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W! + {"AB", "", 10, { 1,0,1,0,1,0,1,0 } }, // Angry Boar A' + {"EW", "", 10, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf + {"SD", "", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil + {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon + {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird + {"LC", "", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L' + {"RC", "", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R' + // Chu pieces (but with different promotion) + {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion + {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king + {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king + {"DH", "", 350, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse + {"R", "", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook + {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king + {"B", "", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop + {"VM", "", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover + {"SM", "", 200, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover + {"G", "", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold + {"FL", "", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard + {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin + {"PH", "GO", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix + {"RV", "", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot + {"L", "", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance + {"S", "", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver + {"C", "", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper + {"P", "", 40, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn + {"", "", 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", "TK", 10, { 0,1,0,1,0,0,1,1 } }, // Deva I' + {"DS", "BS", 10, { 0,1,1,0,0,1,0,1 } }, // Dark Spirit J' + {"T", "fT", 10, { 0,1,0,0,1,0,0,1 } }, // Tile General Y + {"CO", "fS", 10, { 1,0,0,1,1,1,0,0 } }, // Coiled Serpent S! + {"RD", "fD", 10, { 1,0,1,1,1,1,1,0 } }, // Reclining Dragon D! + {"CC", "WS", 10, { 0,1,1,0,1,0,1,1 } }, // Chinese Cock N' + {"OM", "MW", 10, { 0,1,0,1,1,1,0,1 } }, // Old Monkey M' + {"BB", "fB", 10, { 0,1,0,1,X,1,0,1 } }, // Blind Bear B' + {"OR", "BA", 10, { 0,2,0,0,2,0,0,2 } }, // Old Rat O' + {"LD", "WS", 10, { T,T,T,T,T,T,T,T } }, // Lion Dog W! + {"WR", "G", 10, { 0,3,1,3,0,3,1,3 } }, // Wrestler W' + {"GG", "G", 10, { 3,1,3,0,3,0,3,1 } }, // Guardian of the Gods G' + {"BD", "G", 10, { 0,3,1,0,1,0,1,3 } }, // Budhist Devil D' + {"SD", "G", 10, { 5,2,5,2,5,2,5,2 } }, // She-Devil S' + {"DY", "G", 10, { J,0,1,0,J,0,1,0 } }, // Donkey Y' + {"CA", "G", 10, { 0,H,0,2,0,2,0,H } }, // Capricorn C! + {"HM", "G", 10, { H,0,H,0,H,0,H,0 } }, // Hook Mover H! + {"SF", "G", 10, { 0,1,X,1,0,1,0,1 } }, // Side Flier F! + {"LC", "G", 10, { X,0,0,X,1,0,0,X } }, // Left Chariot L' + {"RC", "G", 10, { X,X,0,0,1,X,0,0 } }, // Right Chariot R' + {"fT", "", 10, { 0,X,X,X,X,X,X,X } }, // Free Tiger +T + {"fD", "", 10, { X,0,X,X,X,X,X,0 } }, // Free Dragon +D! + {"fG", "", 10, { X,X,X,0,X,0,X,X } }, // Free Gold +G + {"fS", "", 10, { X,X,0,X,0,X,0,X } }, // Free Silver +S + {"fI", "", 10, { X,X,0,0,0,0,0,X } }, // Free Iron +I + {"fY", "", 10, { 0,X,0,0,X,0,0,X } }, // Free Tile +Y + {"fU", "", 10, { 0,X,0,0,0,0,0,X } }, // Free Stone +U + {"EM", "", 10, { 0,0,0,0,0,0,0,0 } }, // Emperor +K + {"TK", "", 10, { K,K,K,K,K,K,K,K } }, // Teaching King +I' + {"BS", "", 10, { S,S,S,S,S,S,S,S } }, // Budhist Spirit +J' + {"WS", "", 10, { X,X,0,X,1,X,0,X } }, // Wizard Stork +N' + {"MW", "", 10, { 1,X,0,X,X,X,0,X } }, // Mountain Witch +M' + {"FF", "", 10, { F,F,F,F,F,F,F,F } }, // Furious Fiend +L! + {"GD", "", 10, { 2,3,X,3,2,3,X,3 } }, // Great Dragon +W! + {"GO", "", 10, { X,3,2,3,X,3,2,3 } }, // Golden Bird +X + {"fW", "", 10, { X,X,X,0,0,0,X,X } }, // Free Wolf +W + {"BA", "", 10, { X,0,0,X,0,X,0,0 } }, // Bat +O' + {"FD", "G", 150, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon + // Dai pieces with different promotion + {"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", "fW", 80, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf + {"CS", "B", 70, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword + {"AB", "FB", 60, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar + {"T", "fY", 80, { 0,1,0,0,1,0,0,1 }, 2 }, // Tile + {"I", "fI", 80, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron + {"N", "G", 60, { N,0,0,0,0,0,0,N }, 0 }, // Knight + {"SG", "fU", 50, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone + // Chu pieces (but with different promotion) + {"LN", "FF",LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion + {"FK", "", 600, { X,X,X,X,X,X,X,X }, 4 }, // free king + {"FO", "", 400, { X,X,0,X,X,X,0,X }, 4 }, // flying ox (free leopard) + {"FB", "", 400, { 0,X,X,X,0,X,X,X }, 4 }, // free boar + {"DK", "", 400, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king + {"DH", "", 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 (free copper) + {"R", "G", 300, { X,0,X,0,X,0,X,0 }, 4 }, // rook + {"WL", "", 250, { X,0,0,X,X,X,0,0 }, 4 }, // whale (free serpent) + {"K", "EM", 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", "G", 250, { 0,X,0,X,0,X,0,X }, 2 }, // bishop + {"VM", "G", 200, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover + {"SM", "G", 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", "fT", 152, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger + {"G", "fG", 151, { 1,1,1,0,1,0,1,1 }, 2 }, // gold + {"FL", "FO", 150, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard + {"KN", "GD", 154, { J,1,J,1,J,1,J,1 }, 2 }, // kirin + {"PH", "GB", 153, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix + {"RV", "G", 150, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot + {"L", "G", 150, { X,0,0,0,0,0,0,0 }, 1 }, // lance + {"S", "fS", 100, { 1,1,0,1,0,1,0,1 }, 2 }, // silver + {"C", "WH", 100, { 1,1,0,0,1,0,0,1 }, 2 }, // copper + {"GB", "RV", 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 + {"", "", 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 } }, + {"Q", "", 950, { X,X,X,X,X,X,X,X } }, + {"R", "", 500, { X,0,X,0,X,0,X,0 } }, + {"B", "", 320, { 0,X,0,X,0,X,0,X } }, + {"N", "", 300, { N,N,N,N,N,N,N,N } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"P", "Q", 80, { M,C,0,0,0,0,0,C } }, + { NULL } // sentinel +}; + +PieceDesc lionPieces[] = { + {"L", "", LVAL, { L,L,L,L,L,L,L,L } }, + {"Q", "", 600, { X,X,X,X,X,X,X,X } }, + {"R", "", 300, { X,0,X,0,X,0,X,0 } }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 } }, + {"B", "", 190, { 0,X,0,X,0,X,0,X } }, + {"N", "", 180, { N,N,N,N,N,N,N,N } }, + {"P", "Q", 50, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; PieceDesc shatranjPieces[] = { - {"FK", "", 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", "FK", 8, { M,C,0,0,0,0,0,C } }, + {"Q", "", 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", "Q", 80, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; PieceDesc makrukPieces[] = { - {"SM","", 15, { 0,1,0,1,0,1,0,1 } }, - {"R", "", 50, { X,0,X,0,X,0,X,0 } }, - {"S", "", 20, { 1,1,0,1,0,1,0,1 } }, // silver - {"N", "", 30, { N,N,N,N,N,N,N,N } }, - {"K", "", 28, { 1,1,1,1,1,1,1,1 } }, - {"P", "SM", 8, { M,C,0,0,0,0,0,C } }, + {"M", "", 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", "M", 80, { M,C,0,0,0,0,0,C } }, { NULL } // sentinel }; -char chuArray[] = "L:FLCSGK:DEGSC:FLL/:RV.B.:BT:KN:PH:BT.B.:RV/:SM:VMR:DH:DK:LN:FK:DK:DHR:VM:SM/PPPPPPPPPPPP/...:GB....:GB..." - "/............/............/" - "...:gb....:gb.../pppppppppppp/:sm:vmr:dh:dk:fk:ln:dk:dhr:vm:sm/:rv.b.:bt:ph:kn:bt.b.:rv/l:flcsg:dekgsc:fll"; -char daiArray[] = "LN:STICSGKGSCI:STNL/:RV.:CS.:FL.:BT:DE:BT.:FL.:CS.:RV/.:VO.:AB.:EW:KN:LN:PH:EW.:AB.:VO./R:FD:SM:VMB:DH:DK:FK:DK:DHB:VM:SM:FDR" - "/PPPPPPPPPPPPPPP/....:GB.....:GB..../.............../.............../.............../....:gb.....:gb..../ppppppppppppppp/" - "r:fd:sm:vmb:dh:dk:fk:dk:dhb:vm:sm:fdr/.:vo.:ab.:ew:ph:ln:kn:ew.:ab.:vo./:rv.:cs.:fl.:bt:de:bt.:fl.:cs.:rv/ln:sticsgkgsci:stnl"; -char tenArray[] = "LN:FLICSGK:DEGSCI:FLNL/:RV.:CS:CS.:BT:KN:LN:FK:PH:BT.:CS:CS.:RV/:SS:VSB:DH:DK:WB:FI:LH:FE:FI:WB:DK:DHB:VS:SS/" - ":SM:VMR:HF:SE:BG:RG:GG:VG:RG:BG:SE:HFR:VM:SM/PPPPPPPPPPPPPPPP/....D......D..../" - "................/................/................/................/" - "....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[]= "RNBK:FKBNR/PPPPPPPP/......../......../......../......../pppppppp/rnbk:fkbnr"; -char thaiArray[]= "RNSK:SMSNR/......../PPPPPPPP/......../......../pppppppp/......../rnsk:smsnr"; +PieceDesc wolfPieces[] = { + {"W", "W",1050,{ W,W,W,W,W,W,W,W }, 6, 5 }, // kludge to get extra Werewolves + {"R", "", 500, { X,0,X,0,X,0,X,0 }, 3 }, + {"B", "", 320, { 0,X,0,X,0,X,0,X }, 1 }, + {"N", "", 300, { N,N,N,N,N,N,N,N }, 1 }, + {"K", "", 280, { 1,1,1,1,1,1,1,1 }, 0, 4 }, + {"P", "R", 80, { M,C,0,0,0,0,0,C } }, + { NULL } // sentinel +}; + +char chuArray[] = "lfcsgekgscfl/a1b1txot1b1a/mvrhdqndhrvm/pppppppppppp/3i4i3" + "/12/12/" + "3I4I3/PPPPPPPPPPPP/MVRHDNQDHRVM/A1B1TOXT1B1A/LFCSGKEGSCFL"; +char daiArray[] = "lnuicsgkgsciunl/a1c'1f1tet1f1c'1a/1x'1a'1wxl!ow1a'1x'1/rf'mvbhdqdhbvmf'r/" + "ppppppppppppppp/4p'5p'4/15/15/15/4P'5P'4/PPPPPPPPPPPPPPP/" + "RF'MVBHDQDHBVMF'R/1X'1A'1WOL!XW1A'1X'1/A1C'1F1TET1F1C'1A/LNUICSGKGSCIUNL"; +char tenArray[] = "lnficsgekgscifnl/a1c!c!1txql!ot1c!c!1a/s'v'bhdw!d!q!h!d!w!dhbv's'/" + "mvrf!e!b!r!v!q!r!b!e!f!rvm/pppppppppppppppp/4d6d4/" + "16/16/16/16/" + "4D6D4/PPPPPPPPPPPPPPPP/MVRF!E!B!R!Q!V!R!B!E!F!RVM/" + "S'V'BHDW!D!H!Q'D!W!DHBV'S'/A1C!C!TOL!QXT1C!C!1A/LNFICSGKEGSCIFNL"; +char cashewArray[]= "lh!f'dh'j'ki'qc'hg!l/t!p'w!+oogngx+xl!k'd!/r've'fst'+nt'sfw'vl'/ppppppppppppp/3d'5d'3/13/" + "13/13/3D'5D'3/PPPPPPPPPPPPP/L'VW'FST'+NT'SFE'VR'/D!K'L!+XXGNGO+OW!P'T!/LG!HC'QI'KJ'H'DF'H!L"; +char macadArray[] = "lxcsgi'kj'gscol/1f'1w!1tet1l!1f'1/rr'g'bdh!qc!dbw'l'r/ppppppppppppp/3p'5p'3/13/" + "13/13/3P'5P'3/PPPPPPPPPPPPP/RL'W'BDC!QH!DBG'R'R/1F'1L!1TET1W!1F'1/LOCSGI'KJ'GSCXL"; +char shoArray[] = "lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL"; +char waArray[] = "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH"; +char chessArray[] = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR"; +char lionArray[] = "rlbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RLBQKBNR"; +char shatArray[] = "rnbkqbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBKQBNR"; +char thaiArray[] = "rnsmksnr/8/pppppppp/8/8/PPPPPPPP/8/RNSKMSNR"; +char wolfArray[] = "rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR"; + +// translation tables for single-(dressed-)letter IDs to multi-letter names, per variant +// A.B.C.D.E.F.G.H.I.J.K.L.M.N.O.P.Q.R.S.T.U.V.W.X.Y.Z. +char chuIDs[] = "RVB C DKDEFLG DHGB..K L SMLNKNP FKR S BT..VM..PH...."; +char daiIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSGVMEWPH...." // L + "AB CS FD GB VO " // L' + " LN "; // L! +char tenIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BT..VM..PH...." // L + ".. ..D .. FE SS VS " // L' + " BGCSFISEHF LH LN GGRG VGWB "; // L! +char waIDs[] = "....FCBDCEFFFGLH....K SOCM..OCP ..RRSW..SCVSVWTF...."; +char chessIDs[] = "A B ....E F ........K L M N ..P Q R S ......W ......"; // covers all chess-like variants +char makaIDs[] = "RVB C DKDEFLG DHI ..K L SMN KNP FKR S BTSG..EWPHT .." // L (also for Macadamia) + "ABBBCSBDE FDGG DVDS LCBMCCORGB RCSD WRVODY " // L' + " CARD HM LN CO VMLD "; // L! +char dadaIDs[] = "RVB C DKEFFLG DHI ..K L SMNKKNP FKR S ..SGVBEWPH...." // L (also for Cashew) + "ABEBCSHDEAFDPRFHLGRGOKLCOMNOORPS RCSOST W WSVO " // L' + "RAWB BD LGHM LN SQ WTRUVMLD "; // L! typedef struct { int boardWidth, boardFiles, boardRanks, zoneDepth, varNr; // board sizes char *name; // WinBoard name char *array; // initial position + char *IDs; } VariantDesc; -typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_TENJIKU, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_SHATRANJ, V_MAKRUK } Variant; +typedef enum { V_CHESS, V_SHO, V_CHU, V_DAI, V_DADA, V_MAKA, V_TAI, V_KYOKU, V_TENJIKU, + V_CASHEW, V_MACAD, V_SHATRANJ, V_MAKRUK, V_LION, V_WA, V_WOLF } Variant; + +#define SAME (-1) VariantDesc variants[] = { - { 16, 8, 8, 1, V_CHESS, "normal", chessArray }, // FIDE - { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray }, // Sho - { 24, 12, 12, 4, V_CHU, "chu", chuArray }, // Chu - { 30, 15, 15, 5, V_DAI, "dai", daiArray }, // Dai - { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray }, // Tenjiku - { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray}, // Shatranj - { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray}, // Makruk - -// { 0, 0, 0, 0, 0 }, // sentinel + { 24, 12, 12, 4, V_CHU, "chu", chuArray, chuIDs }, // Chu + { 16, 8, 8, 1, V_CHESS, "nocastle", chessArray,chessIDs }, // FIDE + { 18, 9, 9, 3, V_SHO, "9x9+0_shogi", shoArray, chuIDs }, // Sho + { 18, 9, 9, 3, V_SHO, "sho", shoArray, chuIDs }, // Sho duplicat + { 30, 15, 15, 5, V_DAI, "dai", daiArray, daiIDs }, // Dai + { 32, 16, 16, 5, V_TENJIKU, "tenjiku", tenArray, tenIDs }, // Tenjiku + { 16, 8, 8, 1, V_SHATRANJ,"shatranj",shatArray, chessIDs}, // Shatranj + { 16, 8, 8, 3, V_MAKRUK, "makruk", thaiArray, chessIDs}, // Makruk + { 16, 8, 8, 1, V_LION, "lion", lionArray, chessIDs}, // Mighty Lion + { 22, 11, 11, 3, V_WA, "wa-shogi", waArray, waIDs}, // Wa + { 16, 8, 8, 1, V_WOLF, "werewolf",wolfArray, chessIDs}, // Werewolf Chess + { 26, 13, 13,13, V_CASHEW, "cashew-shogi", cashewArray, dadaIDs }, // Cashew + { 26, 13, 13,13, V_MACAD, "macadamia-shogi", macadArray, makaIDs }, // Macadamia + + { 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 @@ -448,8 +619,9 @@ Vector direction[] = { // clockwise! { 2,-1} }; -int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves +int epList[104], ep2List[104], toList[104], reverse[104]; // decoding tables for double and triple moves int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8) +int neighbors[9]; // similar to kingStep, but starts with null-step char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify) #define kStep (kingStep+1) #define nStep (knightStep+1) @@ -535,9 +707,12 @@ typedef struct { char qval; char mobility; char mobWeight; + unsigned char promoGain; + char bulk; + char ranking; } PieceInfo; // piece-list entry -int last[2], royal[2]; +int last[2], royal[2], kylin[2]; PieceInfo p[NPIECES]; // piece list typedef struct { @@ -555,8 +730,10 @@ 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]; @@ -565,8 +742,8 @@ int rawBoard[BSIZE + 11*BHMAX + 6]; int attackMaps[200*BSIZE], *attacks = attackMaps; char distance[2*BSIZE]; // distance table char promoBoard[BSIZE]; // flags to indicate promotion zones -char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons -signed char PST[2*BSIZE]; +unsigned char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons +signed char PST[7*BSIZE]; #define board (rawBoard + 6*BHMAX + 3) #define fireBoard (rawFire + BWMAX + 1) @@ -601,6 +778,16 @@ LookUp (char *name, int var) return ListLookUp(name, shatranjPieces); case V_MAKRUK: // Makruk return ListLookUp(name, makrukPieces); + case V_LION: // Mighty Lion + return ListLookUp(name, lionPieces); + case V_WA: // Wa + return ListLookUp(name, waPieces); + case V_WOLF: // Werewolf + return ListLookUp(name, wolfPieces); + case V_CASHEW: // Cashew + return ListLookUp(name, ddPieces); + case V_MACAD: // Cashew + return ListLookUp(name, makaPieces); } return NULL; } @@ -609,11 +796,12 @@ 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= L ? 2 : 36; + if(r[i] < 0) d = r[i] >= L ? 2 : 36; if(d > m) m = d; } return m; @@ -675,8 +879,8 @@ StackMultis (int col) { int i, j; multis[col] = col; - for(i=col+2; 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; @@ -687,14 +891,14 @@ StackMultis (int col) void Compactify (int stm) { // remove pieces that are permanently gone (captured or promoted) from one side's piece list - int i, j, k; - for(i=stm+2; i= 0 && p[i].pos == ABSENT) { // unpromoted piece no longer there p[k].promo = -2; // orphan promoted version SqueezeOut(i); } } - for(i=stm+2; ivalue || p[i].value == 10*list->value && (p[i].promo < 0)) break; + if(p[i].value < list->value || p[i].value == list->value && (p[i].promo < 0)) break; } last[stm] += 2; for(j=last[stm]; j>i; j-= 2) p[j] = p[j-2]; - p[i].value = v = 10*list->value; + p[i].value = v = list->value; for(j=0; j<8; j++) p[i].range[j] = list->range[j^4*(WHITE-stm)]; switch(Range(p[i].range)) { - case 1: p[i].pst = BH; break; - case 2: p[i].pst = bsize; break; - default: p[i].pst = bsize + BH; break; + case 1: p[i].pst = PST_STEPPER; break; + case 2: p[i].pst = PST_WJUMPER; break; + default: p[i].pst = PST_SLIDER; break; } key = (stm == WHITE ? &list->whiteKey : &list->blackKey); if(!*key) *key = ~(myRandom()*myRandom()); + p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view p[i].pieceKey = *key; p[i].promoFlag = 0; + p[i].bulk = list->bulk; + p[i].ranking = list->ranking; p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0; + if(Lance(list->range)) + p[i].mobWeight = 0, p[i].pst = list->range[4] ? PST_NEUTRAL : PST_LANCE; // keep back for(j=stm+2; j<= last[stm]; j+=2) { if(p[j].promo >= i) p[j].promo += 2; } if(royal[stm] >= i) royal[stm] += 2; - if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; + if(kylin[stm] >= i) kylin[stm] += 2; + if(p[i].value == (currentVariant == V_SHO || currentVariant == V_WA ? 410 : 280) ) royal[stm] = i, p[i].pst = 0; p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy return i; } void -SetUp(char *array, int var) +SetUp (char *array, int var) { - int i, j, n, m, nr, color; - char c, *q, name[3], prince = 0; + int i, j, n, m, color, c; + char name[3], prince = 0; PieceDesc *p1, *p2; last[WHITE] = 1; last[BLACK] = 0; - for(i=0; ; i++) { + royal[WHITE] = royal[BLACK] = 0; + for(i=BH-1; ; i--) { //printf("next rank: %s\n", array); for(j = BW*i; ; j++) { int pflag=0; @@ -748,17 +959,23 @@ SetUp(char *array, int var) c = name[0] = *array++; if(!c) goto eos; if(c == '.') continue; + if(c > '0' && c <= '9') { + c -= '0'; if(*array >= '0' && *array <= '9') c = 10*c + *array++ - '0'; + j += c - 1; continue; + } if(c == '/') break; name[1] = name[2] = 0; - if(c == ':') name[0] = *array++, name[1] = *array++; - if(name[0] >= 'a') { + if(c >= 'a') { color = BLACK; - name[0] += 'A' - 'a'; - if(name[1]) name[1] += 'A' - 'a'; + c += 'A' - 'a'; } else color = WHITE; - if(!strcmp(name, "CP")) prince |= color+1; // remember if we added Crown Prince + if(*array == '\'') c += 26, array++; else + if(*array == '!') c += 52, array++; + name[0] = IDs[2*(c - 'A')]; + name[1] = IDs[2*(c - 'A') + 1]; if(name[1] == ' ') name[1] = 0; + if(!strcmp(name, "CP") || pflag && !strcmp(name, "DE")) prince |= color+1; // remember if we added Crown Prince p1 = LookUp(name, var); - if(!p1) printf("tellusererror Unknown piece '%s' in setup\n", name), exit(-1); + if(!p1) printf("tellusererror Unknown piece '%s' in setup (%d)\n", name, c), exit(-1); if(pflag && p1->promoted) p1 = LookUp(p1->promoted, var); // use promoted piece instead n = AddPiece(color, p1); p[n].pos = j; @@ -774,24 +991,58 @@ 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 Kings if not yet added (needed to set royal[] to valid value!) + if(!royal[WHITE]) p[AddPiece(WHITE, LookUp("K", V_CHU))].pos = ABSENT; + if(!royal[BLACK]) p[AddPiece(BLACK, LookUp("K", V_CHU))].pos = ABSENT; // add dummy Crown Princes if not yet added if(!(prince & WHITE+1)) p[AddPiece(WHITE, LookUp("CP", V_CHU))].pos = ABSENT; if(!(prince & BLACK+1)) p[AddPiece(BLACK, LookUp("CP", V_CHU))].pos = ABSENT; 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=2; i<6; i++) if(p[i].ranking == 5) p[i].promo = -1, p[i].promoFlag = 0; // take promotability away from Werewolves for(i=0; i 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_WPPROM; // use white pre-prom bonus + if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100) + p[i].pst = p[i].value <= 150 ? PST_ADVANCE : PST_WPPROM; // light steppers advance + if(j > 0 && p[i].bulk == 6) p[i].pst = PST_WFLYER, p[i].mobWeight = 4; // SM defends zone + if((j = p[i].promo) > 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g; + else p[i].promoGain = 0; + board[p[i].pos] = i; + rootEval += p[i].value + PST[p[i].pst + p[i].pos]; + promoDelta += p[i].promoGain; + filling += p[i].bulk; + } else p[i].promoGain = 0; + for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) { + int g = p[i].promoGain; +// if(j > 0 && p[i].pst == PST_STEPPER) p[i].pst = PST_BPPROM; // use black pre-prom bonus + if(j > 0 && p[i].pst == PST_STEPPER && p[i].value >= 100) + p[i].pst = p[i].value <= 150 ? PST_RETRACT : PST_BPPROM; // light steppers advance + if(j > 0 && p[i].pst == PST_WJUMPER) p[i].pst = PST_BJUMPER; // use black pre-prom bonus + if(j > 0 && p[i].bulk == 6) p[i].pst = PST_BFLYER, p[i].mobWeight = 4; // SM defends zone + if((j = p[i].promo) > 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*0.9, p[i].value = p[j].value - g; + else p[i].promoGain = 0; + if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN; + board[p[i].pos] = i; + rootEval -= p[i].value + PST[p[i].pst + p[i].pos]; + promoDelta -= p[i].promoGain; + filling += p[i].bulk; + } else p[i].promoGain = 0; StackMultis(WHITE); StackMultis(BLACK); stm = WHITE; xstm = BLACK; @@ -806,22 +1057,30 @@ 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; + IDs = variants[var].IDs; + } bsize = bWidth*bHeight; - chuFlag = (currentVariant == V_CHU); + chuFlag = (currentVariant == V_CHU || currentVariant == V_LION); tenFlag = (currentVariant == V_TENJIKU); - chessFlag = (currentVariant == V_CHESS); - repDraws = (currentVariant == V_CHESS || currentVariant == V_SHATRANJ || currentVariant == V_MAKRUK); + chessFlag = (currentVariant == V_CHESS || currentVariant == V_LION || currentVariant == V_WOLF); + stalemate = (currentVariant == V_CHESS || currentVariant == V_MAKRUK || currentVariant == V_LION || currentVariant == V_WOLF); + repDraws = (stalemate || currentVariant == V_SHATRANJ); + ll = 0; lr = bHeight - 1; ul = (bHeight - 1)*bWidth; ur = ul + bHeight - 1; + pawn = LookUp("P", currentVariant); pVal = pawn ? pawn->value : 0; // get Pawn value 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++) { @@ -834,18 +1093,23 @@ Init (int var) // Lion-Dog triple moves toList[64+i] = 3*kStep[i]; epList[64+i] = kStep[i]; toList[72+i] = 3*kStep[i]; epList[72+i] = 2*kStep[i]; - toList[80+i] = 3*kStep[i]; epList[80+i] = kStep[i]; ep2List[80+i] = 2*kStep[i]; + toList[80+i] = 3*kStep[i]; epList[80+i] = 2*kStep[i]; ep2List[80+i] = kStep[i]; toList[88+i] = kStep[i]; epList[88+i] = 2*kStep[i]; } + toList[100] = BH - 2; epList[100] = BH - 1; ep2List[100] = BH - 3; + toList[100+1] = 2; epList[100+1] = 0; ep2List[100+1] = 3; + toList[100+2] = bsize - BH - 2; epList[100+2] = bsize - BH - 1; ep2List[100+2] = bsize - BH - 3; + toList[100+3] = bsize - BW + 2; epList[100+3] = bsize - BW; ep2List[100+3] = bsize - BW + 3; + // fill distance table for(i=0; i<2*BSIZE; i++) { distance[i] = 0; } - for(i=0; i<8; i++) - for(j=1; j abs(j) ? abs(i) : abs(j); // hash key tables @@ -867,12 +1131,35 @@ 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[PST_WJUMPER+s] = d/6; // double-stepper centralization + PST[PST_SLIDER +s] = d/12 - 15*(i==BH/2 || i==(BH-1)/2);// slider centralization + PST[PST_TRAP +s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0; + PST[PST_CENTER+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6; + PST[PST_WPPROM+s] = PST[PST_BPPROM+s] = PST[PST_STEPPER+s]; // as stepper, but with pre-promotion bonus W/B + PST[PST_BJUMPER+s] = PST[PST_WJUMPER+s]; // as jumper, but with pre-promotion bonus B + PST[PST_ZONDIST+s] = BW*(zone - 1 - i); // board step to enter promo zone black + PST[PST_ADVANCE+s] = PST[PST_WFLYER-s-1] = 2*(5*i+i*i) - (i >= zone)*6*(i-zone+1)*(i-zone+1) + - (2*j - BH + 1)*(2*j - BH + 1)/BH + BH/2 + - 50 - 35*(j==0 || j == BH-1) - 15*(j == 1 || BH-2); // advance-encouraging table + PST[PST_WFLYER +s] = PST[PST_LANCE-s-1] = (i == zone-1)*40 + (i == zone-2)*20 - 20; + PST[PST_LANCE +s] = (PST[PST_STEPPER+j] - PST[PST_STEPPER+s])/2; + } + if(zone > 0) PST[PST_WPPROM+BW*(BH-1-zone) + j] += 10, PST[PST_BPPROM + BW*zone + j] += 10; + if(j > (BH-1)/2 - 3 && j < BH/2 + 3) + PST[PST_WPPROM + j] += 4, PST[PST_BPPROM + BW*(BH-1) + j] += 4; // fortress + if(j > (BH-1)/2 - 2 && j < BH/2 + 2) + PST[PST_WPPROM + BW + j] += 2, PST[PST_BPPROM + BW*(BH-2) + j] += 2; // fortress +#if KYLIN + // pre-promotion bonuses for jumpers + if(zone > 0) PST[PST_WJUMPER + BW*(BH-2-zone) + j] = PST[PST_BJUMPER + BW*(zone+1) + j] = 100, + PST[PST_WJUMPER + BW*(BH-1-zone) + j] = PST[PST_BJUMPER + BW*zone + j] = 200; +#endif } p[EDGE].qval = 5; // tenjiku jump-capturer sentinel @@ -892,6 +1179,20 @@ PSTest () return tot; } +int +Dtest () +{ + int r, f, score, tot=0; + for(r=0; r>1, t = CASTLE; + if(stm != WHITE) f += bsize - BW, t += 2; + if(p[board[f]].value = 280) { + if(p[board[f-4]].value == 300 && board[f-3] == EMPTY && board[f-2] == EMPTY && board[f-1] == EMPTY) moveStack[msp++] = f<= S) { // in any case, do a jump of 2 int occup = NewNonCapture(x, x + 2*v, pFlag); - if(r < J) { // Lion power, also single step - if(!NewNonCapture(x, x + v, pFlag)) nullMove = x; else occup = 1; + if(r < I) { // Lion power, also single step + if(!NewNonCapture(x, x + v, pFlag)) nullMove = (r == W ? ABSENT : x); else occup = 1; if(r <= L) { // true Lion, also Knight jump if(!occup & r < L) for(y=x+2*v; !NewNonCapture(x, y+=v, pFlag) && r == S; ); // BS and FF moves v = nStep[j]; - NewNonCapture(x, x + v, pFlag); + if(r != W) NewNonCapture(x, x + v, pFlag); + } else if(r == T) NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step + else if(r == K) { + occup |= NewNonCapture(x, x+3*v, pFlag); // Lion Dog, also triple step + if(!occup) for(y=x+3*v; !NewNonCapture(x, y+=v, pFlag); ); // TK moves } - } + } else if(r == I) NewNonCapture(x, x + v, pFlag); // also do step } else if(r == M) { // FIDE Pawn; check double-move - if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v]) + if(!NewNonCapture(x, x+v, pFlag) && chessFlag && promoBoard[x-v] & LAST_RANK) NewNonCapture(x, x+2*v, pFlag), moveStack[msp-1] |= DEFER; // use promoSuppress flag as e.p. flag } continue; @@ -1023,7 +1340,7 @@ report (int x, int y, int i) int MapOneColor (int start, int last, int *map) { - int i, j, k, totMob = 0; + int i, j, totMob = 0; for(i=start+2; i<=last; i+=2) { int mob = 0; if(p[i].pos == ABSENT) continue; @@ -1041,15 +1358,27 @@ MapOneColor (int start, int last, int *map) if(r < J) { // Lion power, also single step if(board[x + v] != EMPTY && board[x + v] != EDGE) map[2*(x + v) + start] += one[j]; - if(r == T) { // Lion Dog, also jump of 3 + if(r < I) { + if(r == T || r == K) { // Lion Dog, also jump of 3 if(board[x + 3*v] != EMPTY && board[x + 3*v] != EDGE) map[2*(x + 3*v) + start] += one[j]; + if(r == K) { // also range (Teaching King) + int y = x, n = 0; + while(1) { + if(board[y+=v] == EDGE) break; + if(board[y] != EMPTY) { + if(n > 2) map[2*y + start] += one[j]; // outside Lion range + break; + } + n++; + } + } } else if(r <= L) { // true Lion, also Knight jump if(r < L) { // Lion plus (limited) range int y = x, n = 0; - r = (r == S ? 36 : 3); - while(n++ <= r) { + int rg = (r == S ? 36 : 3); + while(n++ < rg) { if(board[y+=v] == EDGE) break; if(board[y] != EMPTY) { if(n > 2) map[2*y + start] += one[j]; // outside Lion range @@ -1058,9 +1387,10 @@ MapOneColor (int start, int last, int *map) } } v = nStep[j]; - if(board[x + v] != EMPTY && board[x + v] != EDGE) + if(board[x + v] != EMPTY && board[x + v] != EDGE && r != W) map[2*(x + v) + start] += one[8]; } + } } } else if(r == C) { // FIDE Pawn diagonal @@ -1105,206 +1435,8 @@ MapFromScratch (int *map) int i; for(i=0; i<2*bsize; i++) map[i] = 0; mobilityScore = MapOneColor(1, last[WHITE], map); - mobilityScore -= MapOneColor(0, last[BLACK], map); -} - -void -Connect (int sqr, int piece, int dir) -{ // scan to both sides along ray to elongate attacks from there, and remove our own attacks on there, if needed - int x, step = kStep[dir], r1 = p[piece].range[dir], r2 = p[piece].range[dir+4], r3, r4, piece1, piece2; - int d1, d2, r, y, c; - - if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir]) { // there are incoming attack(s) from 'behind' - x = sqr; - while(board[x-=step] == EMPTY); // in any case, scan to attacker, to see where / what it is - d1 = dist[x-sqr]; piece1 = board[x]; - attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our attack on it if in-range - if((attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // there are also incoming attack(s) from 'ahead' - - y = sqr; - while(board[y+=step] == EMPTY); // also always scan to that one to see what it is - d2 = dist[y-sqr]; piece2 = board[y]; - attacks[2*y+stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range - // we have two pieces now shooting at each other. See how far they get. - if(d1 + d2 <= (r3 = p[piece1].range[dir])) { // 1 hits 2 - attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack - UPDATE_MOBILITY(piece1, d2); - } else UPDATE_MOBILITY(piece1, r3 - d1); // does not connect, but could still gain mobility - if(d1 + d2 <= (r4 = p[piece2].range[dir+4])) { // 2 hits 1 - attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack - UPDATE_MOBILITY(piece2, d1); - } else UPDATE_MOBILITY(piece2, r4 - d2); // does not connect, but could still gain mobility - // if r1 or r2<0, moves typically jump, and thus cannot be unblocked. Exceptions are FF and BS distant moves. - // test for d1+d2 > 2 && rN == F && d== 3 or rN == S - if(d1 <= 2) { // could be jump interactions - if(d1 == 2) { - if(r2 <= J) attacks[2*x + stm] -= one[dir+4]; - if(r1 <= J) attacks[2*y + stm] -= one[dir]; - } else { // d1 == 1 - if(r2 < J) attacks[2*x + stm] -= one[dir+4]; - if(r1 < J) attacks[2*y + stm] -= one[dir]; - if(board[x-step] != EMPTY && board[x-step] != EDGE) - attacks[2*(x-step) + stm] -= one[dir+4]; - } - } - - } else { // we were only attacked from behind - - r = (r2 = p[piece1].range[dir]) - d1; - if(r < 0 || c > one[dir+4]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind! - // for now, forget jumpers - } - y = sqr; - while(r--) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + (piece1 & WHITE)] += one[dir]; // count attack - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece1, d2); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece1, r2 - d1); - r = r1 - r2 + d1; // extra squares covered by mover - while(r-- > 0) - if(board[y+=step] != EMPTY) { - d2 = dist[y-sqr]; piece2 = board[y]; - if(piece2 != EDGE) { // extended move hits a piece - attacks[2*y + stm] -= one[dir]; // count attack - } - return; - } - } - // if r2<0 we should again test for F and S moves - - } else // no incoming attack from behind - if(c = (attacks[2*sqr] + attacks[2*sqr+1]) & attackMask[dir+4]) { // but incoming attack(s) from 'ahead' - - y = sqr; while(board[y+=step]); // locate attacker - d2 = dist[y-sqr]; piece2 = board[y]; - attacks[2*y + stm] -= -(d2 <= r1) & one[dir]; // remove our attack on it if in-range - r = (r1 = p[piece1].range[dir]) - d2; - if(r < 0 || c > one[dir]) { // Oops! This was not our attacker, or not the only one. There must be a jump attack from even further behind! - // for now, forget jumpers - } - x = sqr; - while(r--) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + (piece2 & WHITE)] += one[dir+4]; // count attack - attacks[2*x + stm] -= -(d1 <= r2) & one[dir+4]; // remove our own attack on it, if in-range - } - UPDATE_MOBILITY(piece2, d1); // count extra mobility even if we hit edge - return; - } - // we hit nothing with the extended move of the attacker behind us. - UPDATE_MOBILITY(piece2, r2 - d1); - r = r2 - r1 + d2; // extra squares covered by mover - while(r-- > 0) - if(board[x-=step] != EMPTY) { - d1 = dist[x-sqr]; piece1 = board[x]; - if(piece1 != EDGE) { // extended move hits a piece - attacks[2*x + stm] -= one[dir+4]; // count attack - } - return; - } - - } else { // no incoming attacks from either side. Only delete attacks of mover on others - - x = sqr; - while(r1--) - if(board[x+=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir]; // decrement attacks along that direction - break; - } - - x = sqr; - while(r2--) - if(board[x-=step] != EMPTY) { // piece found that we attacked - attacks[2*x + stm] -= one[dir+4]; // decrement attacks along opposite direction - break; - } - - } -} - -inline int -Hit (int r, int d) -{ // test if move with range r reaches over (un-obstructed) distance d - if(r < 0) switch(r) { - case J: return (d == 2); - case D: - case L: return (d <= 2); - case T: - case F: return (d <= 3); - case S: return 1; - default: return 0; - } else return (d <= r); - return 0; // not reached -} - -void -Disconnect (int sqr, int piece, int dir) -{ - int x = sqr, step = kStep[dir], piece1, piece2, d1, d2, r1, r2, y; - while( board[x+=step] == EMPTY ); - piece1 = board[x]; - if(piece1 != EDGE) { // x has hit a piece - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir+4]; - y = sqr; while( board[y-=step] == EMPTY ); - piece2 = board[y]; - if(piece2 != EDGE) { // both ends of the ray hit a piece - d2 = dist[y-sqr]; - r2 = p[piece2].range[dir]; - if(r1 >= d1) { // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir+4]; - if(r1 >= d1 + d2) // was hitting piece2 before, now blocked - attacks[2*y + (piece1 & WHITE)] -= one[dir+4]; - } - if(r2 >= d2) { // piece2 hits us - attacks[2*sqr + (piece2 & WHITE)] += one[dir]; - if(r2 >= d1 + d2) // was hitting piece1 before, now blocked - attacks[2*x + (piece2 & WHITE)] -= one[dir]; - } - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; - if( Hit(p[piece].range[dir+4], d2) ) - attacks[2*sqr + stm] += one[dir+4]; - return; - } - } else { - x = sqr; while( board[x-=step] == EMPTY ); - piece1 = board[x]; - if(piece1 == EDGE) return; // ray empty on both sides - d1 = dist[x-sqr]; - r1 = p[piece1].range[dir]; - dir += 4; - } - // we only get here if one side looks to the board edge - if(r1 >= d1) // piece1 hits us - attacks[2*sqr + (piece1 & WHITE)] += one[dir^4]; - if( Hit(p[piece].range[dir], d1) ) - attacks[2*sqr + stm] += one[dir]; -} - -void -Occupy (int sqr) -{ // determines attacks on square and blocking when a piece lands on an empty square - int i; - for(i=0; i<4; i++) { - Disconnect(sqr, board[sqr], i); - } -} -void -Evacuate (int sqr, int piece) -{ // determines change in attacks on neighbors due to unblocking and mover when the mentioned piece vacates the given square - int i; - for(i=0; i<4; i++) Connect(sqr, piece, i); + mobilityScore -= MapOneColor(0, last[BLACK], map); } int @@ -1317,15 +1449,21 @@ 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 } @@ -1343,6 +1481,21 @@ MakeMove(Move m, UndoInfo *u) } else u->new = u->piece; if(u->to >= SPECIAL) { // two-step Lion move + if(u->to >= CASTLE) { // move Rook, faking it was an e.p. victim so that UnMake works automatically + u->epSquare = epList[u->to - SPECIAL]; + u->ep2Square = ep2List[u->to - SPECIAL]; + u->epVictim[0] = board[u->epSquare]; // kludgy: fake that King e.p. captured the Rook! + u->epVictim[1] = board[u->ep2Square]; // should be EMPTY (but you never know, so save as well). + board[u->ep2Square] = u->epVictim[0]; // but put Rook back + board[u->epSquare] = EMPTY; + p[u->epVictim[0]].pos = u->ep2Square; + p[u->epVictim[1]].pos = ABSENT; + u->to = toList[u->to - SPECIAL]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH]; + hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square]; + hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->ep2Square+BH]; + } else { // take care of first e.p. victim u->epSquare = u->from + epList[u->to - SPECIAL]; // decode u->epVictim[0] = board[u->epSquare]; // remember for takeback @@ -1357,12 +1510,19 @@ 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 + } } if(u->fireMask & fireBoard[u->to]) { // we moved next to enemy Fire Demon (must be done after SPECIAL, to decode to-sqr) @@ -1371,7 +1531,7 @@ 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]; @@ -1381,6 +1541,9 @@ 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 @@ -1389,15 +1552,30 @@ MakeMove(Move m, UndoInfo *u) u->epVictim[0] = EDGE; // kludge to flag to UnMake this is special move } - u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from]; - u->victim = board[u->to]; p[u->victim].pos = ABSENT; + if(p[u->victim].ranking == 5 && p[u->piece].ranking < 4) { // contageous piece captured by non-royal + u->booty -= p[u->new].value; + u->new = u->piece & 1 | 2; // promote to it + if(p[u->new].pos != ABSENT) u->new += 2; + p[u->piece].pos = ABSENT; + u->booty += p[u->new].value; + } + + u->booty += PST[p[u->new].pst + u->to] - PST[p[u->piece].pst + u->from]; + + filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk; + promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain; u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to]; - 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] @@ -1429,7 +1607,7 @@ 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 } @@ -1444,16 +1622,18 @@ UnMake(UndoInfo *u) cnt50 = u->revMoveCount; hashKeyL = u->savKeyL; hashKeyH = u->savKeyH; + filling = u->filling; + promoDelta = u->saveDelta; } void -GenCapts(int sqr, int victimValue) +GenCapts (int sqr, int victimValue) { // generate all moves that capture the piece on the given square - int i, range, att = attacks[2*sqr + stm]; + int i, att = attacks[2*sqr + stm]; //printf("GenCapts(%c%d,%d) %08x\n",sqr%BW+'a',sqr/BW,victimValue,att); if(!att) return; // no attackers at all! for(i=0; i<8; i++) { // try all rays - int x, v, jumper, jcapt=0; + int x, v, jcapt=0; if(att & attackMask[i]) { // attacked by move in this direction v = -kStep[i]; x = sqr; while( board[x+=v] == EMPTY ); // scan towards source until we encounter a 'stop' @@ -1500,7 +1680,6 @@ 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 @@ -1530,11 +1709,62 @@ GenCapts(int sqr, int victimValue) NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run } break; + case T: // Lion-Dog move (awful!) + case K: + if(d > 3) break; + NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); + att -= one[i]; + if(d == 3) { // check if we can take one or two intermediates (with higher piece index) with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) { + NewCapture(x, SPECIAL + 64 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first + if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. both + } else if((board[x-2*v] & TYPE) == xstm && board[x-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. second + } else if(d == 2) { // check if we can take intermediate with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) { + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. first, stop at 2nd + NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd, take 1st + if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd + } else if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 2nd + } else { // d=1; can move on to second, or move back for igui + NewCapture(x, SPECIAL + 8*i + (i^4) + victimValue, p[attacker].promoFlag); // igui + if(board[sqr-v] == EMPTY) { // 2nd empty + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and run to 2nd + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd + } else if((board[sqr-v] & TYPE) == stm) { // 2nd own + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 72 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, end on 3rd + } else if((board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) { + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st, capture and stop at 2nd + NewCapture(x, SPECIAL + 88 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // shoot 2nd + if(board[sqr-2*v] == EMPTY || (board[sqr-2*v] & TYPE) == xstm && board[sqr-2*v] > board[sqr]) + NewCapture(x, SPECIAL + 80 + i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. 1st and 2nd + } + } + break; case J: // plain jump (as in KY, PH) if(d != 2) break; + case I: // jump + step (as in Wa TF) + if(d > 2) break; NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); att -= one[i]; break; + case W: // jump + locust jump + 3-slide (Werewolf) + if(d > 2) break; + NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); + att -= one[i]; + if(d == 2) { // check if we can take intermediate with it + if((board[x-v] & TYPE) == xstm && board[x-v] > board[sqr]) + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // e.p. + } else { // d=1; can move on to second + if(board[sqr-v] == EMPTY || (board[sqr-v] & TYPE) == xstm && board[sqr-v] > board[sqr]) + NewCapture(x, SPECIAL + 9*i + victimValue - SORTKEY(attacker), p[attacker].promoFlag); // hit and run + } + break; case C: // FIDE Pawn if(d != 1) break; NewCapture(x, sqr + victimValue - SORTKEY(attacker), p[attacker].promoFlag); @@ -1544,7 +1774,7 @@ GenCapts(int sqr, int victimValue) //printf("mask[%d] = %o\n", i, att); if((att & attackMask[i]) == 0) break; } - // more attacks to come; san for next stop + // more attacks to come; scan 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); @@ -1555,7 +1785,7 @@ GenCapts(int sqr, int victimValue) for(i=0; i<8; i++) { // scan all knight jumps to locate source int x = sqr - nStep[i], attacker = board[x]; if(attacker == EMPTY || (attacker & TYPE) != stm) continue; - if(p[attacker].range[i] <= L && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction + if(p[attacker].range[i] == L || p[attacker].range[i] < W && p[attacker].range[i] >= S || p[attacker].range[i] == N) { // has Knight jump in our direction NewCapture(x, sqr + victimValue, p[attacker].promoFlag); // plain jump (as in N) if(p[attacker].range[i] < N) { // Lion power; generate double captures over two possible intermediates int v = kStep[i]; // leftish path @@ -1571,28 +1801,231 @@ GenCapts(int sqr, int victimValue) } int -Evaluate () +Guard (int sqr) +{ + int piece = board[sqr], val; + if(piece == EDGE) return 0; + val = p[piece].value; + if(val == 201) return 3; // Elephant + if(val == 152) return 2; // Tiger + if(val == 151) return 1; // Gold + return 0; +} + +int +Fortress (int forward, int king, int lion) +{ // penalty for lack of Lion-proof fortress + int rank = PST[king], anchor, r, l, q, res = 0; + if(rank != 2) return 25*(rank-2); + anchor = king + forward*(rank-1); + + q = Guard(anchor); l = Guard(anchor-1); r = Guard(anchor+1); + if(!q) return l > 1 || r > 1 ? 0 : -25; + if(q == 1) res = 40*(l > 1 && r > 1); // TGT, EGT or TGE get 40 + else { // T or E in front of King + if(l > 1) res = 30 + (r > 1)*(20 + 5*(q==2)); // TT., ET. or TE. (30), TET (50), TTE (55) + else if(r > 1) res = 30; // .TT, .ET or .TE (30) + } + q = 0; + if(filling > 32) { + if(r > 1 && Guard(king+2) == 1) q += 10; + if(l > 1 && Guard(king-2) == 1) q += 10; + q += 5*(Guard(king+1) == 1); + q += 5*(Guard(king-1) == 1); + if(filling < 96) q = q*(filling - 32)>>6; + } + return res + q; + + if(Guard(anchor) == 3 || Guard(anchor+1) == 3 || Guard(anchor-1) == 3) return 0; + if(rank == 2 && Guard(king+1) == 3 || Guard(king-1) == 3) return -50; + if(Guard(r=anchor) == 2 || Guard(r=anchor+1) == 2 || Guard(r=anchor-1) == 2) + return -100 + 50*(Guard(r + forward + 1) == 3 || Guard(r + forward - 1) == 3); + return -300; + + for(r=anchor+1; Guard(r) > 1; r++); + for(l=anchor-1; Guard(l) > 1; l--); +//if(PATH) printf("# l=%d r=%d\n", l, r); + if(Guard(anchor) < 2) { + if(r - anchor > anchor - l || // largest group, or if equal, group that contains elephant + r - anchor == anchor - l && Guard(r-1) == 3) l = anchor; else r = anchor; + } + switch(r - l) { + case 1: q = 15; break; // no shelter at all, maximum penalty + case 2: if(Guard(l+1) == 3) q = 10; // single Elephant offers some shelter + else if(Guard(l+forward) == 3 || Guard(l+forward+2) == 3) q = 8; // better if Tiger diagonally in front of it + else q = 14; // singe tiger almost no help; + break; + case 3: q = 5 - (Guard(l+1) == 3 || Guard(l+3) == 3); break; // pair is better if it contains Elephant + case 4: q = (Guard(l+2) != 3); // 3 wide: perfect, or nearly so if Elephant not in middle + default: ; + } +//if(PATH) printf("# fortress %d: q=%d l=%d r=%d\n", anchor, q, l, r); + return (dist[lion - king] - 23)*q; // reduce by ~half if Lion very far away +} + +int +Surround (int stm, int king, int start, int max) { - return (stm ? mobilityScore : -mobilityScore); + int i, s=0; + for(i=start; i<9; i++) { + int v, piece, sq = king + neighbors[i]; + if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue; + if(p[piece].promoGain) continue; + v = p[piece].value; + s += -(v > 70) & v; + } + return (s > max ? max : s); +} + +int +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, max=512; + + if(tsume) return difEval; + + if(p[WHITE+2].value == LVAL) wLion = p[WHITE+2].pos; + if(p[BLACK+2].value == LVAL) bLion = p[BLACK+2].pos; + if(wLion == ABSENT && p[WHITE+4].value == LVAL) wLion = p[WHITE+4].pos; + if(bLion == ABSENT && p[BLACK+4].value == LVAL) bLion = p[BLACK+4].pos; + +#ifdef LIONTRAP +# define lionTrap (PST + PST_TRAP) + // penalty for Lion in enemy corner, when enemy Lion is nearby + if(wLion != ABSENT && bLion != ABSENT) { // both have a Lion + static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 }; + score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion] + - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]]; + } + +# ifdef WINGS + // bonus if corner lances are protected by Lion-proof setup (FL + C/S) + if(bLion != ABSENT) { + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[ll+1]].value == 150 && p[board[ll+BW+2]].value == 100) score += 20 + 20*!p[board[ll]].range[2]; + if((p[board[BW+lr]].value == 320 || p[board[BW+lr]].value == 220) && + p[board[lr-1]].value == 150 && p[board[lr+BW-2]].value == 100) score += 20 + 20*!p[board[lr]].range[2]; + } + if(wLion != ABSENT) { + if((p[board[ul-BW]].value == 320 || p[board[ul-BW]].value == 220) && + p[board[ul+1]].value == 150 && p[board[ul-BW+2]].value == 100) score -= 20 + 20*!p[board[ul]].range[2]; + if((p[board[ur-BW]].value == 320 || p[board[ur-BW]].value == 220) && + p[board[ur-1]].value == 150 && p[board[ur-BW-2]].value == 100) score -= 20 + 20*!p[board[ur]].range[2]; + } +# endif +#endif + +#ifdef KINGSAFETY + // basic centralization in end-game (also facilitates bare-King mating) + wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+2].pos; + bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+2].pos; + if(filling < 32) { + int lead = (stm == WHITE ? difEval : -difEval); + score += (PST[PST_CENTER+wKing] - PST[PST_CENTER+bKing])*(32 - filling) >> 7; + if(lead > 100) score -= PST[PST_CENTER+bKing]*(32 - filling) >> 3; // white leads, drive black K to corner + if(lead < -100) score += PST[PST_CENTER+wKing]*(32 - filling) >> 3; // black leads, drive white K to corner + max = 16*filling; + } + +# ifdef FORTRESS + f = 0; + if(bLion != ABSENT) f += Fortress( BW, wKing, bLion); + if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion); + score += (filling < 192 ? f : f*(224 - filling) >> 5); // build up slowly +# endif + +# ifdef KSHIELD + score += Surround(WHITE, wKing, 1, max) - Surround(BLACK, bKing, 1, max) >> 3; +# endif + +#endif + +#if KYLIN + // bonus for having Kylin in end-game, where it could promote to Lion + // depends on board population, defenders around zone entry and proximity to zone + if(filling < 128) { + int sq; + if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) { + int anchor = sq - PST[5*BW*BH - 1 - sq]; // FIXME: PST_ZONDIST indexed backwards + score += (512 - Surround(BLACK, anchor, 0, 512))*(128 - filling)*PST[p[wLion].pst + sq] >> 15; + } + if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) { + int anchor = sq + PST[PST_ZONDIST + sq]; + score -= (512 - Surround(WHITE, anchor, 0, 512))*(128 - filling)*PST[p[bLion].pst + sq] >> 15; + } + } +#endif + +#ifdef PAWNBLOCK + // penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only RETRACT mode is straight back + for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) { + if((f = p[i].pos) != ABSENT) { // P present, + if((j = board[f + BW])&1) // square before it white (odd) piece + score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50); + if((j = board[f - BW])&1) // square behind it white (odd) piece + score += 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } + for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) { + if((f = p[i].pos) != ABSENT) { // P present, + if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black) + score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50); + if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black) + score -= 7*(p[j].promoGain == 0 & p[j].value<=151); + } + } +#endif + +#ifdef TANDEM + if(zone > 0) { + int rw = BW*(BH-1-zone), rb = BW*zone, h=0; + for(f=0; f 0) h += (p[board[rw+f-BW-1]].pst == PST_ADVANCE); + if(f+1 < BH) h += (p[board[rw+f-BW+1]].pst == PST_ADVANCE); + } + if(p[board[rb+f]].pst == PST_ADVANCE) { + h -= (p[board[rb+f+BW]].pst == PST_RETRACT); + if(f > 0) h -= (p[board[rb+f+BW-1]].pst == PST_RETRACT); + if(f+1 < BH) h -= (p[board[rb+f+BW+1]].pst == PST_RETRACT); + } + } + score += h*TANDEM; + } +#endif + + return difEval - (filling*promoDelta >> 8) + (stm ? score : -score); } inline void FireSet (UndoInfo *tb) { // set fireFlags acording to remaining presene of Fire Demons int i; - for(i=stm+2; p[i].value == 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]; } void TerminationCheck(); -#define QSdepth 0 +#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, oldBest, curEval, iterAlpha; Move move, nullMove; @@ -1600,9 +2033,35 @@ Search (int alpha, int beta, int difEval, int depth, int oldPromo, int promoSupp #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); +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) { + if((k = p[king + 2].pos) == ABSENT && (!tsume || tsume & stm+1)) + return -INF; // lose when no King (in tsume only for side to be mated) + } else if(p[king + 2].pos != ABSENT) { + if(tsume && tsume & stm+1) { + retDep = 60; return INF; // we win when not in check + } + k = ABSENT; // two kings is no king... + } + if( k != ABSENT) { // check is possible + if(!attacks[2*k + xstm]) { + if(tsume && tsume & stm+1) { + 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) { @@ -1611,72 +2070,94 @@ if(PATH) /*pboard(board),pmap(attacks, BLACK),*/printf("search(%d) {%d,%d} eval= } } else { // he has no king! Test for attacks on Crown Prince k = p[king + 2].pos; - if(attacks[2*k + stm]) return INF; // we have attack on Crown Prince + if(k == ABSENT ? !tsume : attacks[2*k + stm]) return INF; // we have attack on Crown Prince } //printf("King safe\n");fflush(stdout); // EVALUATION & WINDOW SHIFT - curEval = difEval + Evaluate(); + curEval = Evaluate(difEval) -20*inCheck; alpha -= (alpha < curEval); beta -= (beta <= curEval); if(!(nodes++ & 4095)) TerminationCheck(); pv[pvPtr++] = 0; // start empty PV, directly behind PV of parent - + if(inCheck) lmr = 0; else depth -= lmr; // no LMR of checking moves firstMove = curMove = sorted = msp += 50; // leave 50 empty slots in front of move list - iterDep = 0; tb.fireMask = phase = 0; + iterDep = -(depth == 0); tb.fireMask = phase = 0; #ifdef HASH - index = hashKeyL & hashMask; nr = hashKeyL >> 30; hit = -1; + 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 = hashTable[index].depth[hit]; + 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]) hit = nr; else hit = 4; + 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 - replyDep = (depth < 1 ? depth-1 : iterDep); - while(++iterDep <= depth || iterDep == 1) { + 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; - } #ifdef NULLMOVE - else if(curEval >= beta) { + if(depth > QSdepth && curEval >= beta && !inCheck && filling > 10) { + int nullDep = depth - 3; stm ^= WHITE; - score = -Search(-beta, 1-beta, -difEval, depth > 3 ? depth-3 : 0, 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 //if(PATH) printf("mask=%x\n",tb.fireMask),pbytes(fireBoard); phase = 1; case 1: // hash move + phase = 2; #ifdef HASH - if(hashMove) { + if(hashMove && (depth > QSdepth || // must be capture in QS + (hashMove & SQUARE) >= SPECIAL || board[hashMove & SQUARE] != EMPTY)) { moveStack[sorted = msp++] = hashMove; goto extractMove; } #endif - phase = 2; 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); @@ -1685,10 +2166,14 @@ if(PATH) printf("%d:%2d:%2d next victim %d/%d\n",level,depth,iterDep,curMove,msp if(to == ABSENT) continue; // ignore if absent if(!attacks[2*to + stm]) continue; // skip if not attacked group = p[nextVictim].value; // remember value of this found victim - if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { resDep = QSdepth + 1; goto cutoff; } + if(iterDep <= QSdepth + 1 && 2*group + curEval + 30 < alpha) { + resDep = QSdepth + 1; nextVictim -= 2; + if(bestScore < 2*group + curEval + 30) bestScore = 2*group + curEval + 30; + goto cutoff; + } if(PATH) printf("%d:%2d:%2d group=%d, to=%c%d\n",level,depth,iterDep,group,to%BW+'a',to/BW+ONE); GenCapts(to, 0); -if(PATH) printf("%d:%2d:%2d 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 @@ -1697,14 +2182,22 @@ 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 @@ -1713,18 +2206,22 @@ 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); + if(msp == nonCapts) goto cutoff; #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) { + retDep = iterDep; 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; + 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 || p[tb.epVictim[0]].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 - if(promoSuppress & PROMOTE) score = -INF; // non-Lion captures Lion after opponent did same + if(promoSuppress & PROMOTE) { // non-Lion captures Lion after opponent did same + if(!okazaki || attacks[2*tb.to + stm]) score = -INF; + } defer |= PROMOTE; // if we started, flag he cannot do it in reply } if(score == -INF) { - 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 @@ -1807,7 +2333,7 @@ printf("# abort (%d) @ %d\n", abortFlag, level); 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) { @@ -1827,12 +2353,13 @@ if(PATH) printf("%d:%2d:%d %3d %6x %-10s %6d %6d\n", level, depth, iterDep, curM bestMoveNr = firstMove; if(score >= beta) { // beta cutoff #ifdef KILLERS - if(iterDep == depth && move != killer[level][0]) { + 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; + resDep = retDep+1-ext; goto cutoff; } { int i=pvPtr; @@ -1842,28 +2369,34 @@ 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); } -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; + 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].depth[hit] = resDep; + hashTable[index].score[hit] = bestScore; hashTable[index].flag[hit] = (bestScore < beta) * H_UPPER; if(bestScore > alpha) { hashTable[index].flag[hit] |= H_LOWER; @@ -1877,8 +2410,8 @@ leave: 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); } @@ -1887,9 +2420,9 @@ 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 %4d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain, p[i].pst); for(j=0; j<8; j++) printf(" %2d", p[i].range[j]); - if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255); + if(i<2 || i>11) printf("\n"); else printf(" %02x %d\n", fireFlags[i-2]&255, p[i].ranking); } printf("last: %d / %d\nroyal %d / %d\n", last[WHITE], last[BLACK], royal[WHITE], royal[BLACK]); } @@ -1912,6 +2445,7 @@ pbytes (unsigned char *b) for(i=BH-1; i>=0; i--) { for(j=0; j0; 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 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) { + char *p; int stm = WHITE; + static char startFEN[4000]; 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); + } else fen = array; + rootEval = promoDelta = filling = cnt50 = moveNr = 0; + SetUp(fen, currentVariant); sup0 = sup1 = sup2 = ABSENT; - rootEval = cnt50 = hashKeyH = hashKeyL = moveNr = 0; + hashKeyH = hashKeyL = 87620895*currentVariant + !!fen; + for(p=startPos; *p++ = *fen++; ) {} // remember last start position for undo return stm; } @@ -2060,15 +2576,14 @@ SetMemorySize (int n) { #ifdef HASH static HashBucket *realHash; - static int oldSize; - int m = 1; - intptr_t l; - if(n != oldSize) { + 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); - 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 + 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 } @@ -2081,20 +2596,22 @@ MoveToText (MOVE move, int multiLine) char *promoChar = ""; if(f == t) { sprintf(buf, "@@@@"); return buf; } // null-move notation in WB protocol buf[0] = '\0'; - if(t >= SPECIAL) { // kludgy! Print as side effect non-standard WB command to remove victims from double-capture (breaks hint command!) + if(t >= SPECIAL) { + if(t < CASTLE) { // castling is printed as a single move, implying its side effects int e = f + epList[t - SPECIAL]; -// printf("take %c%d\n", e%BW+'a', e/BW+ONE); - sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; - if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; if(ep2List[t - SPECIAL]) { - e = g + ep2List[t - SPECIAL]; + int e2 = f + ep2List[t - SPECIAL]; // printf("take %c%d\n", e%BW+'a', e/BW+ONE); - sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; - if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; + sprintf(buf+strlen(buf), "%c%d%c%d,", f%BW+'a', f/BW+ONE, e2%BW+'a', e2/BW+ONE); f = e2; + if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; } +// printf("take %c%d\n", e%BW+'a', e/BW+ONE); + sprintf(buf, "%c%d%c%d,", f%BW+'a', f/BW+ONE, e%BW+'a', e/BW+ONE); f = e; + if(multiLine) printf("move %s\n", buf), buf[0] = '\0'; + } t = g + toList[t - SPECIAL]; } - if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : repDraws ? "q" : "+"; + if(move & PROMOTE) promoChar = currentVariant == V_MAKRUK ? "m" : currentVariant == V_WOLF ? "r" : repDraws ? "q" : "+"; sprintf(buf+strlen(buf), "%c%d%c%d%s", f%BW+'a', f/BW+ONE, t%BW+'a', t/BW+ONE, promoChar); return buf; } @@ -2102,7 +2619,7 @@ MoveToText (MOVE move, int multiLine) int ReadSquare (char *p, int *sqr) { - int i=0, f, r; + int f, r; f = p[0] - 'a'; r = atoi(p + 1) - ONE; *sqr = r*BW + f; @@ -2119,9 +2636,16 @@ ListMoves () 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); + Search(-INF-1, INF+1, 0, QSdepth+1, 0, sup1 & ~PROMOTE, sup2, INF); postThinking++; - listStart = retFirst; listEnd = msp = retMSP; + + listStart = retFirst; msp = retMSP; + if(currentVariant == V_LION) GenCastlings(); listEnd = msp; + for(i=listStart; i> SQLEN & SQUARE; + if(to >= SPECIAL) continue; + if(p[board[to]].ranking == 5 && p[board[from]].ranking < 4) moveStack[i] |= PROMOTE; + } } MOVE @@ -2138,12 +2662,40 @@ ParseMove (char *moveText) e = t; moveText += ReadSquare(moveText, &t); for(i=0; i<8; i++) if(f + kStep[i] == e) break; - if(i >= 8) return INVALID; // this rejects Lion Dog 2+1 and 2-1 moves! - for(j=0; j<8; j++) if(e + kStep[j] == t) break; - if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves! - t2 = SPECIAL + 8*i + j; + if(i >= 8) { // first leg not King step. Try Lion Dog 2+1 or 2-1 + for(i=0; i<8; i++) if(f + 2*kStep[i] == e) break; + if(i >= 8) return INVALID; // not even that + if(f + 3*kStep[i] == t) t2 = SPECIAL + 72 + i; // 2+1 + else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 + else return INVALID; + } else if(f + 3*kStep[i] == t) { // Lion Dog 1+2 move + t2 = SPECIAL + 64 + i; + } else if(*moveText == ',') { // 3rd leg follows! + if(f + 2*kStep[i] != t) return INVALID; // 3-leg moves must be linear! + moveText += ReadSquare(moveText, &e); + if(e != t) return INVALID; // must again continue with same piece + moveText += ReadSquare(moveText, &t); + if(f + 3*kStep[i] == t) t2 = SPECIAL + 80 + i; // 1+1+1 + else if(f + kStep[i] == t) t2 = SPECIAL + 88 + i; // 2-1 entered as 1+1-1 + else return INVALID; + } else { + for(j=0; j<8; j++) if(e + kStep[j] == t) break; + if(j >= 8) return INVALID; // this rejects Lion Dog 1+2 moves! + t2 = SPECIAL + 8*i + j; + } + } else if(chessFlag && board[f] != EMPTY && p[board[f]].value == pVal && board[t] == EMPTY) { // Pawn to empty, could be e.p. + if(t == f + BW + 1) t2 = SPECIAL + 16; else + if(t == f + BW - 1) t2 = SPECIAL + 48; else + if(t == f - BW + 1) t2 = SPECIAL + 20; else + if(t == f - BW - 1) t2 = SPECIAL + 52; // fake double-move + } else if(currentVariant == V_LION && board[f] != EMPTY && p[board[f]].value == 280 && (t-f == 2 || f-t == 2)) { // castling + if(t == f+2 && f < BW) t2 = CASTLE; else + if(t == f-2 && f < BW) t2 = CASTLE + 1; else + if(t == f+2 && f > BW) t2 = CASTLE + 2; else + if(t == f-2 && f > BW) t2 = CASTLE + 3; } ret = f<= listEnd) { @@ -2191,8 +2743,14 @@ Highlight(char *coords) for(i=listStart; i>SQLEN & SQUARE)) { int t = moveStack[i] & SQUARE; - if(t >= SPECIAL) continue; - b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; + if(t >= CASTLE) t = toList[t - SPECIAL]; else // decode castling + 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 @@ -2203,9 +2761,13 @@ Highlight(char *coords) int e, t = moveStack[i] & SQUARE; if(t < SPECIAL) continue; // only special moves e = lastLift + epList[t - SPECIAL]; // decode + if(sqr == lastLift + ep2List[t - SPECIAL]) { // second leg of 3-leg move + b[e] = 'C'; cnt++; + continue; + } t = lastLift + toList[t - SPECIAL]; if(e != sqr) continue; - b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; + if(!b[t]) b[t] = (!boardCopy[t] ? 'Y' : 'R'); cnt++; } } if(!cnt) return; @@ -2241,41 +2803,38 @@ SetSearchTimes (int timeLeft) 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; + 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; +printf("# SearchBestMove\n"); startTime = GetTickCount(); nodes = 0; +printf("# s=%d\n", startTime);fflush(stdout); MapFromScratch(attacks); retMove = INVALID; repCnt = 0; - score = Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2); + score = Search(-INF-1, INF+1, rootEval, maxDepth + QSdepth, 0, sup1, sup2, INF); *move = retMove; *ponderMove = pv[1]; +printf("# best=%s\n", MoveToText(pv[0],0)); +printf("# ponder=%s\n", MoveToText(pv[1],0)); return score; } -void -PonderUntilInput (int stm) -{ -MapFromScratch(attacks); - repCnt = 0; abortFlag = -1; - Search(-INF-1, INF+1, rootEval, maxDepth, sup1, sup2); -} - 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; + do { + for(i = 0; (inBuf[i] = c = getchar()) != '\n'; i++) if(c == EOF || i>7997) exit(0); + inBuf[i+1] = 0; + } while(!i); // ignore empty lines // extract the first word sscanf(inBuf, "%s", command); @@ -2304,7 +2866,19 @@ printf("# in (mode = %d,%d): %s\n", root, abortFlag, command); 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; } @@ -2320,29 +2894,43 @@ printf("# in (mode = %d,%d): %s\n", root, abortFlag, command); } } + int main() { - int engineSide=NONE; // side played by engine + int engineSide=NONE; // side played by engine MOVE move; int i, score, curVarNr; - Init(V_CHU); // Chu - listEnd = 1; + setvbuf(stdin, NULL, _IOLBF, 1024); // buffering more than one line flaws test for pending input! + + 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; + 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"); +#ifdef HASH + if(hashMask) +#endif 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 - + 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); - SetSearchTimes(10*timeLeft); 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 @@ -2361,28 +2949,24 @@ 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)); + printf("move %s%s\n", MoveToText(pMove, 1), p[undoInfo.victim].ranking == 5 && p[undoInfo.piece].ranking < 4 ? "w" : ""); listEnd = 0; - continue; + 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; } fflush(stdout); // make sure everything is printed before we do something that might take time @@ -2401,21 +2985,38 @@ pboard(board); 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,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=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option + printf("feature option=\"Allow repeats -check 0\"\n"); + printf("feature option=\"Promote on entry -check 0\"\n"); + printf("feature option=\"Okazaki rule -check 0\"\n"); + printf("feature option=\"Resign -check 0\"\n"); // printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one + printf("feature option=\"Tsume -combo no /// Sente mates /// Gote mates\"\n"); printf("feature done=1\n"); continue; } if(!strcmp(command, "option")) { // setting of engine-define option; find out which + if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue; + if(sscanf(inBuf+7, "Allow repeats=%d", &allowRep) == 1) continue; if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue; if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue; + if(sscanf(inBuf+7, "Okazaki rule=%d", &okazaki) == 1) continue; + if(sscanf(inBuf+7, "Promote on entry=%d", &entryProm) == 1) continue; + if(sscanf(inBuf+7, "Tsume=%s", command) == 1) { + if(!strcmp(command, "no")) tsume = 0; else + if(!strcmp(command, "Sente")) tsume = 1; else + if(!strcmp(command, "Gote")) tsume = 2; + continue; + } continue; } if(!strcmp(command, "sd")) { sscanf(inBuf, "sd %d", &maxDepth); continue; } if(!strcmp(command, "st")) { sscanf(inBuf, "st %d", &timePerMove); continue; } + if(!strcmp(command, "memory")) { SetMemorySize(atoi(inBuf+7)); continue; } if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); continue; } // if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); continue; } @@ -2440,7 +3041,7 @@ pboard(board); if(!strcmp(command, "ics")) { continue; } if(!strcmp(command, "accepted")){ continue; } if(!strcmp(command, "rejected")){ continue; } - if(!strcmp(command, "result")) { continue; } + if(!strcmp(command, "result")) { engineSide = NONE; continue; } if(!strcmp(command, "hover")) { continue; } if(!strcmp(command, "")) { continue; } if(!strcmp(command, "usermove")){ @@ -2463,12 +3064,34 @@ pboard(board); continue; } if(!strcmp(command, "variant")) { - for(i=0; i<7; i++) { + 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_WOLF) + printf("setup (PNBR......................WKpnbr......................wk) 8x8+0_fairy rnbwkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBWKBNR w 0 1\n" + "piece W& K3cpafK\n"); + if(currentVariant == V_SHO) + printf("setup (PNBRLSE..G.+++++++Kpnbrlse..g.+++++++k) 9x9+0_shogi lnsgkgsnl/1r2e2b1/ppppppppp/9/9/9/PPPPPPPPP/1B2E2R1/LNSGKGSNL w 0 1\n"); + if(currentVariant == V_WA) + printf("setup (P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W/.......^V.^P.^U..^DS.^GXK" + "p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w/.......^v.^p.^u..^ds.^gxk) 11x11+0_chu " + "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w 0 1\n" + "piece P& fW\npiece O& fR\npiece H& fRbW2\npiece U& fWbF\npiece L& fWbF\npiece M& vWfF\npiece G& vWfF\npiece C& sWfF\n" + "piece +P& WfF\npiece +O& K\npiece +H& vN\npiece +U& BfW\npiece +L& vRfF3bFsW\npiece +M& FfW\npiece +G& sRvW\npiece +C& vRsWfF\n" + "piece D& sbWfF\npiece V& FfW\npiece W& WfF\npiece S& sRvW\npiece R& FfRbW\npiece F& BfW\npiece X& FvWAvD\n" + "piece +D& WfF\npiece +V& FfsW\npiece +W& K\npiece +S& R\npiece +R& FvWAvD\npiece +F& BvRsW\npiece E& vRfF3bFsW\n"); + if(currentVariant == V_MACAD) + printf("setup (P.*B*RQSEXOG....D^J'..*LP'.L!J'...*W!...*F'...^C.C.^L!.^P'^K.T*L'.*C!*H!^I'.^E...*R'^P^T*W'*G'^G^SI'^X^OK" + "p.*b*rqsexog....d^j'..*lp'.l!j'...*w!...*f'...^c.c.^l!.^p'^k.t*l'.*c!*h!^i'.^e...*r'^p^t*w'*g'^g^si'^x^ok) 13x13+0_chu " + "%s w 0 1\n", macadArray); + if(currentVariant == V_CASHEW) + printf("setup (P.^K'^S'QS.XOGND'.HDT!...P'.L!E'.^EK'W!..LF'V^W'J'H'...^L!^N..FT'L'C'G!H!D!I'.^H'..R'..^C'^F'..W'^X^OK" + "p.^k'^s'qs.xognd'.hdt!...p'.l!e'.^ek'w!..lf'v^w'j'h'...^l!^n..ft'l'c'g!h!d!i'.^h'..r'..^c'^f'..w'^x^ok) 13x13+0_chu " + "%s w 0 1\n", cashewArray); + repStack[199] = hashKeyH, checkStack[199] = 0; continue; } if(!strcmp(command, "setboard")){ engineSide = NONE; Init(curVarNr); stm = Setup2(inBuf+9); continue; } @@ -2476,5 +3099,6 @@ pboard(board); if(!strcmp(command, "remove")) { stm = TakeBack(2); continue; } printf("Error: unknown command\n"); } + return 0; }