// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.10 null"\r
+#define VERSION "0.11 kill"\r
\r
#define PATH level==0 || path[0] == 0x848f1 && (level==1 /*|| path[1] == 0x3f081 && (level == 2 || path[2] == 0x6f0ac && (level == 3 || path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5))))*/)\r
//define PATH 0\r
\r
#define HASH\r
-#define XKILLERS\r
-#define NULLMOVE\r
+#define KILLERS\r
+#define XNULLMOVE\r
+#define LIONTRAP\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
char *name, *promoted;\r
int value;\r
signed char range[8];\r
+ char bulk;\r
char ranking;\r
int whiteKey, blackKey;\r
} PieceDesc;\r
\r
typedef struct {\r
- int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount, savKeyL, savKeyH, gain, loss;\r
+ int from, to, piece, victim, new, booty, epSquare, epVictim[8], ep2Square, revMoveCount;\r
+ int savKeyL, savKeyH, gain, loss, filling, saveDelta;\r
char fireMask;\r
} UndoInfo;\r
\r
char *array, fenArray[4000], *reason;\r
int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume;\r
-int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
+int stm, xstm, hashKeyH=1, hashKeyL=1, framePtr, msp, nonCapts, rootEval, filling, promoDelta;\r
+int retMSP, retFirst, retDep, pvPtr, level, cnt50, mobilityScore;\r
int nodes, startTime, lastRootMove, lastRootIter, tlim1, tlim2, tlim3, repCnt, comp, abortFlag;\r
Move ponderMove;\r
Move retMove, moveStack[10000], path[100], repStack[300], pv[1000], repeatMove[300], killer[100][2];\r
#define FVAL 500 /* piece value of Fire Demon. Used in code for recognizing moves with it and do burns */\r
\r
PieceDesc chuPieces[] = {\r
- {"LN", "", LVAL, { L,L,L,L,L,L,L,L } }, // lion\r
- {"FK", "", 60, { X,X,X,X,X,X,X,X } }, // free king\r
- {"SE", "", 55, { X,D,X,X,X,X,X,D } }, // soaring eagle\r
- {"HF", "", 50, { D,X,X,X,X,X,X,X } }, // horned falcon\r
- {"FO", "", 40, { X,X,0,X,X,X,0,X } }, // flying ox\r
- {"FB", "", 40, { 0,X,X,X,0,X,X,X } }, // free boar\r
- {"DK", "SE", 40, { X,1,X,1,X,1,X,1 } }, // dragon king\r
- {"DH", "HF", 35, { 1,X,1,X,1,X,1,X } }, // dragon horse\r
- {"WH", "", 35, { X,X,0,0,X,0,0,X } }, // white horse\r
- {"R", "DK", 30, { X,0,X,0,X,0,X,0 } }, // rook\r
- {"FS", "", 30, { X,1,1,1,X,1,1,1 } }, // flying stag\r
- {"WL", "", 25, { X,0,0,X,X,X,0,0 } }, // whale\r
- {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
- {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 4 }, // king\r
- {"B", "DH", 25, { 0,X,0,X,0,X,0,X } }, // bishop\r
- {"VM", "FO", 20, { X,0,1,0,X,0,1,0 } }, // vertical mover\r
- {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 } }, // side mover\r
- {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 } }, // drunk elephant\r
- {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 } }, // blind tiger\r
- {"G", "R", 15, { 1,1,1,0,1,0,1,1 } }, // gold\r
- {"FL", "B", 15, { 1,1,0,1,1,1,0,1 } }, // ferocious leopard\r
- {"KN", "LN", 15, { J,1,J,1,J,1,J,1 } }, // kirin\r
- {"PH", "FK", 15, { 1,J,1,J,1,J,1,J } }, // phoenix\r
- {"RV", "WL", 15, { X,0,0,0,X,0,0,0 } }, // reverse chariot\r
- {"L", "WH", 15, { X,0,0,0,0,0,0,0 } }, // lance\r
- {"S", "VM", 10, { 1,1,0,1,0,1,0,1 } }, // silver\r
- {"C", "SM", 10, { 1,1,0,0,1,0,0,1 } }, // copper\r
- {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 } }, // go between\r
- {"P", "G", 4, { 1,0,0,0,0,0,0,0 } }, // pawn\r
+ {"LN", "", LVAL, { L,L,L,L,L,L,L,L }, 4 }, // lion\r
+ {"FK", "", 60, { X,X,X,X,X,X,X,X }, 4 }, // free king\r
+ {"SE", "", 55, { X,D,X,X,X,X,X,D }, 4 }, // soaring eagle\r
+ {"HF", "", 50, { D,X,X,X,X,X,X,X }, 4 }, // horned falcon\r
+ {"FO", "", 40, { X,X,0,X,X,X,0,X }, 4 }, // flying ox\r
+ {"FB", "", 40, { 0,X,X,X,0,X,X,X }, 4 }, // free boar\r
+ {"DK", "SE", 40, { X,1,X,1,X,1,X,1 }, 4 }, // dragon king\r
+ {"DH", "HF", 35, { 1,X,1,X,1,X,1,X }, 4 }, // dragon horse\r
+ {"WH", "", 35, { X,X,0,0,X,0,0,X }, 3 }, // white horse\r
+ {"R", "DK", 30, { X,0,X,0,X,0,X,0 }, 4 }, // rook\r
+ {"FS", "", 30, { X,1,1,1,X,1,1,1 }, 3 }, // flying stag\r
+ {"WL", "", 25, { X,0,0,X,X,X,0,0 }, 4 }, // whale\r
+ {"K", "", 28, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"CP", "", 27, { 1,1,1,1,1,1,1,1 }, 2, 4 }, // king\r
+ {"B", "DH", 25, { 0,X,0,X,0,X,0,X }, 2 }, // bishop\r
+ {"VM", "FO", 20, { X,0,1,0,X,0,1,0 }, 2 }, // vertical mover\r
+ {"SM", "FB", 20, { 1,0,X,0,1,0,X,0 }, 6 }, // side mover\r
+ {"DE", "CP", 20, { 1,1,1,1,0,1,1,1 }, 2 }, // drunk elephant\r
+ {"BT", "FS", 15, { 0,1,1,1,1,1,1,1 }, 2 }, // blind tiger\r
+ {"G", "R", 15, { 1,1,1,0,1,0,1,1 }, 2 }, // gold\r
+ {"FL", "B", 15, { 1,1,0,1,1,1,0,1 }, 2 }, // ferocious leopard\r
+ {"KN", "LN", 15, { J,1,J,1,J,1,J,1 }, 2 }, // kirin\r
+ {"PH", "FK", 15, { 1,J,1,J,1,J,1,J }, 2 }, // phoenix\r
+ {"RV", "WL", 15, { X,0,0,0,X,0,0,0 }, 1 }, // reverse chariot\r
+ {"L", "WH", 15, { X,0,0,0,0,0,0,0 }, 1 }, // lance\r
+ {"S", "VM", 10, { 1,1,0,1,0,1,0,1 }, 2 }, // silver\r
+ {"C", "SM", 10, { 1,1,0,0,1,0,0,1 }, 2 }, // copper\r
+ {"GB", "DE", 5, { 1,0,0,0,1,0,0,0 }, 1 }, // go between\r
+ {"P", "G", 4, { 1,0,0,0,0,0,0,0 }, 2 }, // pawn\r
{ NULL } // sentinel\r
};\r
\r
};\r
\r
PieceDesc daiPieces[] = {\r
- {"FD", "G", 15, { 0,2,0,2,0,2,0,2 } }, // Flying Dragon\r
- {"VO", "G", 20, { 2,0,2,0,2,0,2,0 } }, // Violent Ox\r
- {"EW", "G", 8, { 1,1,1,0,0,0,1,1 } }, // Evil Wolf\r
- {"CS", "G", 7, { 0,1,0,1,0,1,0,1 } }, // Cat Sword\r
- {"AB", "G", 6, { 1,0,1,0,1,0,1,0 } }, // Angry Boar\r
- {"I", "G", 8, { 1,1,0,0,0,0,0,1 } }, // Iron\r
- {"N", "G", 6, { N,0,0,0,0,0,0,N } }, // Knight\r
- {"ST", "G", 5, { 0,1,0,0,0,0,0,1 } }, // Stone\r
+ {"FD", "G", 15, { 0,2,0,2,0,2,0,2 }, 2 }, // Flying Dragon\r
+ {"VO", "G", 20, { 2,0,2,0,2,0,2,0 }, 2 }, // Violent Ox\r
+ {"EW", "G", 8, { 1,1,1,0,0,0,1,1 }, 2 }, // Evil Wolf\r
+ {"CS", "G", 7, { 0,1,0,1,0,1,0,1 }, 1 }, // Cat Sword\r
+ {"AB", "G", 6, { 1,0,1,0,1,0,1,0 }, 1 }, // Angry Boar\r
+ {"I", "G", 8, { 1,1,0,0,0,0,0,1 }, 2 }, // Iron\r
+ {"N", "G", 6, { N,0,0,0,0,0,0,N }, 0 }, // Knight\r
+ {"ST", "G", 5, { 0,1,0,0,0,0,0,1 }, 0 }, // Stone\r
{ NULL } // sentinel\r
};\r
\r
\r
PieceDesc tenjikuPieces[] = { // only those not in Chu, or different (because of different promotion)\r
{"FI", "", FVAL, { X,X,0,X,X,X,0,X } }, // Fire Demon\r
- {"GG", "", 150, { R,R,R,R,R,R,R,R }, 3 }, // Great General\r
- {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 2 }, // Vice General\r
- {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 1 }, // Rook General\r
- {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 1 }, // Bishop General\r
+ {"GG", "", 150, { R,R,R,R,R,R,R,R }, 0, 3 }, // Great General\r
+ {"VG", "", 140, { 0,R,0,R,0,R,0,R }, 0, 2 }, // Vice General\r
+ {"RG", "GG",120, { R,0,R,0,R,0,R,0 }, 0, 1 }, // Rook General\r
+ {"BG", "VG",110, { 0,R,0,R,0,R,0,R }, 0, 1 }, // Bishop General\r
{"SE", "RG", 1, { X,D,X,X,X,X,X,D } }, // Soaring Eagle\r
{"HF", "BG", 1, { D,X,X,X,X,X,X,X } }, // Horned Falcon\r
{"LH", "", 1, { L,S,L,S,L,S,L,S } }, // Lion-Hawk\r
char qval;\r
char mobility;\r
char mobWeight;\r
+ unsigned char promoGain;\r
+ char bulk;\r
} PieceInfo; // piece-list entry\r
\r
int last[2], royal[2];\r
char distance[2*BSIZE]; // distance table\r
char promoBoard[BSIZE]; // flags to indicate promotion zones\r
char rawFire[BSIZE+2*BWMAX]; // flags to indicate squares controlled by Fire Demons\r
-signed char PST[2*BSIZE];\r
+signed char PST[3*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\r
return 0;\r
}\r
\r
+#if 0\r
+int\r
+Lance (signed char *r)\r
+{ // File-bound forward slider\r
+ int i;\r
+ for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;\r
+ return r[0] == X;\r
+}\r
+#endif\r
+int\r
+EasyProm (signed char *r)\r
+{\r
+ int i;\r
+ return r[0] == X || r[1] == X || r[7] == X;\r
+}\r
+\r
int\r
IsUpwardCompatible (signed char *r, signed char *s)\r
{\r
}\r
key = (stm == WHITE ? &list->whiteKey : &list->blackKey);\r
if(!*key) *key = ~(myRandom()*myRandom());\r
+ p[i].promoGain = EasyProm(list->range); // flag easy promotion based on white view\r
p[i].pieceKey = *key;\r
p[i].promoFlag = 0;\r
+ p[i].bulk = list->bulk;\r
p[i].mobWeight = v > 600 ? 0 : v >= 400 ? 1 : v >= 300 ? 2 : v > 150 ? 3 : v >= 100 ? 2 : 0;\r
+// if(Lance(list->range)) p[i].mobWeight = 5, p[i].pst = 0; // clear path but don't move forward\r
for(j=stm+2; j<= last[stm]; j+=2) {\r
if(p[j].promo >= i) p[j].promo += 2;\r
}\r
n <<= 1;\r
}\r
for(i=0; i<BH; i++) for(j=0; j<BH; j++) board[BW*i+j] = EMPTY;\r
- for(i=WHITE+2; i<=last[WHITE]; i+=2) board[p[i].pos] = i;\r
- for(i=BLACK+2; i<=last[BLACK]; i+=2) board[p[i].pos] = i;\r
+ for(i=WHITE+2; i<=last[WHITE]; i+=2) if(p[i].pos != ABSENT) {\r
+ if(p[i].promoGain && (j = p[i].promo) > 0)\r
+ p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30;\r
+ else p[i].promoGain = 0;\r
+ board[p[i].pos] = i;\r
+ rootEval += p[i].value + PST[p[i].pst + p[i].pos];\r
+ promoDelta += p[i].promoGain;\r
+ filling += p[i].bulk;\r
+ } else p[i].promoGain = 0;\r
+ for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) {\r
+ if(p[i].promoGain && (j = p[i].promo) > 0)\r
+ p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30;\r
+ else p[i].promoGain = 0;\r
+ board[p[i].pos] = i;\r
+ rootEval -= p[i].value + PST[p[i].pst + p[i].pos];\r
+ promoDelta -= p[i].promoGain;\r
+ filling += p[i].bulk;\r
+ } else p[i].promoGain = 0;\r
StackMultis(WHITE);\r
StackMultis(BLACK);\r
stm = WHITE; xstm = BLACK;\r
for(i=0; i<2*BSIZE; i++) {\r
distance[i] = 0;\r
}\r
- for(i=0; i<8; i++)\r
- for(j=1; j<BH; j++)\r
- dist[j * kStep[i]] = j;\r
- if(currentVariant == V_TENJIKU)\r
+// for(i=0; i<8; i++)\r
+// for(j=1; j<BH; j++)\r
+// dist[j * kStep[i]] = j;\r
+// if(currentVariant == V_TENJIKU)\r
for(i=1-BH; i<BH; i++) for(j=1-BH; j<BH; j++) dist[BW*i+j] = abs(i) > abs(j) ? abs(i) : abs(j);\r
\r
// hash key tables\r
+ 2*(i==zone || i==BH-zone-1);\r
PST[BH*BW+s] = d/6;\r
PST[BH*BW+BH+s] = d/12;\r
+ PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 5 : i == 3 ? 2 : i == 4 ? 1 : 0) : 0;\r
}\r
\r
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
return tot;\r
}\r
\r
+int\r
+Dtest ()\r
+{\r
+ int r, f, score, tot=0;\r
+ for(r=0; r<BH; r++) for(f=0; f<BH; f++) {\r
+ int s = BW*r+f;\r
+ int piece = board[s];\r
+ if(!piece) continue;\r
+ score = p[piece].promoGain;\r
+ if(piece & 1) tot += score; else tot -= score;\r
+ }\r
+ return tot;\r
+}\r
+\r
int flag;\r
\r
inline int\r
u->savKeyL = hashKeyL;\r
u->savKeyH = hashKeyH;\r
u->epVictim[0] = EMPTY;\r
+ u->saveDelta = promoDelta;\r
+ u->filling = filling;\r
\r
if(p[u->piece].promoFlag & LAST_RANK) cnt50 = 0; // forward piece: move is irreversible\r
// TODO: put in some test for forward moves of non-backward pieces?\r
u->booty += p[u->epVictim[0]].value + PST[p[u->epVictim[0]].pst + u->epSquare];\r
u->gain += p[u->epVictim[1]].value;\r
u->gain += p[u->epVictim[0]].value;\r
+ promoDelta += p[u->epVictim[0]].promoGain;\r
+ promoDelta += p[u->epVictim[1]].promoGain;\r
+ filling -= p[u->epVictim[0]].bulk;\r
+ filling -= p[u->epVictim[1]].bulk;\r
hashKeyL ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare];\r
hashKeyH ^= p[u->epVictim[0]].pieceKey * squareKey[u->epSquare+BH];\r
hashKeyL ^= p[u->epVictim[1]].pieceKey * squareKey[u->ep2Square];\r
p[burnVictim].pos = ABSENT;\r
u->booty += p[burnVictim].value + PST[p[burnVictim].pst + x];\r
u->gain += p[burnVictim].value;\r
+ promoDelta += p[burnVictim].promoGain;\r
+ filling -= p[burnVictim].bulk;\r
hashKeyL ^= p[burnVictim].pieceKey * squareKey[x];\r
hashKeyH ^= p[burnVictim].pieceKey * squareKey[x + BH];\r
cnt50 = 0; // actually burning something makes the move irreversible\r
\r
u->victim = board[u->to];\r
p[u->victim].pos = ABSENT;\r
+ filling += p[u->new].bulk - p[u->piece].bulk - p[u->victim].bulk;\r
+ promoDelta += p[u->new].promoGain - p[u->piece].promoGain + p[u->victim].promoGain;\r
u->booty += p[u->victim].value + PST[p[u->victim].pst + u->to];\r
u->gain += p[u->victim].value;\r
if(u->victim != EMPTY) {\r
\r
p[u->new].pos = u->to;\r
board[u->to] = u->new;\r
+ promoDelta = -promoDelta;\r
\r
hashKeyL ^= p[u->new].pieceKey * squareKey[u->to]\r
^ p[u->piece].pieceKey * squareKey[u->from]\r
cnt50 = u->revMoveCount;\r
hashKeyL = u->savKeyL;\r
hashKeyH = u->savKeyH;\r
+ filling = u->filling;\r
+ promoDelta = u->saveDelta;\r
}\r
\r
void\r
}\r
\r
int\r
-Evaluate ()\r
+Evaluate (int difEval)\r
{\r
- return (stm ? mobilityScore : -mobilityScore);\r
+ int wLion, bLion, score=mobilityScore;\r
+\r
+#ifdef LIONTRAP\r
+#define lionTrap (PST + 2*BH*BW)\r
+ // penalty for Lion in enemy corner, when enemy Lion is nearby\r
+ if(p[WHITE+2].value == 10*LVAL && (wLion = p[WHITE+2].pos) != ABSENT)\r
+ if(p[BLACK+2].value == 10*LVAL && (bLion = p[BLACK+2].pos) != ABSENT) { // both have a Lion\r
+ static int distFac[36] = { 0, 0, 10, 9, 8, 7, 5, 3, 1 };\r
+ score -= ( (1+9*!attacks[2*wLion+WHITE]) * lionTrap[BW*(BH-1)+BH-1-wLion]\r
+ - (1+9*!attacks[2*bLion+BLACK]) * lionTrap[bLion] ) * distFac[dist[wLion - bLion]];\r
+ }\r
+#endif\r
+\r
+ return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
}\r
\r
inline void\r
}\r
//printf("King safe\n");fflush(stdout);\r
// EVALUATION & WINDOW SHIFT\r
- curEval = difEval + Evaluate();\r
+ curEval = Evaluate(difEval);\r
alpha -= (alpha < curEval);\r
beta -= (beta <= curEval);\r
\r
iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
\r
#ifdef HASH\r
- index = (hashKeyL ^ 327*stm) & hashMask; nr = (hashKeyL >> 30) & 3; hit = -1;\r
+ index = (hashKeyL ^ 327*stm ^ oldPromo*(63121 + promoSuppress)) & hashMask;\r
+ nr = (hashKeyL >> 30) & 3; hit = -1;\r
if(hashTable[index].lock[nr] == hashKeyH) hit = nr; else\r
if(hashTable[index].lock[4] == hashKeyH) hit = 4;\r
if(PATH) printf("# probe hash index=%x hit=%d\n", index, hit),fflush(stdout);\r
bestMoveNr = firstMove;\r
if(score >= beta) { // beta cutoff\r
#ifdef KILLERS\r
- if(iterDep == depth && move != killer[level][0]) {\r
+ if(iterDep == depth && move != killer[level][0]\r
+ && (tb.victim == EMPTY && (move & SQUARE) < SPECIAL)) {\r
// update killer\r
killer[level][1] = killer[level][0]; killer[level][0] = move;\r
}\r
printf("%d %d %d %d", iterDep-QSdepth, bestScore, lastRootIter/10, nodes);\r
if(ponderMove) printf(" (%s)", MoveToText(ponderMove, 0));\r
for(i=0; pv[i]; i++) printf(" %s", MoveToText(pv[i], 0));\r
- if(iterDep == 1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f}", curEval/100., difEval/100., PSTest()/100.);\r
+ if(iterDep == QSdepth+1) printf(" { root eval = %4.2f dif = %4.2f; abs = %4.2f f=%d D=%4.2f/%4.2f}", curEval/100., difEval/100., PSTest()/100., filling, promoDelta/100., Dtest()/100.);\r
printf("\n");\r
fflush(stdout);\r
}\r
{\r
int i, j;\r
for(i=0; i<182; i++) {\r
- printf("%3d. %3d %3d %4d %02x %d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval);\r
+ printf("%3d. %3d %3d %4d %02x %d %x %3d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].qval, p[i].bulk, p[i].promoGain);\r
for(j=0; j<8; j++) printf(" %2d", p[i].range[j]);\r
if(i<2 || i>11) printf("\n"); else printf(" %02x\n", fireFlags[i-2]&255);\r
}\r
if(q = strchr(fen, ' ')) stm = (q[1] == 'b' ? BLACK : WHITE); // fen contains color field\r
if(strchr(fen, '.') || strchr(fen, ':')) array = fen; else array = Convert(fen);\r
}\r
+ rootEval = promoDelta = filling = cnt50 = moveNr = 0;\r
SetUp(array, currentVariant);\r
sup0 = sup1 = sup2 = ABSENT;\r
- rootEval = cnt50 = moveNr = 0;\r
hashKeyH = hashKeyL = 87620895*currentVariant;\r
return stm;\r
}\r