// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.11 kill"\r
+#define VERSION "0.12n"\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 KILLERS\r
-#define XNULLMOVE\r
+#define NULLMOVE\r
#define LIONTRAP\r
+#define XKINGSAFETY\r
\r
#include <stdio.h>\r
#include <stdlib.h>\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
+char *array, fenArray[4000], startPos[4000], *reason;\r
+int bWidth, bHeight, bsize, zone, currentVariant, chuFlag, tenFlag, chessFlag, repDraws, tsume, pvCuts;\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
char bulk;\r
} PieceInfo; // piece-list entry\r
\r
-int last[2], royal[2];\r
+int last[2], royal[2], kylin[2];\r
PieceInfo p[NPIECES]; // piece list\r
\r
typedef struct {\r
int ponder;\r
int randomize;\r
int postThinking;\r
+ int noCut=1; // engine-defined option\r
int resign; // engine-defined option\r
int contemptFactor; // likewise\r
int seed;\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[3*BSIZE];\r
+signed char PST[4*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\r
for(i=n; i<last[stm]; i+=2) {\r
p[i] = p[i+2];\r
if(i+2 == royal[stm]) royal[stm] -= 2; // NB: squeezing out the King moves up Crown Prince to royal[stm]\r
+ if(i+2 == kylin[stm]) kylin[stm] -= 2;\r
if(i < 10) fireFlags[i-2] = fireFlags[i];\r
}\r
last[stm] -= 2;\r
return 0;\r
}\r
\r
-#if 0\r
int\r
Lance (signed char *r)\r
{ // File-bound forward slider\r
for(i=1; i<4; i++) if(r[i] || r[i+4]) return 0;\r
return r[0] == X;\r
}\r
-#endif\r
+\r
int\r
EasyProm (signed char *r)\r
{\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
+ if(Lance(list->range),0)\r
+ p[i].mobWeight = 5 + 3*(list->range[4]==X), 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
if(royal[stm] >= i) royal[stm] += 2;\r
+ if(kylin[stm] >= i) kylin[stm] += 2;\r
if(p[i].value == (currentVariant == V_SHO ? 410 : 280) ) royal[stm] = i, p[i].pst = 0;\r
p[i].qval = (currentVariant == V_TENJIKU ? list->ranking : 0); // jump-capture hierarchy\r
return i;\r
p[n].promoFlag &= n&1 ? P_WHITE : P_BLACK;\r
p[m].promo = -1;\r
p[m].pos = ABSENT;\r
+ if(p[m].value == 10*LVAL) kylin[color] = n; // remember piece that promotes to Lion\r
} else p[n].promo = -1; // unpromotable piece\r
//printf("piece = %c%-2s %d(%d) %d/%d\n", color ? 'w' : 'b', name, n, m, last[color], last[!color]);\r
}\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) if(p[i].pos != ABSENT) {\r
- if(p[i].promoGain && (j = p[i].promo) > 0)\r
+ if((j = p[i].promo) > 0 && p[i].promoGain)\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
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH; // use white pre-prom bonus\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
+ if((j = p[i].promo) > 0 && p[i].promoGain)\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
+ if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus\r
board[p[i].pos] = i;\r
rootEval -= p[i].value + PST[p[i].pst + p[i].pos];\r
promoDelta -= p[i].promoGain;\r
}\r
\r
// piece-square tables\r
- for(i=0; i<BH; i++) for(j=0; j<BH; j++) {\r
+ for(j=0; j<BH; j++) {\r
+ for(i=0; i<BH; i++) {\r
int s = BW*i + j, d = BH*(BH-2) - abs(2*i - BH + 1)*(BH-1) - (2*j - BH + 1)*(2*j - BH + 1);\r
PST[s] = 0;\r
PST[BH+s] = d/4 - (i == 0 || i == BH-1 ? 5 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
- + 2*(i==zone || i==BH-zone-1);\r
- PST[BH*BW+s] = d/6;\r
- PST[BH*BW+BH+s] = d/12;\r
+ + 2*(i==zone || i==BH-zone-1); // stepper centralization\r
+ PST[BH*BW+s] = d/6; // double-stepper centralization\r
+ PST[BH*BW+BH+s] = d/12; // slider centralization\r
PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 5 : i == 3 ? 2 : i == 4 ? 1 : 0) : 0;\r
+ PST[2*BH*BW+BH+s] = ((BH-1)*(BH-1) - (2*i - BH + 1)*(2*i - BH + 1) - (2*j - BH + 1)*(2*j - BH + 1))/6;\r
+ PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B\r
+ }\r
+ if(zone > 1) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10;\r
}\r
\r
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
int\r
Evaluate (int difEval)\r
{\r
- int wLion, bLion, score=mobilityScore;\r
+ int wLion, bLion, wKing, bKing, score=mobilityScore;\r
\r
#ifdef LIONTRAP\r
#define lionTrap (PST + 2*BH*BW)\r
}\r
#endif\r
\r
+#ifdef KINGSAFETY\r
+ // basic centralization in end-game (also facilitates bare-King mating)\r
+ wKing = p[royal[WHITE]].pos; if(wKing == ABSENT) wKing = p[royal[WHITE]+1].pos;\r
+ bKing = p[royal[BLACK]].pos; if(bKing == ABSENT) bKing = p[royal[BLACK]+1].pos;\r
+ if(filling < 32) {\r
+ score += (PST[3*BW*BH+wKing] - PST[3*BW*BH+bKing])*(32 - filling) >> 4;\r
+ }\r
+#endif\r
+\r
+#ifdef KYLIN\r
+ // bonus for having Kylin in late end-game, where it could promote to Lion\r
+ if((filling < 64) {\r
+ if((wLion = kylin[WHITE]) && p[wLion].pos != ABSENT)\r
+ score += (64 - filling)*kylinProm[wLion];\r
+ if((filling < 64 && (bLion = kylin[BLACK]) && p[bLion].pos != ABSENT)\r
+ score -= (64 - filling)*kylinProm[bLion];\r
+ }\r
+#endif\r
+\r
return difEval - (filling*filling*promoDelta >> 16) + (stm ? score : -score);\r
}\r
\r
iterDep = -(depth == 0); tb.fireMask = phase = 0;\r
\r
#ifdef HASH\r
- index = (hashKeyL ^ 327*stm ^ oldPromo*(63121 + promoSuppress)) & hashMask;\r
+ index = hashKeyL ^ 327*stm ^ (oldPromo + 987981)*(63121 + promoSuppress);\r
+ index = index + (index >> 16) & 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
(bestScore >= beta || hashTable[index].flag[hit] & H_UPPER) ) {\r
iterDep = resDep = hashTable[index].depth[hit]; bestMoveNr = 0;\r
if(!level) iterDep = 0; // no hash cutoff in root\r
+ if(pvCuts && iterDep >= depth && hashMove && bestScore < beta && bestScore > alpha)\r
+ iterDep = depth - 1; // prevent hash cut in PV node\r
}\r
} else { // decide on replacement\r
- if(depth >= hashTable[index].depth[nr]) hit = nr; else hit = 4;\r
+ if(depth >= hashTable[index].depth[nr] ||\r
+ depth+1 == hashTable[index].depth[nr] && !(nodes&3)) hit = nr; else hit = 4;\r
hashMove = 0;\r
}\r
if(PATH) printf("# iterDep = %d score = %d move = %s\n",iterDep,bestScore,MoveToText(hashMove,0)),fflush(stdout);\r
int nullDep = depth - 3;\r
stm ^= WHITE;\r
score = -Search(-beta, 1-beta, -difEval, nullDep<QSdepth ? QSdepth : nullDep, promoSuppress & SQUARE, ABSENT, INF);\r
- stm ^= WHITE;\r
+ xstm = stm; stm ^= WHITE;\r
if(score >= beta) { msp = oldMSP; retDep += 3; return score + (score < curEval); }\r
}\r
#endif\r
{\r
int i, j;\r
for(i=0; i<182; i++) {\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
+ printf("%3d. %3d %3d %4d %02x %d %d %x %3d ", i, p[i].value, p[i].promo, p[i].pos, p[i].promoFlag&255, p[i].mobWeight, p[i].qval, p[i].bulk, p[i].promoGain);\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
}\r
rootEval = promoDelta = filling = cnt50 = moveNr = 0;\r
SetUp(array, currentVariant);\r
+ strcpy(startPos, array);\r
sup0 = sup1 = sup2 = ABSENT;\r
hashKeyH = hashKeyL = 87620895*currentVariant;\r
return stm;\r
int TakeBack(int n)\r
{ // reset the game and then replay it to the desired point\r
int last, stm;\r
- Init(currentVariant); stm = Setup2(NULL);\r
+ Init(currentVariant); stm = Setup2(startPos);\r
printf("# setup done");fflush(stdout);\r
last = moveNr - n; if(last < 0) last = 0;\r
for(moveNr=0; moveNr<last; moveNr++) stm = MakeMove2(stm, gameMove[moveNr]),printf("make %2d: %x\n", moveNr, gameMove[moveNr]);\r
Move dummy;\r
*ponderMoveText = 0; // forces miss on any move\r
abortFlag = -1; // set pondering\r
+ pvCuts = noCut;\r
SearchBestMove(&dummy, &dummy);\r
- abortFlag = 0; //\r
+ abortFlag = pvCuts = 0;\r
}\r
\r
fflush(stdout); // make sure everything is printed before we do something that might take time\r
printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 sigint=0 sigterm=0\n");\r
printf("feature variants=\"normal,shatranj,makruk,chu,dai,tenjiku,12x12+0_fairy,9x9+0_shogi\"\n");\r
printf("feature myname=\"HaChu " VERSION "\" highlight=1\n");\r
- printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Full analysis PV -check 1\"\n"); // example of an engine-defined option\r
+ printf("feature option=\"Resign -check 0\"\n"); // \r
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one\r
printf("feature option=\"Tsume -combo no /// White Mates /// Black mates\"\n");\r
printf("feature done=1\n");\r
continue;\r
}\r
if(!strcmp(command, "option")) { // setting of engine-define option; find out which\r
+ if(sscanf(inBuf+7, "Full analysis PV=%d", &noCut) == 1) continue;\r
if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) continue;\r
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) continue;\r
if(sscanf(inBuf+7, "Tsume=%s", command) == 1) {\r