// promotions by pieces with Lion power stepping in & out the zone in same turn\r
// promotion on capture\r
\r
-#define VERSION "0.15"\r
+#define VERSION "0.16 k+ky"\r
\r
#define PATH level==0 /*|| path[0] == 0x3490a && (level==1 || path[1] == 0x285b3 && (level == 2 || path[2] == 0x8710f && (level == 3 /*|| path[3] == 0x3e865 && (level == 4 || path[4] == 0x4b865 && (level == 5)))))*/\r
//define PATH 0\r
#define LIONTRAP\r
#define WINGS\r
#define KINGSAFETY\r
+#define KSHIELD\r
#define XFORTRESS\r
#define PAWNBLOCK\r
+#define KYLIN 100 /* extra end-game value of Kylin for promotability */\r
+#define PROMO 0 /* extra bonus for 'vertical' piece when it actually promotes (diagonal pieces get half) */\r
\r
#include <stdio.h>\r
#include <stdlib.h>\r
\r
int epList[96], ep2List[96], toList[96], reverse[96]; // decoding tables for double and triple moves\r
int kingStep[10], knightStep[10]; // raw tables for step vectors (indexed as -1 .. 8)\r
+int neighbors[9]; // similar to kingStep, but starts with null-step\r
char fireFlags[10]; // flags for Fire-Demon presence (last two are dummies, which stay 0, for compactify)\r
#define kStep (kingStep+1)\r
#define nStep (knightStep+1)\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[4*BSIZE];\r
+signed char PST[5*BSIZE];\r
\r
#define board (rawBoard + 6*BHMAX + 3)\r
#define fireBoard (rawFire + BWMAX + 1)\r
EasyProm (signed char *r)\r
{\r
int i;\r
- return r[0] == X || r[1] == X || r[7] == X;\r
+ if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1);\r
+ if(r[1] == X || r[7] == X) return 30 + PROMO/2;\r
+ return 0;\r
}\r
\r
int\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((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
+ int g = p[i].promoGain;\r
+ if((j = p[i].promo) > 0 && g)\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g;\r
else p[i].promoGain = 0;\r
+ if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\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
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((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
+ int g = p[i].promoGain;\r
+ if((j = p[i].promo) > 0 && g)\r
+ p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g;\r
else p[i].promoGain = 0;\r
+ if(i == kylin[BLACK]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN;\r
if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus\r
+ if(j > 0 && p[i].pst == bsize) p[i].pst = 4*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
kStep[i] = STEP(direction[i&7].x, direction[i&7].y); // King\r
nStep[i] = STEP(direction[(i&7)+8].x, direction[(i&7)+8].y); // Knight\r
}\r
+ for(i=0; i<8; i++) neighbors[i+1] = kStep[i];\r
\r
for(i=0; i<8; i++) { // Lion double-move decoding tables\r
for(j=0; j<8; 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] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table\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); // stepper centralization\r
- PST[BH*BW+s] = d/6; // double-stepper centralization\r
- PST[BH*BW+BH+s] = d/12; // slider centralization\r
+ PST[s] = 2*(i==0 | i==BH-1) + (i==1 | i==BH-2); // last-rank markers in null table\r
+ PST[BH+s] = d/4 - (i < 2 || i > BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0)\r
+ + 3*(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 - 5*(i==BH/2 || i==(BH-1)/2); // slider centralization\r
PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 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
+ PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B\r
+ PST[4*BH*BW+s] = PST[BW*BH+s]; // as jumper, but with pre-promotion bonus B\r
+ PST[4*BH*BW+BH+s] = BW*(zone - 1 - i); // board step to enter promo zone black\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
+ if(zone > 0) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10;\r
+#if KYLIN\r
+ // pre-promotion bonuses for jumpers\r
+ if(zone > 0) PST[BW*BH + BW*(BH-2-zone) + j] = PST[4*BW*BH + BW*(zone+1) + j] = 100,\r
+ PST[BW*BH + BW*(BH-1-zone) + j] = PST[4*BW*BH + BW*zone + j] = 200;\r
+#endif\r
}\r
\r
p[EDGE].qval = 5; // tenjiku jump-capturer sentinel\r
}\r
\r
int\r
+Surround (int stm, int king, int start)\r
+{\r
+ int i, s=0;\r
+ for(i=start; i<9; i++) {\r
+ int v, piece, sq = king + neighbors[i];\r
+ if((piece = board[sq]) == EDGE || !piece || piece&1^stm) continue;\r
+ if(p[piece].promoGain) continue;\r
+ v = p[piece].value;\r
+ s += -(v > 70) & v;\r
+ }\r
+ return (s > 512 ? 512 : s);\r
+}\r
+\r
+int\r
Ftest (int side)\r
{\r
int lion = ABSENT, king;\r
if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion);\r
score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly\r
# endif\r
+\r
+# ifdef KSHIELD\r
+ score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3;\r
+# endif\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
+#if KYLIN\r
+ // bonus for having Kylin in end-game, where it could promote to Lion\r
+ // depends on board population, defenders around zone entry and proximity to zone\r
+ if(filling < 128) {\r
+ int sq;\r
+ if((wLion = kylin[WHITE]) && (sq = p[wLion].pos) != ABSENT) {\r
+ int anchor = sq - PST[5*BW*BH - 1 - sq];\r
+ score += (512 - Surround(BLACK, anchor, 0))*(128 - filling)*PST[p[wLion].pst + sq] >> 15;\r
+ }\r
+ if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) {\r
+ int anchor = sq + PST[4*BW*BH + BH + sq];\r
+ score -= (512 - Surround(WHITE, anchor, 0))*(128 - filling)*PST[p[bLion].pst + sq] >> 15;\r
+ }\r
}\r
#endif\r
\r
#ifdef PAWNBLOCK\r
// penalty for blocking own P or GB: 20 by slider, 10 by other, but 50 if only retreat mode is straight back\r
for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) {\r
- if((f = p[i].pos) != ABSENT && (j = board[f + BW])&1) // P present, square before it white (odd) piece\r
- score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);\r
+ if((f = p[i].pos) != ABSENT) { // P present,\r
+ if((j = board[f + BW])&1) // square before it white (odd) piece\r
+ score -= 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[3] || p[j].range[5] || p[j].value==50);\r
+ if((j = board[f - BW])&1) // square behind it white (odd) piece\r
+ score += 7*(p[j].promoGain == 0 & p[j].value<=151);\r
+ }\r
}\r
for(i=last[BLACK]; i > 1 && p[i].value<=50; i-=2) {\r
- if((f = p[i].pos) != ABSENT && (j = board[f - BW]) && !(j&1)) // P present, square before non-empty and even (black)\r
- score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);\r
+ if((f = p[i].pos) != ABSENT) { // P present,\r
+ if((j = board[f - BW]) && !(j&1)) // square before non-empty and even (black)\r
+ score += 10 + 10*(p[j].promoGain > 0) + 30*!(p[j].range[1] || p[j].range[7] || p[j].value==50);\r
+ if((j = board[f + BW]) && !(j&1)) // square behind non-empty and even (black)\r
+ score -= 7*(p[j].promoGain == 0 & p[j].value<=151);\r
+ }\r
}\r
#endif\r
\r