4 * ----------------------------------------------------------------------
5 * Copyright (c) 1993, 1994, 1995 Matthias Mutz
6 * Copyright (c) 1999 Michael Vanier and the Free Software Foundation
7 * Copyright (c) 2008, 2013, 2014 Yann Dirson and the Free Software Foundation
9 * GNU SHOGI is based on GNU CHESS
11 * Copyright (c) 1988, 1989, 1990 John Stanback
12 * Copyright (c) 1992 Free Software Foundation
14 * This file is part of GNU SHOGI.
16 * GNU Shogi is free software; you can redistribute it and/or modify it
17 * under the terms of the GNU General Public License as published by the
18 * Free Software Foundation; either version 3 of the License,
19 * or (at your option) any later version.
21 * GNU Shogi is distributed in the hope that it will be useful, but WITHOUT
22 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
23 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
26 * You should have received a copy of the GNU General Public License along
27 * with GNU Shogi; see the file COPYING. If not, see
28 * <http://www.gnu.org/licenses/>.
29 * ----------------------------------------------------------------------
36 /* Hash table for preventing multiple scoring of the same position */
38 int EADD = 0; /* number of writes to the cache table */
39 int EGET = 0; /* number of hits to the cache table */
40 int PUTVAR = false; /* shall the current scoring be cached? */
43 /* Pieces and colors of initial board setup */
46 const small_short Stboard[NO_SQUARES] =
48 lance, knight, silver, gold, king, gold, silver, knight, lance,
49 0, bishop, 0, 0, 0, 0, 0, rook, 0,
50 pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
51 0, 0, 0, 0, 0, 0, 0, 0, 0,
52 0, 0, 0, 0, 0, 0, 0, 0, 0,
53 0, 0, 0, 0, 0, 0, 0, 0, 0,
54 pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn, pawn,
55 0, rook, 0, 0, 0, 0, 0, bishop, 0,
56 lance, knight, silver, gold, king, gold, silver, knight, lance
60 const small_short Stcolor[NO_SQUARES] =
62 black, black, black, black,
63 black, black, black, black, black,
64 neutral, black, neutral, neutral,
65 neutral, neutral, neutral, black, neutral,
66 black, black, black, black,
67 black, black, black, black, black,
68 neutral, neutral, neutral, neutral,
69 neutral, neutral, neutral, neutral, neutral,
70 neutral, neutral, neutral, neutral,
71 neutral, neutral, neutral, neutral, neutral,
72 neutral, neutral, neutral, neutral,
73 neutral, neutral, neutral, neutral, neutral,
74 white, white, white, white,
75 white, white, white, white, white,
76 neutral, white, neutral, neutral,
77 neutral, neutral, neutral, white, neutral,
78 white, white, white, white,
79 white, white, white, white, white
82 const small_short Stboard[NO_SQUARES] =
84 king, gold, silver, bishop, rook,
88 rook, bishop, silver, gold, king,
92 const small_short Stcolor[NO_SQUARES] =
94 black, black, black, black, black,
95 black, neutral, neutral, neutral, neutral,
96 neutral, neutral, neutral, neutral, neutral,
97 neutral, neutral, neutral, neutral, white,
98 white, white, white, white, white
102 /* Actual pieces and colors */
104 small_short board[NO_SQUARES], color[NO_SQUARES];
107 /* relative piece values at the beginning of main stages */
109 #define MAIN_STAGES 4
111 static small_short ispvalue[NO_PIECES][MAIN_STAGES] =
113 { 0, 35, 70, 99 }, /* main stage borders */
114 /* ------------------------------------------ */
115 { 7, 7, 8, 10 }, /* Pawn */
117 { 20, 35, 45, 60 }, /* Lance */
118 { 20, 35, 45, 60 }, /* Knight */
120 { 35, 40, 60, 80 }, /* Silver */
121 { 35, 50, 65, 80 }, /* Gold */
122 { 90, 90, 90, 90 }, /* Bishop */
123 { 95, 95, 95, 95 }, /* Rook */
124 { 15, 25, 40, 65 }, /* promoted Pawn */
126 { 25, 45, 55, 65 }, /* promoted Lance */
127 { 25, 45, 55, 65 }, /* promoted Knight */
129 { 35, 55, 75, 75 }, /* promoted Silver */
130 { 99, 99, 99, 99 }, /* promoted Bishop */
131 { 97, 97, 99, 99 }, /* promoted Rook */
132 { 100, 100, 100, 100 }, /* King */
135 /* Features and Weights */
162 #define KNGPROTECT 25
170 static small_short weight[NO_FEATURES + 1][MAIN_STAGES + 2] =
172 { 80, 100, 100, 40, 10, 15 }, /* ATTACKED */
173 { 80, 100, 100, 50, 14, 10 }, /* HUNGP */
174 { 80, 100, 100, 50, 18, 12 }, /* HUNGX */
175 { 100, 50, 0, 0, 2, 1 }, /* CNTRL5TH */
176 { 100, 100, 60, 10, 4, 2 }, /* HOLES */
177 { 100, 50, 0, 0, 14, 7 }, /* PCASTLE */
178 { 100, 50, 0, 0, 6, 12 }, /* PATTACK */
179 { 10, 40, 70, 100, 10, 15 }, /* CTRLK */
180 { 100, 80, 50, 40, 2, 1 }, /* PROTECT */
181 { 40, 100, 40, 5, 4, 4 }, /* HCLSD */
182 { 80, 100, 80, 30, 10, 15 }, /* PINVAL */
183 { 80, 100, 60, 15, 6, 10 }, /* XRAY */
184 { 100, 50, 0, 0, 15, 15 }, /* OPENWRONG */
185 { 0, 40, 70, 100, 8, 12 }, /* SEED */
186 { 50, 100, 80, 20, 5, 3 }, /* LOOSE */
187 { 50, 100, 80, 50, 100, 100 }, /* MOBILITY (%) */
188 { 50, 100, 80, 50, 4, 8 }, /* TARGET */
189 { 50, 40, 100, 80, 8, 4 }, /* KSFTY */
190 { 80, 100, 60, 20, 5, 5 }, /* HOPN */
191 { 20, 40, 80, 100, 3, 6 }, /* PROMD */
192 { 20, 40, 80, 100, 4, 1 }, /* KINGOD */
193 { 5, 40, 100, 50, 0, 4 }, /* PWNDROP */
194 { 0, 20, 80, 100, 0, 4 }, /* DFFDROP */
195 { 20, 50, 100, 80, 0, 4 }, /* FCLATTACK */
196 { 0, 20, 80, 100, 0, 8 }, /* KNGATTACK */
197 { 40, 80, 100, 80, 6, 0 }, /* KNGPROTECT */
198 { 50, 100, 60, 10, 0, 8 }, /* DNGPC */
199 { 30, 100, 60, 5, 0, 6 }, /* LSATTACK */
200 { 0, 50, 80, 100, 0, 8 }, /* NIHATTACK */
201 { 50, 100, 80, 60, 8, 0 }, /* COHESION */
202 { 100, 100, 80, 60, 4, 4 }, /* OPPDROP */
206 short ADVNCM[NO_PIECES];
208 /* distance to enemy king */
209 static const short EnemyKingDistanceBonus[10] =
210 { 0, 6, 4, -1, -3, -4, -6, -8, -10, -12 };
212 /* distance to own king */
213 static const short OwnKingDistanceBonus[10] =
214 { 0, 5, 2, 1, 0, -1, -2, -3, -4, -5 };
216 /* distance to promotion zone */
218 static const int PromotionZoneDistanceBonus[NO_ROWS] =
219 { 0, 0, 0, 0, 2, 6, 6, 8, 8 };
221 static const int PromotionZoneDistanceBonus[NO_ROWS] =
222 { 0, 0, 2, 6, 8 }; /* FIXME ? */
225 #define MAX_BMBLTY 20
226 #define MAX_RMBLTY 20
229 /* Bishop mobility bonus indexed by # reachable squares */
230 static const short BMBLTY[MAX_BMBLTY] =
231 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
233 /* Rook mobility bonus indexed by # reachable squares */
234 static const short RMBLTY[MAX_RMBLTY] =
235 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
238 /* Lance mobility bonus indexed by # reachable squares */
239 static const short LMBLTY[MAX_LMBLTY] =
240 { 0, 0, 0, 0, 4, 6, 8, 10 };
243 static const short MBLTY[NO_PIECES] =
254 static const short KTHRT[36] =
255 { 0, -8, -20, -36, -52, -68, -80, -80, -80, -80, -80, -80,
256 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80,
257 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80 };
259 static small_short fvalue[2][NO_FEATURES];
261 long attack[2][NO_SQUARES]; /* threats to squares */
262 small_short sseed[NO_SQUARES]; /* square occupied by a seed piece? */
264 struct signature threats_signature[2] = /* statistics valid for position.. */
265 { { -1, -1 }, { -1, -1 } }; /* attack and sseed available */
267 small_short starget[2][NO_SQUARES]; /* significance as a target for a
268 * side of a square */
269 small_short sloose[NO_SQUARES]; /* square occupied by a loose piece? */
270 small_short shole[NO_SQUARES]; /* empty square a hole? */
271 small_short shung[NO_SQUARES]; /* hung piece? */
273 struct signature squares_signature = /* statistics valid for position ... */
274 { 0, 0 }; /* starget, sloose, shole, shung available */
276 short target[2], seed[2], loose[2], hole[2];
278 short captured[2]; /* number of captured pieces */
279 short dcaptured[2]; /* different types of captured pieces */
281 small_short Kdist[2][NO_SQUARES]; /* distance to king */
283 short MAXADIST, MAXCDIST; /* maximum half move distance to pattern */
285 char GameType[2] = { UNKNOWN, UNKNOWN }; /* chosen game type of each side */
288 static short attack_opening_sequence[2]; /* current castle patterns */
289 static short castle_opening_sequence[2]; /* current attack formations */
291 static small_short Mpawn [2][NO_SQUARES];
292 static small_short Msilver[2][NO_SQUARES];
293 static small_short Mgold [2][NO_SQUARES];
294 static small_short Mking [2][NO_SQUARES];
296 static small_short Mlance [2][NO_SQUARES];
297 static small_short Mknight[2][NO_SQUARES];
299 static small_short Mbishop[2][NO_SQUARES];
300 static small_short Mrook [2][NO_SQUARES];
302 static Mpiece_array Mpawn,
306 Msilver, Mgold, Mbishop, Mrook, Mking;
308 Mpiece_array *Mpiece[NO_PIECES] =
313 &Msilver, &Mgold, &Mbishop, &Mrook,
318 &Mgold, &Mbishop, &Mrook, &Mking };
322 static small_short *PC1, *PC2;
323 static small_short *fv1;
324 static long *atk1, *atk2;
327 #define csquare(side, sq) ((side == black) ? sq : (NO_SQUARES - 1 - sq))
328 #define crow(side, sq) row(csquare(side, sq))
329 #define ccolumn(side, sq) column(csquare(side, sq))
333 on_csquare(short side, short piece, short square)
336 /* FIXME: un-obfuscate this! */
337 return ((board[sq = csquare(side, square)] == piece)
338 && (color[sq] == side));
344 on_column(short side, short piece, short c)
348 for (sq = c; sq < NO_SQUARES; sq += NO_COLS)
350 if (on_csquare(side, piece, sq))
358 #define empty_csquare(side, square) \
359 (board[csquare(side, square)] == no_piece)
362 on_left_side(short side, short piece)
366 for (c = 0; c < 4; c++)
368 if (on_column(side, piece, c))
377 on_right_side(short side, short piece)
381 for (c = 5; c < NO_COLS; c++)
383 if (on_column(side, piece, c))
392 short pscore[2]; /* piece score for each side */
396 * Fill array attack[side][] with info about attacks to a square. Bits
397 * 16-31 are set if the piece (king .. pawn) attacks the square. Bits 0-15
398 * contain a count of total attacks to the square. Fill array sseed[] with
399 * info about occupation by a seed piece.
411 unsigned char *ppos, *pdir;
413 short i, kd, piece, xside;
416 if (MatchSignature(threats_signature[side]))
418 /* data valid for current positional signature */
425 array_zero(a, NO_SQUARES * sizeof(a[0]));
427 PL = PieceList[side];
429 for (i = PieceCnt[side]; i >= 0; i--)
435 ptyp = ptype[side][piece];
438 u = first_direction(ptyp, &d, sq);
440 ppos = (*nextpos[ptyp])[sq];
441 pdir = (*nextdir[ptyp])[sq];
447 a[u] = ((a[u] + 1) | c);
449 if ((kd = Kdist[xside][u]) < 2)
456 u = ((color[u] == neutral)
457 ? next_position(ptyp, &d, sq, u)
458 : next_direction(ptyp, &d, sq));
460 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
466 /* data valid for current positional signature */
467 CopySignature(threats_signature[side]);
473 * Compute the board square with nunmap offset "id". If side == white,
474 * offset is negated. inunmap[sq] is the corresponding nunmap index isq.
475 * nunmap[isq + id] computes the board square. If negative, it is outside
480 add_target(short sq, short side, short id)
482 short isq, tsq, xside;
484 tsq = (side == black) ? nunmap[isq + id] : nunmap[isq - id];
488 target[xside = side^1]++;
490 if (attack[side][tsq])
491 starget[xside][tsq]++; /* protected target square */
493 starget[xside][tsq] += 2; /* unprotected target square */
500 * Target squares can be vertically ahead, diagonally ahead
501 * or diagonally behind.
505 CheckTargetPiece(short sq, short side)
509 case pawn: /* vertically ahead if unprotected */
510 if (!attack[side][sq])
511 add_target(sq, side, 11);
514 case king: /* diagonally and vertically ahead */
515 add_target(sq, side, 10);
516 add_target(sq, side, 11);
517 add_target(sq, side, 12);
520 case rook: /* diagonally ahead and behind */
521 add_target(sq, side, 10);
522 add_target(sq, side, 12);
523 add_target(sq, side, -10);
524 add_target(sq, side, -12);
527 case bishop: /* vertically ahead */
528 add_target(sq, side, 11);
532 case knight: /* vertically ahead if advanced */
533 /* FIXME: gotta love them magic numbers... */
534 if ((sq != 1) && (sq != 7) && (sq != 73) && (sq != 79))
535 add_target(sq, side, 11);
544 ScoreKingOpeningFeatures(void)
546 short s = 0, sq = OwnKing, ds;
548 if (GameType[c1] == STATIC_ROOK)
550 /* Penalty for king on right side or fifth file */
552 c = 4 - ccolumn(c1, sq);
554 if ((c < 0) || ((c == 0) && (sq != kingP[c1])))
555 s += (ds = -c - c - fv1[OPENWRONG]);
557 else if (GameType[c1] == RANGING_ROOK)
559 /* Penalty for king on left side or fifth file */
561 c = 4 - ccolumn(c1, sq);
563 if ((c > 0) || ((c == 0) && (sq != kingP[c1])))
565 s += (ds = -c - c - fv1[OPENWRONG]);
568 /* Penalty for king moved before rook switch */
571 if (on_csquare(c1, rook, 16))
573 s += (ds = -4 * fv1[OPENWRONG]);
578 /* Penalty for sitting king after rook switch */
579 if (!on_csquare(c1, rook, 16))
581 s += (ds = -2 * fv1[OPENWRONG]);
585 /* Penalty for defending general moved
586 * before king switch to right side */
587 if (ccolumn(c1, sq) < 6)
589 if (Mvboard[csquare(c1, 5)] || Mvboard[csquare(c1, 6)])
591 s += (ds = -2 * fv1[OPENWRONG]);
605 short sq, side, piece, n;
607 if (MatchSignature(squares_signature))
609 /* data valid for current positional signature */
613 array_zero(shole, sizeof(shole));
614 array_zero(sloose, sizeof(sloose));
615 array_zero(starget, sizeof(starget));
617 hole[0] = hole[1] = loose[0] = loose[1]
618 = target[0] = target[1] = 0;
620 for (sq = 0; sq < NO_SQUARES; sq++)
622 if ((side = color[sq]) == neutral)
626 if (!attack[white][sq])
632 else if (InBlackCamp(sq))
634 if (!attack[black][sq])
643 /* occupied by "side" piece */
644 if (!attack[side][sq])
650 CheckTargetPiece(sq, side);
654 for (side = black; side <= white; side++)
656 captured[side] = dcaptured[side] = 0;
658 for (piece = pawn; piece <= rook; piece++)
660 if ((n = Captured[side][piece]) != 0)
670 /* Data valid for current positional signature */
671 CopySignature(squares_signature);
676 /* ............ POSITIONAL EVALUATION ROUTINES ............ */
680 * mtl[side] - value of all material
681 * hung[side] - count of hung pieces
682 * Tscore[ply] - search tree score for ply ply
683 * Pscore[ply] - positional score for ply ply
684 * INCscore - bonus score or penalty for certain moves
685 * Sdepth - search goal depth
686 * xwndw - evaluation window about alpha/beta
687 * EWNDW - second evaluation window about alpha/beta
688 * ChkFlag[ply] - checking piece at level ply or 0 if no check
689 * TesujiFlag[ply] - 1 if tesuji move at level ply or 0 if no tesuji
690 * PC1[column] - # of my pawns in this column
691 * PC2[column] - # of opponents pawns in column
692 * PieceCnt[side] - just what it says
699 * Compute an estimate of the score by adding the positional score from the
700 * previous ply to the material difference. If this score falls inside a
701 * window which is 180 points wider than the alpha-beta window (or within a
702 * 50 point window during quiescence search) call ScorePosition() to
703 * determine a score, otherwise return the estimated score. "side" is the
704 * side which has to move.
713 short *InChk, /* output Check flag */
714 short *blockable) /* king threat blockable */
720 s = -Pscore[ply - 1] + mtl[side] - mtl[xside] /* - INCscore */;
721 hung[black] = hung[white] = 0;
723 /* should we use the estimete or score the position */
726 || (ply > Sdepth && s >= (alpha - 30) && s <= (beta + 30))
728 || (use_etable && CheckEETable(side))
734 /* score the position */
735 array_zero(sseed, sizeof(sseed));
737 seed[0] = seed[1] = 0;
740 if (Anyattack(side, sq = PieceList[xside][0]) && (board[sq] == king))
742 *InChk = (board[sq = PieceList[side][0]] == king)
743 ? SqAttacked(sq, xside, blockable)
746 return ((SCORE_LIMIT + 1001) - ply);
750 *InChk = (board[sq = PieceList[side][0]] == king)
751 ? Anyattack(xside, sq)
760 s = ScorePosition(side);
765 /* use the estimate but look at check */
768 *InChk = (board[sq = PieceList[side][0]] == king)
769 ? SqAttacked(sq, xside, blockable)
772 if ((board[sq = PieceList[xside][0]] == king)
773 && SqAttacked(sq, side, blockable))
775 return ((SCORE_LIMIT + 1001) - ply);
779 Pscore[ply] = s - mtl[side] + mtl[xside];
780 ChkFlag[ply - 1] = ((*InChk) ? Pindex[TOsquare] : 0);
788 value_of_weakest_attacker(long a2)
792 min_value = SCORE_LIMIT;
794 for (piece = pawn; piece <= king; piece++)
796 if (control[piece] & a2)
798 if (min_value > (v = (*value)[stage][piece]))
810 * Find (promoted) Bishop, (promoted) Rook, and Lance mobility, x-ray
811 * attacks, and pins. Let BRL be the bishop, rook, or lance. Let P be the
812 * first piece (not a king or a pawn) in a direction and let Q be the
813 * second piece in the same direction. If Q is an unprotected opponent's
814 * piece with bigger relative value than BRL, there is a pin if P is an
815 * opponent's piece and there is an x-ray attack if P belongs to this side.
816 * Increment the hung[] array if a pin is found.
820 BRLscan(short sq, short *mob)
825 unsigned char *ppos, *pdir;
829 short u, xu, pin, ptyp;
831 short csq = column(sq);
833 short piece, upiece, xupiece, rvalue, ds;
834 small_short *Kd = Kdist[c2];
839 rvalue = (*value)[stage][piece];
840 ptyp = ptype[c1][upiece = unpromoted[piece]];
841 rvalue = (*value)[stage][upiece];
844 u = first_direction(ptyp, &d, sq);
846 ppos = (*nextpos[ptyp])[sq];
847 pdir = (*nextdir[ptyp])[sq];
851 pin = -1; /* start new direction */
857 s += (ds = fv1[CTRLK] * (2 - Kd[u]));
860 if ((ds = starget[c1][u]) != 0)
862 /* threatening a target square */
863 if ((pin < 0) /* direct threat */
864 || (color[pin] == c2)) /* pin threat */
866 s += (ds *= fv1[TARGET]);
870 if ((ds = shole[u]) != 0)
872 /* attacking or protecting a hole */
873 s += (ds = fv1[HOLES]);
875 else if (InPromotionZone(c1, u))
877 /* attacking a square in promotion zone */
878 s += (ds = fv1[HOLES] / 2);
881 if (color[u] == neutral)
885 xu = next_position(ptyp, &d, sq, u);
887 if (xu == next_direction(ptyp, &dd, sq))
888 pin = -1; /* oops new direction */
891 if ((xu = ppos[u]) == pdir[u])
892 pin = -1; /* oops new direction */
899 /* there is a piece in current direction */
902 /* it's the first piece in the current direction */
906 /* own intercepting piece in x-ray attack */
910 if (board[u] == pawn)
912 s += (ds = 2*fv1[PROTECT]);
914 else if (in_opening_stage)
916 s += (ds = -2*fv1[PROTECT]);
922 /* bishop or rook x-ray */
923 if ((upiece == bishop) && (board[u] == pawn)
924 && (GameType[c1] == STATIC_ROOK))
926 s += (ds = -2*fv1[HCLSD]);
929 else if ((upiece == rook) && (board[u] == lance)
930 && (GameType[c1] == STATIC_ROOK)
931 && (column(u) == csq))
933 s += (ds = fv1[XRAY]);
940 /* enemy's intercepting piece in pin attack */
944 /* lance pin attack */
945 if (board[u] == pawn)
947 s += (ds = -2*fv1[PROTECT]);
949 else if (in_opening_stage)
951 s += (ds = 2 * fv1[PROTECT]);
957 /* bishop or rook pin attack */
958 if (board[u] == pawn)
960 s += (ds = -fv1[HCLSD]);
967 xu = next_position(ptyp, &d, sq, u);
969 if (xu != next_direction(ptyp, &dd, sq))
970 pin = u; /* not on the edge and on to find a pin */
972 if ((xu = ppos[u]) != pdir[u])
973 pin = u; /* not on the edge and on to find a pin */
979 /* it's the second piece in the current direction */
983 /* second piece is an own piece */
984 if ((upiece == bishop) && (board[u] == pawn)
985 && (GameType[c1] == STATIC_ROOK))
987 s += (ds = -fv1[HCLSD]);
992 /* second piece is an enemy piece */
993 if (upiece == bishop && board[u] == pawn)
995 s += (ds = -fv1[HCLSD]/2);
998 if (((*value)[stage][xupiece = unpromoted[board[u]]]
1002 if (color[pin] == c2)
1004 if ((xupiece == king) && (in_endgame_stage))
1006 s += (ds = 2 * fv1[PINVAL]);
1010 s += (ds = fv1[PINVAL]);
1013 if ((atk2[pin] == 0)
1014 || (atk1[pin] > control[board[pin]] + 1))
1023 if (upiece == lance)
1025 s += (ds = fv1[XRAY] / 2);
1030 s += (ds = fv1[XRAY]);
1036 pin = -1; /* new direction */
1039 u = next_direction(ptyp, &d, sq);
1054 #define ctlSG (ctlS | ctlG | ctlPp | ctlLp | ctlNp | ctlSp)
1059 * Assign penalties if king can be threatened by checks, if squares near
1060 * the king are controlled by the enemy (especially by promoted pieces), or
1061 * if there are no own generals near the king.
1063 * The following must be true:
1064 * board[sq] == king, c1 == color[sq], c2 == otherside[c1]
1067 #define SCORETHREAT \
1069 if (color[u] != c2) \
1071 if ((atk1[u] == 0) || ((atk2[u] & CNT_MASK) != 0)) \
1077 s += (ds = -fv1[CTRLK]); \
1093 unsigned char *ppos, *pdir;
1100 /* Penalties, if a king can be threatened by checks. */
1108 for (p = pawn; p < king; p++)
1110 if (HasPiece[c2][p] || Captured[c2][p])
1114 /* if a c1 piece can reach u from sq,
1115 * then a c2 piece can reach sq from u.
1116 * That means, each u is a square, from which a
1117 * piece of type p and color c2 threats square sq.
1119 ptyp = ptype[c1][p];
1122 u = first_direction(ptyp, &d, sq);
1124 ppos = (*nextpos[ptyp])[sq];
1125 pdir = (*nextdir[ptyp])[sq];
1131 /* If a p piece can reach (controls or can drop to)
1132 * square u, then score threat.
1135 if (atk2[u] & control[p])
1137 else if ((Captured[c2][p] && color[u]) == neutral)
1141 u = ((color[u] == neutral)
1142 ? next_position(ptyp, &d, sq, u)
1143 : next_direction(ptyp, &d, sq));
1145 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
1153 s += (ds = fv1[KSFTY] * KTHRT[cnt] / 16);
1155 /* Penalties, if squares near king are controlled by enemy. */
1159 ptyp = ptype[c1][king];
1162 u = first_direction(ptyp, &d, sq);
1164 pdir = (*nextpos[ptyp])[sq];
1170 if (!ok && color[u] == c1)
1172 short ptype_piece = ptype[black][board[u]];
1174 if ((ptype_piece == ptype_silver) || (ptype_piece == ptype_gold))
1178 if (atk2[u] > atk1[u])
1182 if (atk2[u] & ctlSG)
1184 s += (ds = -fv1[KSFTY] / 2);
1189 u = next_direction(ptyp, &d, sq);
1196 if (!ok || (cnt > 1))
1199 s += (ds = -fv1[KSFTY]/2);
1201 s += (ds = -fv1[KSFTY]);
1208 static short checked_trapped;
1212 * See if the attacked piece has unattacked squares to move to. The following
1213 * must be true: c1 == color[sq] c2 == otherside[c1]
1223 unsigned char *ppos, *pdir;
1229 rvalue = (*value)[stage][piece];
1230 ptyp = ptype[c1][piece];
1233 u = first_direction(ptyp, &d, sq);
1235 ppos = (*nextpos[ptyp])[sq];
1236 pdir = (*nextdir[ptyp])[sq];
1244 if ((atk2[u] == 0) || ((*value)[stage][board[u]] >= rvalue))
1249 u = ((color[u] == neutral)
1250 ? next_position(ptyp, &d, sq, u)
1251 : next_direction(ptyp, &d, sq));
1253 u = ((color[u] == neutral) ? ppos[u] : pdir[u]);
1258 checked_trapped = true;
1266 AttackedPieceValue(short sq)
1287 OpenFileValue(short sq, short hopn, short hopnx)
1291 if (PC1[fyle = column(sq)] == 0)
1307 /* Distance bonus */
1309 #define PromotionZoneDistanceValue(sq, dd) \
1310 if ((ds = fv1[PROMD])) \
1312 s += (ds = ds * PromotionZoneDistanceBonus[crow(c1, sq)] * dd); \
1315 #define OwnKingDistanceValue(sq, dd, maxd) \
1316 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c1][sq]) <= maxd)) \
1318 s += (ds = ds * OwnKingDistanceBonus[ad] * dd); \
1321 #define EnemyKingDistanceValue(sq, dd, maxd) \
1322 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c2][sq]) <= maxd)) \
1324 s += (ds = ds * EnemyKingDistanceBonus[ad] * dd); \
1332 * Calculate the positional value for a pawn on 'sq'.
1336 PawnValue(short sq, short side)
1341 short ccol = ccolumn(c1, sq);
1344 PromotionZoneDistanceValue(sq, 3);
1347 if (color[(c1 == black) ? (sq + NO_COLS) : (sq - NO_COLS)] == neutral)
1349 s += (ds = MBLTY[pawn]);
1352 if ((a1 & ((ctlR | ctlRp) | ctlL)))
1354 s += (ds = fv1[ATTACKED]);
1357 if (in_opening_stage)
1360 /* FIXME: [HGM] The 3rd-rank Pawn section is meaningless in mini-Shogi,
1361 * (which does not have opposing Pawns), and can do out-of-bound access,
1362 * as the promotion zone is only 1 rank, so Pawns can be closer than 3 ranks
1363 * to the board edge.
1365 if (crow(c1, sq) == 2) /* pawn on 3d rank */
1367 if (board[(c1 == black) ?
1368 (sq + 3*NO_COLS) : (sq - 3*NO_COLS)] == pawn)
1370 /* opposing pawn has been moved (even column == (sq & 1)) */
1378 m = (side == c1) ? 3 : 5;
1382 m = (side == c1) ? 2 : 3;
1386 m = (side == c1) ? 1 : 2;
1390 s += (ds = -m * MBLTY[pawn]);
1394 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1395 * board - and anyway we don't know the stage really :)
1397 if ((GameType[c1] == STATIC_ROOK) && (sq == csquare(c1, 43)))
1399 if ((atk2[csquare(c1, 52)] & CNT_MASK) < 2)
1401 s += (ds = fv1[ATTACKED]);
1405 if ((GameType[c2] == STATIC_ROOK) && (ccol == 1))
1407 if (sq == csquare(c1, 28))
1409 s += (ds = -fv1[ATTACKED]);
1412 if (((atk1[csquare(c1, 19)] & CNT_MASK) < 2)
1413 && ((atk1[csquare(c1, 28)] & CNT_MASK) < 2))
1415 s += (ds = -2 * fv1[ATTACKED]);
1427 * Calculate the positional value for a lance on 'sq'.
1431 LanceValue(short sq)
1433 short s = 0, ds, ad;
1435 OwnKingDistanceValue(sq, 1, 2);
1437 OpenFileValue(sq, -fv1[HOPN], fv1[HOPN]);
1439 if (!checked_trapped && (crow(c1, sq) > 2))
1441 if (in_opening_stage || trapped(sq))
1443 s += (ds = -3 * fv1[ATTACKED]);
1447 s += (ds = -2 * fv1[ATTACKED]);
1457 * Calculate the positional value for a knight on 'sq'.
1461 KnightValue(short sq)
1464 short ds, checked_trapped = false;
1465 short c = column(sq);
1467 PromotionZoneDistanceValue(sq, 1);
1468 OwnKingDistanceValue(sq, 1, 2);
1470 if (!checked_trapped && (crow(c1, sq) > 2))
1474 s += (ds = -4 * fv1[ATTACKED]);
1478 s += (ds = -3 * fv1[ATTACKED]);
1482 if ((c == 0) || (c == 8))
1484 s += (ds = -fv1[ATTACKED]);
1494 * Calculate the positional value for a silver on 'sq'.
1498 SilverValue(short sq)
1502 OwnKingDistanceValue(sq, 2, 3);
1504 if ((Kdist[c1][sq] < 3)
1505 && (atk1[sq] & (control[gold] | control[silver])))
1507 s += (ds = fv1[COHESION]);
1510 if (in_opening_stage)
1513 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1514 * board - and anyway we don't know the stage really :)
1516 if (GameType[c1] == STATIC_ROOK)
1518 if (csquare(c1, sq) == 12)
1522 if ((board[csq = csquare(c1, 20)] == bishop)
1523 && (color[csq] == c1))
1525 s += (ds = -2 * fv1[OPENWRONG]);
1533 EnemyKingDistanceValue(sq, 2, 3);
1542 * Calculate the positional value for a gold on 'sq'.
1548 short s = 0, ds, ad;
1550 OwnKingDistanceValue(sq, 2, 3);
1552 if ((Kdist[c1][sq] < 3)
1553 && (atk1[sq] & (control[gold] | control[silver])))
1555 s += (ds = fv1[COHESION]);
1558 if (in_opening_stage)
1561 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1562 * board - and anyway we don't know the stage really :)
1564 if ((GameType[c1] == STATIC_ROOK) && (GameType[c2] != STATIC_ROOK))
1566 if (Mvboard[csquare(c1, 3)])
1568 s += (ds = -2 * fv1[OPENWRONG]);
1575 EnemyKingDistanceValue(sq, 2, 3);
1584 * Calculate the positional value for a bishop on 'sq'.
1588 BishopValue(short sq)
1590 short s = 0, ds, ad;
1592 if (in_opening_stage)
1595 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1596 * board - and anyway we don't know the stage really :)
1598 if (GameType[c1] == RANGING_ROOK)
1600 /* Bishops diagonal should not be open */
1601 if (!on_csquare(c1, pawn, 30))
1603 s += (ds = -fv1[OPENWRONG]);
1606 else if (GameType[c2] == RANGING_ROOK)
1608 /* Bishops diagonal should be open */
1609 if ((csquare(c1, sq) == 10)
1610 && (!empty_csquare(c1, 20) || !empty_csquare(c1, 30)))
1612 s += (ds = -fv1[OPENWRONG]);
1614 else if ((csquare(c1, sq) == 20) && !empty_csquare(c1, 30))
1616 s += (ds = -fv1[OPENWRONG]);
1623 EnemyKingDistanceValue(sq, 1, 3);
1632 * Calculate the positional value for a rook on 'sq'.
1636 RookValue(short sq, short side)
1638 short s = 0, ds, ad;
1640 OpenFileValue(sq, 2 * fv1[HOPN], 4*fv1[HOPN]);
1642 if (in_opening_stage)
1645 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1646 * board - and anyway we don't know the stage really :)
1648 short WRONG = fv1[OPENWRONG], OPOK = WRONG / 3;
1650 if (GameType[c1] == STATIC_ROOK)
1652 short c = ccolumn(c1, sq);
1654 /* Bonus for rook on 8th file */
1661 * Bonus for rook on right side,
1662 * penalty for rook on left side
1670 s += (ds = c + c + OPOK);
1674 s += (ds = -c - c - WRONG);
1677 else if (GameType[c1] == RANGING_ROOK)
1679 /* Bonus for rook on left side and
1680 * bishops diagonal closed, penalty otherwise. */
1683 c = 4 - ccolumn(c1, sq);
1688 /* Bishops diagonal should not be open. */
1689 if (on_csquare(c1, pawn, 30))
1692 s += (ds = -c - c - WRONG);
1696 s += (ds = -c - c - WRONG);
1698 /* Penalty for king not on initial square. */
1699 if (!on_csquare(side, king, 4))
1710 EnemyKingDistanceValue(sq, 1, 3);
1719 * Calculate the positional value for a promoted pawn on 'sq'.
1723 PPawnValue(short sq)
1725 short s = 0, ds, ad;
1727 EnemyKingDistanceValue(sq, 3, 10);
1736 * Calculate the positional value for a promoted lance on 'sq'.
1740 PLanceValue(short sq)
1742 short s = 0, ds, ad;
1744 EnemyKingDistanceValue(sq, 3, 10);
1752 * Calculate the positional value for a promoted knight on 'sq'.
1756 PKnightValue(short sq)
1758 short s = 0, ds, ad;
1760 EnemyKingDistanceValue(sq, 3, 10);
1769 * Calculate the positional value for a promoted silver on 'sq'.
1773 PSilverValue(short sq)
1775 short s = 0, ds, ad;
1777 EnemyKingDistanceValue(sq, 3, 10);
1785 * Calculate the positional value for a promoted bishop on 'sq'.
1789 PBishopValue(short sq)
1791 short s = 0, ds, ad;
1793 EnemyKingDistanceValue(sq, 3, 4);
1801 * Calculate the positional value for a promoted rook on 'sq'.
1805 PRookValue(short sq)
1807 short s = 0, ds, ad;
1809 EnemyKingDistanceValue(sq, 3, 4);
1811 OpenFileValue(sq, 3 * fv1[HOPN], 2 * fv1[HOPN]);
1819 * Calculate the positional value for a king on 'sq'.
1827 if (fv1[KSFTY] != 0)
1831 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1832 * board - and anyway we don't know the stage really :)
1834 if (in_opening_stage)
1836 if ((GameType[c1] != UNKNOWN) && (ccolumn(c1, sq) == 4))
1838 s += (ds = -fv1[OPENWRONG] / 3);
1840 else if ((GameType[c1] == STATIC_ROOK) && on_right_side(c1, sq))
1842 s += (ds = -fv1[OPENWRONG] / 2);
1844 else if ((GameType[c1] == RANGING_ROOK) && on_left_side(c1, sq))
1846 s += (ds = -fv1[OPENWRONG] / 2);
1851 /* CHECKME: is this correct? */
1852 if ((ds = fv1[HOPN]))
1854 s += OpenFileValue(sq, -2 * ds, -4 * ds);
1863 * Calculate the positional value for a piece on 'sq'.
1867 PieceValue(short sq, short side)
1874 if (piece == no_piece)
1877 s = (*Mpiece[piece])[c1][sq];
1879 checked_trapped = false;
1883 /* pin/x-ray attack and mobility for sweeping pieces */
1884 s += (ds = BRLscan(sq, &mob));
1886 if ((piece == bishop) || (piece == pbishop))
1887 s += (ds = BMBLTY[mob] * fv1[MOBILITY] / 100);
1888 else if ((piece == rook) || (piece == prook))
1889 s += (ds = RMBLTY[mob] * fv1[MOBILITY] / 100);
1892 s += (ds = LMBLTY[mob] * fv1[MOBILITY] / 100);
1897 /* mobility for non-sweeping pieces */
1905 /* opponent attacks piece */
1908 /* undefended piece */
1909 s += AttackedPieceValue(sq);
1913 /* defended piece */
1914 short attack_value = value_of_weakest_attacker(a2);
1915 short piece_value = (*value)[stage][piece];
1917 if (attack_value < piece_value)
1919 /* attacked by a weaker piece */
1920 s += AttackedPieceValue(sq) / 2;
1922 else if (abs(attack_value - piece_value) < 10)
1924 /* opponent has the option to exchange equal pieces */
1925 s += (ds = -fv1[ATTACKED]);
1935 /* piece is defended */
1936 s += (ds = (a1 & CNT_MASK) * fv1[PROTECT]);
1941 s += (ds = fv1[SEED]);
1946 s += (ds = -fv1[LOOSE]);
1949 if (starget[c1][sq])
1953 s -= (ds = -fv1[ATTACKED]/2);
1955 else if (piece == pawn)
1957 s += (ds = fv1[ATTACKED]);
1961 if (starget[c2][sq])
1965 s -= (ds = -fv1[ATTACKED] / 3);
1969 s += (ds = fv1[ATTACKED]);
1973 if (Kdist[c1][sq] == 1)
1975 s += (ds = fv1[KSFTY]);
1982 s += PawnValue(sq, side);
1987 s += LanceValue(sq);
1991 s += KnightValue(sq);
1996 s += SilverValue(sq);
2004 s += BishopValue(sq);
2008 s += RookValue(sq, side);
2016 s += PPawnValue(sq);
2021 s += PLanceValue(sq);
2025 s += PKnightValue(sq);
2030 s += PSilverValue(sq);
2034 s += PBishopValue(sq);
2038 s += PRookValue(sq);
2048 * Score distance to pattern regarding the game type which side plays.
2052 ScorePatternDistance(short c1)
2055 small_short *fv1 = fvalue[c1];
2058 if ((MAXCDIST > 0) && (fv1[PCASTLE] != 0)
2059 && ((os = castle_opening_sequence[c1]) >= 0))
2061 ds = board_to_pattern_distance(c1, os, MAXCDIST, GameCnt);
2065 s += (ds *= fv1[PCASTLE]);
2069 if ((MAXADIST > 0) && (fv1[PATTACK] != 0)
2070 && ((os = attack_opening_sequence[c1]) >= 0))
2072 ds = board_to_pattern_distance(c1, os, MAXADIST, GameCnt);
2076 s += (ds *= fv1[PATTACK]);
2087 * Determine castle and attack pattern which should be reached next.
2088 * Only patterns are considered, which have not been reached yet.
2092 UpdatePatterns(short side, short GameCnt)
2095 short xside = side ^ 1;
2099 strcpy(s, "CASTLE_?_?");
2100 s[7] = GameType[side];
2101 s[9] = GameType[xside];
2102 castle_opening_sequence[side] = os
2103 = locate_opening_sequence(side, s, GameCnt);
2105 if (flag.post && (os != END_OF_SEQUENCES))
2107 for (j = 0; j < MAX_SEQUENCE; j++)
2109 for (k = OpeningSequence[os].first_pattern[j];
2110 k != END_OF_PATTERNS;
2111 k = Pattern[k].next_pattern)
2113 if (Pattern[k].distance[side] >= 0)
2119 if (os != END_OF_SEQUENCES)
2120 update_advance_bonus(side, os);
2122 strcpy(s, "ATTACK_?_?");
2123 s[7] = GameType[side];
2124 s[9] = GameType[xside];
2125 attack_opening_sequence[side] = os
2126 = locate_opening_sequence(side, s, GameCnt);
2128 if (flag.post && (os != END_OF_SEQUENCES))
2130 for (j = 0; j < MAX_SEQUENCE; j++)
2132 for (k = OpeningSequence[os].first_pattern[j];
2133 k != END_OF_PATTERNS;
2134 k = Pattern[k].next_pattern)
2136 if (Pattern[k].distance[side] >= 0)
2143 dsp->ShowPatternCount(side, n);
2145 if (os != END_OF_SEQUENCES)
2146 update_advance_bonus(side, os);
2154 short ds, col, n, m, piece;
2156 if ((n = Captured[c1][pawn]))
2160 for (col = 0; col < NO_COLS; col++)
2169 /* FIXME! another great obfuscated line... */
2170 pscore[c1] += (ds *= ((n > 2) ? 3 : n));
2175 for (piece = pawn+1, n = 0; piece <= rook; piece++)
2177 if (Captured[c1][piece])
2181 pscore[c1] += (ds = m * fv1[DFFDROP]);
2184 for (piece = pawn, n = 0; piece <= rook; piece++)
2186 if (Captured[c1][piece])
2191 ds = BMBLTY[MAX_BMBLTY - 1];
2195 ds = RMBLTY[MAX_RMBLTY - 1];
2200 ds = LMBLTY[MAX_LMBLTY - 1];
2210 if (!Captured[c2][piece])
2211 n += relative_value[piece];
2217 pscore[c1] += (ds = -n * fv1[OPPDROP] / 2);
2226 * Perform normal static evaluation of board position. A score is generated
2227 * for each piece and these are summed to get a score for each side.
2231 ScorePosition(short side)
2240 UpdateWeights(side);
2242 hung[black] = hung[white] = pscore[black] = pscore[white] = 0;
2244 array_zero(shung, sizeof(shung));
2247 if (!(use_etable && ProbeEETable(side, &s)))
2250 for (c1 = black; c1 <= white; c1++)
2254 /* atk1 is array of attacks on squares by my side */
2257 /* atk2 is array of attacks on squares by other side */
2260 /* same for PC1 and PC2 */
2264 /* same for fv1 and fv2 */
2267 for (i = PieceCnt[c1]; i >= 0; i--)
2269 sq = PieceList[c1][i];
2271 #if defined SAVE_SVALUE
2272 pscore[c1] += PieceValue(sq, side);
2274 pscore[c1] += (svalue[sq] = PieceValue(sq, side));
2282 # define BLACKHOME_START 0
2283 # define BLACKHOME_END 26
2284 # define MIDDLEROW_START 36
2285 # define MIDDLEROW_END 44
2286 # define WHITEHOME_START 54
2287 # define WHITEHOME_END 80
2289 # define BLACKHOME_START 0
2290 # define BLACKHOME_END 4
2291 # define MIDDLEROW_START 10
2292 # define MIDDLEROW_END 14
2293 # define WHITEHOME_START 19
2294 # define WHITEHOME_END 24
2296 for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
2302 /* Score fifth rank */
2303 for (sq = MIDDLEROW_START, n = 0; sq <= MIDDLEROW_END; sq++)
2305 if ((color[sq] == c1) || (attack[c1][sq] != 0))
2311 pscore[c1] += (ds = n * fv1[CNTRL5TH]);
2315 for (sq = ((c1 == black) ? BLACKHOME_START : WHITEHOME_START), n = 0;
2316 sq <= ((c1 == black) ? BLACKHOME_END : WHITEHOME_END);
2319 if (board[sq] == no_piece && attack[c1][sq] == 0)
2325 pscore[c1] += (ds = -n * fv1[HOLES]);
2330 pscore[c1] += (ds = -fv1[HUNGX]);
2333 /* Score opening features and
2334 * castle/attack pattern distances */
2336 if (in_opening_stage)
2338 pscore[c1] += (ds = ScoreKingOpeningFeatures());
2339 pscore[c1] += (ds = ScorePatternDistance(c1));
2343 score = mtl[side] - mtl[xside]
2344 + pscore[side] - pscore[xside] + 10;
2347 if (use_etable && PUTVAR)
2348 PutInEETable(side, score);
2352 #ifdef CACHE /* CHECKME: this looks bad */
2362 * Try to determine the game type of "side".
2367 GuessGameType(short side_to_move)
2370 short StaticRook[2] = { 0, 0 };
2371 short RangingRook[2] = { 0, 0 };
2373 for (side = black; side <= white; side++)
2375 /* computer should not change its mind */
2377 extern int bookflag;
2379 gt = GameType[side];
2381 if (!bookflag && (side == side_to_move))
2383 if (gt == STATIC_ROOK)
2384 StaticRook[side] += 4;
2385 else if (gt == RANGING_ROOK)
2386 RangingRook[side] += 4;
2389 /* static rook conditions */
2391 if (on_column(side, rook, 7))
2392 StaticRook[side] += 3;
2394 if (on_csquare(side, pawn, 34))
2395 StaticRook[side] += 6;
2396 else if (on_csquare(side, pawn, 43))
2397 StaticRook[side] += 4;
2398 else if (!on_column(side, pawn, 7))
2399 StaticRook[side] += 5;
2401 if (empty_csquare(side, 5) || empty_csquare(side, 6))
2402 StaticRook[side] += 2;
2404 if (on_left_side(side, king))
2405 StaticRook[side] += 2;
2407 /* ranging rook conditions */
2409 if (on_left_side(side, rook))
2410 RangingRook[side] += 5;
2411 else if (!on_column(side, rook, 7))
2412 RangingRook[side] += 3;
2414 if (on_csquare(side, pawn, 25))
2415 RangingRook[side] += 1;
2417 if (on_csquare(side, pawn, 30))
2418 RangingRook[side] += 1;
2420 RangingRook[side] -= 2;
2422 if (!on_right_side(side, rook))
2423 RangingRook[side] += 4;
2425 if (on_right_side(side, king))
2426 RangingRook[side] += 4;
2428 if (on_csquare(side, bishop, 20))
2430 if (on_csquare(side, silver, 11)
2431 || on_csquare(side, silver, 12)
2432 || on_csquare(side, silver, 21))
2434 RangingRook[side] += 3;
2438 if ((StaticRook[side] > 5) || (RangingRook[side] > 5))
2440 GameType[side] = (StaticRook[side] > RangingRook[side])
2441 ? STATIC_ROOK : RANGING_ROOK;
2445 GameType[side] = UNKNOWN;
2449 if ((GameType[black] == UNKNOWN) || (GameType[white] == UNKNOWN))
2451 for (side = black; side <= white; side++)
2453 if ((side == computer) && (GameType[side] == UNKNOWN))
2456 * Game type is UNKNOWN.
2457 * Make a decision what type of game to play.
2458 * To make computer games more interesting, make a
2462 if (!on_csquare(side, pawn, 25))
2464 /* Play static rook if rook pawn has been pushed! */
2465 GameType[side] = STATIC_ROOK;
2469 unsigned int random = urand() % 100;
2470 short d = StaticRook[side] - RangingRook[side];
2472 switch (GameType[side ^ 1])
2475 if (random < 35 + d)
2476 GameType[side] = STATIC_ROOK;
2477 else if (random < 95)
2478 GameType[side] = RANGING_ROOK;
2482 if (random < 75 + d)
2483 GameType[side] = STATIC_ROOK;
2484 else if (random < 95)
2485 GameType[side] = RANGING_ROOK;
2489 if (random < 33 + d)
2490 GameType[side] = STATIC_ROOK;
2491 else if (random < 66)
2492 GameType[side] = RANGING_ROOK;
2505 DetermineGameType(short side_to_move)
2510 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2511 GuessGameType(side_to_move);
2513 GameType[black] = UNKNOWN;
2514 GameType[white] = UNKNOWN;
2517 array_zero(Mpawn, sizeof(Mpawn));
2519 array_zero(Mlance, sizeof(Mlance));
2520 array_zero(Mknight, sizeof(Mknight));
2522 array_zero(Msilver, sizeof(Msilver));
2523 array_zero(Mgold, sizeof(Mgold));
2524 array_zero(Mbishop, sizeof(Mbishop));
2525 array_zero(Mrook, sizeof(Mrook));
2526 array_zero(Mking, sizeof(Mking));
2528 if (in_opening_stage)
2530 for (side = black; side <= white; side++)
2531 UpdatePatterns(side, GameCnt);
2535 dsp->ShowPatternCount(black, -1);
2536 dsp->ShowPatternCount(white, -1);
2543 * This is done one time before the search is started. Set up arrays
2544 * Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the SqValue()
2545 * function to determine the positional value of each piece.
2549 ExaminePosition(short side)
2551 short c1, piece, sq, i, bsq, wsq;
2553 /* Build enemy king distance tables. */
2555 for (sq = 0, bsq = BlackKing, wsq = WhiteKing; sq < NO_SQUARES; sq++)
2557 Kdist[black][sq] = distance(sq, bsq);
2558 Kdist[white][sq] = distance(sq, wsq);
2566 DetermineGameType(side);
2567 DetermineStage(side);
2569 UpdateWeights(side);
2571 array_zero(HasPiece, sizeof(HasPiece));
2573 for (c1 = black; c1 <= white; c1++)
2575 for (i = PieceCnt[c1]; i >= 0; i--)
2577 ++HasPiece[c1][piece = board[sq = PieceList[c1][i]]];
2584 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2586 DetermineStage(short side)
2588 short xside = side ^ 1, ds, db1, c1, c2, feature;
2590 /* Determine initial stage */
2592 balance[side] = balance[xside] = 50;
2594 if ((GameType[side] == STATIC_ROOK)
2595 && (GameType[xside] == STATIC_ROOK))
2599 else if (GameCnt < 60)
2601 else if (GameCnt < 80)
2606 else if ((GameType[side] == RANGING_ROOK)
2607 || (GameType[xside] == RANGING_ROOK))
2611 else if (GameCnt < 50)
2613 else if (GameCnt < 70)
2622 else if (GameCnt < 55)
2624 else if (GameCnt < 75)
2631 /* Update stage depending on board features and attack balance value */
2633 if (abs(ds = (mtl[side] - mtl[xside]))
2634 > (db1 = (*value)[stage][lance]))
2636 db1 = abs(4 * ds / db1);
2639 balance[side] += db1;
2641 balance[xside] += db1;
2643 stage += (ds = db1);
2647 for (c1 = black, c2 = white; c1 <= white; c1++, c2--)
2649 if ((ds = seed[c1]) > 2)
2651 balance[c1] += (db1 = ds * 2);
2660 if ((db1 = hung[c1]) > 2)
2662 balance[c1] -= (db1 *= 2);
2666 if ((db1 = loose[c1]) > 4)
2668 balance[c1] -= (db1 /= 2);
2673 if ((ds = hole[c1]))
2675 balance[c1] -= (db1 = ds);
2680 if ((db1 = target[c1]) > 3)
2682 balance[c1] += (db1 /= 3);
2684 stage += (ds = db1 / 4);
2687 stage += (ds = captured[c1] / 2);
2689 if ((db1 = captured[c1]) > 4)
2691 balance[c1] += (db1 /= 2);
2695 if ((db1 = dcaptured[c1]) > 3)
2701 if (balance[c1] > 99)
2703 else if (balance[c1] < 0)
2715 /* Determine stage dependant weights */
2717 ADVNCM[pawn] = 1; /* advanced pawn bonus increment */
2722 ADVNCM[silver] = 1; /* advanced silver bonus increment */
2723 ADVNCM[gold] = 1; /* advanced gold bonus increment */
2726 ADVNCM[king] = 1; /* advanced king bonus increment */
2728 MAXCDIST = (stage < 33) ? (33 - stage) / 4 : 0;
2729 MAXADIST = (stage < 30) ? (30 - stage) / 4 : 0;
2731 for (c1 = black; c1 <= white; c1++)
2733 for (feature = 0; feature < NO_FEATURES; feature++)
2735 fvalue[c1][feature] =
2736 ((((*fscore)[stage][feature][0] * (99 - balance[c1])) + 50)
2738 + ((((*fscore)[stage][feature][1] * balance[c1]) + 50)
2747 UpdateWeights(short stage)
2749 /* FIXME: this was emptied between 1.1p02 ans 1.2p03, do we keep it ? */
2755 * Compute stage dependent relative material values assuming
2756 * linearity between the main stages:
2758 * minstage < stage < maxstage =>
2759 * stage - minstage value - minvalue
2760 * ------------------- = -------------------
2761 * maxstage - minstage maxvalue - minvalue
2766 linear_piece_value(short piece, short stage, short i, short j)
2768 short minvalue, maxvalue, minstage, maxstage;
2770 minstage = ispvalue[0][i];
2771 maxstage = ispvalue[0][j];
2772 minvalue = ispvalue[piece][i];
2773 maxvalue = ispvalue[piece][j];
2775 /* FIXME: set a variable then return it, puh-leeze! */
2776 return ((stage - minstage) * (maxvalue - minvalue)
2777 / (maxstage - minstage)) + minvalue;
2783 linear_feature_value(short feature, short stage, short i, short j)
2785 short minvalue, maxvalue, minstage, maxstage;
2787 minstage = ispvalue[0][i];
2788 maxstage = ispvalue[0][j];
2789 minvalue = weight[feature][i];
2790 maxvalue = weight[feature][j];
2792 /* FIXME: set a variable then return it, puh-leeze! */
2793 return ((stage - minstage) * (maxvalue - minvalue)
2794 / (maxstage - minstage)) + minvalue;
2799 * matweight = percentage_of_max_value * max_value(stage) / 100
2800 * max_value(0) = MAX_VALUE; max_value(100) = MIN_VALUE
2801 * => max_value(stage) = a * stage + b; b = MAX_VALUE,
2802 * a = (MIN_VALUE - MAX_VALUE)/100
2805 #define MIN_VALUE 300
2806 #define MAX_VALUE 1000
2808 #define max_value(stage) \
2809 ((long)(MIN_VALUE - MAX_VALUE) * stage + (long)100 * MAX_VALUE)
2810 #define matweight(value, stage) \
2811 ((long)max_value(stage) * value / 10000)
2816 Initialize_eval(void)
2818 short stage, piece, feature, i;
2820 for (stage = 0; stage < NO_STAGES; stage++)
2822 for (i = 0; i < MAIN_STAGES; i++)
2824 if (stage == ispvalue[0][i])
2826 for (piece = 0; piece < NO_PIECES; piece++)
2828 (*value)[stage][piece] =
2829 matweight(ispvalue[piece][i], stage);
2832 for (feature = 0; feature < NO_FEATURES; feature++)
2834 (*fscore)[stage][feature][0] =
2836 * weight[feature][MAIN_STAGES] + 50) / 100;
2838 (*fscore)[stage][feature][1] =
2840 * weight[feature][MAIN_STAGES + 1] + 50) / 100;
2846 if (stage < ispvalue[0][i + 1])
2848 for (piece = 0; piece < NO_PIECES; piece++)
2850 (*value)[stage][piece] =
2852 linear_piece_value(piece, stage, i, i + 1),
2856 for (feature = 0; feature < NO_FEATURES; feature++)
2858 (*fscore)[stage][feature][0] =
2859 (linear_feature_value(feature, stage, i, i + 1)
2860 * weight[feature][MAIN_STAGES] + 50) / 100;
2862 (*fscore)[stage][feature][1] =
2863 (linear_feature_value(feature, stage, i, i + 1)
2864 * weight[feature][MAIN_STAGES + 1] + 50) / 100;