From bdeb8da4fcccbccb857ad9158d54a63fd284b2bb Mon Sep 17 00:00:00 2001 From: H.G. Muller Date: Fri, 27 Sep 2013 14:15:48 +0200 Subject: [PATCH] Version 0.16: King neighborhood, Kylin promotion eval terms These evaluation terms are experimental, and not proven to be effective. --- hachu.c | 102 +++++++++++++++++++++++++++++++++++++++++++++++--------------- 1 files changed, 77 insertions(+), 25 deletions(-) diff --git a/hachu.c b/hachu.c index 809829b..51beb0e 100644 --- a/hachu.c +++ b/hachu.c @@ -11,7 +11,7 @@ // promotions by pieces with Lion power stepping in & out the zone in same turn // promotion on capture -#define VERSION "0.15" +#define VERSION "0.16 k+ky" #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)))))*/ //define PATH 0 @@ -24,8 +24,11 @@ #define LIONTRAP #define WINGS #define KINGSAFETY +#define KSHIELD #define XFORTRESS #define PAWNBLOCK +#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 @@ -462,6 +465,7 @@ Vector direction[] = { // clockwise! int epList[96], ep2List[96], toList[96], reverse[96]; // 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) @@ -582,7 +586,7 @@ 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[4*BSIZE]; +signed char PST[5*BSIZE]; #define board (rawBoard + 6*BHMAX + 3) #define fireBoard (rawFire + BWMAX + 1) @@ -667,7 +671,9 @@ int EasyProm (signed char *r) { int i; - return r[0] == X || r[1] == X || r[7] == X; + if(r[0] == X) return 30 + PROMO*((unsigned int)(r[1] | r[2] | r[3] | r[5] | r[6] | r[7]) <= 1); + if(r[1] == X || r[7] == X) return 30 + PROMO/2; + return 0; } int @@ -829,9 +835,11 @@ SetUp(char *array, int var) } for(i=0; i 0 && p[i].promoGain) - p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30; + int g = p[i].promoGain; + if((j = p[i].promo) > 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*1.25, p[i].value = p[j].value - g; else p[i].promoGain = 0; + if(i == kylin[WHITE]) p[i].promoGain = 1.25*KYLIN, p[i].value += KYLIN; if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH; // use white pre-prom bonus board[p[i].pos] = i; rootEval += p[i].value + PST[p[i].pst + p[i].pos]; @@ -839,10 +847,13 @@ SetUp(char *array, int var) filling += p[i].bulk; } else p[i].promoGain = 0; for(i=BLACK+2; i<=last[BLACK]; i+=2) if(p[i].pos != ABSENT) { - if((j = p[i].promo) > 0 && p[i].promoGain) - p[i].promoGain = (p[j].value - p[i].value - 30)*1.25, p[i].value = p[j].value - 30; + int g = p[i].promoGain; + if((j = p[i].promo) > 0 && g) + p[i].promoGain = (p[j].value - p[i].value - g)*1.25, 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; if(j > 0 && p[i].pst == BH) p[i].pst = 3*BW*BH + BH; // use black pre-prom bonus + if(j > 0 && p[i].pst == bsize) p[i].pst = 4*BW*BH; // use white pre-prom bonus board[p[i].pos] = i; rootEval -= p[i].value + PST[p[i].pst + p[i].pos]; promoDelta -= p[i].promoGain; @@ -879,6 +890,7 @@ Init (int var) 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++) { @@ -927,16 +939,23 @@ Init (int var) for(j=0; j BH-3 ? 3 : 0) - (j == 0 || j == BH-1 ? 5 : 0) + + 3*(i==zone || i==BH-zone-1); // stepper centralization + PST[BH*BW+s] = d/6; // double-stepper centralization + PST[BH*BW+BH+s] = d/12 - 5*(i==BH/2 || i==(BH-1)/2); // slider centralization PST[2*BH*BW+s] = j < 3 || j > BH-4 ? (i < 3 ? 7 : i == 3 ? 4 : i == 4 ? 2 : 0) : 0; 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; - PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B + PST[3*BH*BW+s] = PST[3*BH*BW+BH+s] = PST[BH+s]; // as stepper, but with pre-promotion bonus W/B + PST[4*BH*BW+s] = PST[BW*BH+s]; // as jumper, but with pre-promotion bonus B + PST[4*BH*BW+BH+s] = BW*(zone - 1 - i); // board step to enter promo zone black } - if(zone > 1) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10; + if(zone > 0) PST[3*BW*BH+BW*(BH-1-zone) + j] += 10, PST[3*BW*BH+BH + BW*zone + j] += 10; +#if KYLIN + // pre-promotion bonuses for jumpers + if(zone > 0) PST[BW*BH + BW*(BH-2-zone) + j] = PST[4*BW*BH + BW*(zone+1) + j] = 100, + PST[BW*BH + BW*(BH-1-zone) + j] = PST[4*BW*BH + BW*zone + j] = 200; +#endif } p[EDGE].qval = 5; // tenjiku jump-capturer sentinel @@ -1717,6 +1736,20 @@ Fortress (int forward, int king, int lion) } int +Surround (int stm, int king, int start) +{ + 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 > 512 ? 512 : s); +} + +int Ftest (int side) { int lion = ABSENT, king; @@ -1779,27 +1812,46 @@ Evaluate (int difEval) if(wLion != ABSENT) f -= Fortress(-BW, bKing, wLion); score += (filling < 96 ? f : f*(224 - filling) >> 7); // build up slowly # endif + +# ifdef KSHIELD + score += Surround(WHITE, wKing, 1) - Surround(BLACK, bKing, 1) >> 3; +# endif + #endif -#ifdef KYLIN - // bonus for having Kylin in late end-game, where it could promote to Lion - if((filling < 64) { - if((wLion = kylin[WHITE]) && p[wLion].pos != ABSENT) - score += (64 - filling)*kylinProm[wLion]; - if((filling < 64 && (bLion = kylin[BLACK]) && p[bLion].pos != ABSENT) - score -= (64 - filling)*kylinProm[bLion]; +#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]; + score += (512 - Surround(BLACK, anchor, 0))*(128 - filling)*PST[p[wLion].pst + sq] >> 15; + } + if((bLion = kylin[BLACK]) && (sq = p[bLion].pos) != ABSENT) { + int anchor = sq + PST[4*BW*BH + BH + sq]; + score -= (512 - Surround(WHITE, anchor, 0))*(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 retreat mode is straight back for(i=last[WHITE]; i > 1 && p[i].value<=50; i-=2) { - if((f = p[i].pos) != ABSENT && (j = board[f + BW])&1) // P present, 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((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 && (j = board[f - BW]) && !(j&1)) // P present, 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((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 -- 1.7.0.4