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#define VERSION "1.0.5"
/********************************************************************************************/
/* Simple XBoard-compatible engine for playing Chess variants with drops, by H.G. Muller. */
/* Handles boards up to 11 x 11, with up to 16 droppable piece types, and 15 promoted types.*/
/********************************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef WIN32
# include <windows.h>
# include <sys/time.h>
# define CPUtime (1000./CLOCKS_PER_SEC)*clock
int Input()
{ // checks for waiting input in pipe
static int init; static HANDLE inp; DWORD cnt;
if(!init) inp = GetStdHandle(STD_INPUT_HANDLE);
if(!PeekNamedPipe(inp, NULL, 0, NULL, &cnt, NULL) &&
!GetNumberOfConsoleInputEvents(inp, &cnt)) return 1;
return cnt;
}
#else
# include <sys/time.h>
# include <sys/times.h>
# include <sys/ioctl.h>
# include <unistd.h>
int GetTickCount() // with thanks to Tord
{ struct timeval t;
gettimeofday(&t, NULL);
return t.tv_sec*1000 + t.tv_usec/1000;
}
double CPUtime()
{ // get CPU time used by process, converted to 'MILLICLOCKS'
struct tms cpuTimes;
static int cps = 0; static double ms_per_clk;
if(!cps) cps = sysconf(_SC_CLK_TCK), ms_per_clk = 1000./cps;
times(&cpuTimes);
return (cpuTimes.tms_utime + cpuTimes.tms_stime) * ms_per_clk;
}
int Input()
{
int cnt;
if(ioctl(0, FIONREAD, &cnt)) return 1;
return cnt;
}
#endif
#define DEBUG 0
#define IDQS /* Iteratively deepening QS */
#define LMR 2
#define ON 1
#define OFF 0
#define INVALID 0
#define INF 15000
#define MAXPLY 100
#define MAXMOVES 500
#define NONE 0
#define ANALYZE 1
#define WHITE 32
#define BLACK 64
#define COLOR (WHITE | BLACK)
#define CK_UNKNOWN 255
#define CK_NONE 254
#define CK_DOUBLE 253
#define C_DISTANT 0xFF00
#define C_CONTACT 0x00FF
#define REPLEN 20
#define REPKEY ~(-1 << REPLEN)
typedef long long int Key;
int ply, nodeCount, forceMove, choice, rootMove, lastGameMove, rootScore, abortFlag, postThinking=1; // some frequently used data
int maxDepth=MAXPLY-2, timeControl=3000, mps=40, inc, timePerMove, timeLeft=1000, nodeRate=-1; // TC parameters
int rootFirst, rootCurrent, rootLast, rootPly, rootScore, margin;
#define H_LOWER 1
#define H_UPPER 2
int ReadClock (int start, int print);
char *MoveToText (int move);
int TimeIsUp (int mode);
int DoCommand (int searching);
int randomize, ranKey;
int moveNr; // part of game state; incremented by MakeMove
#define captCode (rawInts + 22*10 + 10)
#define deltaVec (rawChar + 22*10 + 10)
#define promoInc (rawChar + 21*22)
#define board (rawByte + 2*22 + 2)
#define pawnCount (board + 9*22 + 11)
#define dropType (rawByte + 15*22)
#define toDecode (rawByte + 26*22)
#define spoiler (rawByte + 37*22)
#define zoneTab (rawByte + 48*22)
#define sqr2file (rawByte + 59*22)
#define dist (rawByte + 70*22 + 22*10 + 10)
#define dropBulk (rawByte + 91*22)
#define location (rawLocation + 23)
#define promoGain (rawGain + 1)
int pvStack[MAXPLY*MAXPLY/2];
int nrRanks, nrFiles, specials, pinCodes, maxDrop, promoDrops, moveSP, pawn, queen, lanceMask, knightLim, *pvPtr = pvStack, boardEnd, perpLoses, searchNr;
int frontier, killZone, impasse, frontierPenalty, killPenalty;
int rawInts[21*22], pieceValues[96], pieceCode[96];
signed char rawChar[32*22], steps[512];
unsigned char rawByte[102*22], firstDir[64], rawBulk[98], handSlot[97], promoCode[96], aVal[64], vVal[64], rawLocation[96+23], handBulk[96];
long long int handKey[96], pawnKey;
int handVal[96], rawGain[97];
unsigned int moveStack[500*MAXPLY];
int killers[MAXPLY][2];
int path[MAXPLY], deprec[MAXPLY];
int history[1<<16], mateKillers[1<<17];
int anaSP;
unsigned char checkHist[MAXMOVES+MAXPLY];
int repKey[512+100];
unsigned char repDep[512+100];
/*
Drops: piece is the (negated) count, promo the piece to be dropped.
The from-square has to be cleared for moves, but incremented for drops.
piece = board[from];
board[from] = (piece >> 7) & (piece + 1); // 0 if piece >= 0
Promotion on moves indicated by to-square
promo = piece + promoTab[to];
to = toTab[to];
On drops, however, it is determined by the from-square
promo = dropTab[from];
Combine:
promo = dropTab[from] + promoTab[to] + (piece & ~mask);
piece = board[from]; // off-board is negative
mask = piece >> 7; // on board 0, off board -1
board[from] = mask & (piece + 1); //
promo = dropTab[from] + promoTab[to];
dropTab[] = {
0, 0, 0, 0, 0, 1, 2, 3, 4, 5, // off-board from-square contains piece codes
0, 0, 0, 0, 0, 6, 7, 8, 9,10,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
promoTab[] = {
0, 0, 0, 0, 0, 8, 8, 8, 8, 8,
0, 0, 0, 0, 0, 8, 8, 8, 8, 8,
0, 0, 0, 0, 0, 8, 8, 8, 8, 8,
0, 0, 0, 0, 0, 8, 8, 8, 8, 8,
0, 0, 0, 0, 0, 8, 8, 8, 8, 8,
};
encoding:
0 = empty
1-16 = unpromoted pieces SP SC SO FC FG CM BD VS VW OC LH SW FF RR TR CE
17-31 = promoted pieces GB FF CE RF SW VS VW RB BE PO HH GS TF TR K
promotion adds 16
handTab[] = { 11 12 13 14 15 16 17 18 19 20 21 33 34 34 36 37
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 };
P N B R Q
N~ B~ R~ Q~ K
promotion adds 17-20
32 = white
64 = black
128 = off board
negative piece types = hand counts
all of those point to same PST, which only has to exist for off-board squares
*/
// Capture codes
// the needs of shogi and chess can be met with 8 contact and 4 distant bits,
// by splitting the Knight and Rook in f, b and s components
// wa needs additional f/bW2 (LH) and f/bW3 (CE) distant, and AvD (TF) instead of sN
// Chess fF, bF, fW, bW, sW, fN, bN, sN (6) R, B (2)
// wP x
// bP x
// N x x x
// B x x x
// R x x x x
// Q x x x x x x x
// K x x x x x
// Shogi fF, bF, fW, bW, sW, fN, bN (7) fR, bR, sR, B (5)
// wP x
// wL x
// wN x
// wS x x x
// wG x x x x
// B x x x
// R x x x x x x
// +B x x x x x x
// +R x x x x x x x x
// K x x x x x
// Tori fFbD, bFfD, fW, bW, sW, F, fAbD, bAfD (8) fRblB, fRbrB, bRflB, bRfrB, fA, bA (6)
// wP x
// wPh x
// wCr x x x
// wQl x x x
// wQr x x x
// wFa x x x
// +wP x
// +wFa x x x x x x x
// K x x x x
// Wa fF, bF, fW, bW, sW, vN, AvD (7) fR, bR, sR, B, fGfA, bGbA, fD, bD (8)
/*
The slider tracks skip the first square.
Test for slider alignment first. If hit, we do ray scan, and never try leaps.
This allows slides to mask jumps, so that a Quail can have bFfD + fRlbB.
*/
// for each of the 16 bits in the capture codes there is a zero-terminated list of board steps to which it corresponds
// the first 8 are leaps, the next 4 unlimited-range sliders, than a pair of range 2 and a pair of range 3.
signed char
toriCodes[] = { 21,23,-44,0, -21,-23,44,0, 22,0,-22,0, 1,-1,0, 21,23,-21,-23,0, 42,46,-44,0, -42,-46,44,0,
22,-23,0, 22,-21,0, -22,23,0, -22,21,0, 21,23,0, -21,-23,0, 0,0 },
chessCodes[] = { 21,23,0, -21,-23,0, 22,0, -22,0, 1,-1,0, 43,45,0, -43,-45,0, 20,24,-20,-24,0, 22,0, -22,0, 1,-1,0, 21,23,-21,-23,0,0,0,0,0,0,0},
shogiCodes[] = { 21,23,0, -21,-23,0, 22,0, -22,0, 1,-1,0, 43,45,0, -43,-45,0, 42,44,46,-42,-44,-46,0, 22,0, -22,0, 1,-1,0, 21,23,-21,-23,0,
22,0, -22,0, 21,23,0, -21,-23,0 };
void
InitCaptureCodes(signed char *codes)
{
int i, piece, dir=0;
for(i=-10-10*22; i<=10+10*22; i++) captCode[i] = 0; // clear capture codes and step vectors
// build variant-specific alignment map, marking each square with the capture sets to which it belongs
for(i=0; i<16; i++) { // for all 16 capture sets
int step, b = 1<<i, range = 10; // unlimited range
if(i >= 12) range = i/2 - 4; // 2 or 3, for sets 12/13 and 14/15, respectively
while((step = codes[dir++])) {
if(i < 8) captCode[step] |= b; else { // first 8 capture sets are leaps
int d; // other are slides, so scan ray
for(d=2; d<=range; d++) captCode[d*step] |= b;
for(d=1; d<=10; d++) deltaVec[d*step] = step, dist[d*step] = d; // step for sliding to square
}
}
}
// collect codes of squares that each piece hits
for(piece=WHITE; piece<BLACK+32; piece++) {
int step, code = 0;
dir = 2*firstDir[piece-WHITE];
if(!dir) continue;
while((step = steps[dir++])) {
int range = steps[dir++], c = captCode[step] & C_DISTANT;
if((range & 3) == 2) continue;
range = range + 7 >> 3;
if(c) code |= c; // jump excludes slides to same square (which would mask it)
for(i=1; i<=range; i++) captCode[i*step] ^= -1; // flip reachable codes, clear bits
}
for(i=-10-10*22; i<=10+10*22; i++) { // scan over all possible moves
int c = captCode[i];
if(c < 0) captCode[i] ^= -1; // restore reachable squares to normal
else code |= c; // set bits of sets that contain squares we cannot reach
}
pieceCode[piece] = code ^ 0xFFFF;
#if 0
{
code = captCode[step] & C_CONTACT; // first step: unblockable codes
for(i=2; i<=range; i++) code |= captCode[i*step] & C_DISTANT; // later steps are blockable
}
#endif
}
}
/*
Piece encoding
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Wa: SP OC LH SC SO CM BD FC FG VS VW SW FF RR CE Tr
GB PO HH FF CE VS VW RF SW RB BE GS TF Tr CK
Shogi: P L S G B R N EN
+P +L +S G DH DK +N+EN K
Tori: S Ph Cr Ql Qr Fa
G Ea Px
Chess: P N B R Q
Q~ N~ B~ R~ K
*/
unsigned char handSlot[97], rawBulk[98];
#define pawnBulk (rawBulk + 1)
#define maxBulk (rawBulk + 1 + 30) /* piece type 30 is not even used in Wa */
// Move tables: (step,range) pair for each direction a piece moves in, terminated by (0,0) sentinel
// divergent moves (for FIDE Pawn) are flagged in high nibble of range byte
// *** Note that this is re-packed at run time to have flags in low three bits! ***
#define MOVE_ONLY 32
#define CAPT_ONLY (16+32)
signed char steps[] = {
21,10, 23,10, -21,10, -23,10, 20,1, 24,1, -20,1, -24,1, 43,1, 45,1, -43,1, -45,1, 0,0, // A=0, N=4, HH=8, bN=10
1,10, -1,10, 22,10, -22,10, 21,10, 23,10, -21,10, -23,10, 0,0, // Q=13
21,1, -21,1, 23,1, -23,1, 1,10, -1,10, 22,10, -22,10, 0,0, // +R=22, R=26
1,1, -1,1, 22,1, -22,1, 21,10, 23,10, -21,10, -23,10, 0,0, // +B=31, bFF=34, B=35
1,1, -1,1, 22,1, -22,1, 21,1, 23,1, -21,1, -23,1, 0,0, // K=40, FL=42, bS=43
22,2+MOVE_ONLY, 21,1+CAPT_ONLY, 23,1+CAPT_ONLY, 0,0, // wP=49
-22,2+MOVE_ONLY, -21,1+CAPT_ONLY, -23,1+CAPT_ONLY, 0,0, // bP=53
1,1, -1,1, 22,1, 21,1, 23,1, -22,1, 0,0, // wG=57, wC=59, bSO=60, bP=62
1,1, -1,1, -22,1, -21,1, -23,1, 22,1, 0,0, // bG=64, bC=66, wSO=67, wP=69
-21,1, -23,1, -22,1, 1,1, -1,1, 21,1, 23,1, 0,0, // bDE=71, wBD=73, wFC=74
21,1, 23,1, 22,1, 1,1, -1,1, -21,1, -23,1, 0,0, // wDE=79, bBD=81, bFC=82
22,1, 21,1, 23,1, -21,1, -23,1, 0,0, // wS=87
22,2, -22,10, 0,0, // bLH=93, bL=94
-22,2, 22,10, 0,0, // wLH=96, wL=97
22,1, -22,1, 21,1, 23,1, -21,1, -23,1, -44,1, 46,1, 42,1, -46,1, -42,1, 44,1, 0,0, // TF=99, +bSw=108
46,1, 42,1, -44,1, 0,0, // +wSw=112
22,1, -22,1, 1,10, -1,10, 0,0, // SW=116
22,10, -22,1, 21,1, 23,1, -21,1, -23,1, 0,0, // wRR=121
-22,10, 22,1, -21,1, -23,1, 21,1, 23,1, 0,0, // bRR=128
22,1, 21,10, 23,10, -21,10, -23,10, 0,0, // wFF=135
1,1, -1,1, 22,10, -22,10, 21,10, 23,10, -21,10, -23,10, 0,0, // TF=141
1,1, -1,1, 22,10, -22,10, 21,3, 23,3, -21,1, -23,1, 0,0, // wCE=150
1,1, -1,1, 22,10, -22,10, -21,3, -23,3, 21,1, 23,1, 0,0, // bCE=159
1,1, -1,1, 22,1, -22,10, 21,10, 23,10, -21,2, -23,2, 0,0, // +wFa=168
1,1, -1,1, 22,10, -22,1, -21,10, -23,10, 21,2, 23,2, 0,0, // +bFa=177
43,1, 45,1, 0,0, // wN=186
44,1, -21,1, -23,1 ,0,0, // wPh=189
-44,1, 21,1, 23,1, 0,0, // bPh=193
22,10, -21,10, -23,1, 0,0, // wQl=197
22,10, -21,1, -23,10, 0,0, // wQr=201
-22,10, 21,10, 23,1, 0,0, // bQl=205
-22,10, 21,1, 23,10, 0,0, // bQr=209
22,10, 21,1, 23,1, 1,1, -1,1, -22,10, 0,0, // wRF=213
-22,10, -21,1, -23,1, 1,1, -1,1, 22,10, 0,0, // bRF=220
1,1, -1,1, 43,1, 45,1, 0,0, // wEN=227
1,1, -1,1,-43,1,-45,1, 0,0, // wEN=232
};
// first direction in 'steps' table for the various piece types
// organized in four sections, each terminated by 255: unprom white, prom white, unprom black, prom black
// first of unprom section is always king (which in reality is type 31, while unprom = 0-15 and prom = 16-31)
int
chessValues[] = { 100, 285, 290, 375, 600, -1, 700, 310, 315, 450, -1, 150, 320, 305, 400, 600, -1 },
shogiValues[] = { 30, 150, 240, 270, 390, 450, 180, 200, -1, 330, 288, 276, 270, 465, 540, 282, 279, -1, 60, 270, 300, 330, 495, 570, 285, 295, -1 },
miniValues[] = { 60, 110, 195, 237, 243, 330, -1, 297, 245, 240, 237, 375, 420, -1, 120, 200, 243, 252, 315, 390, -1 },
judkinValues[] = { 50, 115, 240, 270, 325, 390, 180, -1, 330, 245, 276, 270, 420, 480, 282, -1, 60, 220, 300, 330, 450, 510, 285, -1 },
toriValues[] = { 60, 100, 150, 150, 237, 300, -1, 90, 0, 0, 0, 0, 0, 500, -1, 65, 150, 200, 200, 300, 400, -1 },
kyotoValues[] = { 115, 117, 304, 100, -1, 275, 198, 346, 172, -1, 360, 317, 378, 301, -1 },
waValues[] = { 30, 210, 210, 180, 210, 210, 210, 240, 270, 160, 175, 270, 300, 360, 540, 480, -1,
330, 360, 480, 360, 240, 270, 270, 300, 330, 330, 270, 360, 540, 540, -1,
60, 240, 300, 270, 255, 270, 240, 285, 330, 270, 285, 345, 480, 480, 630, 480, -1 };
unsigned char
chessDirs[] = { 40, 49, 4, 35, 26, 13, 255, 13, 4, 35, 26, 255, 40, 53, 4, 35, 26, 13, 255, 13, 4, 35, 26, 255 }, // K,P,N,B,R,Q / Q~,N~,B~,R~
shogiDirs[] = { 40, 69, 97, 87, 57, 35, 26, 186, 227, 255, 57, 57, 57, 57, 31, 22, 57, 57, 255, // K,P,L,S,G,B,R,N / +P,+L,+S,-,DH,DK,+N
40, 62, 94, 43, 64, 35, 26, 10, 232, 255, 64, 64, 64, 64, 31, 22, 64, 64, 255 },
toriDirs[] = { 40, 69, 189, 197, 201, 42, 79, 255, 112, 0, 0, 0, 0, 168, 255, // Ph, S, Pt, Ql, Qr, Cr, Fa / G - - - - Ea
40, 62, 193, 205, 209, 42, 71, 255, 108, 0, 0, 0, 0, 177, 255 },
kyotoDirs[] = { 40, 69, 97, 87, 186, 255, 26, 57, 35, 57, 255, 40, 62, 94, 43, 10, 255, 26, 64, 35, 64, 255 }, // K,P,L,S,N / R,T,B,G
waDirs[] = { 40, 69, 97, 67, 67, 74, 59, 59, 73, 87, 57, 96, 116, 121, 135, 99, 150, 255, // CK,SP,SC,SO,FC,CM,FG,BD,VS,VW,OC,LH,SW,RR,FF,Tr,CE
57, 40,135,150,213, 87,116, 57, 79, 40, 8, 26, 99, 141, 255, // GB,FF,CE,RF,VS,SW,VW,RB,BE,PO,HH,GS,Tr,TF
40, 62, 94, 60, 60, 82, 66, 66, 81, 43, 64, 93, 116, 128, 34, 99, 159, 255,
64, 40, 34,159,220, 43,116, 64, 71, 40, 8, 26, 99, 141, 255 };
char
chessIDs[] = "PNBRQ",
shogiIDs[] = "PLSGBRN",
euroIDs[] = "P..GBR.N",
toriIDs[] = "SPLRCF",
kyotoIDs[] = "PLSN............RTBG", // R, T, B, G are synonyms for +P, +L, +S and +N (written and recognized in drop moves)
waIDs[] = "POULCMGDVWHSRFXE",
chessFEN[] = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq -",
shogiFEN[] = "lnsgkgsnl/1r5b1/ppppppppp/9/9/9/PPPPPPPPP/1B5R1/LNSGKGSNL w",
toriFEN[] = "rpckcpl/3f3/sssssss/2s1S2/SSSSSSS/3F3/LPCKCPR w",
waFEN[] = "hmlcvkwgudo/1e3s3f1/ppprpppxppp/3p3p3/11/11/11/3P3P3/PPPXPPPRPPP/1F3S3E1/ODUGWKVCLMH w",
miniFEN[] = "rbsgk/4p/5/P4/KGSBR w",
judkinFEN[]= "rbnsgk/5p/6/6/P5/KGSNBR w",
euroFEN[] = "1nbgkgn1/1r4b1/pppppppp/8/8/PPPPPPPP/1B4R1/1NGKGBN1 w",
kyotoFEN[] = "pgkst/5/5/5/TSKGP w",
// promotion codes for unpromoted pieces. Will be ANDed with Z_WHITE or Z_BLACK to fill promoCode[] table
#define Z_LAST 1 /* first or last rank */
#define Z_2ND 0x66 /* must promote on last 2 ranks */
#define Z_MUST 0x78 /* must promote in entire zone */
#define Z_WHITE 0x2B /* bits applying to white zone */
#define Z_BLACK 0x55 /* bits applying to black zone */
#define Z_DOUBLE 0x80 /* where Pawns have double step */
chessProms[16] = { Z_MUST },
shogiProms[16] = { Z_MUST, Z_2ND, COLOR, 0, Z_MUST, Z_MUST, Z_2ND, Z_2ND },
toriProms[16] = { Z_MUST, 0, 0, 0, 0, Z_MUST },
kyotoProms[16] = { Z_MUST, Z_MUST, Z_MUST, Z_MUST },
waProms[16] = { Z_MUST, Z_2ND, Z_MUST, Z_MUST, Z_MUST, COLOR, COLOR, Z_MUST, Z_MUST, Z_MUST, COLOR, Z_MUST, COLOR, Z_MUST };
int lances[] = { 1, 013, 3, 0103, 0103, 1, 3, 3, 1 }; // bitmap indicating piece types with drop restriction (LSB = Pawn) in various variants
char *betza[] = { // piece defs for sending to GUI
NULL, // suppresses setup command
"",
"",
"",
NULL,
",N& fNsW,+P& WfF,+N WfF",
",P& fW,L& fWbF,U& fWbF,C& fFsW,G& fFvW,M& fFvW,D& fFbsW,V& FfW,W& WfF,O& fR,H& fRbW2,S& sRvW,F& BfW,E& vRfF3bFsW,R& fRFbW,X& FAvWvD"
",+P& WfF,+L& vRfF3bFsW,+U& BfW,+C& vRfFsW,+G& sRvW,+M& FfW,+D& WfF,+V& FfsW,+W& K,+O& K,+H& vN,+S& R,+F& BvRsW,+R& FAvWvD",
NULL,
",S& fW,P& fDbF,L& fRbrBblF,R& fRblBbrF,C& FvW,F& FfsW,+S& fAbD,+F& fBbRbF2fsW",
};
char *ptc[] = { // XBoard 4.9 piece-to-char table
NULL,
"P-G=N-S=B-P=R-T=LS...G.TKp-g=n-s=b-p=r-t=ls...g.tk",
"P.BR.S...G.+.++.+Kp.br.s...g.+.++.+k",
"PNBR.S...G.++++.+Kpnbr.s...g.++++.+k",
NULL,
"PNBR.....G.++++Kpnbr.....g.++++k",
"P..^S^FV..^LW^OH.F.^R.E....R...D.GOL^M..^H.M.C.^CU.^W../.......^V.^P.^U..^DS.^GXK"
"p..^s^fv..^lw^oh.f.^r.e....r...d.gol^m..^h.m.c.^cu.^w../.......^v.^p.^u..^ds.^gxk",
NULL,
"S.....F..........^F.P........^S....L........C......RKs.....f..........^f.p........^s....l........c......rk"
};
char *pstType[] = {
"",
"",
"307716 777718",
"3077160 7777187",
"3077160 7777187",
"30771607 77771877",
"3055676777060100 77100787777801",
"3055676777060100 77100787777801",
"770076 100001"
};
typedef struct {
int files, ranks, hand, zone;
char *name;
unsigned char *pieces, *fen, *dirs, *proms;
signed char *codes;
int *values;
} VariantDesc;
VariantDesc variants[] = {
{ 8, 8, 5, 1, "crazyhouse\n", chessIDs, chessFEN, chessDirs, chessProms, chessCodes, chessValues },
{ 5, 5, 4, 5, "kyotoshogi\n", kyotoIDs, kyotoFEN, kyotoDirs, kyotoProms, shogiCodes, kyotoValues },
{ 5, 5, 5, 1, "minishogi\n", shogiIDs, miniFEN, shogiDirs, shogiProms, shogiCodes, miniValues },
{ 6, 6, 6, 2, "judkinshogi\n", shogiIDs, judkinFEN, shogiDirs, shogiProms, shogiCodes, judkinValues },
{ 9, 9, 7, 3, "shogi\n", shogiIDs, shogiFEN, shogiDirs, shogiProms, shogiCodes, shogiValues },
{ 8, 8, 5, 3, "euroshogi\n", euroIDs, euroFEN, shogiDirs, shogiProms, shogiCodes, shogiValues },
{ 11, 11, 16, 3, "crazywa\n", waIDs, waFEN, waDirs, waProms, shogiCodes, waValues },
{ 11, 11, 16, 3, "11x17+16_chu\n",waIDs, waFEN, waDirs, waProms, shogiCodes, waValues },
{ 7, 7, 6, 2, "torishogi\n", toriIDs, toriFEN, toriDirs, toriProms, toriCodes, toriValues },
};
#define TORI_NR 8 /* must correspond to index of torishogi (which must be last) in table above! */
#define KYOTO_NR 1
#define MINI_NR 2
#define KNIGHTLESS 5 /* first variant without a Knight (except mini-, which has no 2-rank zone) */
// info per piece type. sometimes indexed by negated holdings count instead of piece
#define pieceKey (rawKey+1)
#define PST (rawPST+1)
signed char *rawPST[COLOR+1]; // PST[-1...95] indexed by 'mutation', which is -1 for drops
unsigned int rawKey[COLOR+1];
unsigned int squareKey[22*11];
// piece-square tables. White and black tables interleave. The first two pairs are (0, center) and (hand1, ???)
#define center (pstData + 22*11)
#define hand1 (pstData + 22*11) /* beware: uses off-board part only */
#define kingPST (pstData + 22*11*2) /* King and Queen PST */
#define pawnPST (pstData + 22*11*3) /* from here interleaved (white, black) */
#define knightPST (pstData + 22*11*4)
#define owlPST (pstData + 22*11*5)
#define promoPST (pstData + 22*11*6) /* +90 in zone, for strong promotion */
#define generalPST (pstData + 22*11*7)/* +30 in central zone */
#define rookPST (pstData + 22*11*8) /* +45 in zone */
signed char pstData[22*11*9]; // actual tables (for now 9 pairs)
signed char kyotoPST[8][15] = { // 3 values per rank (a-c file)
{ -114,-114,-114, 48, 59, 62, 82, 97,102, 95, 110, 115, 95, 110, 115 }, // P-R
{ -117,-117,-117, -31, -15, -15, 17, 46, 46, 52, 86, 88, 79, 115, 118 }, // L-T
{ -64, -45, -32, -19, 48, 50, -10, 54, 65, -14, 56, 62, -46, -6, 4 }, // S-B
{ -100,-100,-100, -100,-100,-100, -10, 11, 21, 53, 67, 85, 69, 83, 101 }, // N-G
{ -55, -37, -31, 2, 26, 33, 22, 47, 55, 23, 48, 56, 6, 30, 38 }, // R-P
{ -107, -80, -80, -33, 30, 31, 9, 74, 98, 35, 101, 108, 20, 84, 92 }, // T-L
{ -57, -49, -40, -51, 0, 9, -39, 14, 58, -49, 4, 17, -57, -46, -37 }, // B-S
{ -107, -75, -75, -30, 31, 32, -3, 58, 81, 37, 105, 108, 25, 93, 95 }, // G-N
};
int
MyRandom ()
{
return (rand() >> 10) + rand() + (rand() << 10) + (rand() << 20);
}
void
EngineInit ()
{
int i, r, f;
for(i=1; i<sizeof(steps); i+=2) { // pack range encoding differently
steps[i] = steps[i] >> 4 | steps[i] << 3 & 127;
if(steps[i] & 7) steps[i] -= 8;
}
// set tables for on-the-fly Zobrist key creation as pieceKey[piece]*squareKey[sqr]
for(r=0; r<11; r++) for(f=0; f<11; f++) {
int sqr = 22*r + f;
squareKey[sqr] = MyRandom(); squareKey[sqr+11] = MyRandom() << 16; // low 16 bits 0 for holdings squares
}
for(r=WHITE; r<COLOR; r++) pieceKey[r] = MyRandom();
// for drops the from-key will be pieceKey[-1]*squareKey[typeLocation]
pieceKey[-1] = MyRandom() << 16; // clear lowest 16 bits to make sure lowest 32 of product are zero
PST[0] = pstData; PST[-1] = hand1; // PST for empty squares
printf("init done\n");
}
void
ClearBoard ()
{
int i, r, f;
for(i=-2*22-2; i<13*22-2; i++) board[i] = -1; // boundary guards (or holdings counters)
for(r=0; r<nrRanks; r++) for(f=0; f<nrFiles; f++) board[22*r+f] = 0; // playing area
for(f=0; f<11; f++) pawnCount[f] = 0xF0; // Pawn occupancy per file
for(i=0; i<512+100; i++) repKey[i] = 0; // game-history hash
promoGain[WHITE+30] = promoGain[BLACK+30] = 0;// danger measure of in-hand pieces
}
char *pieces, *startPos;
void
GameInit (char *name)
{
int v=0, *ip, i, color, r, f, zone;
unsigned char *moves, *codes; char c, *p;
// determine variant parameters
if(sscanf(name, "%dx%d+%d_%c", &f, &r, &i, &c) == 4) {
for(v=TORI_NR+1; --v>0; ) if(variants[v].files == f && variants[v].ranks == r && variants[v].hand == i) break;
}
if(v <= 0) for(v=TORI_NR+1; --v>0;) if(!strcmp(name, variants[v].name)) break;
nrFiles = variants[v].files;
nrRanks = variants[v].ranks;
zone = variants[v].zone;
pieces = variants[v].pieces;
maxDrop = variants[v].hand - 1;
moves = variants[v].dirs;
startPos= variants[v].fen;
codes = variants[v].proms;
lanceMask = lances[v];
knightLim = (v >= KNIGHTLESS) * 6; // 6 for variants where last piece can be dropped on last two ranks
perpLoses = v; // this works for now, as only zh allows perpetuals
promoDrops = 0;
if((p = betza[v])) { // configure GUI for this variant
printf("setup (%s) %dx%d+%d_%s %s 0 1", ptc[v], nrFiles, nrRanks, maxDrop+1, (pieces == waIDs ? "chu" : "shogi"), startPos);
while(*p) { if(*p == ',') printf("\npiece "); else printf("%c", *p); p++; }
printf("\n");
}
maxDrop += (v==MINI_NR+1 || v==MINI_NR) + 3*(pieces[1] == '.'); // Judkins & mini-Shogi have dummy Lance, Euro-Shogi dummy L, S and fN
// board
ClearBoard();
boardEnd = specials = 22*nrRanks;
frontier = (nrRanks < 7 ? 22 : nrRanks == 7 ? 2*22 : 3*22);
killZone = boardEnd - (nrRanks > 6 ? frontier + 2*22 : 0);
impasse = boardEnd - (nrRanks > 6 ? 3*22 : 2*22);
frontierPenalty = (nrRanks > 7 ? 2 : 1);
killPenalty = (nrRanks > 7 ? 8 : 2);
for(i=0; i<COLOR; i++) PST[i] = pstData;
for(r=0; r<11; r++) {
for(f=0; f<11; f++) {
int sqr = 22*r + f, piece = 11*r + f + WHITE - 1;
sqr2file[sqr] = f; sqr2file[sqr+11] = 12;
toDecode[sqr] = toDecode[sqr+11] = sqr;
promoInc[sqr] = 0; promoInc[sqr+11] = 16;
dropType[sqr] = 0; dropType[sqr+11] = piece + 1; // map counters to pieces
if(!(piece & 16) && piece < COLOR) { // promotable piece
handSlot[piece ^ COLOR] = sqr + 11; // map pieces back to the counter
handSlot[piece+16 ^ COLOR] = sqr + 11; // also the piece that demotes to it
}
zoneTab[sqr] = 0;
}
}
sqr2file[CK_DOUBLE] = sqr2file[CK_NONE] = 13; // for decoding hashed checker
#define CASTLE(R,F,RT,KT,RF) toDecode[R*22+F] = RT; dropType[R*22+F] = KT; zoneTab[R*22+F] = RF; promoInc[R*22+F] = 0; sqr2file[R*22+F] = 11;
if(v == 0) for(f=0; f<11; f++) { // In Chess we re-assign other ranks to under-promotions in zone
for(r=1; r<7; r++) toDecode[r*22+11+f] = f + (r < 4 ? 0 : 7*22); // redirect to last rank
promoInc[1*22+11+f] = promoInc[6*22+11+f] += 1;
promoInc[2*22+11+f] = promoInc[5*22+11+f] += 2;
promoInc[3*22+11+f] = promoInc[4*22+11+f] += 3;
handSlot[WHITE + 16 + f] = handSlot[WHITE]; // all promoted pieces demote to Pawn
handSlot[BLACK + 16 + f] = handSlot[BLACK];
pawnBulk[WHITE] = 0; // no limit to Pawns per file in Crazyhouse
zoneTab[1*22+f] = zoneTab[6*22+f] = Z_DOUBLE;
// special Pawn moves
toDecode[8*22+f] = 3*22 + f; // white double push
toDecode[9*22+f] = 4*22 + f; // black double push
toDecode[8*22+11+f] = 2*22 + f; // black e.p. capture
toDecode[9*22+11+f] = 5*22 + f;
promoInc[8*22+f] = promoInc[9*22+f] = promoInc[8*22+11+f] = promoInc[9*22+11+f] = 0;
// castlings
CASTLE(8, 10, 5, 6, 7) // K-side
CASTLE(9, 10, 7*22+5, 7*22+6, 7*22+7)
CASTLE(8, 21, 3, 2, 0) // Q-side
CASTLE(9, 21, 7*22+3, 7*22+2, 7*22+0)
spoiler[0*22+0] = 4; // initial King and Rook squares marked as castling-right spoilers
spoiler[0*22+4] = 5;
spoiler[0*22+7] = 1;
spoiler[7*22+0] = 8;
spoiler[7*22+4] = 10;
spoiler[7*22+7] = 2;
PST[WHITE+4] = PST[BLACK+4] = kingPST+11; // Queens
frontier = 2*22; killZone = 3*22; impasse = boardEnd;
} else {
pawnBulk[WHITE] = (maxDrop == 3 || nrRanks == 7 ? 1 : 2); // board file considered full when total reaches 2
}
pawnBulk[BLACK] = 4*pawnBulk[WHITE];
maxBulk[BLACK] = 4*2; maxBulk[WHITE] = 2; // bits to test to see if file is full for specified side
pawnBulk[-1] = 0; // used with drops, so they never take away a Pawn from any board file
// precalculated hash keys for transferring to holdings
handSlot[0] = 11*21 + 4; // map empty square safely away from edges
for(f=WHITE; f<COLOR; f++) { // all pieces
r = handSlot[f]; // location in holdings where piece goes
handKey[f] = pieceKey[-1]*squareKey[r];
}
// move-generation tables
for(color=0; color<=WHITE; color+=WHITE) {
firstDir[color+31] = *moves++; // first is King
for(i=0; *moves < 255; i++) firstDir[color+i] = *moves++; // unpromoted pieces
moves++; // skip the sentinel
for(i=16; *moves < 255; i++) firstDir[color+i] = *moves++; // promoted pieces
moves++; // skip the sentinel
}
// promotion tables
for(i=0; i<16; i++) { // per-piece promotion abilities (for unpromoted series only)
promoCode[i] = Z_WHITE & *codes;
promoCode[i+WHITE] = Z_BLACK & *codes++;
}
for(r=0; r<zone; r++) { // board-size table to indicate promotion zones and force-promotion zones
for(f=0; f<nrFiles; f++) {
int xr = nrRanks - 1 - r, c = Z_MUST | COLOR | (r==0)*Z_LAST | (r<2 && v!=MINI_NR)*Z_2ND; // in mini-Shogi forelast not in zone
zoneTab[22*r + f] |= Z_BLACK & c;
zoneTab[22*xr + f] |= Z_WHITE & c;
}
}
ip = variants[v].values;
for(i=0; *ip >= 0; i++) pieceValues[WHITE+i] = pieceValues[BLACK+i] = *ip++; // basic
for(i=16,ip++; *ip >= 0; i++) pieceValues[WHITE+i] = pieceValues[BLACK+i] = *ip++; // promoted
for(i=0, ip++; *ip >= 0; i++) handVal[WHITE+i] = handVal[BLACK+i] = *ip++; // in hand
pawn = 2*handVal[WHITE] << REPLEN; // used for detection of material-loosing loop
queen = v ? 0 : 2*handVal[WHITE+4] << REPLEN; // losing two Queens overflows
for(i=0; i<16; i++) {
int demoted = dropType[handSlot[WHITE+i+16]]-1; // piece type after demotion (could be Pawn, in Chess)
handVal[WHITE+i+16] = handVal[BLACK+i+16] = pieceValues[WHITE+i+16] + handVal[demoted]; // gain by capturing promoted piece
handBulk[WHITE+i] = handBulk[BLACK+i] = pieceValues[WHITE+i]/80;
handBulk[WHITE+i+16] = handBulk[BLACK+i+16] = pieceValues[demoted]/80;
}
for(i=0; i<16; i++) handVal[WHITE+i] = handVal[BLACK+i] += pieceValues[WHITE+i]; // gain by capturing base piece
for(i=0; i<16; i++) {
int demoted = dropType[handSlot[WHITE+i+16]]-1; // piece type after demotion (could be Pawn, in Chess)
promoGain[WHITE+i+16] = promoGain[BLACK+i+16] = pieceValues[WHITE+i+16] - pieceValues[demoted];
}
for(i=WHITE; i<COLOR; i++) vVal[i-WHITE] = (handVal[i] + pieceValues[i])/16, aVal[i-WHITE] = handVal[i]/64;
promoGain[WHITE+31] = promoGain[BLACK+31] = 0; // King counts as unpromoted (to make castling work, where it promotes to unpromoted Rook)
// piece-square table
for(r=0; r<nrRanks; r++) for(f=0; f<nrFiles; f++) {
int sqr = 22*r + f;
center[sqr] = 8 - (f - nrFiles/2. + 0.5)*(f - nrFiles/2. + 0.5) - (r - nrRanks/2. + 0.5)*(r - nrRanks/2.+ 0.5);
}
for(i=0; i<16; i++) { // PST for in-hand pieces. type = -1 only occurs on (all) drops, but true type determined by (off-board) square
PST[-1][handSlot[WHITE+i]] = PST[-1][handSlot[BLACK+i]] = handVal[WHITE+i] - 2*pieceValues[WHITE+i];
dropBulk[handSlot[WHITE+i]] = dropBulk[handSlot[BLACK+i]] = pieceValues[WHITE+i]/80;
}
PST[WHITE+2] = PST[BLACK+2] = center; // Bishops
for(f=0; f<11; f++) { // pawn tables
int d = (nrRanks > 8 || nrRanks == 7); // larger camp
for(r=0; r<=zone; r++) pawnPST[22*(nrRanks - 1 - r) + f] = pawnPST[22*r + f + 11] = 1.2*pieceValues[WHITE]; // in and just before zone ('7th rank')
pawnPST[22*(nrRanks - 2 - zone) + f] = pawnPST[22*(zone + 1) + f + 11] = 0.6*pieceValues[WHITE]; // ('6th rank')
pawnPST[22*(nrRanks - 2) + f + 11] = pawnPST[22 + f] = 10; // discourage leaving 2nd rank
for(r=0; r<nrRanks; r++) pawnPST[22*(nrRanks - 1 - r) + f] = pawnPST[22*r + f + 11] -= (r - nrRanks/2)*3 +10;
for(r=2+d; r<nrRanks-2-d; r++) kingPST[22*r+f] = -127; kingPST[f] = kingPST[22*(nrRanks-1)+f] = 80; kingPST[22*d+f] = kingPST[22*(nrRanks-1-d)+f] = 90;
for(r=2+d; r<nrRanks-2-d; r++) kingPST[22*r+f+11] = -40;
knightPST[22*3+f] = knightPST[22*4+11+f] = 12; // only used for zh
knightPST[22*4+f] = knightPST[22*3+11+f] = 20;
knightPST[22*5+f] = knightPST[22*2+11+f] = 17;
}
PST[WHITE] = pawnPST; PST[BLACK] = pawnPST + 11;
PST[WHITE+31] = PST[BLACK+31] = kingPST;
for(f=0; f<nrFiles; f++) for(r=0; r<nrRanks; r++) {
int xr = nrRanks - 1 - r; double mr = (nrRanks - 1.)/2., mf = (nrFiles - 1.)/2.;
generalPST[22*r+f] = generalPST[22*xr+f+11] = (r-mr)*5 - r*(f-mf)*(f-mf) + 10*(xr < zone) - 20*(xr == 0);
owlPST[22*r+f] = owlPST[22*xr+f+11] = (r == 1)*10 + (xr < zone ? 90 : -90) + 90*(xr == zone);
promoPST[22*r+f] = promoPST[22*xr+f+11] = 90*(xr < zone);
rookPST[22*r+f] = rookPST[22*xr+f+11] = 45*(xr < zone);
}
if(nrRanks <= 6) generalPST[(nrRanks-3)*22 + nrFiles - 3] = generalPST[2*22 + 2 + 11] += 30;
if(nrRanks <= 6) kingPST[0] = kingPST[22*(nrRanks-1) + nrFiles - 1] += 30,
kingPST[2*22] = kingPST[22*(nrRanks-3) + nrFiles - 1] = 0;
for(f=0,p=pstType[v]; *p; p++,f++) if(*p == ' ') f = 15; else PST[BLACK+f] = (PST[WHITE+f] = pstData + 22*11*(*p - '0')) + 11*(*p > '2');
if(v == KYOTO_NR) { // initialize Kyoto-Shogi PST from packed initialized data
static int bulk[4] = { 1, 3, 2, 3 };
for(i=0; i<4; i++) {
PST[BLACK+i] = (PST[WHITE+i] = pstData + 11*22*(i+3)) + 11; // assign PST to pieces
PST[BLACK+i+16] = (PST[WHITE+i+16] = pstData + 11*22*(i+3) + 5*22) + 11; // hide two 5x5 PST in one 11x11 table
for(r=0; r<5; r++) for(f=0; f<3; f++) {
PST[BLACK+i][22*r+f] = PST[BLACK+i][22*r+4-f] = kyotoPST[i][3*r+f];
PST[WHITE+i][22*r+f] = PST[WHITE+i][22*r+4-f] = kyotoPST[i][3*(4-r)+f];
PST[BLACK+i+16][22*r+f] = PST[BLACK+i+16][22*r+4-f] = kyotoPST[i+4][3*r+f];
PST[WHITE+i+16][22*r+f] = PST[WHITE+i+16][22*r+4-f] = kyotoPST[i+4][3*(4-r)+f];
}
promoCode[i+16] = promoCode[i]; promoCode[i+16+WHITE] = promoCode[i+WHITE]; // let promoted types demote
PST[-1][handSlot[WHITE+i]] -= 125; PST[-1][handSlot[BLACK+i]] -= 125;
handBulk[handSlot[WHITE+i]] = handBulk[handSlot[BLACK+i]] = bulk[i]; // base bulk on promoted type
}
promoDrops = 1; promoGain[-1] = 125;
}
InitCaptureCodes(variants[v].codes);
pinCodes = (v == TORI_NR ? 0xFF2C : 0xFF1F); // rays along which pinning is possible
}
void
PrintDBoard (char *msg, unsigned char *b, char *sep, int ranks)
{
int r, f;
printf("\n%s\n", msg);
for(r=0; r<ranks; r++) for(f=0; f<22; f++) printf("%s %02x%s", (f==0 ? "#" : ""), b[22*r+f], (f == 10 ? sep : f== 21 ? "\n" : ""));
}
void
PrintPieces (char *msg, unsigned char *p, int n)
{
int i; if(n==0) n = COLOR;
printf("\n%s\n", msg);
for(i=0; i<n; i++) printf(" %02x%s", p[i], (i & 15) == 15 ? "\n" : "");
}
void
PrintValues (char *msg, int *p, int n)
{
int i; if(n==0) n = COLOR;
printf("\n%s\n", msg);
for(i=0; i<n; i++) printf(" %3d%s", p[i], (i & 15) == 15 ? "\n" : "");
}
void
Debug ()
{
int i, j, r, f;
printf("\npieceKey\n");
for(i=0; i<96; i++) printf(" %08x%s", pieceKey[i], (i&7)==7 ?"\n" : "");
printf("\nsquareKey\n");
for(i=0; i<22*11; i++) printf(" %08x%s", squareKey[i], (i&7)==7 ?"\n" : "");
printf("\ncapt_code\n");
for(r=2; r<19; r++) for(f=2; f<19; f++) printf(" %3x%s", rawInts[22*r+f], (f== 18 ? "\n" : ""));
printf("\ndelta_vec\n");
for(r=2; r<19; r++) for(f=2; f<19; f++) printf(" %3d%s", rawChar[22*r+f], (f== 18 ? "\n" : ""));
printf("\ndistance\n");
for(r=2; r<19; r++) for(f=2; f<19; f++) printf(" %3d%s", rawByte[70*22+22*r+f], (f== 18 ? "\n" : ""));
PrintDBoard("zoneTab:", zoneTab, " ", 11);
PrintDBoard("dropType:", dropType, " ", 11);
PrintDBoard("toDecode:", toDecode, " ", 11);
PrintDBoard("promoInc:", promoInc, " ", 11);
PrintDBoard("sqr2file:", sqr2file, " ", 11);
PrintPieces("handSlot:", handSlot, 0);
PrintPieces("promoCode:", promoCode, 0);
PrintPieces("pawnBulk:", pawnBulk, 0);
printf("\nnearCode:\n"); for(i=0; i<96; i++) printf(" %2x%s", pieceCode[i] & 255, (i&15) == 15 ? "\n" : "");
printf("\nfarCode:\n"); for(i=0; i<96; i++) printf(" %2x%s", pieceCode[i]>>8 & 255, (i&15) == 15 ? "\n" : "");
PrintValues("pieceValues:", pieceValues, 0);
PrintValues("handVal:", handVal, 0);
PrintValues("promoGain:", promoGain, 64);
PrintPieces("vVal:", vVal, 64);
PrintPieces("aVal:", aVal, 64);
PrintPieces("handBulk:", handBulk, 96);
PrintDBoard("dropBulk", dropBulk, " ", 11);
PrintDBoard("hand PST:", PST[-1], " ", 11);
PrintDBoard("Pawn PST:", PST[WHITE], " ", 11);
PrintDBoard("board:", board, " ", 11);
}
#define KEY(A, B) (pieceKey[A]*(Key) squareKey[B])
typedef struct { // 12 bytes
unsigned int lock;
short int score, lim;
unsigned short int move;
unsigned char depth;
unsigned char flags;
unsigned char checker;
char age[3];
} HashEntry;
typedef struct {
Key hashKey, newKey;
unsigned char fromSqr, toSqr, captSqr, epSqr, rookSqr, rights;
signed char fromPiece, toPiece, victim, savePiece, rook, mutation;
int pstEval, newEval, bulk, tpGain;
int move, wholeMove, depth;
int checker, checkDir, checkDist, xking;
int lim; // for returning upper end of score interval
} StackFrame;
typedef struct { // move stack sectioning
int firstMove; // start of move list for current ply
int unsorted; // start of unsorted tail of move list
int nonCapts; // index of first non-capture in move list
int drops; // index of first quiet drop
int stage; // stage of move generation (0=hash/capt/prom, 1=killer/noncapt, 2=check-drops, 3=quiet drops)
int late; // start of late moves
int castlings; // end of list of board moves without castlings
int epSqr;
int checker;
int safety, cBonus, hole, escape;
} MoveStack;
HashEntry *hashTable;
Key hashKey, pawnKey;
int hashMask;
static int rightsScore[] = { 0, -10, 10, 0, -10, -30, 0, -20, 10, 0, 30, 20, 0, -20, 20, 0 };
int
Evaluate (int stm, int rights)
{
static int rays[] = {1, -1, 22, -22, 23, -23, 21, -21 };
int k, f, s, score = 0, w, b;
k = location[WHITE+31]; s = (k >= 1*22)*6 + 1;
score += ((board[k+22] == WHITE) + ((board[k+22+1] == WHITE) + (board[k+22-1] == WHITE) - 2)*s)*2;
score += (!board[k+1] + !board[k-1])*(board[k+22] != BLACK)*5;
score -= (2*(board[k+22] == BLACK) + (board[k+44] == BLACK) + (board[k+44+1] == BLACK) + (board[k+44-1] == BLACK))*5;
for(f=w=0; f<8; f++) { // mark squares from which
int v = rays[f], x = k + v;
if(!board[x]) while(!board[x+=v]) w++;
}
if(k >= killZone) score -= 100;
k = location[BLACK+31]; s = (k < boardEnd - 1*22)*6 + 1;
score -= ((board[k-22] == BLACK) + ((board[k-22+1] == BLACK) + (board[k-22-1] == BLACK) - 2)*s)*2;
score -= (!board[k+1] + !board[k-1])*(board[k-22] != WHITE)*5;
score += (2*(board[k-22] == WHITE) + (board[k-44] == WHITE) + (board[k-44+1] == WHITE) + (board[k-44-1] == WHITE))*5;
for(f=b=0; f<8; f++) { // mark squares from which
int v = rays[f], x = k + v;
if(!board[x]) while(!board[x+=v]) b++;
}
if(k < boardEnd - killZone) score += 100;
score *= 5;
score -= ((board[ 0] == WHITE+3 && board[0*22+1] && board[1*22]) + (board[ 7] == WHITE+3 && board[ 6] && board[1*22+7]))*25;
score += ((board[7*22] == BLACK+3 && board[7*22+1] && board[6*22]) + (board[7*22+7] == BLACK+3 && board[7*22+6] && board[6*22+7]))*25;
score -= ((board[ 2] == WHITE+2 && board[1*22+1] && board[1*22+3]) + (board[ 5] == WHITE+2 && board[1*22+6] && board[1*22+4]))*15;
score += ((board[7*22+2] == BLACK+2 && board[6*22+1] && board[6*22+3]) + (board[7*22+5] == BLACK+2 && board[6*22+6] && board[6*22+4]))*15;
score += rightsScore[rights];
return stm == WHITE ? score + 15*b - 9*w : -score - 15*w + 9*b;
}
int
PseudoLegal (int stm, int move)
{ // used for testing killers, so we can assume the move must be pseudo-legal for the stm in some position
int match, from = move >> 8 & 0xFF, to = move & 255;
signed char piece = board[from], mover = move >> 16 & 0xFF;
to = toDecode[to]; // could be double-push or castling, though
if(board[to]) return 0;
if(piece < 0) { // drop
if(piece == -1) return 0; // type not in hand
piece = dropType[from] - 1;
if(!(piece & stm)) return 0; // piece has wrong color
if((piece & ~COLOR) == 0 && pawnCount[sqr2file[to]] & maxBulk[stm]) return 0; // Pawn drop would over-crowd file
return (board[to] == 0); // otherwise drop is legal on empty square (assumes drop location always legal for piece type)
}
if(!(piece & stm)) return 0; // piece has wrong color
if(piece == stm) { /// Pawn
if(stm == WHITE) return board[from+22] == 0 && (to - from == 22 || zoneTab[from] & 0x80 && to - from == 44 && board[to] == 0);
return board[from-22] == 0 && (to - from == -22 || zoneTab[from] & 0x80 && to - from == -44 && board[to] == 0);
}
match = pieceCode[piece] & captCode[to - from];
if(!match) return 0; // not aligned
if(match & C_DISTANT) { // distant alignment
int step = deltaVec[to - from];
while(board[to -= step] == 0) {} // ray scan towards mover
return (from == to); // legal if it reaches mover
} else if((move & 255) > specials) return 0; // must be castling, as Pawns were already taken care of. Forbid for now.
return 1; // must be leaper alignment, which guarantees hit
}
void
Dump (char *s)
{int i; printf("%s\n",s); for(i=0; i<ply; i++) printf(" {%x} %s", deprec[i], MoveToText(path[i])); PrintDBoard("board", board, " ", 11); exit(1); }
#define attacks (rawAttacks + 23)
static int attackKey, rawAttacks[13*22];
int depthLimit = MAXPLY;
char moveMap[1<<16]; // excluded root moves
int
MoveGen (int stm, MoveStack *m, int castle)
{ // generate all board moves, return 1 if King capture found amongst those
int r, f, c = ++attackKey;
m->firstMove = m->nonCapts = m->late = moveSP; m->stage = 0;
for(r=0; r<boardEnd; r+=22) for(f=0; f<nrFiles; f++) {
int from = r + f, piece = board[from];
if(piece & stm) {
int step, dir = 2*firstDir[piece-WHITE]; // steps data comes in pairs
while((step = steps[dir++])){ // next direction
int range = steps[dir++], to = from, victim, inZone = zoneTab[from], d = c - (range == 11);
do {
int move, promote, slot;
victim = board[to += step];
attacks[to] = d; // keep track of attacked squares (even with own piece)
if(victim & stm) break; // captures own piece
if(range & 2) { // divergent move: must be FIDE Pawn
if(to == m->epSqr) { // reaches e.p. square: must be through diagonal move, and e.p. square is always empty
moveStack[--m->firstMove] = to + 4*22+11 + 44*(stm == BLACK) | from << 8 | vVal[0] << 24;
break;
}
if(!victim == (range & 1)) break; // wrong type (lsb set = capture only, cleared = move only)
if(range > 7) { // can do double push
if(inZone & Z_DOUBLE && board[to+step] == 0) { // started on Pawn rank, and square in front of it is empty
moveStack[moveSP++] = from << 8 | to + step + 22*5; // generate now, as special move
}
range -= 8; // make sure it is not done again
}
}
if((victim & ~COLOR) == 31) return 1; // captures King; abort!
move = piece << 16; // store piece in move
promote = (inZone | zoneTab[to]) & promoCode[piece-WHITE];
if((promote & ((Z_2ND | Z_MUST ) & ~COLOR)) == 0) { // not in place where deferral forbidden
int slot;
if(victim) { // capture
slot = --m->firstMove;
move += vVal[victim-WHITE] - aVal[piece-WHITE] << 24; // MVV/LVA sort code
} else { // non-capture
slot = moveSP++;
}
moveStack[slot] = move | from << 8 | to;
}
if(promote & stm) { // promotion is (also?) possible
int slot = (promoDrops && !victim && piece&16 ? moveSP++ : --m->firstMove); // group demotions with non-captures
moveStack[slot] = (move | from << 8 | to + 11) + (vVal[victim-WHITE] + 20 << 24); // put it amongst captures
if(!perpLoses) { // only for FIDE Pawns
moveStack[--m->firstMove] = move | from << 8 | to - 11 + (stm >> 6)*44; // turn previously-generated deferral into under-promotion
// other under-promotions could go here (Capahouse?)
}
}
if((range -= 8) <= 0) break; // range exhausted
} while(!victim);
}
}
}
r = location[stm+31]; m->castlings = moveSP; f = 0;
if(!(stm >> 5 & castle)) { // K-side castling
f++;
if(board[r+1] == 0 && board[r+2] == 0) f += 2, moveStack[moveSP++] = r << 8 | 8*22+10 + 22*(stm == BLACK);
}
if(!(stm >> 3 & castle)) { // Q-side castling
f++;
if(board[r-1] == 0 && board[r-2] == 0 && board[r-3] == 0) f += 2, moveStack[moveSP++] = r << 8 | 8*22+21 + 22*(stm == BLACK);
}
m->cBonus = f;
r = location[stm+31^COLOR]; // enemy King
# define HOLE(X) (attacks[X] == c)*!board[X]
m->hole = HOLE(r+1) + HOLE(r-1) + HOLE(r+22) + HOLE(r+21) + HOLE(r+23) + HOLE(r-21) + HOLE(r-22) + HOLE(r-23);
# define SAFE(X) (attacks[X] == c)*!(board[X] & stm)
m->safety = SAFE(r+1) + SAFE(r-1) + SAFE(r+22) + SAFE(r+21) + SAFE(r+23) + SAFE(r-21) + SAFE(r-22) + SAFE(r-23);
# define ESC(X) (board[X] & stm || attacks[X] == c)
m->escape = 8 - (ESC(r+1) + ESC(r-1) + ESC(r+22) + ESC(r+21) + ESC(r+23) + ESC(r-21) + ESC(r-22) + ESC(r-23));
if(stm == WHITE) r = boardEnd - 1 - r;
m->safety += (r >= 1*22) + frontierPenalty*(r >= frontier) + killPenalty*(r >= killZone) - 5*(r >= impasse);
m->unsorted = m->firstMove; m->drops = moveSP;
return 0;
}
void
CheckDrops (int stm, int king)
{
int i, lowest = 0;
if(perpLoses) lowest = !!(pawnCount[sqr2file[king]] & maxBulk[stm]); // in Shogi no Pawn if file already crowded with those
else lowest = (stm == WHITE ? king < 2*22 : king >= 6*22); // in zh no Pawn from back rank
for(i=maxDrop; i>=lowest; i--) { // note: in games with promoDrops lowest=0 as Pawns have no bulk there
int piece = stm + i, from = handSlot[piece^COLOR];
if((signed char)board[from] < -1) { // piece type is in hand
int step, dir;
if(promoDrops) { // for variants that also can drop promoted side up
dir = 2*firstDir[piece-WHITE+16];
while((step = steps[dir++])) {
int to = king, range = steps[dir++];
while(board[to-=step] == 0) {
moveStack[moveSP++] = to + 11 | from << 8;
if((range -= 8) <= 0) break;
}
}
}
dir = 2*firstDir[piece-WHITE];
while((step = steps[dir++])) {
int to = king, range = steps[dir++];
if((range & 3) == 2) continue; // non-capture direction
while(board[to-=step] == 0) {
moveStack[moveSP++] = to | from << 8;
if((range -= 8) <= 0) { if(i == 0 && (to < 22 || to >= boardEnd-22)) moveSP--; break; }
}
}
}
}
}
void
EvasionDrops (int stm, StackFrame *f, int mask)
{
int i, j, x = f->checker, v = f->checkDir, s = stm ^ COLOR;
while(board[x+=v] == 0) { // all squares on check ray
int last = maxDrop;
if((mask >>= 1) & 1) continue; // suppress 'futile interpositions'
i = zoneTab[x] & Z_LAST; // Pawn not on first & last rank (OK for zh)
if(perpLoses) { // but it is Shogi!
if(x<22 ^ stm==BLACK) i = 0; // pawn drops allowed on 1st rank for white and elsewhere for black
else if(perpLoses < TORI_NR) { // Shogi variant with Lance
i *= 2; // no Pawn, then also no Lance!
last -= (zoneTab[x] & (Z_2ND & ~COLOR)) > knightLim; // on last 2 ranks trim off Knight (not in Wa)
}
if(pawnCount[sqr2file[x]] & maxBulk[stm]) i += !i; // no Pawn in pawn-crowded file
}
if(promoDrops) for(j=0; j<=maxDrop; j++) { // all droppable types
int piece = s + j, from = handSlot[piece];
if((signed char)board[from] < -1) // piece type is in hand
moveStack[moveSP++] = from << 8 | x + 11;
}
for(; i<=last; i++) { // all droppable types
int piece = s + i, from = handSlot[piece];
if((signed char)board[from] < -1) // piece type is in hand
moveStack[moveSP++] = from << 8 | x;
}
}
}
void
AllDrops (int stm)
{
int i, mask = lanceMask;
for(i=0; i<=maxDrop; i++) {
int piece = stm + i, from = handSlot[piece^COLOR];
if((signed char)board[from] < -1) { // piece type is in hand
int r, f, start = 0, end = boardEnd;
if(mask & 1) { // piece with drop limitation
int badZone = 22 << (i > 1); // if no Pawn or Lance it must be Knight and skip 2 ranks
if(stm == BLACK || !perpLoses) start = badZone;
if(stm == WHITE || !perpLoses) end -= badZone;
}
if(promoDrops) { // for variants where pieces can be dropped with either side up
for(f=0; f<nrFiles; f++) for(r=0; r<boardEnd; r+=22) // no forbidden ranks then
if(board[r+f] == 0) moveStack[moveSP++] = from << 8 | f + r + 11;
}
for(f=0; f<nrFiles; f++) {
if(i == 0 && pawnCount[f] & maxBulk[stm]) continue;
for(r=start; r<end; r+=22)
if(board[r+f] == 0) moveStack[moveSP++] = from << 8 | f + r;
}
}
mask >>= 1;
}
}
int
DiscoTest (int stm, int fromSqr, int king, StackFrame *f)
{
int vec = king - fromSqr;
int match = captCode[vec] & pinCodes;
if(match) { // from-square is aligned
int x = king, v = deltaVec[vec];
while(board[x-=v] == 0) {} // scan ray
if(f->checker != x && !(board[x] & stm) && captCode[king-x] & pieceCode[board[x]]) { // discovered check
if(f->checker != CK_NONE) f->checker = CK_DOUBLE;
else f->checker = x, f->checkDir = v, f->checkDist = dist[x-king];
}
}
}
void
CheckTest (int stm, StackFrame *ff, StackFrame *f)
{
if(ff->mutation == -2) f->checker = CK_NONE, f->checkDist = 0; else { // null move never checks
int king = location[stm+31]; // own King
int vec = king - ff->toSqr;
int match = captCode[vec] & pieceCode[ff->toPiece];
f->checker = CK_NONE; f->checkDist = 0; // assume not in check
if(match & C_DISTANT) { // moving piece is aligned
int x = ff->toSqr, v = deltaVec[vec];
while(board[x+=v] == 0) {} // scan ray
if(x == king) f->checker = ff->toSqr, f->checkDir = v, f->checkDist = dist[vec]; // ray is clear, distant check
} else if(match & C_CONTACT) f->checker = ff->toSqr, f->checkDir = 0; // contact check
if(ff->mutation != -1) { // board move (no drop)
DiscoTest(stm, ff->fromSqr, king, f);
if(board[ff->captSqr] == 0) DiscoTest(stm, ff->captSqr, king, f); // e.p. capture can discover check as well
}
}
}
int
Pinned (int stm, int fromSqr, int xking)
{
int vec = xking - fromSqr;
int match = captCode[vec] & pinCodes;
if(match) {
int x = xking, v = deltaVec[vec];
while(board[x-=v] == 0) {}
if(!(board[x] & stm) && captCode[xking-x] & pieceCode[board[x]]) return 1; // guards & counters tests as own piece!
}
return 0;
}
int
SafeIP (StackFrame *f)
{ // figure out which squares are protected on the check ray
int result = 0, v = f->checkDir, x = f->checker, mask = 1;
while(board[x+=v] == 0) result |= (mask <<= 1)*(attackKey != attacks[x]);
return result & ~mask;
}
int
NonEvade (StackFrame *f)
{
if((f->fromPiece & ~COLOR) != 31) { // moves non-royal (or drops)
int d;
if(f->checker == CK_DOUBLE) return 1; // never helps against double check
if(f->toSqr == f->checker) return 0; // captures only checker: OK
d = dist[f->checker - f->toSqr];
if(d && deltaVec[f->toSqr - f->checker] == f->checkDir && d < f->checkDist) return 0; // interposes: OK
if(f->fromPiece + board[f->checker] == COLOR && f->toSqr - f->fromSqr & 1) return (board[f->toSqr] != 0);
return 1;
}
// king move
return 0; // for now, defer testing to daughter node
}
int
MakeMove (StackFrame *f, int move)
{
int to, stm;
f->fromSqr = move >> 8 & 255;
to = move & 255;
f->wholeMove = move;
f->toSqr = f->captSqr = toDecode[to]; // real to-square for to-encoded special moves
f->fromPiece = board[f->fromSqr]; // occupant or (for drops) complemented holdings count
if(f->checker != CK_NONE && NonEvade(f)) return 0; // abort if move did not evade existing check
f->mutation = (f->fromPiece >> 7) | f->fromPiece; // occupant or (for drops) -1
f->toPiece = f->mutation + dropType[f->fromSqr] ^ promoInc[to]; // (possibly promoted) occupant or (for drops) piece to drop
f->victim = board[f->captSqr]; // for now this is the replacement victim
f->newEval = f->pstEval; f->newKey = f->hashKey; // start building new key and eval
f->epSqr = 255;
f->rookSqr = sqr2file[f->toSqr] + (pawnCount - board); // normally (i.e. when not castling) use for pawnCount
f->rook = board[f->rookSqr]; // save and update Pawn occupancy
board[f->rookSqr] = f->rook + pawnBulk[f->toPiece] - pawnBulk[f->mutation] - pawnBulk[f->victim]; // assumes all on same file!
//printf("f=%02x t=%02x fp=%02x tp=%02x sp=%02x mut=%02x ep=%02x\n", f->fromSqr, f->toSqr, f->fromPiece, f->toPiece, f->savePiece, f->mutation, f->epSqr);
if(to >= specials) { // treat special moves for Chess
if(sqr2file[to] > 11) { // e.p. capture, shift capture square
//printf("# e.p. %02x\n", to);
f->captSqr = toDecode[to-11]; // use to-codes from double pushes, which happen to be what we need
f->victim = board[f->captSqr];
f->savePiece = board[f->toSqr];
board[f->captSqr] = 0; // e.p. is only case with toSqr != captSqr where we have to clear captSqr
} else if(sqr2file[to] < 8) { // double push
int xpawn = f->toPiece ^ COLOR; // enemy Pawn
if(board[f->toSqr + 1] == xpawn || // if land next to one
board[f->toSqr - 1] == xpawn ) {
f->epSqr = (f->fromSqr + f->toSqr) >> 1; // set e.p. rights
}
} else { // castling. at this point we are set up to 'promote' a King to Rook (so the check tests sees the Rook, and UnMake restores location[K])
f->rookSqr = zoneTab[to]; // Rook from-square
f->rook = board[f->rookSqr]; // arrange Rook to be put back on UnMake (pawnCount is never modified in chess)
board[f->rookSqr] = 0; // and remove it
f->newEval -= PST[f->rook][f->rookSqr];
f->newKey -= KEY(f->rook, f->rookSqr);
f->captSqr = dropType[to]; // this tabulates to-square of the King
f->savePiece = f->victim; // now toSqr and captSqr are different, make sure the piece that was on toSqr goes back there in UnMake
f->victim = board[f->captSqr]; // should be 0, but who knows?
f->toPiece = f->rook; // make sure Rook (or whatever was in corner) will be placed on toSqr
board[f->captSqr] = f->mutation; // place the King
f->newEval += PST[f->mutation][f->captSqr] + 50; // add 50 cP castling bonus
f->newKey += KEY(f->mutation, f->captSqr);
location[f->mutation] = f->captSqr; // be sure King location stays known
}
}
board[f->fromSqr] = f->fromPiece - f->mutation; // 0 or (for drops) decremented count
board[f->toSqr] = f->toPiece;
board[handSlot[f->victim]]--; // put victim in holdings
//printf("# capt=%02x vic=%02x slot=%02x\n", f->captSqr, f->victim, handSlot[f->victim]);
f->newEval += promoGain[f->toPiece] - promoGain[f->mutation] + handVal[f->victim] +
PST[f->toPiece][f->toSqr] - PST[f->mutation][f->fromSqr] + PST[f->victim][f->captSqr];
f->newKey += KEY(f->toPiece, f->toSqr) - KEY(f->mutation, f->fromSqr) - KEY(f->victim, f->captSqr) + handKey[f->victim];
stm = f->toPiece & COLOR;
f->bulk = promoGain[stm+30]; promoGain[stm+30] += handBulk[f->victim] - dropBulk[f->fromSqr];
location[f->toPiece] = f->toSqr;
checkHist[moveNr+ply+1] = f->checker;
return 1;
}
void
UnMake (StackFrame *f)
{
board[f->rookSqr] = f->rook; // restore either pawnCount or (after castling) Rook from-square
board[f->toSqr] = f->savePiece; // put back the regularly captured piece (for castling that captured by Rook)
board[f->captSqr] = f->victim; // differs from toSqr on e.p. (Pawn to-square) and castling, (King to-square) and should be cleared then
board[f->fromSqr] = f->fromPiece; // and the mover
board[handSlot[f->victim]]++;
promoGain[(f->toPiece & COLOR)+30] = f->bulk;
location[f->fromPiece] = f->fromSqr;
}
#define PATH 0
//ply==0 || path[0]==0x0017b1 && (ply==1 || (ply==2))
int
HisComp (const void *x, const void*y)
{
return history[*(int *)y & 0xFFFF] - history[*(int *)x & 0xFFFF];
}
int
Search (int stm, int alpha, int beta, StackFrame *ff, int depth, int reduction, int maxDepth)
{
MoveStack m; StackFrame f; HashEntry *entry;
int oldSP = moveSP, *pvStart = pvPtr, oldLimit = depthLimit, oldAna;
int killer1 = killers[ply][0], killer2 = killers[ply][1], hashMove;
int bestNr, bestScore, startAlpha, startScore, resultDepth, iterDepth=0, originalReduction = reduction;
int hit, hashKeyH, ran=0, ipMask=0;
int curEval, anaEval, score, upperScore, minScore = -INF, maxScore = INF;
// legality
int earlyGen = (ff->fromPiece == stm+31); // King was moved
if(ply > 90) { if(DEBUG) Dump("maxply"); ff->depth = 0; ff->lim = ff->newEval-150; return -ff->newEval+150; }
f.xking = location[stm+31]; // opponent King, as stm not yet toggled
if(!earlyGen && ff->mutation > 0) { // if other piece was moved (not dropped!), abort with +INF score if it was pinned
if(Pinned(stm, ff->fromSqr, f.xking) ||
board[ff->captSqr] == 0 && Pinned(stm, ff->captSqr, f.xking)) { // also check 'e.p. pin'
ff->depth = MAXPLY; ff->lim = -INF; return INF;
}
}
// some housekeeping
stm ^= COLOR;
f.hashKey = ff->newKey;
f.pstEval = -ff->newEval;
f.rights = ff->rights | spoiler[ff->toSqr] | spoiler[ff->fromSqr];
m.epSqr = ff->epSqr; // put in m, because MoveGen needs it
// hash probe
hashKeyH = f.hashKey >> 32;
entry = hashTable + (f.hashKey + (stm + 9849 + f.rights)*(m.epSqr + 51451) & hashMask);
if(entry->lock == hashKeyH || (++entry)->lock == hashKeyH || (++entry)->lock == hashKeyH || (++entry)->lock == hashKeyH) { // 4 possible entries
int score = entry->score, d = entry->depth;
signed char p;
f.checker = entry->checker; f.checkDist = 0;
if(f.checker != CK_NONE) { // in check; restore info needed in evasion test
if(sqr2file[f.checker] != 12) f.checkDir = 0; else { // off-board represents on-board distant check
int vec = location[stm+31] - (f.checker -= 11);
f.checkDir = deltaVec[vec];
f.checkDist = dist[vec];
}
reduction = 0; // checks are not reduced
}
if(score >= beta || entry->lim <= alpha || entry->score == entry->lim) { // only take hash cuts from fully resolved results, unless they fail low or high
d += (score >= beta & entry->depth >= LMR)*reduction; // fail highs need to satisfy reduced depth only, so we fake higher depth than actually found
if((score > alpha && d >= depth || d >= maxDepth) && ply) { // sufficient depth
ff->depth = d + 1; ff->lim = -entry->score; return entry->lim; // depth was sufficient, take hash cutoff
}
}
hashMove = entry->move;
hit = 1;
p = board[hashMove>>8&255];
if(hashMove && ((p & stm) == 0 || p == -1)) {
if(DEBUG) printf("telluser bad hash move %16llx: %s\n", f.hashKey, MoveToText(hashMove));
hashMove = 0; f.checker = CK_UNKNOWN;
}
} else hit = hashMove = 0, f.checker = CK_UNKNOWN;
moveSP += 48; // create space for non-captures
if(earlyGen) { // last moved piece was King, e.p. capture or castling
int kingCapt;
if(!ff->victim) board[ff->toSqr] = stm + 31 ^ COLOR; // kludge: after castling we temporarily make Rook a second King to catch passing through check
kingCapt = MoveGen(stm, &m, f.rights);
board[ff->toSqr] = ff->toPiece; // undo kludge damage
if(kingCapt) { moveSP = oldSP; ff->depth = MAXPLY; ff->lim = -INF; return INF; } // make sure we detect if he moved into check
}
if((++nodeCount & 0xFFF) == 0) abortFlag |= TimeIsUp(3); // check time limit every 4K nodes
curEval = f.pstEval + Evaluate(stm, f.rights);
alpha -= (alpha < curEval); //pre-compensate delayed-loss bonus
beta -= (beta <= curEval);
if(ff->checker == CK_NONE) killers[ply+1][0] = killers[ply+1][1] /* = killers[ply+1][2]*/ = 0;
else if(ply > 0) killers[ply+1][0] = killers[ply-1][0], killers[ply+1][1] = killers[ply-1][1]; // inherit killers after check+evasion
if(-INF >= beta) { moveSP = oldSP; ff->depth = MAXPLY; ff->lim = INF-1; return INF; }
// check test
if(f.checker == CK_UNKNOWN) CheckTest(stm, ff, &f); // test for check if hash did not supply it
if(f.checker != CK_NONE) {
depth++, maxDepth++, reduction = originalReduction = 0 /*, killers[ply][2] = -1*/; // extend check evasions
if(earlyGen && f.checkDist && maxDepth <= 1 && !promoDrops) ipMask = SafeIP(&f);
} else if(depth > LMR) {
if(depth - reduction < LMR) reduction = depth - LMR; // never reduce to below 'LMR' ply
depth -= reduction;
} else reduction = originalReduction = 0;
checkHist[moveNr+ply+1] = f.checker;
oldAna = anaSP; anaSP += (ff->checker != CK_NONE); // node after evasion: accept new analogy
anaEval = curEval;
// stand pat or null move
startAlpha = alpha; startScore = -INF;
if(depth <= 0) { // QS
if(ff->checker != CK_NONE && ff->tpGain > 0) anaEval = 50-INF; // forbid stand pat if horizon check tossed material
if(anaEval > alpha) {
if(anaEval >= beta) { ff->depth = 1; ff->lim = -anaEval - (anaEval < curEval); moveSP = oldSP; anaSP = oldAna; return INF; } // stand-pat cutoff
alpha = startScore = anaEval; maxDepth = 0; // we will not fail low, so no extra iterations
}
if(maxDepth <= 0) {
if(board[toDecode[hashMove&255]] == 0) hashMove = 0;
#ifdef IDQS
if(ply >= depthLimit) { ff->depth = 1; ff->lim = -anaEval-150; moveSP = oldSP; anaSP = oldAna; return anaEval + 150; } // hit depth limit; give hefty stm bonus
if(depthLimit == MAXPLY) depthLimit = ply+10; // we just entered pure QS; set up depth limit
#endif
}
} else if(curEval >= beta && f.checker == CK_NONE) {
int nullDepth = depth - 3;
int eva = (ff->checker != CK_NONE) && !oldAna && nullDepth >= 0; // first evasion in branch, and depth of null-move search was higher before the check
nullDepth += eva; // reduce one less than normal after first evasion, to make sure we see same threats after spite check
if(nullDepth < 0) nullDepth = 0;
f.mutation = -2; // kludge to suppress testing for discovered check
f.newEval = f.pstEval;
f.newKey = f.hashKey;
f.epSqr = -1; f.fromSqr = f.toSqr = f.captSqr = 1; f.toPiece = board[1];
deprec[ply] = maxDepth << 16 | depth << 8; path[ply++] = 0;
score = -Search(stm, -beta, 1-beta, &f, nullDepth, 0, nullDepth);
ply--;
if(score >= beta) { ff->depth = f.depth + originalReduction + 3; ff->lim = -beta-1; moveSP = oldSP; anaSP = oldAna; return INF; }
}
// move generation
if(!earlyGen) { // generate moves if we had not done so yet
if(MoveGen(stm, &m, f.rights)) { // impossible (except for hash collision giving wrong in-check status)
if(DEBUG) Dump("King capture"); ff->depth = MAXPLY; ff->lim = -INF; moveSP = oldSP; anaSP = oldAna; return INF;
}
if(f.checkDist && maxDepth <= 1 && !promoDrops) ipMask = SafeIP(&f);
}
if(hashMove) moveStack[--m.firstMove] = hashMove; // put hash move in front of list (duplicat!)
if(f.checker != CK_NONE) moveSP = m.drops = m.castlings; // clip off castlings when in check
if(ff->checker != CK_NONE) { // last move was evasion; see if we have counter move
int move = mateKillers[(ff->wholeMove & 0xFFFF) + (stm - WHITE << 11)];
if(move && (move>>16 & 0xFF) == f.xking && (move>>24 & 0xFF) == board[toDecode[move & 0xFF]] && PseudoLegal(stm, move)) { // counter move is pseudo-legal and matches position
moveStack[moveSP++] = moveStack[m.nonCapts]; moveStack[m.nonCapts] = move & 0xFFFF; m.late = ++m.nonCapts; // make room and put with captures (lowest sort key)
}
}
if(depth <= 0 && anaEval == curEval) {
int bonus = (m.safety + 3*m.hole)*(10 + m.safety + m.hole + promoGain[stm+30] /*- 0*promoGain[COLOR-stm+30]*/) + 15*m.cBonus;
bonus += (m.escape < 2 ? 200 - m.escape*100 : 0);
if(bonus > 900) bonus = 900; // S4
bonus += bonus >> 1;
int newEval = curEval + bonus;
if(newEval > alpha) {
if(newEval >= beta) { ff->depth = 1; ff->lim = -newEval; moveSP = oldSP; depthLimit = oldLimit; anaSP = oldAna; return INF; } // stand-pat cutoff
alpha = startScore = newEval; maxDepth = 0; // we will not fail low, so no extra iterations
}
}
again: // QS IDD loop
do { // IID loop
int curMove, highDepth;
iterDepth++;
highDepth = (iterDepth > depth ? iterDepth : depth) - 1; // reply depth for high-failing moves
pvPtr = pvStart; *pvPtr++ = 0; // empty PV
bestScore = upperScore = startScore; bestNr = 0; // kludge: points to 0 entry in moveStack
resultDepth = MAXPLY;
m.stage &= 3;
for(curMove=m.firstMove; m.stage<4; curMove++) {
int score;
// sort section
if(curMove >= m.unsorted) {
if(curMove < m.nonCapts) { // captures: extract best
unsigned int i, bestNr = curMove, bestCapt = moveStack[curMove];
for(i=curMove+1; i<m.nonCapts; i++) if(moveStack[i] > bestCapt) bestCapt = moveStack[bestNr=i]; // find best
moveStack[bestNr] = moveStack[curMove]; moveStack[curMove] = bestCapt; // swap it to front
m.unsorted = curMove + 1; // sorted set now includes move
} else {
if(maxDepth <= 0) {
resultDepth = 0; if(upperScore < anaEval) upperScore = anaEval;
if(m.stage) break;
moveSP = curMove;
if(ff->checker != CK_NONE && depthLimit != MAXPLY && oldLimit == MAXPLY) { // last move before QS was evasion
CheckDrops(stm, f.xking); // also do check drops
if(moveSP > curMove) { m.stage = 3; m.unsorted = moveSP; curMove--; continue; }
}
if(depthLimit == MAXPLY || oldLimit != MAXPLY || checkHist[moveNr+ply-1] == CK_NONE) break;
if(killer1 && PseudoLegal(stm, killer1)) moveStack[moveSP++] = moveStack[m.late], moveStack[m.late++] = killer1; // try (possibly inherited) killers
if(killer2 && PseudoLegal(stm, killer2)) moveStack[moveSP++] = moveStack[m.late], moveStack[m.late++] = killer2;
CheckDrops(stm, f.xking);
if(curMove >= moveSP) break;
m.stage = 3; m.unsorted = moveSP;
curMove--;
continue;
} // in QS we stop after captures
switch(m.stage) { // we reached non-captures
case 0:
if(f.checker == CK_NONE) { // do not use killers when in check
if(killer1 && PseudoLegal(stm, killer1)) moveStack[moveSP++] = moveStack[m.late], moveStack[m.late++] = killer1; // insert killers
if(killer2 && PseudoLegal(stm, killer2)) moveStack[moveSP++] = moveStack[m.late], moveStack[m.late++] = killer2; // (original goes to end)
}
m.drops = moveSP;
// here we can sort based on history
if(moveSP > m.late) qsort(moveStack + m.late, moveSP - m.late, sizeof(int), &HisComp);
m.stage = 1; if(moveSP > curMove) break;
case 1:
if(f.checker != CK_NONE) {
m.stage |= 4; // when in check we stop after evasion drops
if(f.checkDist == 0) continue; // but there cannot be any for contact/double checks
EvasionDrops(stm, &f, ipMask); // at d <= 1 suppress futile interpositions
if(moveSP <= curMove) continue; // no avail
m.stage = 3; break;
}
CheckDrops(stm, f.xking);
m.stage = 2; if(moveSP > curMove) break;
case 2:
if(iterDepth > 1) { // quiet drops only at depth >= 2
AllDrops(stm);
m.stage = 3; if(moveSP > curMove) break;
}
case 3:
m.stage |= 4; continue; // this value of m.stage terminates the loop over moves
}
m.unsorted = moveSP; // set to return here when done with the current list
}
}
if(!moveStack[curMove] || ply == 0 && moveMap[moveStack[curMove] & 0xFFFF]) continue; // erased, or excluded root move
if(ply == 0) rootFirst = m.firstMove, rootLast = moveSP, rootCurrent = curMove, rootPly = iterDepth;
// make move
if(MakeMove(&f, moveStack[curMove])) { // aborts if fails to evade existing check
// repetition checking
int index = (unsigned int)f.newKey >> 24 ^ stm << 2; // uses high byte of low (= hands-free) key
while(repKey[index] && (repKey[index] ^ (int)f.newKey) & REPKEY) index++;
int oldRepKey = repKey[index], oldRepDep = repDep[index];
if(oldRepKey && ff->mutation != -2) { // key present in table: (quasi-)repetition
int gain = (f.newEval << REPLEN) - (repKey[index] & ~REPKEY);
if(gain == 0) { // true repeat
score = 0;
if(perpLoses) { // repetitions not always draw
int i, d = repDep[index];
for(i=moveNr+ply-1; i>=d; i-=2) if(checkHist[i+1] == CK_NONE) break;
if(i < d) score = -INF; // we deliver a perpetual, so lose
else {
for(i=moveNr+ply-2; i>=d; i-=2) if(checkHist[i+1] == CK_NONE) break;
if(i < d) score = INF-1; // we are suffering a perpetual, so lose
else if(perpLoses == MINI_NR) score = (stm == WHITE ? -INF : INF-1); // mini-Shogi, sente loses
else if(perpLoses == TORI_NR) score = -INF; // Tori Shogi, repeating loses
}
}
}
else if(gain == pawn || gain == queen || gain >= (400<<REPLEN)) score = INF-1; // quasi-repeat with extra piece in hand
else if(gain == -pawn || gain == -queen || gain <= (-400<<REPLEN)) score = 1-INF; // or with one piece less
else goto search;// traded one hand piece for another; could still lead somewhere
f.lim = score; f.depth = (score >= beta ? highDepth+1 : iterDepth); // minimum required depth
*pvPtr = 0; // fake that daughter returned empty PV
} else { // not a repeat: search it
int lmr;
search:
lmr = (curMove >= m.late) + (curMove >= m.drops);
f.tpGain = f.newEval + ff->pstEval; // material gain in last two ply
if(ply==0 && randomize && moveNr < 10) ran = (alpha > INF-100 || alpha <-INF+100 ? 0 : (f.newKey*ranKey>>24 & 31)- 16);
repKey[index] = (int)f.newKey & REPKEY | f.newEval << REPLEN; repDep[index] = ply + moveNr; // remember position
// recursion
deprec[ply] = (f.checker != CK_NONE ? f.checker : 0)<<24 | maxDepth<<16 | depth<< 8 | iterDepth; path[ply++] = moveStack[curMove] & 0xFFFF;
score = -Search(stm, -beta, -alpha+ran, &f, iterDepth-1, lmr, highDepth);
if(ran && score < INF-100 && score > 100-INF) score += ran, f.lim += ran;
ply--;
repKey[index] = oldRepKey; repDep[index] = oldRepDep;
}
// unmake
UnMake(&f);
} else score = f.lim = -INF, f.depth = MAXPLY;
if(PATH){
int m=moveStack[curMove];
printf("%d:%d:%d %2d. %08x %c%d%c%d %6d %6d %6d\n",ply,depth,iterDepth,curMove,m,(m>>8&255)%22+'a',(m>>8&255)/22+1,toDecode[m&255]%22+'a',toDecode[m&255]/22+1,f.pstEval,score,bestScore);
}
if(abortFlag) { moveSP = oldSP; depthLimit = oldLimit; anaSP = oldAna; return -INF; }
// minimaxing
if(f.depth < resultDepth) resultDepth = f.depth;
if(f.lim > upperScore) upperScore = f.lim;
if(score > bestScore) bestScore = score, bestNr = curMove;
if(score > alpha) {
int *tail;
alpha = score;
history[moveStack[curMove] & 0xFFFF] += iterDepth*iterDepth;
if(score > INF-100 && curMove >= m.nonCapts)
mateKillers[(ff->wholeMove & 0xFFFF) + (stm - WHITE << 11)] = moveStack[curMove] & 0xFFFF | f.xking << 16 | board[f.toSqr] << 24; // store mate killers
if(score >= beta) { // beta cutoff
if(f.checker == CK_NONE && curMove >= m.nonCapts && moveStack[curMove] != killers[ply][1])
killers[ply][0] = killers[ply][1], killers[ply][1] = moveStack[curMove];
resultDepth = f.depth;
upperScore = INF; goto cutoff; // done with this node
}
tail = pvPtr; pvPtr = pvStart; *pvPtr++ = moveStack[curMove]; // alpha < score < beta: move starts new PV
while(*pvPtr++ = *tail++); // copy PV of daughter node behind it (including 0 sentinel)
if(ply == 0) { // in root we print this PV
rootScore = (score > INF-100 ? 100000 + INF - score : score < 100-INF ? -100000 - score - INF : score);
printf("%d %d %d %d", iterDepth, rootScore, ReadClock(0, 1)/10, nodeCount);
for(tail=pvStart; *tail; tail++) printf(" %s", MoveToText(*tail));
printf("\n"); fflush(stdout);
ff->move = moveStack[bestNr];
alpha = bestScore - margin;
}
}
} // move loop
// stalemate correction
// self-deepening
if(resultDepth > iterDepth) iterDepth = resultDepth; // unexpectedly deep result (from hashed daughters?)
if(reduction && iterDepth == depth) depth += reduction, originalReduction = reduction = 0; // no fail high, start unreduced re-search on behalf of parent
if(iterDepth >= depth && alpha > startAlpha ) break; // move is PV; nominal depth suffices
alpha = startAlpha; // reset alpha for next iteration
// put best in front
if(bestNr > m.firstMove) {
int bestMove = moveStack[bestNr];
if(bestNr == m.firstMove+1) moveStack[bestNr] = moveStack[m.firstMove]; // swap first two
else m.firstMove--, moveStack[bestNr] = 0; // or prepend and erase in original location
moveStack[bestNr = m.firstMove] = bestMove;
} else m.late += (m.late == bestNr); // if best already in front (or non-existing), just make sure it is not reduced
} while(iterDepth < maxDepth && (ply || !TimeIsUp(1))); // IID loop
if(upperScore == -INF) { // we are mated!
if(perpLoses) { // Shogi
if(ff->fromSqr == handSlot[stm] && !promoDrops) // mated by Pawn drop (and not Kyoto)
bestScore = upperScore = INF; // so we win!
} else if(f.checker == CK_NONE) bestScore = upperScore = 0; // stalemate in zh is draw
}
cutoff:
#ifdef IDQS
if(depthLimit != MAXPLY) { // we are in iteratively deepening QS
if(bestScore < minScore) { bestScore = minScore; if(upperScore < bestScore) upperScore = bestScore; } // when we aspired with the previous result, fail high and low must mean score is on edge
if(upperScore > maxScore) { upperScore = maxScore; if(upperScore < bestScore) bestScore = upperScore; }
if(oldLimit == MAXPLY && bestScore != upperScore && bestScore < beta && upperScore > alpha) { // we are in the root of QS and the score is unresolved
depthLimit+=10; alpha = startScore = curEval; iterDepth = 0; // increase depth limit and search again
goto again;
}
}
#endif
// delayed-loss bonus
bestScore += (bestScore < curEval);
upperScore += (upperScore < curEval);
resultDepth -= (f.checker != CK_NONE); // store unextended depth
// hash store
if(!hit) { // replacement
// if(searchNr - entry[-3].age > 2) entry -= 3; else { // replace primary hit if stale
{
HashEntry *entry2 = entry - 3;
entry2 += (entry2[0].depth > entry2[1].depth);
entry -= (entry[0].depth > entry[-1].depth);
if(entry->depth > entry2->depth) entry = entry2;
}
}
entry->lock = hashKeyH;
entry->move = moveStack[bestNr]; // if no move was found, bestNr = 0, and moveStack[0] contains INVALID
entry->score = bestScore;
entry->lim = upperScore;
entry->depth = resultDepth;
entry->flags = (bestScore > alpha)*H_LOWER + (bestScore < beta)*H_UPPER;
entry->checker = f.checker + 11*(f.checkDist != 0); // encode distant check as off-board checker
// return results
moveSP = oldSP; anaSP = oldAna; pvPtr = pvStart; depthLimit = oldLimit;
ff->depth = resultDepth + 1 + originalReduction; // report valid depth as seen from parent
ff->lim = -bestScore;
return upperScore;
}
int gameMove[MAXMOVES]; // holds the game history
int stm = WHITE;
int engineSide=NONE; // side played by engine
// Some routines your engine should have to do the various essential things
void PonderUntilInput(int stm); // Search current position for stm, deepening forever until there is input.
int
TimeIsUp (int mode)
{ // determine if we should stop, depending on time already used, TC mode, time left on clock and from where it is called ('mode')
int t, targetTime, panicTime;
if(Input() && DoCommand(1)) return 1; // abort if command waiting that cannot be handled during search
if(engineSide == ANALYZE) return 0; // no timing on analyze or ponder
t = ReadClock(0, 0);
if(timePerMove >= 0) { // fixed time per move
targetTime = panicTime = 10*timeLeft - 30;
} else if(mps) { // classical TC
int movesLeft = -(moveNr >> 1);
while(movesLeft <= 0) movesLeft += mps;
targetTime = 10*(timeLeft - 30) / (movesLeft + 2);
panicTime = 50*(timeLeft - 30) / (movesLeft + 4);
} else { // incremental TC
targetTime = 10*timeLeft / 40 + inc;
panicTime = 5*targetTime;
}
if(nrFiles > 9) targetTime *= 0.66; // Wa takes longer
switch(mode) {
case 1: return (t > 0.6*targetTime); // for starting new root iteration
case 2: return (t > targetTime); // for searching new move in root
case 3: return (t > panicTime); // during search
}
return 0; // unreachable; added to silence warning
}
StackFrame undoInfo;
int
Setup (char *fen)
{ // very flaky FEN parser
static char castle[] = "KkQq-", startFEN[200];
int pstEval, rights, stm = WHITE, i, p, sqr = 22*(nrRanks-1); // upper-left corner
ClearBoard();
if(!fen) fen = startFEN; else strcpy(startFEN, fen); // remember start position, or use remembered one if not given
if(strchr(fen, '*') && strlen(fen) > 30) fen += 18; // Alien-Edition Wa implementation; strip off leading 11/11/***********/
rights = 15; pstEval = 0; // no castling rights, balance score
hashKey = pawnKey = 0; // clear hash keys
while(*fen) { // parse board-field of FEN
if(*fen == ' ' || *fen == '[') break;
if(*fen == '/') sqr = 22*(sqr/22) - 22; else // skip to (start of) next rank
if(*fen == '*') fen++; else // ignore dark squares
if(*fen <= '9' && *fen >= '0') {
int n = atoi(fen); sqr += n; fen += (n > 9); // skip given number of squares (and second digit of 10 or 11)
} else {
int color, prom, n;
fen += prom = (*fen == '+'); // remember promotion prefix
p = *fen & ~32; color = *fen - p + WHITE; // convert to upper case and determine color
prom |= n = (fen[1] == '~'); fen += n; // remember promotion suffix
i = 0; while(pieces[i] && pieces[i] != p) i++; // identify piece type
if(p == 'K') i = 31; // K is not in list, and (royal) piece 31 in any variant
if(p == 'Q' && *fen == '~') i = 0; // Q~ is +P, not +Q
i |= color + 16*prom; // adjust type for color and promotion
board[sqr] = i; location[i] = sqr; // place piece
hashKey += KEY(i, sqr); // update hash key
pstEval += (color & WHITE ? 1 : -1)*(PST[i][sqr]+pieceValues[i]);// update PST eval (white POV)
pawnCount[sqr2file[sqr]] += pawnBulk[i]; // Pawn occupancy per file
sqr++;
}
fen++;
}
while(*fen == ' ') fen++; // skip white
if(*fen == '[') { // holdings
if(*++fen == '-') fen++; else
while(*fen && (p = *fen) != ']') {
int color;
p &= ~32; color = *fen++ - p + WHITE;
i = 0; while(pieces[i] && pieces[i] != p) i++; // identify piece type
i |= color; // adjust type for color
sqr = handSlot[i ^ COLOR]; // determine counter location
board[sqr]--; // count piece in hand
hashKey += handKey[i ^ COLOR]; // update hash key
pstEval += (color & WHITE ? 1 : -1)*(handVal[i] - pieceValues[i]); // update PST eval (white POV)
promoGain[color+30] += handBulk[i];
}
fen++; // skip closing bracket
}
if(*++fen == 'b') stm = BLACK, pstEval *= -1; // black to move; flip eval
while(*++fen == ' ');
while(*fen) {
i=0; while(castle[i] && castle[i] != *fen) i++;
if(i > 3) break;
rights &= ~(1<<i);
fen++;
}
undoInfo.rights = rights; undoInfo.fromSqr = undoInfo.toSqr = undoInfo.captSqr = 44; undoInfo.toPiece = board[44]; // kludge to prevent spoiling of rights
undoInfo.newEval = (stm == WHITE ? pstEval : -pstEval);
undoInfo.newKey = hashKey;
lastGameMove = 0; // TODO: use FEN e.p. rights to fake double-push here
return stm;
}
char *
MoveToText (int move)
{
static char buf[20], pieceID[] = "+nbrq";
int promo = '\0', from = move >> 8 & 0xFF, to = move & 0xFF;
int inc = promoInc[to], castle = (nrFiles < 11 && to%11 == 10);
to = toDecode[to];
if(inc > 0) promo = pieceID[inc - 16]; // move is promotion
else if(castle) to = 2*to - from; // move is castling, and 'to' indicates Rook; calculate King to-square
if(promo == '+' && !perpLoses) promo = 'q';
if(from%22 > 10) { // move is drop
int p = dropType[from] - 1;
if(inc) p += 16; // promotion drop
sprintf(buf, "%c@%c%d", pieces[p&~COLOR], 'a'+(to%22), 1+(to/22));
} else sprintf(buf, "%c%d%c%d%c", 'a'+(from%22), 1+(from/22), 'a'+(to%22), 1+(to/22), promo);
return buf;
}
int
ParseMove(int stm, char *s)
{
char prom = 0, f, f2, piece;
int m=0, r, r2, i, from;
if(sscanf(s, "%c@%c%d", &piece, &f, &r) == 3) { // drop
f -= 'a', r--;
m = 22*r + f;
for(i=0; pieces[i]; i++) if(pieces[i] == piece) break;
m += handSlot[COLOR - stm + (i & 15)] << 8; // force type to unpromoted before taking from hand
if(i > 15) m += 11;
} else if(sscanf(s, "%c%d%c%d%c", &f2, &r2, &f, &r, &prom) >= 4) {
f -= 'a'; f2 -= 'a'; r--, r2--;
m = 22*r + f + ((from = 22*r2 + f2) << 8);
if(prom == '\n') prom = 0;
if(prom) { // promotion suffix
int in = (stm == WHITE ? -22 : 22); // inward board step
m += 11; // move to-square off-board on same rank (good for '+' and 'q')
switch(prom) { // under-promotions must encode choice by rank (they always occur on last rank)
case 'n': m += in; break;
case 'b': m += 2*in; break;
case 'r': m += 3*in; break;
case '=': m -= 11; break; // no promotion after all
}
} else if(board[from] == stm + 31 && (f - f2 > 1 || f2 - f > 1)) { // castling
m = 22*8+10 + (f > f2 ? 0 : 11) + 22*(r2 == 7) + (from << 8);
} else if(board[from] == stm) { // Pawn moves
if(!(r - r2 & 1)) m += 5*22; // steps even nr of ranks, so must be double push
else if(f - f2 && !board[22*r+f]) m += 22*((r^1) - r + 5) + 11; // diagonal to empty: e.p.
}
}
printf("# move = %08x\n", m);
return m;
}
// Some global variables that control your engine's behavior
int ponder;
int resign; // engine-defined option
int contemptFactor; // likewise
int
ReadClock (int start, int print)
{ // 'print' indicates we want true time (i.e. not nodes-derived), or provides offset while resetting clock
static int startTime; int t;
if(nodeRate > 0 && !start && !print) return nodeCount*1000LL/nodeRate;
t = (nodeRate >= 0 ? (int)(CPUtime()) : GetTickCount());
if(start) startTime = t - print;
return t - startTime; // msec
}
int
SetMemorySize (int n)
{
static int oldSize;
if(n == oldSize) return 0; // nothing to do
oldSize = n; // remember current size
if(hashTable) free(hashTable); // throw away old table
for(hashMask = (1<<26)-1; hashMask*sizeof(HashEntry) > n*1024*1024; hashMask >>= 1); // round down nr of buckets to power of 2
hashTable = (HashEntry*) calloc(hashMask+4, sizeof(HashEntry));
printf("# memory allocated, mask = %x\n", hashMask+1);
return !hashTable; // return TRUE if alocation failed
}
int
RootMakeMove(int move)
{
int index;
// irreversibly adopt incrementally updated values from last move as new starting point
MoveStack m;
int e = undoInfo.pstEval, checker;
gameMove[moveNr] = move; // remember game
undoInfo.pstEval = -undoInfo.newEval; // (like we initialize new Stackframe in daughter node)
undoInfo.hashKey = undoInfo.newKey;
undoInfo.rights |= spoiler[undoInfo.fromSqr] | spoiler[undoInfo.toSqr];
undoInfo.checker = CK_NONE; // make sure move will not be rejected
moveSP = 48;
checker = (MoveGen(stm ^ COLOR, &m, undoInfo.rights) ? CK_DOUBLE : CK_NONE); // test if we are in check by generating opponent moves
moveSP = 0; // and throw away those moves
MakeMove(&undoInfo, move);
checkHist[moveNr+1] = checker;
undoInfo.tpGain = e + undoInfo.newEval;
if(moveNr >= 19 && !perpLoses) PST[WHITE+1] = knightPST, PST[BLACK+1] = knightPST + 11;
// store in game history hash table
index = (unsigned int)undoInfo.newKey >> 24 ^ stm << 2; // uses high byte of low (= hands-free) key
while(repKey[index] && (repKey[index] ^ (int)undoInfo.newKey) & 0xFFFFF) index++; // find empty slot
repKey[index] = (int)undoInfo.newKey & REPKEY | undoInfo.newEval << REPLEN; // remember position
repDep[index] = moveNr;
stm ^= COLOR; moveNr++;
return 1;
}
void
TakeBack (int n)
{ // reset the game and then replay it to the desired point
int last;
stm = Setup(NULL); // uses FEN saved during previous Setup
last = moveNr - n; if(last < 0) last = 0;
for(moveNr=0; moveNr<last; ) RootMakeMove(gameMove[moveNr]);
}
void PrintResult(int stm, int score)
{
if(score == 0) printf("1/2-1/2\n");
if(score > 0 && stm == WHITE || score < 0 && stm == BLACK) printf("1-0\n");
else printf("0-1\n");
}
void
MapClear (int n)
{
int i; for(i=0; i<0x10000; i++) moveMap[i] = n;
}
int ponderMove;
char inBuf[800];
void
ReadLine ()
{
int i, c;
if(inBuf[0]) return; // buffer already holds a backlogged command;
for(i = 0; (c = getchar()) != EOF && (inBuf[i++] = c) != '\n'; );
inBuf[i] = 0;
}
int
DoCommand (int searching)
{
char command[80]; int paused = 0;
while(1) { // usually we break out of this loop after treating one command
ReadLine(); // read one line into inBuf (or retrieve backlogged)
printf("# command: %s\n", inBuf);
if(!*inBuf) exit(0); // EOF, terminate
sscanf(inBuf, "%s", command); // extract the first word
*inBuf = 0; // and already mark the buffer as empty
// recognize and execute 'easy' commands, i.e those that can be executed during search
if(!strcmp(command, "quit")) { exit(0); } // exit immediately
if(!strcmp(command, "resume")) { ReadClock(1, paused); return 0; } // continue searching
if(paused) continue; // during pause, keep reading, ignoring everything except quit and resume
if(!strcmp(command, "pause")) { paused = ReadClock(0, 1); continue; } // remember (true) time already used
if(!strcmp(command, "otim")) { continue; } // move will follow immediately, wait for it
if(!strcmp(command, "time")) { sscanf(inBuf+4, "%d", &timeLeft); continue; }
if(!strcmp(command, "easy")) { ponder = OFF; return 0; }
if(!strcmp(command, "hard")) { ponder = ON; return 0; }
if(!strcmp(command, "post")) { postThinking = ON; return 0; }
if(!strcmp(command, "nopost")) { postThinking = OFF;return 0; }
if(!strcmp(command, "random")) { randomize = ON; return 0; }
if(!strcmp(command, ".")) { // periodic update request;
while(rootLast > rootFirst && !moveStack[rootLast]) rootLast--;
printf("stat01: %d %d %d %d %d %s\n", ReadClock(0, 1)/10, nodeCount, rootPly,
rootLast - rootCurrent - 1, rootLast - rootFirst, MoveToText(moveStack[rootCurrent]));
fflush(stdout); return 0;
}
if(!strcmp(command, "option")) { // setting of engine-define option; find out which
if(sscanf(inBuf+7, "Resign=%d", &resign) == 1) return 0;
if(sscanf(inBuf+7, "Contempt=%d", &contemptFactor) == 1) return 0;
}
if(searching) {
// if(!strcmp(command, "usermove")) { return 1; } // TODO during search we just test for ponder hit
*inBuf = *command; // backlog command (by repairing inBuf)
return 1; // and request search abort
}
// the following commands can (or need) only be done when not searching
if(!strcmp(command, "force")) { engineSide = NONE; return 1; }
if(!strcmp(command, "analyze")) { engineSide = ANALYZE; return 1; }
if(!strcmp(command, "exit")) { engineSide = NONE; return 1; }
if(!strcmp(command, "level")) {
int min, sec=0;
sscanf(inBuf+6, "%d %d %d", &mps, &min, &inc) == 3 || // if this does not work, it must be min:sec format
sscanf(inBuf+6, "%d %d:%d %d", &mps, &min, &sec, &inc);
timeControl = 60*min + sec; timePerMove = -1;
return 1;
}
if(!strcmp(command, "protover")){
printf("feature ping=1 setboard=1 colors=0 usermove=1 memory=1 debug=1 reuse=0 sigint=0 sigterm=0 "
"exclude=1 nps=1 pause=1 myname=\"CrazyWa " VERSION "\"\n");
printf("feature variants=\"crazyhouse,shogi,minishogi,judkinshogi,torishogi,euroshogi,crazywa,kyotoshogi,"
"5x5+4_shogi,5x5+5_shogi,6x6+6_shogi,7x7+6_shogi,11x17+16_chu\"\n");
printf("feature option=\"Resign -check 0\"\n"); // example of an engine-defined option
printf("feature option=\"Contempt -spin 0 -200 200\"\n"); // and another one
printf("feature option=\"Multi-PV margin -spin 0 0 10000\"\n");
printf("feature option=\"Exclude move: -string \"\n");
printf("feature done=1\n");
return 1;
}
if(!strcmp(command, "option")) { // engine-defined options that must abort search
if(sscanf(inBuf+7, "Multi-PV margin=%d", &margin) == 1) return 1;
if(sscanf(inBuf+7, "Exclude move:=%s", command)) { int i = (*command == '!'); moveMap[ParseMove(stm, command+i)] = !i; return 1; }
return 1;
}
if(!strcmp(command, "sd")) { sscanf(inBuf+2, "%d", &maxDepth); return 1; }
if(!strcmp(command, "st")) { sscanf(inBuf+2, "%d", &timePerMove); return 1; }
if(!strcmp(command, "nps")) { sscanf(inBuf+4, "%d", &nodeRate); return 1; }
if(!strcmp(command, "memory")) { if(SetMemorySize(atoi(inBuf+7))) printf("tellusererror Not enough memory\n"), exit(-1); return 1; }
if(!strcmp(command, "ping")) { printf("pong%s", inBuf+4); return 1; }
// if(!strcmp(command, "")) { sscanf(inBuf, " %d", &); return 1; }
if(!strcmp(command, "new")) { engineSide = BLACK; stm = WHITE; maxDepth = MAXPLY-2; randomize = OFF; nodeRate = -1;
moveNr = 0; ranKey = GetTickCount() | 0x1001; MapClear(0); return 1; }
if(!strcmp(command, "variant")) { GameInit(inBuf + 8); Setup(startPos); return 1; }
if(!strcmp(command, "setboard")){ engineSide = NONE; stm = Setup(inBuf+9); MapClear(0); return 1; }
if(!strcmp(command, "undo")) { TakeBack(1); MapClear(0); return 1; }
if(!strcmp(command, "remove")) { TakeBack(2); MapClear(0); return 1; }
if(!strcmp(command, "go")) { engineSide = stm; return 1; }
if(!strcmp(command, "hint")) { if(ponderMove != INVALID) printf("Hint: %s\n", MoveToText(ponderMove)); return 1; }
if(!strcmp(command, "include")) { if(inBuf[9] == 'l') MapClear(0); else moveMap[ParseMove(stm, inBuf+8)] = 0; return 1; }
if(!strcmp(command, "exclude")) { if(inBuf[9] == 'l') MapClear(1); else moveMap[ParseMove(stm, inBuf+8)] = 1; return 1; }
if(!strcmp(command, "book")) { return 1; }
// completely ignored commands:
if(!strcmp(command, "xboard")) { return 1; }
if(!strcmp(command, "computer")){ return 1; }
if(!strcmp(command, "name")) { return 1; }
if(!strcmp(command, "ics")) { return 1; }
if(!strcmp(command, "accepted")){ return 1; }
if(!strcmp(command, "rejected")){ return 1; }
if(!strcmp(command, "?")) { return 1; } // 'move now'
if(!strcmp(command, "p")) { Debug(); return 1; }
if(!strcmp(command, "b")) { PrintDBoard("board:", board, " ", 11); return 1; }
if(!strcmp(command, "")) { return 1; }
if(!strcmp(command, "usermove")){
int move = ParseMove(stm, inBuf+9);
if(move == INVALID) printf("Illegal move\n");
else if(!RootMakeMove(move)) printf("Illegal move\n");
else {
ponderMove = INVALID; MapClear(0);
}
return 1;
}
printf("Error: unknown command\n");
}
return 0;
}
int
main ()
{
int score, i;
EngineInit(); SetMemorySize(1); // reserve minimal hash to prevent crash if GUI sends no 'memory' command
GameInit("zh"); Setup(startPos); // to facilitate debugging from command line
while(1) { // infinite loop
fflush(stdout); // make sure everything is printed before we do something that might take time
if(stm == engineSide) { // if it is the engine's turn to move, set it thinking, and let it move
{int i;for(i=0; i<=hashMask+3; i++) /*if(hashTable[i].score != hashTable[i].lim)*/ hashTable[i].lock = 0;}
nodeCount = forceMove = undoInfo.move = abortFlag = 0; ReadClock(1, 0);
for(i=0;i<1<<16;i++) history[i] = 0; //>>= 1;
for(i=0;i<1<<17;i++) mateKillers[i] = 0;
score = Search(stm^COLOR, -INF, INF, &undoInfo, maxDepth, 0, maxDepth);
if(nodeRate >= 0) printf("%d %d %d %d <done>\n", rootPly, rootScore, ReadClock(0, 1)/10, nodeCount); // make sure total time is printed
if(!undoInfo.move) { // no move, game apparently ended
engineSide = NONE; // so stop playing
PrintResult(stm, score);
} else {
RootMakeMove(undoInfo.move); // perform chosen move (stores it in lastGameMove and changes stm)
printf("move %s\n", MoveToText(undoInfo.move)); // and output it
}
}
fflush(stdout); // make sure everything is printed before we do something that might take time
// now it is not our turn (anymore)
if(engineSide == ANALYZE) { // in analysis, we always ponder the position
nodeCount = forceMove = undoInfo.move = abortFlag = 0; ReadClock(1, 0);
Search(stm^COLOR, -INF, INF, &undoInfo, maxDepth, 0, maxDepth);
}
#if 0
else
if(engineSide != NONE && ponder == ON && moveNr != 0) { // ponder while waiting for input
if(ponderMove == INVALID) { // if we have no move to ponder on, ponder the position
PonderUntilInput(stm);
} else {
int newStm = MakeMove(stm, ponderMove);
PonderUntilInput(newStm);
UnMake(ponderMove);
}
}
#endif
DoCommand(0);
}
return 0;
}
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