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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
* This is GNU GO, a Go program. Contact gnugo@gnu.org, or see *
* http://www.gnu.org/software/gnugo/ for more information. *
* *
* Copyright 1999 by the Free Software Foundation. *
* *
* This program is free software; you can redistribute it and/or *
* modify it under the terms of the GNU General Public License *
* as published by the Free Software Foundation - version 2. *
* *
* This program is distributed in the hope that it will be *
* useful, but WITHOUT ANY WARRANTY; without even the implied *
* warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR *
* PURPOSE. See the GNU General Public License in file COPYING *
* for more details. *
* *
* You should have received a copy of the GNU General Public *
* License along with this program; if not, write to the Free *
* Software Foundation, Inc., 59 Temple Place - Suite 330, *
* Boston, MA 02111, USA *
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include "interface.h"
#include "sgf.h"
#include "sgf_utils.h"
#include "ttsgf.h"
#include "ttsgf_read.h"
#include "sgf_properties.h"
#include "sgfana.h"
#include "liberty.h"
#undef DEBUG_TRAVERSE_SGF
static int parse_sgf_properties(SGFNodeP, enum testmode mode);
static int parse_sgf_tree(SGFNodeP, enum testmode mode);
static int test_move(int, int, SGFPropertyP);
/* move not found, found, and quality */
enum quality {
NF=0,
FOUND, /* genmove matches board move */
CONSIDERED, /* game mode only : we at least considered the board move */
BAD,
OK,
GOOD
};
/* --------------------------------------------------------------*/
/* test moves */
/* --------------------------------------------------------------*/
void play_test(SGFNodeP sgf_head, enum testmode mode)
{
int tmpi;
float tmpf;
char *tmpc=NULL;
SGFNodeP sgf_ptr;
/* start the move numbering at 0... */
/* when playing with gmp it starts at 0 /NE */
set_movenumber(0);
/* a debug tool to dump out the entire SGF tree.. useful!! */
if(0) {sgf_ptr=sgf_head; printf("Nodes: %d\n\n",show_sgf_tree(sgf_ptr));}
if (!sgfGetIntProperty(sgf_head, "SZ", &tmpi))
{
printf("Couldn't find the size (SZ) attribute!\n");
exit(EXIT_FAILURE);
}
set_boardsize(tmpi);
if(sgfGetIntProperty(sgf_head, "HA", &tmpi))
{
set_handicap(tmpi=sethand(tmpi));
}
if(sgfGetFloatProperty(sgf_head, "KM", &tmpf))
set_komi(tmpf);
if (!get_opt_quiet())
{
if(sgfGetCharProperty(sgf_head, "RU", &tmpc))
printf("Ruleset: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "GN", &tmpc))
printf("Game Name: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "DT", &tmpc))
printf("Game Date: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "GC", &tmpc))
printf("Game Comment: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "US", &tmpc))
printf("Game User: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "PB", &tmpc))
printf("Black Player: %s\n", tmpc);
if(sgfGetCharProperty(sgf_head, "PW", &tmpc))
printf("White Player: %s\n", tmpc);
print_ginfo();
}
sgf_write_game_info(get_boardsize(), get_handicap(),
get_komi(), get_seed(), "test variations");
/* Now to actually run through the file. This is the interesting part.
* We need to traverse the SGF tree, and every time we encounter a node
* we need to check what move GNUgo would make, and see if it is OK. */
sgfSetLastNode(sgf_head);
parse_sgf_tree(sgf_head, mode);
sgf_close_file();
}
/* return 1 if the property value is move i,j */
static int test_move(int i, int j, SGFPropertyP prop)
{
int x, y;
x=get_moveX(prop);
y=get_moveY(prop);
return (i==x) && (j==y);
}
/* Action this node, ie parse the properties in the node, handle moves, added stones,
* etc. and test for the goodness of moves
*/
static int parse_sgf_properties(SGFNodeP node, enum testmode testmode)
{
SGFPropertyP sgf_prop; /* iterate over properties of the node */
SGFPropertyP move_prop = NULL; /* remember if we see a move property */
int needtotest;
int move; /* color of move to be made at this node - EMPTY means don't move */
int is_markup=0;
/* We make several passes over the properties.
* i) add stones
* ii) make and test the computer move, if necessary
* iii) make the board move
*/
/* first pass : action any AB / AW properties, and note presence of move / markup properties */
for (sgf_prop = node->prop ; sgf_prop ; sgf_prop = sgf_prop->next)
{
DEBUG(DEBUG_LOADSGF, "%c%c[%s]\n", sgf_prop->name & 0xff, (sgf_prop->name >> 8), sgf_prop->value);
switch(sgf_prop->name)
{
case SGFAB :
/* add black */
put_stone(get_moveX(sgf_prop), get_moveY(sgf_prop), BLACK);
break;
case SGFAW :
/* add white */
put_stone(get_moveX(sgf_prop), get_moveY(sgf_prop), WHITE);
break;
case SGFB:
case SGFW:
move_prop = sgf_prop; /* remember it for later */
break;
case SGFCR :
case SGFSQ :
case SGFTR :
case SGFMA :
case SGFBM :
case SGFDO :
case SGFIT :
case SGFTE :
is_markup = 1;
break;
}
}
/* now figure out what tests to perform at this node */
move=EMPTY;
needtotest=1;
/* if we are only testing one type of node... if BOTH, no check
* is needed here */
if ( !move_prop && (testmode==MOVE_ONLY || testmode==GAME))
needtotest=0;
if( !is_markup && testmode==ANNOTATION_ONLY)
needtotest=0;
/* if we have found a marked up node, then generate a computer
* move and test if it is OK
* The move that is made in the node (if any) is also
* considered good
*/
if(needtotest)
{
/* figure out whose move it is */
if (move_prop)
move = move_prop->name == SGFW ? WHITE : BLACK;
else
{
printf("Node has no move... checking child node for move color\n");
if(node->child)
{
move = find_move(node->child);
if(move!=WHITE && move!=BLACK)
{
printf("Child node has no move... Unable to determine move color\n");
printf("Not testing this node\n");
}
}
}
}
/* now, if we are on for a move, make it, and figure out the quality */
if (move != EMPTY)
{
enum quality nq=NF; /* node quality (ie quality of board move, eg GM, BM, ...) */
enum quality mq=NF; /* move quality (eg generated move was on a TR[], CR[], MA[] ) */
int i, j;
/* get a move from the engine for color 'move' */
get_test_move(&i, &j, move);
if (testmode == GAME)
{
/* look to see if our move was considered */
assert(move_prop); /* we should not get here otherwise */
if (test_move(i,j,move_prop))
mq = FOUND;
else if (i >= 0 && i < board_size && j >= 0 && j < board_size && potential_moves[i][j] > 0)
mq = CONSIDERED;
}
else
{
/* iterate over the properties to test the quality */
for (sgf_prop = node->prop ; sgf_prop ; sgf_prop = sgf_prop->next)
{
switch(sgf_prop->name) {
case SGFN : /* node name */
if (!get_opt_quiet()) printf("Node Name: %s\n",sgf_prop->value);
break;
case SGFC : /* comment */
if (!get_opt_quiet()) printf("Comment: %s\n",sgf_prop->value);
break;
case SGFBM : /* Bad move */
case SGFDO : /* doubtful move */
nq = BAD;
break;
case SGFTE : /* Good move (tesuki) */
nq= GOOD;
break;
#if 0 /* I don't think we can make judgements about interesting moves ! */
case SGFIT : /* interesting move */
nq= FOUND;
break;
#endif
case SGFB :
case SGFW :
/* if the move has already matched an annotation, ignore */
if (mq == NF && test_move(i,j,sgf_prop))
mq=FOUND; /* genmove matches board move */
break;
/* ANNOTATION PROPERTIES:
* Circle (CR): Good Move
* Triangle (TR): OK move
* Square (SQ , MA): Bad move (Mark too... cgoban1.9.3 writes MA instead of SQ)
*/
case SGFCR :
if (test_move(i,j,sgf_prop))
mq = GOOD;
break;
case SGFSQ :
case SGFMA :
if (test_move(i,j,sgf_prop))
mq=BAD;
break;
case SGFTR :
if (test_move(i,j,sgf_prop))
mq=OK;
break;
}
} /* iterate over properties */
} /* test mode */
/* now report on how well the computer generated the move */
printf("Computer move: %s (%d): ",
move == WHITE ? "White" : "Black",
get_movenumber());
if(i==get_boardsize() && j==get_boardsize())
printf("Pass is ");
else
mprintf("%m is ",i,j);
/* if the generated move matches the board move and we have no other
* information, move quality is node quality except in game mode (?)
*/
if (testmode != GAME && mq == FOUND)
mq = nq;
switch(mq) {
case BAD: printf("BAD");break;
case OK: printf("OK");break;
case GOOD: printf("GOOD");break;
case FOUND: printf("FOUND");break;
case CONSIDERED: printf("CONSIDERED");break;
case NF: printf("NOT FOUND");break;
default: printf("UNKNOWN!!??!!");break;
}
printf("\n");
} /* if testmove */
/* finally, if this node contains a move, apply it to the board */
if (move_prop)
{
int m,n;
switch(move_prop->name)
{
case SGFB :
/* black move */
m=get_moveX(move_prop);
n=get_moveY(move_prop);
if(!is_pass(m,n)) put_move(m,n, BLACK);
inc_movenumber();
break;
case SGFW :
/* white move */
m=get_moveX(move_prop);
n=get_moveY(move_prop);
if(!is_pass(m,n)) put_move(m,n, WHITE);
inc_movenumber();
break;
}
sgfSetLastNode(node);
if(needtotest) sgfAnalyzer(0); /*from where do I get the moveval*/
}
return 1;
}
/* recursively traverse each node showing all properties */
static int parse_sgf_tree(SGFNodeP node, enum testmode mode)
{
board_t **board=NULL;
#ifdef DEBUG_TRAVERSE_SGF
static int next_level=0;
static int child_level=0;
#endif
/* if there is a different variation to be taken, this is the point to
* save a copy of the board
* if, however, there are many 'next' nodes branching off from the same
* node, then only one board needs to be saved. Fortunately, this
* functionality is inherent in the design of the recursive traversal
*/
if((node->next)&&(!analyzerflag)) /*do not test variations when in analyzer mode (because analyzer mode adds variations)*/
{
board= make_board();
get_board(board);
}
#ifdef DEBUG_TRAVERSE_SGF
/* show the properties for this node */
show_sgf_properties(node);
#endif
parse_sgf_properties(node, mode);
/* must search depth first- siblings are equal level, i.e. different
* lines in the game, not the continuation of one line.
* Children are along the same game line
*/
if(node->child)
{
#ifdef DEBUG_TRAVERSE_SGF
printf("Child Level: %d\n",++child_level);
#endif
parse_sgf_tree(node->child, mode);
#ifdef DEBUG_TRAVERSE_SGF
child_level--;
#endif
}
/* every time you are done with child nodes (meaning moves added
* to the same variation) decrement the move counter
*/
if(is_move_node(node))
dec_movenumber();
/* if there is a next node at the same level
* next nodes are different game lines
* next BRANCH... so we really need to restore the board to the
* parent's board state, and kill the copy
*/
if((node->next)&&(!analyzerflag)) /*do not test variations when in analyzer mode (because analyzer mode adds variations)*/
{
#ifdef DEBUG_TRAVERSE_SGF
printf("Next Level: %d\n",++next_level);
#endif
/* restore the board at that level */
put_board(board);
/* done with this board */
kill_board(board);
parse_sgf_tree(node->next, mode);
#ifdef DEBUG_TRAVERSE_SGF
next_level--;
#endif
}
return 1;
}
/*
* Local Variables:
* tab-width: 8
* c-basic-offset: 2
* End:
*/
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