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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 *
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include "liberty.h"
#define UPPER_LEFT 1
#define UPPER_RIGHT 2
#define LOWER_LEFT 4
#define LOWER_RIGHT 8
#define V_FIRST 870 /* base value for first corner stone */
#define V_ENCLOS 840 /* base value for enclosure */
#define V_KAKARI 825 /* base value for approach */
#define V_OBA 810 /* base value for side big move */
/* constants for easier tunning */
static const int no_stone = 0; /* no stone in that corner */
static const int my_open = 1; /* some known first corner move, not 4-4 or 3-3 */
static const int you_open = 2;
static const int my_hoshi = 3; /* 4-4 or 3-3 */
static const int you_hoshi = 4;
static const int my_one = 5; /* some unknown first corner move */
static const int you_one = 6;
/* 2 stones */
static const int my_shimari = 7;
static const int you_shimari = 8;
static const int my_kakari = 9;
static const int you_kakari = 10;
static const int my_gray = 11;
static const int you_gray = 12;
static const int my_2 = 27;
static const int you_2 = 28;
/* 3 stones */
static const int my_3 = 13;
static const int you_3 = 14;
static const int my_gray_shimari = 15;
static const int you_gray_shimari = 16;
static const int my_pincer = 17;
static const int you_pincer = 18;
static const int my_3_gray = 19;
static const int you_3_gray = 20;
/* 4 stones */
static const int my_4 = 21;
static const int you_4 = 22;
static const int my_4_gray = 23;
static const int you_4_gray = 24;
static const int gray_4 = 25;
/* 5 stones and more */
static const int played_5 = 26;
static int corner_done, fuseki_ended;
static int firstmove = 1;
typedef struct {
int nb_stone;
int color;
int closed;
int kado;
int coord[4];
} corner_status;
static corner_status angle[4]; /*initialized here to 0 */
static corner_status short_angle[4]; /* initialized here to 0 */
/*****************************************************************/
static int where(int i);
static int right(int i);
static void relative(int *i, int *j, int corner);
static int composite(int i, int j, int corner);
static void decompose(int i, int corner, int *m, int *n);
static void absolute(int corner, int *m, int *n);
static void analyze_corner(corner_status * cs, int corner, int color);
static int readcorner(int color, int corner);
static int play_empty_corner(int *m, int *n, int *val, int *equal_moves, int color);
static int play_somewhere(int *m, int *n, int *val, int *equal_moves, int color);
static int choose_second(corner_status * ang, int corner, int *m, int *n, int color, int sym);
static int openregion(int i1, int i2, int j1, int j2);
static void absolute_coord_old(int corner, int *m, int *n);
static void analyze_sides(int corner, int *table, int color);
static void choose_corner_move(int corner, int *m, int *n);
static void maybe_oba(int *bestval, int *besti, int *bestj, int ti, int tj, int color);
static int search_oba(int *i, int *j, int color);
static int search_small_oba(int *i, int *j, int color);
static void maybe_extend(int *bestval, int *besti, int *bestj, int ti, int tj, int color);
static int search_extend(int *i, int *j, int color);
static int known_stone(int km);
static int known_stone_2(int km);
static int area_color_c(int compos, int corner);
int fuseki(int *i, int *j, int *val, int *equal_moves, int color);
static int fuseki_19(int *i, int *j, int *val, int *equal_moves, int color);
/*****************************************************************/
/* The corner moves. */
static int corners[][2] =
{
{3,3},
{3,4},
{4,3},
{4,4},
{5,3},
{3,5},
{5,4},
{4,5},
};
/* Relative weights for different corner moves at different board
sizes. */
/* up to 11x11 */
static int small_board[] =
{
50, /* 3-3 */
18, /* 3-4 */
17, /* 4-3 */
15, /* 4-4 */
0, /* 5-3 */
0, /* 3-5 */
0, /* 5-4 */
0, /* 4-5 */
};
/* 12x12 to 15x15 */
static int medium_board[] =
{
30, /* 3-3 */
20, /* 3-4 */
20, /* 4-3 */
22, /* 4-4 */
2, /* 5-3 */
2, /* 3-5 */
2, /* 5-4 */
2, /* 4-5 */
};
/* 16x16 and larger */
static int large_board[] =
{
15, /* 3-3 */
15, /* 3-4 */
15, /* 4-3 */
35, /* 4-4 */
5, /* 5-3 */
5, /* 3-5 */
5, /* 5-4 */
5, /* 4-5 */
};
static int known_stone(int km)
{
switch (km) {
case 304:
case 305:
case 403:
case 405:
case 503:
case 504:
case 303:
case 404:
return 1;
}
return 0;
}
static int known_stone_2(int km)
{
switch (km) {
case 304:
case 305:
case 403:
case 405:
case 503:
case 504:
case 303:
case 404:
case 603:
case 604:
case 306:
case 406:
return 1;
}
return 0;
}
static int where(int i)
{
switch (i) {
case UPPER_LEFT:
return 0;
case UPPER_RIGHT:
return 1;
case LOWER_LEFT:
return 2;
case LOWER_RIGHT:
return 3;
}
ASSERT((i == UPPER_LEFT || i == UPPER_RIGHT || i == LOWER_LEFT || i == LOWER_RIGHT), 1, 1);
return -1;
}
static int right(int i)
{
switch (i) {
case UPPER_LEFT:
return LOWER_LEFT;
case UPPER_RIGHT:
return UPPER_LEFT;
case LOWER_LEFT:
return LOWER_RIGHT;
case LOWER_RIGHT:
return UPPER_RIGHT;
}
ASSERT((i == UPPER_LEFT || i == UPPER_RIGHT || i == LOWER_LEFT || i == LOWER_RIGHT), 1, 1);
return -1;
}
/* check if region from i1, j1 to i2, j2 is open */
static int openregion(int i1, int i2, int j1, int j2)
{
int x, y;
if (i1 > i2)
return openregion(i2, i1, j1, j2);
if (j1 > j2)
return openregion(i1, i2, j2, j1);
for (x = i1; x <= i2; x++)
for (y = j1; y <= j2; y++)
if (p[x][y] != EMPTY)
return 0;
return 1;
}
static void analyze_corner(corner_status * cs, int corner, int color)
{
int other;
other = OTHER_COLOR(color);
switch (cs->nb_stone) {
case 0:
cs->kado = no_stone;
break;
case 1:
if (known_stone(cs->coord[0])) {
if (cs->coord[0] == 303 || cs->coord[0] == 404)
cs->kado = my_hoshi;
else
cs->kado = my_open;
} else {
cs->kado = my_one;
}
if (cs->color == other)
cs->kado++;
break;
case 2:
if (known_stone_2(cs->coord[0]) && known_stone_2(cs->coord[1])) {
if (cs->color == color) {
cs->kado = my_shimari;
} else if (cs->color == other) {
cs->kado = you_shimari;
} else {
if (cs->coord[0] == 303 || cs->coord[1] == 303) {
if (area_color_c(303, corner) == color)
cs->kado = my_kakari;
else
cs->kado = you_kakari;
} else if (cs->coord[0] == 304 || cs->coord[1] == 304) {
if (area_color_c(304, corner) == color)
cs->kado = my_kakari;
else
cs->kado = you_kakari;
} else if (cs->coord[0] == 403 || cs->coord[1] == 403) {
if (area_color_c(403, corner) == color)
cs->kado = my_kakari;
else
cs->kado = you_kakari;
} else if (cs->coord[0] == 305 || cs->coord[1] == 305) {
if (area_color_c(305, corner) == color)
cs->kado = my_kakari;
else
cs->kado = you_kakari;
} else if (cs->coord[0] == 503 || cs->coord[1] == 503) {
if (area_color_c(503, corner) == color)
cs->kado = my_kakari;
else
cs->kado = you_kakari;
} else if (area_color_c(303, corner) == color)
cs->kado = my_gray;
else
cs->kado = you_gray;
}
} else {
if (cs->color == color) {
cs->kado = my_2;
} else if (cs->color == other) {
cs->kado = you_2;
} else {
if (area_color_c(303, corner) == color)
cs->kado = my_gray;
else
cs->kado = you_gray;
}
}
break;
case 3:
if (cs->color == color)
cs->kado = my_3;
else if (cs->color == other)
cs->kado = you_3;
else {
int c1, c2, c3;
c1 = area_color_c(cs->coord[0], corner);
c2 = area_color_c(cs->coord[1], corner);
c3 = area_color_c(cs->coord[2], corner);
if ((c1 == color && (c2 == color || c3 == color)) || (c2 == color && c3 == color))
cs->kado = my_3_gray;
else
cs->kado = you_3_gray;
/*look for pincer, or approched shimari */
c1 = area_color_c(303, corner);
c2 = area_color_c(306, corner);
c3 = area_color_c(603, corner);
if (c2 == c3 && c1 != c2) { /* pincer ! */
if (c1 == color)
cs->kado = my_pincer;
else if (c1 == other)
cs->kado = you_pincer;
} else if (c1 == color && cs->kado == my_gray && (c1 == c2 || c1 == c3)) {
cs->kado = my_gray_shimari; /* approched enclosure ! */
} else if (c1 == other && cs->kado == you_gray && (c1 == c2 || c1 == c3)) {
cs->kado = you_gray_shimari; /* approched enclosure ! */
}
}
break;
case 4:
if (cs->color == color)
cs->kado = my_4;
else if (cs->color == other)
cs->kado = you_4;
else {
int c1, c2;
c1 = c2 = 0;
if (area_color_c(cs->coord[0], corner) == color)
c1++;
else
c2++;
if (area_color_c(cs->coord[1], corner) == color)
c1++;
else
c2++;
if (area_color_c(cs->coord[2], corner) == color)
c1++;
else
c2++;
if (area_color_c(cs->coord[3], corner) == color)
c1++;
else
c2++;
if (c1 == 3)
cs->kado = my_4_gray;
else if (c2 == 3)
cs->kado = you_4_gray;
else
cs->kado = gray_4;
}
break;
default:
cs->kado = played_5;
} /*switch */
return;
}
/* update angle[], return 1 if two last moves found */
static int readcorner(int color, int corner)
{
int i1, i2, j1, j2, x, y, cmp;
corner_status cs, scs;
int nbmove = 0;
i1 = i2 = j1 = j2 = 0;
if (short_angle[where(corner)].closed)
return 0;
switch (corner) {
case UPPER_LEFT:
i1 = 0;
i2 = 7;
j1 = 0;
j2 = 7;
break;
case UPPER_RIGHT:
i1 = 0;
i2 = 7;
j1 = 11;
j2 = 18;
break;
case LOWER_LEFT:
i1 = 11;
i2 = 18;
j1 = 0;
j2 = 7;
break;
case LOWER_RIGHT:
i1 = 11;
i2 = 18;
j1 = 11;
j2 = 18;
break;
}
cs.nb_stone = 0;
cs.color = EMPTY;
cs.closed = 0;
cs.kado = 0;
cs.coord[0] = cs.coord[1] = cs.coord[2] = cs.coord[3] = 0;
scs = cs;
for (x = i1; x <= i2; x++)
for (y = j1; y <= j2; y++)
if (p[x][y] != EMPTY) {
cs.nb_stone++;
/* 0+1=1 0+2=2 1+1=1 1+2=gray 2+2=2 */
cs.color |= p[x][y];
cmp = composite(x, y, corner);
if (cs.nb_stone <= 4)
cs.coord[cs.nb_stone - 1] = cmp;
if (cmp < 700 && cmp % 100 < 7) {
scs.nb_stone++;
scs.color |= p[x][y];
if (scs.nb_stone <= 4)
scs.coord[scs.nb_stone - 1] = cmp;
}
}
if (cs.nb_stone != angle[where(corner)].nb_stone) {
/* at least one last 2 moves is in that corner */
if (cs.nb_stone == angle[where(corner)].nb_stone + 2)
nbmove = 2;
else
nbmove = 1;
/* finding what is the situation in the corner */
analyze_corner(&cs, corner, color);
angle[where(corner)].nb_stone = cs.nb_stone;
angle[where(corner)].color = cs.color;
angle[where(corner)].kado = cs.kado;
angle[where(corner)].coord[0] = cs.coord[0];
angle[where(corner)].coord[1] = cs.coord[1];
angle[where(corner)].coord[2] = cs.coord[2];
angle[where(corner)].coord[3] = cs.coord[3];
if (cs.nb_stone >= 5)
angle[where(corner)].closed = 1;
}
if (scs.nb_stone != short_angle[where(corner)].nb_stone) {
/* finding what is the situation in the corner */
analyze_corner(&scs, corner, color);
short_angle[where(corner)].nb_stone = scs.nb_stone;
short_angle[where(corner)].color = scs.color;
short_angle[where(corner)].kado = scs.kado;
short_angle[where(corner)].coord[0] = scs.coord[0];
short_angle[where(corner)].coord[1] = scs.coord[1];
short_angle[where(corner)].coord[2] = scs.coord[2];
short_angle[where(corner)].coord[3] = scs.coord[3];
if (scs.nb_stone >= 5)
short_angle[where(corner)].closed = 1;
}
return nbmove;
}
/*********************************************************************
3 systems of coord :
- absolute : [0..18] [0..18], the same that is used in p[m][n]
- relative to a corner : [1-10] [1-10] + corner, usefull to talk about
point 4 4 in upper right corner. Beware symetry !
Just consider we are in upper left corner, and trust conversion functions.
- "composite" : way to write coord relative to a corner : 4-4 is number 404,
point 10-4 is number 1004, point 4-10 is 410.
warning about symetry :
relative & composite :
u_left u_right
34 43
43 + + + 34
+ + +
34 + + + 43
43 34
l_left l_right
***************************************************************************/
/*from relative to absolute, too maintain compatibility with old fuseki.c */
static void absolute_coord_old(int corner, int *m, int *n)
{
switch (corner) {
case UPPER_LEFT:
*m = *m - 1;
*n = *n - 1;
break;
case UPPER_RIGHT:
*m = *m - 1;
*n = board_size - *n;
break;
case LOWER_LEFT:
*m = board_size - *m;
*n = *n - 1;
break;
case LOWER_RIGHT:
*m = board_size - *m;
*n = board_size - *n;
break;
}
}
/*from relative to absolute */
static void absolute(int corner, int *m, int *n)
{
int s;
switch (corner) {
case UPPER_LEFT:
*m = *m - 1;
*n = *n - 1;
break;
case UPPER_RIGHT:
s = *m;
*m = *n - 1;
*n = board_size - s;
break;
case LOWER_LEFT:
s = *m;
*m = board_size - *n;
*n = s - 1;
break;
case LOWER_RIGHT:
*m = board_size - *m;
*n = board_size - *n;
break;
}
}
/*from absolute to relative */
static void relative(int *i, int *j, int corner)
{
int s;
switch (corner) {
case UPPER_LEFT:
(*i)++;
(*j)++;
break;
case UPPER_RIGHT:
s = *j;
*j = *i + 1;
*i = board_size - s;
break;
case LOWER_LEFT:
s = *i;
*i = *j + 1;
*j = board_size - s;
break;
case LOWER_RIGHT:
*i = board_size - *i;
*j = board_size - *j;
break;
}
}
/* from absolute to composite */
static int composite(int i, int j, int corner)
{
relative(&i, &j, corner);
return (100 * i + j);
}
/* from composite to absolute */
static void decompose(int i, int corner, int *m, int *n)
{
*m = i / 100;
*n = i % 100;
absolute(corner, m, n);
}
/* to get color around a "composite" stone */
static int area_color_c(int compos, int corner)
{
int i, j;
decompose(compos, corner, &i, &j);
return area_color(i, j);
}
/***********************************************************************
propose a move in a corner where one stone is
already played, return the value of the move
***********************************************************************/
static int
choose_second(corner_status * ang, int corner, int *m, int *n, int color, int sym)
{
int enclo_val, appro_val;
int cor;
int upper, left, first;
int kado, kado_right, kado_left, kado_opposite;
int stone_left, stone_right, color_right, color_left;
int other, nb_mycol, nb_othercol, nb_gray;
#define SYM(x) (sym?((x)/100+((x)%100)*100):(x))
/* the position of the already played stone */
first = ang[where(corner)].coord[0];
if (!sym) {
switch (first) { /* use symetry */
case 403:
case 503:
case 504:
return choose_second(ang, corner, m, n, color, 1);
}
} else {
first = SYM(first);
}
other = OTHER_COLOR(color);
/* the stones position in this ang */
kado = ang[where(corner)].kado;
cor = right(corner);
if (!sym) {
kado_right = ang[where(cor)].kado;
stone_right = ang[where(cor)].nb_stone;
color_right = ang[where(cor)].color;
cor = right(cor);
kado_opposite = ang[where(cor)].kado;
cor = right(cor);
kado_left = ang[where(cor)].kado;
stone_left = ang[where(cor)].nb_stone;
color_left = ang[where(cor)].color;
} else {
kado_left = ang[where(cor)].kado;
stone_left = ang[where(cor)].nb_stone;
color_left = ang[where(cor)].color;
cor = right(cor);
kado_opposite = ang[where(cor)].kado;
cor = right(cor);
kado_right = ang[where(cor)].kado;
stone_right = ang[where(cor)].nb_stone;
color_right = ang[where(cor)].color;
}
enclo_val = V_ENCLOS; /*base value for enclosure */
appro_val = V_KAKARI; /*base value for approach */
upper = area_color_c(SYM(409), corner); /* upper side color */
left = area_color_c(SYM(904), corner); /* left side color */
/* count how many corner we got */
nb_mycol = nb_othercol = nb_gray = 0;
cor = UPPER_RIGHT;
do {
if (ang[where(cor)].color == color)
nb_mycol++;
else if (ang[where(cor)].color == other)
nb_othercol++;
else
nb_gray++;
cor = right(cor);
} while (cor != UPPER_RIGHT);
/* if we got weak groups, decrease return value of kakari */
appro_val -= number_weak(color) * 10;
/* if we need to approach other corner */
if ((nb_mycol + nb_gray) < nb_othercol)
appro_val += 10;
if (nb_mycol == 0)
appro_val += 10;
if (nb_mycol > nb_othercol) {
enclo_val += 10;
appro_val -= 10;
}
if (ang[where(corner)].color == color) {
/**********************************************************************/
/* we played first in this corner, look for corner enclosure value */
/**********************************************************************/
switch (first) {
case 303:
/* not an urgent fuseki move here, if any,
it will be find by joseki pattern */
{
int i, j, ii, jj;
int v = enclo_val;
v -= 90;
if (upper == color || left == color) {
v += 15;
if (upper == color && left == color)
decompose(404, corner, m, n);
else if (upper == color)
decompose(405, corner, m, n);
else if (left == color)
decompose(504, corner, m, n);
if (color_left == other && stone_left >= 2)
v += 15;
if (color_right == other && stone_right >= 2)
v += 15;
} else if (upper == other && left == other) {
v += 55;
decompose(306, corner, &i, &j);
decompose(603, corner, &ii, &jj);
if (diff_moyo(i, j, color) > diff_moyo(ii, jj, color))
decompose(306, corner, m, n);
else
decompose(603, corner, m, n);
} else if (upper == other || left == other) {
decompose(306, corner, &i, &j);
decompose(603, corner, &ii, &jj);
if (diff_moyo(i, j, color) > diff_moyo(ii, jj, color))
decompose(306, corner, m, n);
else
decompose(603, corner, m, n);
v += 15;
} else
v = 0;
return v;
} /*303 */
case 304: /* corner enclosure */
{
int v = enclo_val;
if (upper == color) { /* we got upper side, the 3 extension side */
if (left == color) {
/* play high enclosure, maybe a double wing ! */
decompose(SYM(504), corner, m, n);
return v + 10;
} else if (left == other) {
/* play low enclosure */
decompose(SYM(503), corner, m, n);
return v;
} else { /*empty on left */
/* play enclosure, merely high one */
if ((3.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(503), corner, m, n);
else
decompose(SYM(504), corner, m, n);
if (area_color_c(SYM(1404), corner) == color)
return v + 5;
else
return v;
}
} else if (upper == other) {
/* opponent on upper side, the big extension side */
if (left == color) {
/* play low enclosure */
decompose(SYM(503), corner, m, n);
return v;
} else if (left == other) {
/* play urgent low enclosure, since we are surrounded */
decompose(SYM(503), corner, m, n);
v += 30;
return v;
} else { /* empty on left */
/* play enclosure, merely high one */
if ((3.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(503), corner, m, n);
else
decompose(SYM(504), corner, m, n);
v += 8;
return v;
}
} else { /* empty on upper side */
v += 5;
if (left == color) {
if (area_color_c(SYM(414), corner) == color) {
/* play high enclosure, more high */
if ((4.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(503), corner, m, n);
else
decompose(SYM(504), corner, m, n);
} else
decompose(SYM(503), corner, m, n);
v += 5;
return v;
} else if (left == other) {
v += 6;
/* play low enclosure, maybe large one */
decompose(SYM(503), corner, m, n);
return v + 1;
} else { /* empty on both sides */
if ((3.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(503), corner, m, n);
else
decompose(SYM(504), corner, m, n);
return v;
}
}
} /*304 & 403 by sym */
case 404:{
/* friendly hoshi, not an urgent fuseki move here */
/* if any, it will be find by joseki pattern */
int i, j, ii, jj;
int v = enclo_val;
if (upper == other && left == other) {
v -= 40;
decompose(306, corner, &i, &j);
decompose(603, corner, &ii, &jj);
if (diff_moyo(i, j, color) > diff_moyo(ii, jj, color))
decompose(306, corner, m, n);
else
decompose(603, corner, m, n);
} else {
v = 0;
}
return v;
} /*404 */
case 305:{
/* if we got one extension side, play enclosure */
if (left == color || upper == color) {
decompose(SYM(403), corner, m, n);
return enclo_val;
} else {
/* no urgent move by here ? */
decompose(SYM(403), corner, m, n);
return enclo_val - 10;
}
} /* 305 & 503 by sym */
case 405:{
/* if we got one extension side, play enclosure */
if (left == color || upper == color) {
decompose(SYM(403), corner, m, n);
return enclo_val + 4;
} else {
/* no urgent move by here ? */
decompose(SYM(403), corner, m, n);
return enclo_val - 10;
}
} /* 405 & 504 by sym */
default:
/* I played first in the corner,
it's a strange move : wait and see */
return 0;
} /* switch */
}
/*if (ang[where(corner)].color == color) */
/****************************************************************************/
/* opponent play first in this corner, look for kakari */
/****************************************************************************/
else {
switch (first) {
case 303:{ /* 4-4 approach upon 3-3 */
int tcorner;
int v = appro_val;
/* don't cap 3-3 if other corner move is possible */
tcorner = right(corner);
if (ang[where(tcorner)].nb_stone < 2)
return 0;
tcorner = right(tcorner);
if (ang[where(tcorner)].nb_stone < 2)
return 0;
tcorner = right(tcorner);
if (ang[where(tcorner)].nb_stone < 2)
return 0;
if (style & STY_FEARLESS)
v += 15;
decompose(404, corner, m, n);
if (upper == color && left == color)
return v - 5;
else if (upper == color || left == color)
return v - 15;
else
return v - 25;
} /*303 */
case 304:
{ /* kakari against 3-4 stone */
int v = appro_val;
if (upper == color && left == color) {
/* we have both sides, maybe play high */
if ((int) (3.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(504), corner, m, n);
else
decompose(SYM(503), corner, m, n);
return v + 11;
} else if (upper == color && left == other) {
/* we have only upper side, play high */
if ((int) (3.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(SYM(503), corner, m, n);
else
decompose(SYM(504), corner, m, n);
return v + 3;
} else {
/* otherwise, play low kakari ... */
decompose(SYM(503), corner, m, n);
return v;
}
} /*304 & 403 by sym */
case 404:{ /* try to approach on the open side, or
on the side of my color */
if (upper == EMPTY) {
if (left == color) {
/* approach on my side */
decompose(603, corner, m, n);
return appro_val + 5;
} else if (left == other) {
/* approach on empty side */
decompose(306, corner, m, n);
return appro_val;
} else {
/* both sides empty, approach move less urgent,
if one corner is of my color, chose this side */
if (area_color_c(414, corner) == color && area_color_c(1404, corner) == other) {
decompose(306, corner, m, n);
return appro_val - 8;
} else if (area_color_c(414, corner) == other && area_color_c(1404, corner) == color) {
decompose(603, corner, m, n);
return appro_val - 8;
} else { /* chose by random, move less urgent */
/* play sometimes high approach move */
if ((int) (2.0 * rand() / (RAND_MAX + 1.0)) == 1) {
if ((int) (5.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(604, corner, m, n);
else
decompose(603, corner, m, n);
return appro_val - 20;
} else {
if ((int) (5.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(406, corner, m, n);
else
decompose(306, corner, m, n);
return appro_val - 20;
}
}
}
} else if (upper == color) {
if (left == color) { /* got both sides ! */
int il, jl, iu, ju;
decompose(904, corner, &il, &jl);
decompose(409, corner, &iu, &ju);
/* approach move less urgent, maybe we could play san-san invasion ? */
if (area_stone(il, jl) >= 3 && area_stone(iu, ju) >= 3
&& area_space(il, jl) >= 16 && area_space(iu, ju) >= 16) {
/* launch early 3-3 invasion */
decompose(303, corner, m, n);
return appro_val - 25;
} else
/* play the side we are less strong */
if (area_space(iu, ju) < area_space(il, jl)) {
/* play upper */
decompose(306, corner, m, n);
return appro_val - 30;
} else if (area_space(iu, ju) > area_space(il, jl)) {
/* play left */
decompose(603, corner, m, n);
return appro_val - 30;
} else if ((int) (2.0 * rand() / (RAND_MAX + 1.0)) == 1) {
decompose(306, corner, m, n);
return appro_val - 30;
} else {
decompose(603, corner, m, n);
return appro_val - 30;
}
} else { /* approach from upper side */
decompose(306, corner, m, n);
return appro_val;
}
} else { /*if upper == other */
if (left == other) { /* opponent got both sides ! */
int il, jl, iu, ju;
decompose(904, corner, &il, &jl);
decompose(409, corner, &iu, &ju);
/* maybe 3-3 invasion if opponent very strong on both sides */
if (area_space(il, jl) < area_stone(iu, ju)) {
/* play the side where opponent is less strong */
decompose(306, corner, m, n);
return appro_val - 12;
} else if (area_stone(il, jl) > area_stone(iu, ju)) {
decompose(603, corner, m, n);
return appro_val - 12;
} else if ((int) (2.0 * rand() / (RAND_MAX + 1.0)) == 1) {
decompose(306, corner, m, n);
return appro_val - 13;
} else {
decompose(603, corner, m, n);
return appro_val - 13;
}
} else { /* approach empty side or my side */
decompose(603, corner, m, n);
return appro_val;
}
}
break;
} /*404 */
case 305:{
/* if we got side & corner, try special 4-5 kakari */
if (left == color && area_color_c(SYM(1404), corner) == color)
decompose(SYM(504), corner, m, n);
else /* standard kakari */
decompose(SYM(403), corner, m, n);
return appro_val;
} /*305 & 503 by sym */
case 405:{
/* standard kakari is 4-3, but 3-3 is possible */
if ((int) (5.0 * rand() / (RAND_MAX + 1.0)) == 1)
decompose(303, corner, m, n);
else
decompose(SYM(403), corner, m, n);
return appro_val;
} /*405 & 504 by sym */
default: /* we got a strange first move in the corner */
{
/* if 4-4 or 3-3 seems to be not owned by the opponent, play
there, this should be better than nothing, but low priority */
if (area_color_c(404, corner) == EMPTY) {
decompose(404, corner, m, n);
return appro_val - 40;
} else { /* look around 3-3 */
if (area_color_c(303, corner) == EMPTY) {
decompose(303, corner, m, n);
return appro_val - 45;
} else {
if (area_color_c(403, corner) == EMPTY
|| area_color_c(304, corner) == EMPTY) {
decompose(303, corner, m, n);
return appro_val - 48;
}
}
}
return 0; /* no proposed move */
} /*default */
} /*switch */
}
return 0; /* should not be possible */
}
/* change the probability table for first corner move if a
play already occured on a side */
static void
analyze_sides(int corner, int *table, int color)
{
int scol;
int other;
if (style & STY_NO_FUSEKI)
return;
other = OTHER_COLOR(color);
scol = area_color_c(904, corner);
if (scol == other) {
table[1] = 0; /* 3-4 */
} else if (scol == color) {
table[1] += 10; /* 3-4 */
table[3] += 5; /* 4-4 */
} else {
if (area_color_c(1404, corner) == other)
table[1] -= 10; /* 3-4 */
}
scol = area_color_c(409, corner);
if (scol == other) {
table[2] = 0; /* 4-3 */
} else if (scol == color) {
table[2] += 10; /* 4-3 */
table[3] += 5; /* 4-4 */
} else {
if (area_color_c(414, corner) == other)
table[2] -= 10; /* 4-3 */
}
}
static void
choose_corner_move(int corner, int *m, int *n)
{
int *table=0;
int sum_of_weights=0;
int i;
int q;
if (board_size<=11)
table = small_board;
else if (board_size<=15)
table = medium_board;
else
table = large_board;
for (i=0; i<8 ;i++)
sum_of_weights += table[i];
q = rand() % sum_of_weights;
for (i=0; i<8; i++) {
q -= table[i];
if (q<0)
break;
}
*m = corners[i][0];
*n = corners[i][1];
absolute_coord_old(corner, m, n);
}
static void
maybe_extend(int *bestval, int *besti, int *bestj, int ti, int tj, int color)
{
int oval;
int swapi;
int ajust;
ajust = 2;
if ((area_color(ti - 1, tj) == color
|| area_color(ti + 1, tj) == color)
&& openregion(ti - 2, ti + 1, tj - 2, tj + 2)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti - 1, tj, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti - 1;
*bestj = tj;
}
}
ti = board_size - ti - 1;
if ((area_color(ti - 1, tj) == color
|| area_color(ti + 1, tj) == color)
&& openregion(ti - 2, ti + 1, tj - 2, tj + 2)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti + 1, tj, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti + 1;
*bestj = tj;
}
}
swapi = board_size - ti - 1;
ti = tj;
tj = swapi;
if ((area_color(ti, tj - 1) == color
&& area_color(ti, tj + 1) == color)
&& openregion(ti - 2, ti + 2, tj - 2, tj + 1)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti, tj - 1, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj - 1;
}
}
tj = board_size - tj - 1;
if ((area_color(ti, tj - 1) == color
&& area_color(ti, tj + 1) == color)
&& openregion(ti - 2, ti + 2, tj - 2, tj + 1)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti, tj + 1, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj + 1;
}
}
}
static void
maybe_oba(int *bestval, int *besti, int *bestj, int ti, int tj, int color)
{
int oval;
int swapi;
int ajust;
if (style & STY_FEARLESS) /* play more on the 4th line */
ajust = 3;
else
ajust = 7;
if (area_color(ti - 1, tj) == EMPTY
&& area_color(ti + 1, tj) == EMPTY
&& openregion(ti - 1, ti + 1, tj - 2, tj + 2)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti - 1, tj, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti - 1;
*bestj = tj;
}
}
ti = board_size - ti - 1;
if (area_color(ti - 1, tj) == EMPTY
&& area_color(ti + 1, tj) == EMPTY
&& openregion(ti - 1, ti + 1, tj - 2, tj + 2)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti + 1, tj, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti + 1;
*bestj = tj;
}
}
swapi = board_size - ti - 1;
ti = tj;
tj = swapi;
if (area_color(ti, tj - 1) == EMPTY
&& area_color(ti, tj + 1) == EMPTY
&& openregion(ti - 2, ti + 2, tj - 1, tj + 1)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti, tj - 1, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj - 1;
}
}
tj = board_size - tj - 1;
if (area_color(ti, tj - 1) == EMPTY
&& area_color(ti, tj + 1) == EMPTY
&& openregion(ti - 2, ti + 2, tj - 1, tj + 1)) {
oval = diff_moyo(ti, tj, color);
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj;
}
oval = diff_moyo(ti, tj + 1, color) + ajust;
if (oval > *bestval) {
*bestval = oval;
*besti = ti;
*bestj = tj + 1;
}
}
}
/* look for a big point on a side, than return its value */
static int
search_oba(int *i, int *j, int color)
{
int besti, bestj, bestval;
besti = bestj = bestval = 0;
maybe_oba(&bestval, &besti, &bestj, 3, 7, color);
maybe_oba(&bestval, &besti, &bestj, 3, 8, color);
maybe_oba(&bestval, &besti, &bestj, 3, 9, color);
maybe_oba(&bestval, &besti, &bestj, 3, 10, color);
maybe_oba(&bestval, &besti, &bestj, 3, 11, color);
if (bestval) {
*i = besti;
*j = bestj;
return V_OBA;
} else
return 0;
}
/* look for a medium point on a side, than return its value */
static int
search_small_oba(int *i, int *j, int color)
{
int besti, bestj, bestval;
besti = bestj = bestval = 0;
maybe_oba(&bestval, &besti, &bestj, 3, 6, color);
maybe_oba(&bestval, &besti, &bestj, 3, 5, color);
maybe_oba(&bestval, &besti, &bestj, 3, 12, color);
maybe_oba(&bestval, &besti, &bestj, 3, 13, color);
if (bestval) {
*i = besti;
*j = bestj;
return V_OBA - 5;
} else
return 0;
}
/* look for an extension on a side, than return its value */
static int
search_extend(int *i, int *j, int color)
{
int besti, bestj, bestval;
besti = bestj = bestval = 0;
maybe_extend(&bestval, &besti, &bestj, 3, 7, color);
maybe_extend(&bestval, &besti, &bestj, 3, 8, color);
maybe_extend(&bestval, &besti, &bestj, 3, 9, color);
maybe_extend(&bestval, &besti, &bestj, 3, 10, color);
maybe_extend(&bestval, &besti, &bestj, 3, 11, color);
if (bestval) {
*i = besti;
*j = bestj;
return V_OBA - 10;
} else {
besti = bestj = bestval = 0;
maybe_extend(&bestval, &besti, &bestj, 3, 6, color);
maybe_extend(&bestval, &besti, &bestj, 3, 5, color);
maybe_extend(&bestval, &besti, &bestj, 3, 12, color);
maybe_extend(&bestval, &besti, &bestj, 3, 13, color);
if (bestval) {
*i = besti;
*j = bestj;
return V_OBA - 10;
}
}
return 0;
}
/*****************************************************************
MAIN FUSEKI FUNCTION generate move in empty corners
*****************************************************************/
int fuseki(int *i, int *j, int *val, int *equal_moves, int color)
{
int found_one=0;
int width; /* Side of the open region required in the corner. */
int x,y;
if (fuseki_ended) /* quick exit if fuseki is over */
return 0;
if (board_size == 19) {
/* complete fuseki function for 19 x 19 board */
found_one = fuseki_19(i, j, val, equal_moves, color);
} else {
if (board_size<=9 && movenum>1)
return 0;
if (board_size < 9) {
*val=95;
for(x=board_size/2;x<board_size;x++)
for (y = board_size / 2; y < board_size; y++) {
*i=x;
*j=y;
if(p[x][y]==EMPTY)
return 1;
}
*i=*j=-1;
*val=-1;
return 0;
}
if (board_size<=11) {
/* For boards of size 11x11 or smaller we first go for the center point. */
int middle=board_size/2;
if (openregion(middle-1, middle+1, middle-1, middle+1)) {
if (BETTER_MOVE(90, *val, *equal_moves)) {
*i=middle;
*j=middle;
found_one=1;
}
}
}
if (board_size>=18)
width = 8;
else
width = board_size/2;
/* fuseki function if size != 19 */
if (!(corner_done & UPPER_RIGHT)) {
if (openregion(0, width-1, board_size-width, board_size-1)) {
if (BETTER_MOVE(85, *val, *equal_moves)) {
choose_corner_move(UPPER_RIGHT, i, j);
found_one=1;
}
} else
corner_done |= UPPER_RIGHT;
}
if (!(corner_done & LOWER_LEFT)) {
if (openregion(board_size-width,board_size-1,0,width-1)) {
if (BETTER_MOVE(85, *val, *equal_moves)) {
choose_corner_move(LOWER_LEFT, i, j);
found_one=1;
}
} else
corner_done |= LOWER_LEFT;
}
if (!(corner_done & LOWER_RIGHT)) {
if (openregion(board_size-width,board_size-1,board_size-width,board_size-1)) {
if (BETTER_MOVE(85, *val, *equal_moves)) {
choose_corner_move(LOWER_RIGHT, i, j);
found_one=1;
}
} else
corner_done |= LOWER_RIGHT;
}
if (!(corner_done & UPPER_LEFT)) {
if (openregion(0,width-1,0,width-1)) {
if (BETTER_MOVE(85, *val, *equal_moves)) {
choose_corner_move(UPPER_LEFT, i, j);
found_one=1;
}
} else
corner_done |= UPPER_LEFT;
}
if (corner_done == UPPER_RIGHT + LOWER_LEFT + LOWER_RIGHT + UPPER_LEFT)
fuseki_ended = 1;
}
if (found_one)
TRACE("fuseki found : %m with value %d\n", *i, *j, *val);
if (fuseki_ended)
TRACE("fuseki ended\n");
return found_one;
}
/***********************************************************************
fuseki function, for board size 19, return 1 if found a move, else 0
************************************************************************/
static int
fuseki_19(int *i, int *j, int *val, int *equal_moves, int color)
{
int found_one = 0;
int corner;
int lm = 0;
/* update corner information */
corner = UPPER_RIGHT;
do {
lm += readcorner(color, corner);
corner = right(corner);
} while ((firstmove || lm < 2) && corner != UPPER_RIGHT);
/* look for empty corner to play */
found_one = play_empty_corner(i, j, val, equal_moves, color);
/* if we don't want complex fuseki, stop there */
if (style & STY_NO_FUSEKI) {
if (found_one) {
*val -= (V_FIRST - 850); /* so val is always 85 */
} else {
fuseki_ended = 1;
}
} else {
/* real fuseki begin here : look for an approch move, shimari or side move */
if (!found_one)
found_one = play_somewhere(i, j, val, equal_moves, color);
}
/* convert internal value of move to external */
if (found_one)
*val = *val / 10;
return found_one;
}
/* return 1 if a move in an empty corner is found */
static int
play_empty_corner(int *m, int *n, int *val, int *equal_moves, int color)
{
int corner;
int found_empty = 0;
int table[8]; /* probability of each possible move */
int sum_of_weights;
int q, i;
/* find some empty corner */
corner = UPPER_RIGHT;
do {
if (angle[where(corner)].nb_stone == 0) {
if (BETTER_MOVE((firstmove && color == BLACK && corner == UPPER_RIGHT) ? V_FIRST + 9 : V_FIRST, *val, *equal_moves)) {
for (i = 0; i < 8; i++)
table[i] = large_board[i];
sum_of_weights = 0;
/* looking on the sides for changing probability of possible corner moves */
analyze_sides(corner, table, color);
for (i = 0; i < 8; i++)
sum_of_weights += table[i];
q = (double) sum_of_weights *rand() / (RAND_MAX + 1.0);
for (i = 0; i < 8; i++) {
q -= table[i];
if (q < 0)
break;
}
*m = corners[i][0];
*n = corners[i][1];
absolute(corner, m, n);
found_empty = 1;
}
}
corner = right(corner);
} while (corner != UPPER_RIGHT);
if (firstmove)
firstmove = 0;
return found_empty;
}
/* every corner is played, look for a second move in a corner */
static int play_somewhere(int *m, int *n, int *val, int *equal_moves, int color)
{
int corner;
int found_move = 0;
int found_proposal = 0;
int fval = 0;
int i, j, minus;
i = j = 0;
minus = 0;
/* decrease value to not disturb fight when more corners are disputed */
corner = UPPER_RIGHT;
do {
if (short_angle[where(corner)].nb_stone <= 3
&& short_angle[where(corner)].color == GRAY_BORDER)
minus += 8;
corner = right(corner);
} while (corner != UPPER_RIGHT);
/* find some corner with only one stone played */
corner = UPPER_RIGHT;
do {
if (angle[where(corner)].nb_stone == 1) {
fval = choose_second(angle, corner, &i, &j, color, 0) - minus;
if (fval > 0) {
found_proposal = 1;
if (BETTER_MOVE(fval, *val, *equal_moves)) {
*m = i;
*n = j;
found_move = 1;
}
}
}
corner = right(corner);
} while (corner != UPPER_RIGHT);
/* search oba... */
/* look for big points on middle side */
fval = search_oba(&i, &j, color) - minus;
if (fval > 0) {
found_proposal = 1;
if (BETTER_MOVE(fval, *val, *equal_moves)) {
*m = i;
*n = j;
found_move = 1;
}
}
/* find some corner with two stones played, using short_angle */
corner = UPPER_RIGHT;
do {
if (angle[where(corner)].nb_stone == 2 && short_angle[where(corner)].nb_stone == 1) {
fval = choose_second(short_angle, corner, &i, &j, color, 0) - minus - 15;
if (fval > 0) {
found_proposal = 1;
if (BETTER_MOVE(fval, *val, *equal_moves)) {
*m = i;
*n = j;
found_move = 1;
}
}
}
corner = right(corner);
} while (corner != UPPER_RIGHT);
/* look for little big points near middle side */
if (!found_proposal) {
fval = search_small_oba(&i, &j, color) - minus;
if (fval > 0) {
found_proposal = 1;
if (BETTER_MOVE(fval, *val, *equal_moves)) {
*m = i;
*n = j;
found_move = 1;
}
}
}
/* look for early extension */
if (!found_proposal) {
fval = search_extend(&i, &j, color) - minus;
if (fval > 0) {
found_proposal = 1;
if (BETTER_MOVE(fval, *val, *equal_moves)) {
*m = i;
*n = j;
found_move = 1;
}
}
}
if (!found_proposal)
fuseki_ended = 1;
if ((style & STY_TENUKI) && found_move)
*val = 850;
return found_move;
}
/*
* Local Variables:
* tab-width: 8
* c-basic-offset: 2
* End:
*/
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