1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464
|
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
* This is GNU Go, a Go program. Contact gnugo@gnu.org, or see *
* http://www.gnu.org/software/gnugo/ for more information. *
* *
* Copyright 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, *
* 2008 and 2009 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 3 or *
* (at your option) any later version. *
* *
* 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., 51 Franklin Street, Fifth Floor, *
* Boston, MA 02111, USA. *
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#include "gnugo.h"
#include "liberty.h"
#include "readconnect.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
/* This module looks for break-ins into territories that require
* deeper tactical reading and are thus impossible to detect for the
* influence module. It gets run after the influence module and revises
* its territory valuations.
*
* The procedure is as follows: We look at all big (>= 10) territory regions
* as detected by the influence code. Using the computation of
* connection distances from readconnect.c, we compute all nearby vertices
* of this territory. We look for the closest safe stones belonging to
* the opponent.
* For each such string (str) we call
* - break_in(str, territory) if the opponent is assumed to be next to move,
* or
* - block_off(str, territory) if the territory owner is next.
* If the break in is successful resp. the blocking unsuccessful, we
* shrink the territory, and see whether the opponent can still break in.
* We repeat this until the territory is shrunk so much that the opponent
* can no longer reach it.
*/
/* Store possible break-ins in initial position to generate move reasons
* later.
*/
struct break_in_data {
int str;
int move;
};
#define MAX_BREAK_INS 50
static struct break_in_data break_in_list[MAX_BREAK_INS];
static int num_break_ins;
/* Adds all empty intersections that have two goal neighbors to the goal. */
static void
enlarge_goal(signed char goal[BOARDMAX])
{
int pos;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (board[pos] == EMPTY && !goal[pos]) {
int k;
int goal_neighbors = 0;
for (k = 0; k < 4; k++)
if (board[pos + delta[k]] == EMPTY && goal[pos + delta[k]] == 1)
goal_neighbors++;
if (goal_neighbors >= 2)
goal[pos] = 2;
}
}
}
/* The "smaller goal" is the intersection of the goal with what is
* stored in the queue of the connection_data conn.
* Plus we need a couple of extra careful modifications in the case
* of "blocking off", i.e. when color_to_move == owner.
*/
static void
compute_smaller_goal(int owner, int color_to_move,
const struct connection_data *conn,
const signed char goal[BOARDMAX],
signed char smaller_goal[BOARDMAX])
{
int k, j;
int own_stones_visited[BOARDMAX];
memset(smaller_goal, 0, BOARDMAX);
for (k = 0; k < conn->queue_end; k++) {
int pos = conn->queue[k];
int goal_neighbors = 0;
/* If we are trying to block-off, we need to be extra careful: We only
* can block intrusions coming directly from the string in question.
* Therefore, we discard the area if we have traversed more than two
* stones of the color breaking in on the way to the goal.
*/
if (owner == color_to_move) {
int coming_from = conn->coming_from[pos];
if (coming_from == NO_MOVE)
own_stones_visited[pos] = 0;
else {
own_stones_visited[pos] = own_stones_visited[coming_from];
/* How many stones have we used to jump from coming_from to pos?
* Use Manhattan metric as a guess.
*/
if (!goal[pos] && board[pos] == OTHER_COLOR(owner)) {
int i;
int stones[MAX_BOARD * MAX_BOARD];
int num_stones = findstones(pos, MAX_BOARD * MAX_BOARD, stones);
int smallest_distance = 3;
for (i = 0; i < num_stones; i++) {
int distance = (gg_abs(I(stones[i]) - I(coming_from))
+ gg_abs(J(stones[i]) - J(coming_from)));
if (distance < smallest_distance)
smallest_distance = distance;
}
own_stones_visited[pos] += smallest_distance;
}
if (own_stones_visited[pos] > 2)
continue;
}
}
if (!goal[pos])
continue;
/* We don't want vertices that are at the border of the territory, and
* from which a break-in is unlikely; these often lead to false
* positives.
* So we throw out every vertex that has only one neighbor in the goal,
* or that is on an edge and has only two goal neighbors.
*/
for (j = 0; j < 4; j++)
if (ON_BOARD(pos + delta[j])
&& goal[pos + delta[j]]
&& (board[pos] == EMPTY || goal[pos] == OTHER_COLOR(owner)))
goal_neighbors++;
#if 0
if (goal_neighbors > 2
|| goal_neighbors == 2 && !is_edge_vertex(pos))
#else
if (goal_neighbors >= 2)
smaller_goal[pos] = 1;
#endif
}
/* Finally, in the case of blocking off, we only want one connected
* component.
*/
if (owner == color_to_move) {
signed char marked[BOARDMAX];
int sizes[BOARDMAX / 2];
signed char mark = 0;
int biggest_region = 1;
memset(marked, 0, BOARDMAX);
for (k = 0; k < conn->queue_end; k++) {
int pos = conn->queue[k];
if (ON_BOARD(pos) && smaller_goal[pos] && !marked[pos]) {
/* Floodfill the connected component of (pos) in the goal. */
int queue_start = 0;
int queue_end = 1;
int queue[BOARDMAX];
mark++;
sizes[(int) mark] = 1;
marked[pos] = mark;
queue[0] = pos;
while (queue_start < queue_end) {
test_gray_border();
for (j = 0; j < 4; j++) {
int pos2 = queue[queue_start] + delta[j];
if (!ON_BOARD(pos2))
continue;
ASSERT1(marked[pos2] == 0 || marked[pos2] == mark, pos2);
if (smaller_goal[pos2]
&& !marked[pos2]) {
sizes[(int) mark]++;
marked[pos2] = mark;
queue[queue_end++] = pos2;
}
}
queue_start++;
}
}
}
/* Now selected the biggest connected component. (In case of
* equality, take the first one.
*/
for (k = 1; k <= mark; k++) {
if (sizes[k] > sizes[biggest_region])
biggest_region = k;
}
memset(smaller_goal, 0, BOARDMAX);
for (k = 0; k < conn->queue_end; k++) {
int pos = conn->queue[k];
if (marked[pos] == biggest_region)
smaller_goal[pos] = 1;
}
}
}
/* Try to intrude from str into goal. If successful, we shrink the goal,
* store the non-territory fields in the non_territory array, and
* try again.
*/
static int
break_in_goal_from_str(int str, signed char goal[BOARDMAX],
int *num_non_territory, int non_territory[BOARDMAX],
int color_to_move, int info_pos)
{
int move = NO_MOVE;
int saved_move = NO_MOVE;
signed char smaller_goal[BOARDMAX];
struct connection_data conn;
/* When blocking off, we use a somewhat smaller goal area. */
if (color_to_move == board[str])
compute_connection_distances(str, NO_MOVE, FP(3.01), &conn, 1);
else
compute_connection_distances(str, NO_MOVE, FP(2.81), &conn, 1);
sort_connection_queue_tail(&conn);
expand_connection_queue(&conn);
compute_smaller_goal(OTHER_COLOR(board[str]), color_to_move,
&conn, goal, smaller_goal);
if (0 && (debug & DEBUG_BREAKIN))
print_connection_distances(&conn);
DEBUG(DEBUG_BREAKIN, "Trying to break in from %1m to:\n", str);
if (debug & DEBUG_BREAKIN)
goaldump(smaller_goal);
while ((color_to_move == board[str]
&& break_in(str, smaller_goal, &move))
|| (color_to_move == OTHER_COLOR(board[str])
&& !block_off(str, smaller_goal, NULL))) {
/* Successful break-in/unsuccessful block. Now where exactly can we
* erase territory? This is difficult, and the method here is very
* crude: Wherever we enter the territory when computing the closest
* neighbors of (str). Plus at the location of the break-in move.
* FIXME: This needs improvement.
*/
int k;
int save_num = *num_non_territory;
int affected_size = 0;
int cut_off_distance = FP(3.5);
if (ON_BOARD(move) && goal[move]) {
non_territory[(*num_non_territory)++] = move;
if (info_pos)
DEBUG(DEBUG_TERRITORY | DEBUG_BREAKIN,
"%1m: Erasing territory at %1m -a.\n", info_pos, move);
else
DEBUG(DEBUG_TERRITORY | DEBUG_BREAKIN,
"Erasing territory at %1m -a.\n", move);
}
for (k = 0; k < conn.queue_end; k++) {
int pos = conn.queue[k];
if (conn.distances[pos] > cut_off_distance + FP(0.31))
break;
if (goal[pos]
&& (!ON_BOARD(conn.coming_from[pos])
|| !goal[conn.coming_from[pos]])) {
non_territory[(*num_non_territory)++] = pos;
if (info_pos)
DEBUG(DEBUG_TERRITORY | DEBUG_BREAKIN,
"%1m: Erasing territory at %1m -b.\n", info_pos, pos);
else
DEBUG(DEBUG_TERRITORY | DEBUG_BREAKIN,
"Erasing territory at %1m -b.\n", pos);
if (conn.distances[pos] < cut_off_distance)
cut_off_distance = conn.distances[pos];
}
if (*num_non_territory >= save_num + 4)
break;
}
/* Shouldn't happen, but it does. */
if (*num_non_territory == save_num)
break;
for (k = save_num; k < *num_non_territory; k++) {
int j;
int pos = non_territory[k];
if (goal[pos]) {
affected_size++;
goal[pos] = 0;
}
for (j = 0; j < 4; j++)
if (ON_BOARD(pos + delta[j]) && goal[pos + delta[j]])
affected_size++;
/* Don't kill too much territory at a time. */
if (affected_size >= 5) {
*num_non_territory = k;
break;
}
}
compute_smaller_goal(OTHER_COLOR(board[str]), color_to_move,
&conn, goal, smaller_goal);
DEBUG(DEBUG_BREAKIN, "Now trying to break to smaller goal:\n", str);
if (debug & DEBUG_BREAKIN)
goaldump(smaller_goal);
if (saved_move == NO_MOVE)
saved_move = move;
}
return saved_move;
}
#define MAX_TRIES 10
static void
break_in_goal(int color_to_move, int owner, signed char goal[BOARDMAX],
struct influence_data *q, int store, int info_pos)
{
struct connection_data conn;
int k;
int intruder = OTHER_COLOR(owner);
signed char used[BOARDMAX];
int non_territory[BOARDMAX];
int num_non_territory = 0;
int candidate_strings[MAX_TRIES];
int candidates = 0;
int min_distance = FP(5.0);
DEBUG(DEBUG_BREAKIN,
"Trying to break (%C to move) %C's territory ", color_to_move, owner);
if (debug & DEBUG_BREAKIN)
goaldump(goal);
/* Compute nearby fields of goal. */
init_connection_data(intruder, goal, NO_MOVE, FP(3.01), &conn, 1);
k = conn.queue_end;
spread_connection_distances(intruder, &conn);
sort_connection_queue_tail(&conn);
if (0 && (debug & DEBUG_BREAKIN))
print_connection_distances(&conn);
/* Look for nearby stones. */
memset(used, 0, BOARDMAX);
for (; k < conn.queue_end; k++) {
int pos = conn.queue[k];
if (conn.distances[pos] > min_distance + FP(1.001))
break;
if (board[pos] == intruder
&& influence_considered_lively(q, pos)) {
/* Discard this string in case the shortest path goes via a string
* that we have in the candidate list already.
*/
int pos2 = pos;
while (ON_BOARD(pos2)) {
pos2 = conn.coming_from[pos2];
if (IS_STONE(board[pos2]))
pos2 = find_origin(pos2);
if (used[pos2])
break;
}
used[pos] = 1;
if (ON_BOARD(pos2))
continue;
if (candidates == 0)
min_distance = conn.distances[pos];
candidate_strings[candidates++] = pos;
if (candidates == MAX_TRIES)
break;
}
}
/* Finally, try the break-ins. */
memset(non_territory, 0, BOARDMAX);
for (k = 0; k < candidates; k++) {
int move = break_in_goal_from_str(candidate_strings[k], goal,
&num_non_territory, non_territory,
color_to_move, info_pos);
if (store && ON_BOARD(move) && num_break_ins < MAX_BREAK_INS) {
/* Remember the move as a possible move candidate for later. */
break_in_list[num_break_ins].str = candidate_strings[k];
break_in_list[num_break_ins].move = move;
num_break_ins++;
}
}
for (k = 0; k < num_non_territory; k++)
influence_erase_territory(q, non_territory[k], owner);
if (0 && num_non_territory > 0 && (debug & DEBUG_BREAKIN))
showboard(0);
}
/* The main function of this module. color_to_move is self-explanatory,
* and the influence_data refers to the influence territory evaluation that
* we are analyzing (and will be correcting). store indicates whether
* the successful break-ins should be stored in the break_in_list[] (which
* later gets used to generate move reasons).
*/
void
break_territories(int color_to_move, struct influence_data *q, int store,
int info_pos)
{
struct moyo_data territories;
int k;
if (!experimental_break_in || get_level() < 10)
return;
influence_get_territory_segmentation(q, &territories);
for (k = 1; k <= territories.number; k++) {
signed char goal[BOARDMAX];
int pos;
int size = 0;
memset(goal, 0, BOARDMAX);
for (pos = BOARDMIN; pos < BOARDMAX; pos++)
if (ON_BOARD(pos) && territories.segmentation[pos] == k) {
goal[pos] = 1;
if (board[pos] != territories.owner[k])
size++;
}
if (size < 10)
continue;
if (color_to_move == OTHER_COLOR(territories.owner[k]))
enlarge_goal(goal);
break_in_goal(color_to_move, territories.owner[k], goal, q, store,
info_pos);
}
}
void
clear_break_in_list()
{
num_break_ins = 0;
}
/* The blocking moves should usually already have a move reason.
*
* The EXPAND_TERRITORY move reason ensures a territory evaluation of
* this move, without setting the move.safety field. (I.e. the move will
* be treated as a sacrifice move unless another move reasons tells us
* otherwise.)
*/
void
break_in_move_reasons(int color)
{
int k;
for (k = 0; k < num_break_ins; k++)
if (board[break_in_list[k].str] == color)
add_expand_territory_move(break_in_list[k].move);
}
|