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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527
|
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
* 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"
static void endgame_analyze_worm_liberties(int pos, int color);
static void endgame_find_backfilling_dame(int str, int color);
static int endgame_find_liberties(int str, int *essential_liberties,
int essential_libs[MAXLIBS],
int *inessential_liberties,
int inessential_libs[MAXLIBS],
int *false_eye_liberties,
int false_eye_libs[MAXLIBS]);
/* Generate endgame moves. These are typically moves in settled positions,
* they aren't worth many points. Currently, we generate such moves using
* patterns in endgames.db and this algorithmic move generator. It is only
* called when no move of value higher than 6.0 has been found on board.
*/
void
endgame(int color)
{
int pos;
TRACE("\nEndgame move generator tries to look for additional moves...\n");
/* Try to generate some moves using endgame_analyze_worm_liberties(). See
* the description of that function to find what moves it generates.
*/
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
/* We are only interested in alive, but not invincible worms which are
* parts of alive dragons. That is, the position must be stable.
*/
if (IS_STONE(board[pos])
&& worm[pos].origin == pos
&& dragon[pos].status == ALIVE
&& !worm[pos].invincible
&& !worm[pos].inessential
&& worm[pos].attack_codes[0] == 0) {
endgame_analyze_worm_liberties(pos, color);
endgame_find_backfilling_dame(pos, color);
}
}
}
/* This function handles two cases of endgame moves. Consider these two
* positions (from endgame:301,302 and endgame:801,802 respectively):
*
* OOOOOOO XXXXXO.|
* O.XXX.O X.O.O*.|
* OOX.XXO X.OOOX.|
* .O*X.OX XXXXOX.|
* .OXX..X X..XOOO|
* .OOOXX. XXXXXXX|
*
* The two marked with `*' moves are worth one point in gote each (for
* both colors). The first one is obvious - once black runs short on
* liberties, he'll have to defend in his own eyespace, wasting one
* point. In the second position, although black sacrifices one point
* by playing in white's territory, he forces white to eventually
* capture the black string, losing three points. However, white has
* to play at `*' sooner or later if black doesn't take that vertex, so
* the move is worth 3 - 1 - 1 = 1 point only, not two.
*
* This function is able to find such moves. The algorithm is based on
* finding so called "inessential liberties". These are defined as
* liberties, which satisfy five conditions:
*
* 1) they are not within an eye (not in someone's territory),
* 2) all their adjacent worms and dragons are alive,
* 3) they have adjacent worms of both colors,
* 4) they have no other adjacent worms of the same color as the worm
* under consideration,
* 5) they are safe to fill with stones of other than the worm's color.
*
* Such liberties are supposed to never become territory (they can't become
* an additional eye for the worm under consideration), the worm cannot
* connect to something via such a liberty and they will (or at least can)
* eventually be filled by either of the players.
*
* FIXME: This function can probably be improved to handle more cases.
*/
static void
endgame_analyze_worm_liberties(int pos, int color)
{
int k;
int worm_color = board[pos];
int other = OTHER_COLOR(worm_color);
int essential_liberties;
int essential_libs[MAXLIBS];
int inessential_liberties;
int inessential_libs[MAXLIBS];
int false_eye_liberties;
int false_eye_libs[MAXLIBS];
int num_attacks;
int num_attacks2;
int attacks[MAXLIBS];
int defenses[MAXLIBS];
int apos;
int value;
if (!endgame_find_liberties(pos, &essential_liberties, essential_libs,
&inessential_liberties, inessential_libs,
&false_eye_liberties, false_eye_libs))
return;
apos = NO_MOVE;
num_attacks = 0;
/* Now, try to predict the final state of the position. We fill all
* inessential liberties by stones of other than the current worm's
* color. This is just a guess, we'll have to check the results later.
*/
for (k = 0; k < inessential_liberties; k++) {
if (!safe_move(inessential_libs[k], other)
|| !trymove(inessential_libs[k], other, "endgame", pos))
break;
}
/* If we haven't eaten the worm accidentally, look if any attacks on the
* worm have appeared.
*/
if (k == inessential_liberties && board[pos] != EMPTY) {
/* Try to look for moves as in position 1. If the worm still has
* more than one liberty, try to play on every essential liberty
* and see if an attack appears.
*/
if (countlib(pos) > 1) {
for (k = 0; k < essential_liberties; k++) {
int lib = essential_libs[k];
if (safe_move(lib, worm_color) && safe_move(lib, other)
&& trymove(lib, other, "endgame", pos)) {
if (attack(pos, NULL) != 0) {
int dpos;
if (find_defense(pos, &dpos) && is_proper_eye_space(dpos)) {
int i;
/* If the attack cannot be defended against by playing on
* another essential liberty, filling a pure false eye (an
* eye which can't become territory) or capturing an opponent
* string in atari, keep it for now.
*/
for (i = 0; i < essential_liberties; i++) {
if (i != k && essential_libs[i] != dpos
&& does_defend(essential_libs[i], pos))
break;
}
if (i == essential_liberties) {
for (i = 0; i < false_eye_liberties; i++) {
if (does_defend(false_eye_libs[i], pos))
break;
}
if (i == false_eye_liberties) {
int adj[MAXCHAIN];
int adjs;
adjs = chainlinks2(pos, adj, 1);
for (i = 0; i < adjs; i++) {
int lib2;
findlib(adj[i], 1, &lib2);
if (lib2 != dpos && !is_proper_eye_space(lib2)
&& does_defend(lib2, pos))
break;
}
if (i == adjs) {
attacks[num_attacks] = lib;
defenses[num_attacks] = dpos;
num_attacks++;
}
}
}
}
}
popgo();
}
}
}
else if (essential_liberties > 0) {
/* If the only remaining liberty is essential, it is an attack. */
attacks[num_attacks] = essential_libs[0];
defenses[num_attacks] = NO_MOVE;
num_attacks++;
}
/* Try to find moves as in position 2. */
if (attack(pos, &apos) != 0) {
if (is_proper_eye_space(apos)) {
/* The attack point is in someone's eye (must be an eye which the worm
* bounds). This looks promising. If this attack cannot be averted by
* playing on an essential liberty, keep it for further analyzis.
*/
for (k = 0; k < essential_liberties; k++) {
if (does_defend(essential_libs[k], pos)) {
apos = NO_MOVE;
break;
}
}
if (apos != NO_MOVE && worm_color == color && !does_defend(apos, pos))
apos = NO_MOVE;
}
else
apos = NO_MOVE;
}
}
else {
/* We were unable to fill all the liberties. Modify
* `inessential_liberties' in order to undo the right number of
* moves.
*/
inessential_liberties = k;
}
/* Undo all the moves made to fill inessential liberties. */
for (k = 0; k < inessential_liberties; k++)
popgo();
ASSERT1(stackp == 0, pos);
num_attacks2 = 0;
for (k = 0; k < num_attacks; k++) {
/* These moves must be safe for the other color, otherwise they are
* pointless. Note that checks for safety on previous step were not
* sufficient since we had additional stones on board then.
*/
if (safe_move(attacks[k], other)) {
if (defenses[k] != NO_MOVE) {
int i;
/* Consider this position:
*
* .X...OO The move at `*' satisfies the conditions above.
* .X*OO.O However, it is pointless, since black has a miai
* X.OX..O move at `a' to force white to play `b'. That is,
* XXObOOO no matter if white plays `*' or `a', black takes
* .XXaOXO the other point and white has to fill `b'. So, if
* ...XXXX there is a point, adjacent to defense point, safe
* for "other" color, we discard the attack.
*
* Also, in some positions, defense point is adjacent to worm
* inessential liberty. In such cases we discard the attack too.
*/
for (i = 0; i < 4; i++) {
int pos2 = defenses[k] + delta[i];
if (board[pos2] == EMPTY) {
int m;
if (!is_proper_eye_space(pos2) && safe_move(pos2, other))
break;
for (m = 0; m < inessential_liberties; m++) {
if (inessential_libs[m] == pos2)
break;
}
if (m < inessential_liberties)
break;
}
}
/* If this is not the case, the attack is kept for the final trial. */
if (i == 4)
attacks[num_attacks2++] = attacks[k];
}
else {
/* This must be the only attack (filling all inessential liberties
* gives an atari).
*/
ASSERT1(num_attacks == 1, pos);
attacks[num_attacks2++] = attacks[k];
}
}
}
value = 0;
if (apos != NO_MOVE) {
/* We use the number of string's liberties minus 2 as the value of
* the move. Minus 2 is explained in the comment before the
* function. In some rare cases the value may differ, but this
* should be a good guess.
*/
value = accuratelib(apos, other, MAXLIBS, NULL) - 2;
}
/* If we haven't found anything interesting or have already dropped it,
* there is no point trying more moves, so we return now.
*/
if (value <= 0 && num_attacks2 == 0)
return;
/* We filled the liberties with stones of "other" color. That could lead to
* some strange attacks, since inessential liberties are not always really
* inessential (see trevorb:320 and trevorb:940 for examples where this step
* is necessary). Now we fill the liberties with stones of the same color as
* the current worm. If the results remain unchanged, then we can probably
* trust them.
*/
for (k = 0; k < inessential_liberties; k++) {
if (!trymove(inessential_libs[k], worm_color, "endgame", pos))
break;
}
/* GNU Go currently doesn't allow suicide, but let's assume it does. */
if (k == inessential_liberties && board[pos] != EMPTY) {
if (countlib(pos) > 1) {
for (k = 0; k < num_attacks2; k++) {
if (trymove(attacks[k], other, "endgame", pos)) {
if (attack(pos, NULL) != 0) {
TRACE(" endgame move with territorial value %d.0 found at %1m\n",
1, attacks[k]);
add_expand_territory_move(attacks[k]);
/* FIXME: We just guess the value here. Find a way to calculate it
* (more) precisely.
*/
set_minimum_territorial_value(attacks[k], 1.0);
}
popgo();
}
}
}
else if (essential_liberties > 0 && essential_libs[0] == attacks[0]) {
TRACE(" endgame move with territorial value %d.0 found at %1m\n",
1, attacks[k]);
add_expand_territory_move(attacks[0]);
/* FIXME: We just guess the value here. Find a way to calculate it
* (more) precisely.
*/
set_minimum_territorial_value(attacks[0], 1.0);
}
if (value > 0 && does_attack(apos, pos)) {
TRACE(" endgame move with territorial value %d.0 found at %1m\n",
value, apos);
add_expand_territory_move(apos);
set_minimum_territorial_value(apos, (float) value);
}
}
else {
/* Don't undo moves we didn't play. */
inessential_liberties = k;
}
/* Undo all the moves made at the third step. */
for (k = 0; k < inessential_liberties; k++)
popgo();
ASSERT1(stackp == 0, pos);
}
/* A backfilling dame is a defense move, usually within potential own
* territory, which does not have to be played immediately but after
* outer liberties of some string have been filled. If those outer
* liberties are dame points (here inessential liberties), it is
* usually better to play the backfilling moves before filling the
* dame points. If nothing else it reduces the risk for making stupid
* blunders while filling dame.
*/
static void
endgame_find_backfilling_dame(int str, int color_to_move)
{
int k;
int color = board[str];
int other = OTHER_COLOR(color);
int essential_liberties;
int essential_libs[MAXLIBS];
int inessential_liberties;
int inessential_libs[MAXLIBS];
int false_eye_liberties;
int false_eye_libs[MAXLIBS];
int dpos;
int loop_again = 1;
int potential_moves[BOARDMAX];
int num_potential_moves = 0;
int move = NO_MOVE;
while (loop_again) {
loop_again = 0;
if (!endgame_find_liberties(str, &essential_liberties, essential_libs,
&inessential_liberties, inessential_libs,
&false_eye_liberties, false_eye_libs))
break;
for (k = 0; k < inessential_liberties; k++) {
if (!safe_move(inessential_libs[k], other)
|| !trymove(inessential_libs[k], other, "endgame", str))
continue;
increase_depth_values();
if (board[str] == EMPTY)
break;
if (attack_and_defend(str, NULL, NULL, NULL, &dpos)) {
if (worm[dpos].color == EMPTY) {
potential_moves[num_potential_moves] = dpos;
num_potential_moves++;
}
forced_backfilling_moves[dpos] = 1;
if (trymove(dpos, color, "endgame", str))
increase_depth_values();
loop_again = 1;
break;
}
}
}
while (stackp > 0) {
popgo();
decrease_depth_values();
}
for (k = num_potential_moves - 1; k >= 0; k--)
if (safe_move(potential_moves[k], color)) {
move = potential_moves[k];
TRACE(" backfilling dame found at %1m for string %1m\n", move, str);
if (color == color_to_move) {
add_expand_territory_move(move);
set_minimum_territorial_value(move, 0.1);
}
break;
}
}
/* Find liberties of the string str with various characteristics. See
* the comments above endgame_analyze_worm_liberties() for more
* information.
*/
static int
endgame_find_liberties(int str,
int *essential_liberties, int essential_libs[MAXLIBS],
int *inessential_liberties,
int inessential_libs[MAXLIBS],
int *false_eye_liberties, int false_eye_libs[MAXLIBS])
{
int liberties;
int libs[MAXLIBS];
int k;
ASSERT1(IS_STONE(board[str]), str);
*essential_liberties = 0;
*inessential_liberties = 0;
*false_eye_liberties = 0;
/* Find all string liberties. */
liberties = findlib(str, MAXLIBS, libs);
/* Loop over the liberties and find inessential and essential ones. The
* latter are defined as those, which are not inside an eye space, but
* don't otherwise qualify as inessential. If we find a non-alive (dead
* or critical) worm or dragon around, we stop looking for liberties and
* skip the current worm (position is unstable).
*/
for (k = 0; k < liberties; k++) {
int lib = libs[k];
if (!is_proper_eye_space(lib)) {
int i;
int essential = 0;
int found_other = 0;
for (i = 0; i < 4; i++) {
int pos = lib + delta[i];
if (!IS_STONE(board[pos]) || !IS_STONE(worm[pos].color))
continue;
if (worm[pos].attack_codes[0] != 0 || dragon[pos].status != ALIVE)
return 0;
if (board[pos] == board[str]) {
if (find_origin(pos) != find_origin(str))
essential = 1;
}
else
found_other = 1;
}
if (i < 4)
break;
if (found_other) {
if (essential)
essential_libs[(*essential_liberties)++] = lib;
else
inessential_libs[(*inessential_liberties)++] = lib;
}
else if (is_false_eye(half_eye, lib) && !false_eye_territory[lib])
false_eye_libs[(*false_eye_liberties)++] = lib;
}
}
return 1;
}
/*
* Local Variables:
* tab-width: 8
* c-basic-offset: 2
* End:
*/
|