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
|
/**
* attackKing.cc
*/
#include "osl/eval/endgame/attackKing.h"
#include "osl/eval/pieceEval.h"
#include "osl/misc/carray.h"
// YSSの評価値を真似
// http://www32.ocn.ne.jp/~yss/book.html#SEC3
//
// 先手の玉に対する後手の駒の相対位置による増減割合。X軸については対称である。
// 0 1 2 3 4 5 6 7 8 (X距離)
//
// +8 50 50 50 50 50 50 50 50 50
// +7 50 50 50 50 50 50 50 50 50
// +6 62 60 58 52 50 50 50 50 50
// +5 80 78 72 67 55 51 50 50 50
// +4 100 99 95 87 78 69 50 50 50
// +3 140 130 110 100 95 75 54 50 50
// +2 170 160 142 114 98 80 62 55 50 <--- 2段真上を最大とする。
// +1 170 165 150 121 94 78 58 52 50
// 0 170 145 137 115 91 75 57 50 50 <--- 中心。左隅(0 0)に王がいるとする
// -1 132 132 129 102 84 71 51 50 50
// -2 100 97 95 85 70 62 50 50 50
// -3 90 85 80 68 60 53 50 50 50
// -4 70 66 62 55 52 50 50 50 50
// -5 54 53 51 50 50 50 50 50 50
// -6 50 50 50 50 50 50 50 50 50
// -7 50 50 50 50 50 50 50 50 50
// -8 50 50 50 50 50 50 50 50 50
namespace osl
{
namespace
{
const CArray<int,19*9> yss_bonus = {{
// 桂,香は一段下げるため,+9 から -9 まで取る
50, 50, 50, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
62, 60, 58, 52, 50, 50, 0, 0, 0,
80, 78, 72, 67, 55, 51, 0, 0, 0,
100, 99, 95, 87, 78, 69, 0, 0, 0,
140, 130, 110, 100, 95, 75, 0, 0, 0,
170, 160, 142, 114, 98, 80, 0, 0, 0,
170, 165, 150, 121, 94, 78, 0, 0, 0,
170, 145, 137, 115, 91, 75, 0, 0, 0,
132, 132, 129, 102, 84, 71, 0, 0, 0,
100, 97, 95, 85, 70, 62, 0, 0, 0,
90, 85, 80, 68, 60, 53, 0, 0, 0,
70, 66, 62, 55, 52, 50, 0, 0, 0,
54, 53, 51, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
50, 50, 50, 50, 50, 50, 0, 0, 0,
}};
inline int toEven(int value)
{
if (value % 2 == 0)
return value;
if (value > 0)
return value - 1;
return value + 1;
}
inline int multiply(int value, int bonus)
{
// yss では持駒の付加価値が2割程度あるため1.2で割る
return toEven(value * bonus / 120);
}
inline void adhoc_adjust(int& value, double scale)
{
value = toEven(static_cast<int>(value * scale));
}
} // anonymous namespace
} // namespace osl
void osl::eval::endgame::AttackKing::
Table::adhoc_edge_king_1(const Player player,
const Square king,
const Square attack)
{
for (int ptype = PPAWN; ptype <= ROOK; ptype++)
{
if (ptype != KING)
{
adhoc_adjust(valueOf(king, player, attack,
static_cast<osl::Ptype>(ptype)), 1.25);
}
}
}
void osl::eval::endgame::AttackKing::
Table::adhoc_edge_king_2(const Player player,
const Square king,
const Square attack)
{
adhoc_adjust(valueOf(king, player, attack,
GOLD), 1.25);
adhoc_adjust(valueOf(king, player, attack,
SILVER), 1.25);
for (int ptype = PPAWN; ptype <= PSILVER; ptype++)
{
adhoc_adjust(valueOf(king, player, attack,
static_cast<osl::Ptype>(ptype)), 1.25);
}
}
osl::eval::endgame::AttackKing::
Table::Table()
{
// WHITEのKINGに対するBLACKの価値を書き,最後に反転させる.
data.fill(0);
for (int king_x=1; king_x<=9; ++king_x)
{
for (int king_y=1; king_y<=9; ++king_y)
{
const Square king(king_x, king_y);
for (int p=PTYPE_PIECE_MIN; p<=PTYPE_MAX; ++p)
{
const Ptype ptype = static_cast<Ptype>(p);
assert(isPiece(ptype));
const Ptype basic_type = unpromote(ptype);
const int ptype_value
= Ptype_Eval_Table.value(newPtypeO(BLACK,ptype));
// 持駒
const int stand_bonus
= (isMajorBasic(basic_type)
? Ptype_Eval_Table.value(newPtypeO(BLACK,PAWN))
: 0);
valueOf(king, WHITE, Square::STAND(), ptype) = +ptype_value
+ stand_bonus;
if (ptype == KNIGHT || ptype == LANCE)
adhoc_adjust(valueOf(king, WHITE, Square::STAND(), ptype), 0.85);
if (ptype == GOLD || ptype == SILVER)
adhoc_adjust(valueOf(king, WHITE, Square::STAND(), ptype), 1.1);
// 盤上
for (int attack_x=1; attack_x<=9; ++attack_x)
{
const int relative_x = abs(king_x - attack_x);
for (int attack_y=1; attack_y<=9; ++attack_y)
{
const Square attacker(attack_x, attack_y);
if (basic_type == KING)
{
// 玉はそのまま
valueOf(king, WHITE, attacker, ptype) = ptype_value;
continue;
}
const int relative_y_white_king
= (((ptype == KNIGHT)||(ptype == LANCE))
? attack_y - king_y - 1 // 桂香は一段遠くから評価
: attack_y - king_y);
const int bonus_white_king
= yss_bonus[relative_x + (-relative_y_white_king+9)*9];
const int black_attack = multiply(ptype_value,bonus_white_king);
if (isMajorBasic(basic_type))
{
// 大駒は攻撃に利いていれば max を取る
const int relative_y = abs(king_y - attack_y);
const int diff1 = king_x + king_y - (attack_x + attack_y);
const int diff2 = king_x - king_y - (attack_x - attack_y);
if ((basic_type == ROOK &&
relative_y <= 1) ||
(basic_type == BISHOP &&
((-1 <= diff1 && diff1 <= 1) ||
(-1 <= diff2 && diff2 <= 1))))
{
valueOf(king, WHITE, attacker, ptype)
= EvalTraits<BLACK>::max(ptype_value, black_attack);
// 玉と同じ筋の方のボーナスを高くする
if (relative_y == 0)
{
adhoc_adjust(valueOf(king, WHITE, attacker, ptype),
0.98);
}
}
else
{
// その他は 90 に
valueOf(king, WHITE, attacker, ptype)
= multiply(ptype_value, 90);
}
continue;
}
//成れない歩と桂は減点
if ((ptype == PAWN && attack_y >= 5) ||
(ptype == KNIGHT && attack_y >= 6))
{
int new_black_attack = black_attack;
adhoc_adjust(new_black_attack, 0.95);
valueOf(king, WHITE, attacker, ptype) = new_black_attack;
}
else
valueOf(king, WHITE, attacker, ptype) = black_attack;
}
}
}
}
}
for (int king_x=1; king_x<=9; ++king_x)
{
for (int king_y=1; king_y<=9; ++king_y)
{
const Square king(king_x, king_y);
// 1つしか動けない香は歩と同じ点数に
for (int x=1; x<=9; ++x)
{
const Square b(x,2);
valueOf(king, WHITE, b, LANCE) = valueOf(king, WHITE, b, PAWN);
}
if (king_y <= 7)
{
adhoc_adjust(valueOf(king, WHITE, Square(king_x, king_y + 2), PAWN),
1.25);
}
// 1段目の金類は価値を半分に
for (int x=1; x<=9; ++x)
{
const Square b(x,1);
if (x <= 2 || x >= 8)
{
adhoc_adjust(valueOf(king, WHITE, b, GOLD), 0.25);
adhoc_adjust(valueOf(king, WHITE, b, PSILVER), 0.25);
}
else
{
adhoc_adjust(valueOf(king, WHITE, b, GOLD), 0.5);
adhoc_adjust(valueOf(king, WHITE, b, PSILVER), 0.5);
}
adhoc_adjust(valueOf(king, WHITE, b, PKNIGHT), 0.5);
adhoc_adjust(valueOf(king, WHITE, b, PLANCE), 0.5);
adhoc_adjust(valueOf(king, WHITE, b, PPAWN), 0.5);
}
// 1段玉に対する3段目の駒は価値を1.25倍に
if (king_y == 1)
{
for (int x = 1; x <= 9; ++x) {
const Square three(x, 3);
for (int ptype = PPAWN; ptype <= ROOK; ptype++)
{
if (ptype != KING && ptype != ROOK && ptype != PROOK)
adhoc_adjust(valueOf(king, WHITE, three,
static_cast<osl::Ptype>(ptype)), 1.25);
}
}
}
if (king_y <= 2)
{
for (int x = std::max(king_x - 1, 2);
x <= std::min(king_x + 1, 8); x++)
{
adhoc_adjust(valueOf(king, WHITE, Square(x, 4), PAWN),
1.25);
}
}
// 端玉に対するボーナス
if (king_x == 1 || king_x == 9)
{
int next = king_x == 1 ? 2 : 8;
adhoc_edge_king_1(WHITE, king, Square(next, king_y));
if (king_y < 9)
{
adhoc_edge_king_1(WHITE, king, Square(next, king_y + 1));
}
if (king_y < 8)
{
// 3段目は 1.25 * 1.25 倍されるけど気にしない
adhoc_edge_king_1(WHITE, king, Square(next, king_y + 2));
}
}
if (king_x < 6)
{
valueOf(king, WHITE, Square(9, 9), LANCE) = 0;
valueOf(king, WHITE, Square(9, 8), LANCE) = 0;
valueOf(king, WHITE, Square(9, 7), LANCE) = 0;
valueOf(king, WHITE, Square(8, 9), KNIGHT) = 0;
valueOf(king, WHITE, Square(9, 1), GOLD) = 0;
valueOf(king, WHITE, Square(9, 1), SILVER) = 0;
valueOf(king, WHITE, Square(9, 1), PSILVER) = 0;
valueOf(king, WHITE, Square(8, 1), GOLD) = 0;
valueOf(king, WHITE, Square(8, 1), SILVER) = 0;
valueOf(king, WHITE, Square(8, 1), PSILVER) = 0;
}
if (king_x > 4)
{
valueOf(king, WHITE, Square(1, 9), LANCE) = 0;
valueOf(king, WHITE, Square(1, 8), LANCE) = 0;
valueOf(king, WHITE, Square(1, 7), LANCE) = 0;
valueOf(king, WHITE, Square(2, 9), KNIGHT) = 0;
valueOf(king, WHITE, Square(1, 1), GOLD) = 0;
valueOf(king, WHITE, Square(1, 1), PSILVER) = 0;
valueOf(king, WHITE, Square(1, 1), SILVER) = 0;
valueOf(king, WHITE, Square(2, 1), GOLD) = 0;
valueOf(king, WHITE, Square(2, 1), SILVER) = 0;
valueOf(king, WHITE, Square(2, 1), PSILVER) = 0;
}
}
}
adhoc_edge_king_2(WHITE, Square(1, 1), Square(3, 2));
adhoc_edge_king_2(WHITE, Square(1, 2), Square(3, 3));
adhoc_edge_king_2(WHITE, Square(9, 1), Square(7, 2));
adhoc_edge_king_2(WHITE, Square(9, 2), Square(7, 3));
for (int x = 1; x <= 9; x++)
{
for (int y = 1; y <= 9; y++)
{
adhoc_adjust(valueOf(Square(1,1), WHITE, Square(x, y), GOLD), 1.05);
adhoc_adjust(valueOf(Square(9,1), WHITE, Square(x, y), GOLD), 1.05);
adhoc_adjust(valueOf(Square(1,1), WHITE, Square(x, y), SILVER), 1.05);
adhoc_adjust(valueOf(Square(9,1), WHITE, Square(x, y), SILVER), 1.05);
adhoc_adjust(valueOf(Square(1,1), WHITE, Square(x, y), BISHOP), 0.95);
adhoc_adjust(valueOf(Square(1,1), WHITE, Square(x, y), PBISHOP), 0.95);
adhoc_adjust(valueOf(Square(9,1), WHITE, Square(x, y), BISHOP), 0.95);
adhoc_adjust(valueOf(Square(9,1), WHITE, Square(x, y), PBISHOP), 0.95);
for (int ptype = PPAWN; ptype <= PSILVER; ptype++)
{
adhoc_adjust(valueOf(Square(1, 1), WHITE, Square(x,y),
static_cast<osl::Ptype>(ptype)), 1.05);
adhoc_adjust(valueOf(Square(9, 1), WHITE, Square(x,y),
static_cast<osl::Ptype>(ptype)), 1.05);
}
}
}
adhoc_adjust(valueOf(Square(1,1), WHITE, Square::STAND(), BISHOP), 0.95);
adhoc_adjust(valueOf(Square(9,1), WHITE, Square::STAND(), BISHOP), 0.95);
// BLACK/WHITE 反転
for (int king_x=1; king_x<=9; ++king_x) {
for (int king_y=1; king_y<=9; ++king_y) {
const Square king_b(king_x, king_y);
const Square king_w = king_b.rotate180();
for (int p=PTYPE_PIECE_MIN; p<=PTYPE_MAX; ++p) {
const Ptype ptype = static_cast<Ptype>(p);
assert(isPiece(ptype));
// 持駒
valueOf(king_b, BLACK, Square::STAND(), ptype)
= - valueOf(king_w, WHITE, Square::STAND(), ptype);
// 盤上
for (int attack_x=1; attack_x<=9; ++attack_x) {
for (int attack_y=1; attack_y<=9; ++attack_y) {
const Square attack_b(attack_x, attack_y); // white へのblackの攻撃
const Square attack_w = attack_b.rotate180();
valueOf(king_b, BLACK, attack_w, ptype)
= - valueOf(king_w, WHITE, attack_b, ptype);
}
}
}
}
}
}
void osl::eval::endgame::AttackKing::
saveText(const char *filename)
{
table.saveText(filename);
}
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End:
|