// check the victim pieces returned by the move to determine if it's a // game-over situation. If so, also calculate the score depending on // the pov (which player's point of view) static bool is_game_over(victims_t victims, int pov, int ply) { tbassert(ptype_of(victims.stomped) != KING, "Stomped a king.\n"); if (ptype_of(victims.zapped) == KING) { return true; } return false; }
// MOBILITY heuristic: safe squares around king of color color. int mobility(position_t *p, color_t color) { char* laser_map; if (color == WHITE) { laser_map = laser_map_black; } else { laser_map = laser_map_white; } int mobility = 0; square_t king_sq = p->kloc[color]; tbassert(ptype_of(p->board[king_sq]) == KING, "ptype: %d\n", ptype_of(p->board[king_sq])); tbassert(color_of(p->board[king_sq]) == color, "color: %d\n", color_of(p->board[king_sq])); if (laser_map[king_sq] == 0) { mobility++; } for (int d = 0; d < 8; ++d) { square_t sq = king_sq + dir_of(d); if (laser_map[sq] == 0) { mobility++; } } return mobility; }
// KAGGRESSIVE heuristic: bonus for King with more space to back ev_score_t kaggressive_old(position_t *p, fil_t f, rnk_t r) { square_t sq = square_of(f, r); piece_t x = p->board[sq]; color_t c = color_of(x); tbassert(ptype_of(x) == KING, "ptype_of(x) = %d\n", ptype_of(x)); square_t opp_sq = p->kloc[opp_color(c)]; fil_t of = fil_of(opp_sq); rnk_t _or = (rnk_t) rnk_of(opp_sq); int delta_fil = of - f; int delta_rnk = _or - r; int bonus = 0; if (delta_fil >= 0 && delta_rnk >= 0) { bonus = (f + 1) * (r + 1); } else if (delta_fil <= 0 && delta_rnk >= 0) { bonus = (BOARD_WIDTH - f) * (r + 1); } else if (delta_fil <= 0 && delta_rnk <= 0) { bonus = (BOARD_WIDTH - f) * (BOARD_WIDTH - r); } else if (delta_fil >= 0 && delta_rnk <= 0) { bonus = (f + 1) * (BOARD_WIDTH - r); } return (KAGGRESSIVE * bonus) / (BOARD_WIDTH * BOARD_WIDTH); }
// KAGGRESSIVE heuristic: bonus for King with more space to back ev_score_t kaggressive(position_t *p, rnk_t r, fil_t f, full_board_t* board) { piece_t x = get_piece(p, r, f, board); color_t c = color_of(x); tbassert(ptype_of(x) == KING, "ptype_of(x) = %d\n", ptype_of(x)); square_t opp_sq = board->pieces[opp_color(c)][0]; fil_t of = fil_of(opp_sq); rnk_t _or = (rnk_t) rnk_of(opp_sq); int delta_fil = of - f; int delta_rnk = _or - r; int bonus = 0; if (delta_fil >= 0 && delta_rnk >= 0) { bonus = (f + 1) * (r + 1); } else if (delta_fil <= 0 && delta_rnk >= 0) { bonus = (BOARD_WIDTH - f) * (r + 1); } else if (delta_fil <= 0 && delta_rnk <= 0) { bonus = (BOARD_WIDTH - f) * (BOARD_WIDTH - r); } else if (delta_fil >= 0 && delta_rnk <= 0) { bonus = (f + 1) * (BOARD_WIDTH - r); } return (KAGGRESSIVE * bonus) / (BOARD_WIDTH * BOARD_WIDTH); }
// Marks the path of the laser until it hits a piece or goes off the board. // Returns the number of unpinned pawns. // // p : current board state // laser_map : end result will be stored here. Every square on the // path of the laser is marked with mark_mask // c : color of king shooting laser // mark_mask: what each square is marked with int mark_laser_path(position_t *p, char *laser_map, color_t c, char mark_mask) { int pinned_pawns = 0; uint8_t total_pawns; color_t color = opp_color(c); square_t o_king_sq = p->kloc[color]; if (c == WHITE) { // opposing king pins our pawns total_pawns = p->pawn_count[BLACK]; } else { total_pawns = p->pawn_count[WHITE]; } // Fire laser, recording in laser_map square_t sq = p->kloc[c]; int bdir = ori_of(p->board[sq]); int beam = beam_of(bdir); tbassert(ptype_of(p->board[sq]) == KING, "ptype: %d\n", ptype_of(p->board[sq])); laser_map[sq] |= mark_mask; // we update h_attackable here h_attackable = h_dist(sq, o_king_sq); while (true) { sq += beam; laser_map[sq] |= mark_mask; tbassert(sq < ARR_SIZE && sq >= 0, "sq: %d\n", sq); switch (ptype_of(p->board[sq])) { case EMPTY: // empty square h_attackable += h_dist(sq, o_king_sq); break; case PAWN: // Pawn h_attackable += h_dist(sq, o_king_sq); if (color_of(p->board[sq]) == color) { pinned_pawns += 1; } bdir = reflect_of(bdir, ori_of(p->board[sq])); if (bdir < 0) { // Hit back of Pawn return total_pawns - pinned_pawns; } beam = beam_of(bdir); break; case KING: // King h_attackable += h_dist(sq, o_king_sq); return total_pawns - pinned_pawns; break; case INVALID: // Ran off edge of board return total_pawns - pinned_pawns; break; default: // Shouldna happen, man! tbassert(false, "Not cool, man. Not cool.\n"); break; } } }
// Translate a position struct into a fen string // NOTE: When you use the test framework in search.c, you should modify this // function to match your optimized board representation in move_gen.c // // Input: (populated) position struct // empty string where FEN characters will be written // Output: null int pos_to_fen(position_t *p, char *fen) { int pos = 0; int i; for (rnk_t r = BOARD_WIDTH - 1; r >=0 ; --r) { int empty_in_a_row = 0; for (fil_t f = 0; f < BOARD_WIDTH; ++f) { piece_t piece = get_piece(p, r, f, &base_board); if (ptype_of(piece) == INVALID) { // invalid square tbassert(false, "Bad news, yo.\n"); // This is bad! } if (ptype_of(piece) == EMPTY) { // empty square empty_in_a_row++; continue; } else { if (empty_in_a_row) fen[pos++] = '0' + empty_in_a_row; empty_in_a_row = 0; int ori = ori_of(piece); // orientation color_t c = color_of(piece); if (ptype_of(piece) == KING) { for (i = 0; i < 2; i++) fen[pos++] = king_ori_to_rep[c][ori][i]; continue; } if (ptype_of(piece) == PAWN) { for (i = 0; i < 2; i++) fen[pos++] = pawn_ori_to_rep[c][ori][i]; continue; } } } // assert: for larger boards, we need more general solns tbassert(BOARD_WIDTH <= 10, "BOARD_WIDTH = %d\n", BOARD_WIDTH); if (empty_in_a_row == 10) { fen[pos++] = '1'; fen[pos++] = '0'; } else if (empty_in_a_row) { fen[pos++] = '0' + empty_in_a_row; } if (r) fen[pos++] = '/'; } fen[pos++] = ' '; fen[pos++] = 'W'; fen[pos++] = '\0'; return pos; }
// MOBILITY heuristic: safe squares around king of color color. int mobility(position_t *p, color_t color, char* laser_map, full_board_t* board) { int mobility = 0; square_t king_sq = board->pieces[color][0]; tbassert(ptype_of(board->board[king_sq]) == KING, "ptype: %d\n", ptype_of(board->board[king_sq])); tbassert(color_of(board->board[king_sq]) == color, "color: %d\n", color_of(board->board[king_sq])); if (laser_map[king_sq] == 0) { mobility++; } for (int d = 0; d < 8; ++d) { square_t sq = king_sq + dir_of(d); if (in_bounds(sq) && laser_map[sq] == 0) { mobility++; } } return mobility; }
int pawnpin(position_t *p, color_t color, square_t* laser_list, int laser_list_len, full_board_t* board) { int unpinned_pawns = board->pawn_count[color]; for(int i = 1; i < laser_list_len; i++) { if (color_of(board->board[laser_list[i]]) == color && ptype_of(board->board[laser_list[i]]) == PAWN) { unpinned_pawns--; } } return unpinned_pawns; }
// H_SQUARES_ATTACKABLE heuristic: for shooting the enemy king int h_squares_attackable(position_t *p, color_t c) { char* laser_map; if (c == WHITE) { laser_map = laser_map_white; } else { laser_map = laser_map_black; } square_t o_king_sq = p->kloc[opp_color(c)]; tbassert(ptype_of(p->board[o_king_sq]) == KING, "ptype: %d\n", ptype_of(p->board[o_king_sq])); tbassert(color_of(p->board[o_king_sq]) != c, "color: %d\n", color_of(p->board[o_king_sq])); float h_attackable_temp = 0; for (fil_t f = 0; f < BOARD_WIDTH; f++) { for (rnk_t r = 0; r < BOARD_WIDTH; r++) { square_t sq = square_of(f, r); if (laser_map[sq] != 0) { h_attackable_temp += h_dist(sq, o_king_sq); } } } return h_attackable_temp; }
static score_t get_game_over_score(victims_t victims, int pov, int ply) { tbassert(ptype_of(victims.stomped) != KING, "Stomped a king.\n"); score_t score; if (color_of(victims.zapped) == WHITE) { score = -WIN * pov; } else { score = WIN * pov; } if (score < 0) { score += ply; } else { score -= ply; } return score; }
int check_pawn_counts(position_t *p) { int live_pawn_count = 0; for (fil_t f = 0; f < BOARD_WIDTH; f++) { square_t sq = (FIL_ORIGIN + f) * ARR_WIDTH + RNK_ORIGIN; for (rnk_t r = 0; r < BOARD_WIDTH; r++, sq++) { if (ptype_of(p->board[sq]) == PAWN) { live_pawn_count++; } } } int ploc_count = 0; for (int i = 0; i < NUM_PAWNS; i++) { if (p->ploc[i] != 0) { ploc_count++; } } if (ploc_count == live_pawn_count) { return 1; } return 0; }
int check_position_integrity(position_t *p) { for (fil_t f = 0; f < BOARD_WIDTH; f++) { square_t sq = (FIL_ORIGIN + f) * ARR_WIDTH + RNK_ORIGIN; for (rnk_t r = 0; r < BOARD_WIDTH; r++, sq++) { if (ptype_of(p->board[sq]) == PAWN) { int pawn_found = 0; for (int i = 0; i < NUM_PAWNS; i++) { if (p->ploc[i] == sq) { pawn_found = 1; break; } } if (pawn_found == 0) { return 0; } } } } return 1; }
static score_t get_game_over_score(victims_t* victims, int pov, int ply) { tbassert(ptype_of(victims->stomped) != KING, "Stomped a king.\n"); // score negative when victims.zapped == WHITE score_t score = -1*(1 - 2*(color_of(victims->zapped)))*WIN*pov; return score + (1 - 2*(score >= 0))*ply; }
// check the victim pieces returned by the move to determine if it's a // game-over situation. If so, also calculate the score depending on // the pov (which player's point of view) static bool is_game_over(victims_t* victims, int pov, int ply) { tbassert(ptype_of(victims->stomped) != KING, "Stomped a king.\n"); return ptype_of(victims->zapped) == KING; }
// Static evaluation. Returns score score_t eval(position_t *p, bool verbose) { // seed rand_r with a value of 1, as per // http://linux.die.net/man/3/rand_r static __thread unsigned int seed = 1; // verbose = true: print out components of score ev_score_t score[2] = { 0, 0 }; // int corner[2][2] = { {INF, INF}, {INF, INF} }; ev_score_t bonus; //char buf[MAX_CHARS_IN_MOVE]; color_t c; for (fil_t f = 0; f < BOARD_WIDTH; f++) { for (rnk_t r = 0; r < BOARD_WIDTH; r++) { square_t sq = square_of(f, r); piece_t x = p->board[sq]; //if (verbose) { // square_to_str(sq, buf, MAX_CHARS_IN_MOVE); //} switch (ptype_of(x)) { case EMPTY: break; case PAWN: c = color_of(x); // MATERIAL heuristic: Bonus for each Pawn bonus = PAWN_EV_VALUE; // if (verbose) { // printf("MATERIAL bonus %d for %s Pawn on %s\n", bonus, color_to_str(c), buf); // } score[c] += bonus; // PBETWEEN heuristic bonus = pbetween(p, f, r); // if (verbose) { // printf("PBETWEEN bonus %d for %s Pawn on %s\n", bonus, color_to_str(c), buf); // } score[c] += bonus; // PCENTRAL heuristic bonus = pcentral(f, r); // if (verbose) { // printf("PCENTRAL bonus %d for %s Pawn on %s\n", bonus, color_to_str(c), buf); // } score[c] += bonus; break; case KING: c = color_of(x); // KFACE heuristic bonus = kface(p, f, r); // if (verbose) { // printf("KFACE bonus %d for %s King on %s\n", bonus, // color_to_str(c), buf); // } score[c] += bonus; // KAGGRESSIVE heuristic color_t othercolor = opp_color(c); square_t otherking = p->kloc[othercolor]; fil_t otherf = fil_of(otherking); rnk_t otherr = rnk_of(otherking); bonus = kaggressive(f, r, otherf, otherr); assert(bonus == kaggressive_old(p, f, r)); // if (verbose) { // printf("KAGGRESSIVE bonus %d for %s King on %s\n", bonus, color_to_str(c), buf); // } score[c] += bonus; break; case INVALID: break; default: tbassert(false, "Jose says: no way!\n"); // No way, Jose! } laser_map_black[sq] = 0; laser_map_white[sq] = 0; } } int black_pawns_unpinned = mark_laser_path(p, laser_map_white, WHITE, 1); // 1 = path of laser with no moves ev_score_t w_hattackable = HATTACK * (int) h_attackable; score[WHITE] += w_hattackable; // if (verbose) { // printf("HATTACK bonus %d for White\n", w_hattackable); // } // PAWNPIN Heuristic --- is a pawn immobilized by the enemy laser. int b_pawnpin = PAWNPIN * black_pawns_unpinned; score[BLACK] += b_pawnpin; int b_mobility = MOBILITY * mobility(p, BLACK); score[BLACK] += b_mobility; // if (verbose) { // printf("MOBILITY bonus %d for Black\n", b_mobility); // } int white_pawns_unpinned = mark_laser_path(p, laser_map_black, BLACK, 1); // 1 = path of laser with no moves ev_score_t b_hattackable = HATTACK * (int) h_attackable; score[BLACK] += b_hattackable; // if (verbose) { // printf("HATTACK bonus %d for Black\n", b_hattackable); // } int w_mobility = MOBILITY * mobility(p, WHITE); score[WHITE] += w_mobility; // if (verbose) { // printf("MOBILITY bonus %d for White\n", w_mobility); // } int w_pawnpin = PAWNPIN * white_pawns_unpinned; score[WHITE] += w_pawnpin; // score from WHITE point of view ev_score_t tot = score[WHITE] - score[BLACK]; if (RANDOMIZE) { ev_score_t z = rand_r(&seed) % (RANDOMIZE*2+1); tot = tot + z - RANDOMIZE; } if (color_to_move_of(p) == BLACK) { tot = -tot; } return tot / EV_SCORE_RATIO; }
// Static evaluation. Returns score score_t eval(position_t *p, bool verbose, full_board_t* board) { // seed rand_r with a value of 1, as per // http://linux.die.net/man/3/rand_r static __thread unsigned int seed = 1; // verbose = true: print out components of score ev_score_t score[2] = { 0, 0 }; // int corner[2][2] = { {INF, INF}, {INF, INF} }; ev_score_t bonus; color_t c = WHITE; while (true) { for (pnum_t pnum = 0; pnum <= board->pawn_count[c]; pnum++) { square_t sq = board->pieces[c][pnum]; rnk_t r = rnk_of(sq); fil_t f = fil_of(sq); piece_t x = board->board[sq]; switch (ptype_of(x)) { case EMPTY: tbassert(false, "Jose says: no way!\n"); // No way, Jose! case PAWN: // PBETWEEN heuristic bonus = pbetween(p, r, f, board); score[c] += bonus; // PCENTRAL heuristic bonus = pcentral(r, f); score[c] += bonus; break; case KING: // KFACE heuristic bonus = kface(p, r, f, board); score[c] += bonus; // KAGGRESSIVE heuristic bonus = kaggressive(p, r, f, board); score[c] += bonus; break; case INVALID: tbassert(false, "Jose says: no way!\n"); // No way, Jose! default: tbassert(false, "Jose says: no way!\n"); // No way, Jose! } } if (c == BLACK) break; c = BLACK; } score[WHITE] += board->pawn_count[WHITE] * PAWN_EV_VALUE; score[BLACK] += board->pawn_count[BLACK] * PAWN_EV_VALUE; square_t white_laser_list[MAX_NUM_PIECES]; square_t black_laser_list[MAX_NUM_PIECES]; int whitePathCount = get_laser_path_list(p, white_laser_list, WHITE, board); int blackPathCount = get_laser_path_list(p, black_laser_list, BLACK, board); ev_score_t w_hattackable = HATTACK * h_squares_attackable(p, WHITE, white_laser_list, whitePathCount, board); score[WHITE] += w_hattackable; ev_score_t b_hattackable = HATTACK * h_squares_attackable(p, BLACK, black_laser_list, blackPathCount, board); score[BLACK] += b_hattackable; int w_mobility_list = MOBILITY * mobility_list(p, WHITE, black_laser_list, blackPathCount, board); score[WHITE] += w_mobility_list; int b_mobility_list = MOBILITY * mobility_list(p, BLACK, white_laser_list, whitePathCount, board); score[BLACK] += b_mobility_list; // PAWNPIN Heuristic --- is a pawn immobilized by the enemy laser. int w_pawnpin = PAWNPIN * pawnpin(p, WHITE, black_laser_list, blackPathCount, board); //use other color's laser map score[WHITE] += w_pawnpin; int b_pawnpin = PAWNPIN * pawnpin(p, BLACK, white_laser_list, whitePathCount, board); //use other color's laser map score[BLACK] += b_pawnpin; // score from WHITE point of view ev_score_t tot = score[WHITE] - score[BLACK]; if (RANDOMIZE) { ev_score_t z = rand_r(&seed) % (RANDOMIZE*2+1); tot = tot + z - RANDOMIZE; } if (color_to_move_of(p) == BLACK) { tot = -tot; } return tot / EV_SCORE_RATIO; }
// Translate a fen string into a board position struct // int fen_to_pos(position_t *p, char *fen) { static position_t dmy1, dmy2; // these sentinels simplify checking previous // states without stepping past null pointers. dmy1.key = 0; dmy1.victims.stomped = 1; dmy1.victims.zapped = 1; dmy1.history = NULL; dmy2.key = 0; dmy2.victims.stomped = 1; dmy2.victims.zapped = 1; dmy2.history = &dmy1; p->key = 0; // hash key p->victims.stomped = 0; // piece destroyed by stomper p->victims.zapped = 0; // piece destroyed by shooter p->history = &dmy2; // history memset(&base_board, 0, sizeof(full_board_t)); if (fen[0] == '\0') { // Empty FEN => use starting position fen = "ss3nw5/3nw2nw3/2nw7/1nw6SE1/nw9/9SE/1nw6SE1/7SE2/3SE2SE3/5SE3NN W"; } int c_count = 0; // Invariant: fen[c_count] is next char to be read for (int i = 0; i < ARR_SIZE; ++i) { base_board.board[i] = INVALID_PIECE; } c_count = parse_fen_board(p, fen); if (!c_count) { return 1; // parse error of board } // King check int Kings[2] = {0, 0}; for (fil_t f = 0; f < BOARD_WIDTH; ++f) { for (rnk_t r = 0; r < BOARD_WIDTH; ++r) { square_t sq = square_of(r, f); piece_t x = base_board.board[sq]; ptype_t typ = ptype_of(x); if (typ == KING) { Kings[color_of(x)]++; } } } if (Kings[WHITE] == 0) { fen_error(fen, c_count, "No White Kings"); return 1; } else if (Kings[WHITE] > 1) { fen_error(fen, c_count, "Too many White Kings"); return 1; } else if (Kings[BLACK] == 0) { fen_error(fen, c_count, "No Black Kings"); return 1; } else if (Kings[BLACK] > 1) { fen_error(fen, c_count, "Too many Black Kings"); return 1; } char c; bool done = false; // Look for color to move and set ply accordingly while (!done && (c = fen[c_count++]) != '\0') { switch (c) { // ignore whitespace until the end case ' ': case '\t': case '\n': case '\r': break; // White to move case 'W': case 'w': p->ply = 0; base_board.ply = 0; done = true; break; // Black to move case 'B': case 'b': p->ply = 1; base_board.ply = 1; done = true; break; default: fen_error(fen, c_count, "Must specify White (W) or Black (B) to move"); return 1; break; } } // Look for last move, if it exists int lm_from_sq, lm_to_sq, lm_rot; if (get_sq_from_str(fen, &c_count, &lm_from_sq) != 0) { // parse error return 1; } if (lm_from_sq == 0) { // from-square of last move p->last_move = 0; // no last move specified p->key = compute_zob_key(p, &base_board); return 0; } c = fen[c_count]; switch (c) { case 'R': case 'r': lm_to_sq = lm_from_sq; lm_rot = RIGHT; break; case 'U': case 'u': lm_to_sq = lm_from_sq; lm_rot = UTURN; break; case 'L': case 'l': lm_to_sq = lm_from_sq; lm_rot = LEFT; break; default: // Not a rotation lm_rot = NONE; if (get_sq_from_str(fen, &c_count, &lm_to_sq) != 0) { return 1; } break; } p->last_move = move_of(EMPTY, lm_rot, lm_from_sq, lm_to_sq); p->key = compute_zob_key(p, &base_board); return 0; // everything is okay }