void sgf_trace_semeai(const char *func, int str1, int str2, int move, int result1, int result2, const char *message) { char buf[100]; sprintf(buf, "%s %c%d %c%d: ", func, J(str1) + 'A' + (J(str1) >= 8), board_size - I(str1), J(str2) + 'A' + (J(str2) >= 8), board_size - I(str2)); if (ON_BOARD(move)) sprintf(buf + strlen(buf), "%s %s %c%d", result_to_string(result1), result_to_string(result2), J(move) + 'A' + (J(move) >= 8), board_size - I(move)); else if (is_pass(move)) sprintf(buf + strlen(buf), "%s %s PASS", result_to_string(result1), result_to_string(result2)); else sprintf(buf + strlen(buf), "%s %s [%d]", result_to_string(result1), result_to_string(result2), move); if (message) sprintf(buf + strlen(buf), " (%s)", message); sgftreeAddComment(sgf_dumptree, buf); }
void clear_unconditionally_meaningless_moves() { int pos; for (pos = BOARDMIN; pos < BOARDMAX; pos++) if (ON_BOARD(pos)) { meaningless_black_moves[pos] = -1; meaningless_white_moves[pos] = -1; } }
static int goal_dist(int pos, signed char goal[BOARDMAX]) { int dist = 10000; int ii; for (ii = BOARDMIN; ii < BOARDMAX; ii++) if (ON_BOARD(ii) && goal[ii]) dist = gg_min(dist, square_dist(ii, pos)); return dist; }
/* neighbor_of_dragon(pos, origin) returns true if the vertex at (pos) is a * neighbor of the dragon with origin at (origin). */ static int neighbor_of_dragon(int pos, int origin) { int k; if (pos == NO_MOVE) return 0; for (k = 0; k < 4; k++) if (ON_BOARD(pos + delta[k]) && dragon[pos + delta[k]].origin == origin) return 1; return 0; }
/* Compute hash value to identify the goal area. * * FIXME: It would be cleaner to have a separate zobrist array for the * goal and xor the values in goal as usual. */ Hash_data goal_to_hashvalue(const char *goal) { int i, pos; Hash_data return_value; for (i = 0; i < NUM_HASHVALUES; i++) return_value.hashval[i] = 0; for (pos = BOARDMIN; pos < BOARDMAX; pos++) if (ON_BOARD(pos) && goal[pos]) for (i = 0; i < NUM_HASHVALUES; i++) return_value.hashval[i] += (white_hash[pos].hashval[i] + black_hash[pos].hashval[i]); return return_value; }
/* Returns 1 if the stored board is compatible with the current board, * 0 otherwise. */ static int verify_stored_board(char p[BOARDMAX]) { int pos; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; else if (p[pos] == GRAY) continue; else if ((p[pos] & 3) != board[pos]) return 0; else if (!(p[pos] & HIGH_LIBERTY_BIT)) continue; else if (countlib(pos) <= 4) return 0; } return 1; }
void decide_combination(int color) { int attack_move; char defense_moves[BOARDMAX]; SGFTree tree; int first = 1; int pos; /* Prepare pattern matcher and reading code. */ reset_engine(); silent_examine_position(color, EXAMINE_ALL); if (*outfilename) sgffile_begindump(&tree); count_variations = 1; if (atari_atari(color, &attack_move, defense_moves, verbose)) { gprintf("Combination attack for %C at %1m, defense at ", color, attack_move); for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (ON_BOARD(pos) && defense_moves[pos]) { if (first) first = 0; else gprintf(", "); gprintf("%1m", pos); } } gprintf("\n"); } else gprintf("No Combination attack for %C\n", color); sgffile_enddump(outfilename); count_variations = 0; }
/* Look for a valid read result in the persistent cache. * Return 1 if found, 0 otherwise. */ int search_persistent_reading_cache(int routine, int str, int *result, int *move) { int k; struct reading_cache *entry; k = find_persistent_reading_cache_entry(routine, str); if (k == -1) return 0; /* Match found. Increase score and fill in the answer. */ entry = &(persistent_reading_cache[k]); entry->score += entry->nodes; if (result) *result = entry->result; if (move) *move = entry->move; ASSERT1(entry->result == 0 || entry->move == NO_MOVE || ON_BOARD(entry->move), entry->move); if ((debug & DEBUG_READING_PERFORMANCE) && entry->nodes >= MIN_READING_NODES_TO_REPORT) { if (entry->result != 0) gprintf("%o%s %1m = %d %1m, cached (%d nodes) ", routine == ATTACK ? "attack" : "defend", str, entry->result, entry->move, entry->nodes); else gprintf("%o%s %1m = %d, cached (%d nodes) ", routine == ATTACK ? "attack" : "defend", str, entry->result, entry->nodes); dump_stack(); } return 1; }
void decide_position(int color) { int pos; int move = NO_MOVE; int acode = 0, dcode = 0; int kworm; static const char *snames[] = {"dead", "alive", "critical", "unknown"}; SGFTree tree; /* Prepare pattern matcher and reading code. */ reset_engine(); silent_examine_position(color, EXAMINE_DRAGONS_WITHOUT_OWL); /* We want to see the reading performed, not just a result picked * from the cache. Thus we clear the cache here. */ reading_cache_clear(); if (*outfilename) sgffile_begindump(&tree); count_variations = 1; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos) || dragon[pos].origin != pos || board[pos] == EMPTY || DRAGON2(pos).escape_route >= 6) continue; gprintf("\nanalyzing %1m\n", pos); gprintf("status=%s, escape=%d\n", snames[dragon[pos].crude_status], DRAGON2(pos).escape_route); acode = owl_attack(pos, &move, NULL, &kworm); if (acode) { if (acode == WIN) { if (move == NO_MOVE) gprintf("%1m is dead as it stands\n", pos); else gprintf("%1m can be attacked at %1m (%d variations)\n", pos, move, count_variations); } else if (acode == KO_A) gprintf("%1m can be attacked with ko (good) at %1m (%d variations)\n", pos, move, count_variations); else if (acode == KO_B) gprintf("%1m can be attacked with ko (bad) at %1m (%d variations)\n", pos, move, count_variations); else if (acode == GAIN) gprintf("%1m can be attacked with gain (captures %1m) at %1m (%d variations)", pos, kworm, move, count_variations); count_variations = 1; dcode = owl_defend(pos, &move, NULL, &kworm); if (dcode) { if (dcode == WIN) { if (move == NO_MOVE) gprintf("%1m is alive as it stands\n", pos); else gprintf("%1m can be defended at %1m (%d variations)\n", pos, move, count_variations); } else if (dcode == KO_A) gprintf("%1m can be defended with ko (good) at %1m (%d variations)\n", pos, move, count_variations); else if (dcode == KO_B) gprintf("%1m can be defended with ko (bad) at %1m (%d variations)\n", pos, move, count_variations); else if (dcode == LOSS) gprintf("%1m can be defended with loss (loses %1m) at %1m (%d variations)", pos, kworm, move, count_variations); } else gprintf("%1m cannot be defended (%d variations)\n", pos, count_variations); } else gprintf("%1m cannot be attacked (%d variations)\n", pos, count_variations); if (acode) { if (dcode) gprintf("status of %1m revised to CRITICAL\n", pos); else gprintf("status of %1m revised to DEAD\n", pos); } else gprintf("status of %1m revised to ALIVE\n", pos); } sgffile_enddump(outfilename); count_variations = 0; }
/* Generate a move to definitely settle the position after the game * has been finished. The purpose of this is to robustly determine * life and death status and to distinguish between life in seki and * life with territory. * * The strategy is basically to turn all own living stones into * invincible ones and remove from the board all dead opponent stones. * Stones which cannot be removed, nor turned invincible, are alive in * seki. * * If do_capture_dead_stones is 0, opponent stones are not necessarily * removed from the board. This happens if they become unconditionally * dead anyway. * * Moves are generated in the following order of priority: * 0. Play edge liberties in certain positions. This is not really * necessary, but often it can simplify the tactical and strategical * reading substantially, making subsequent moves faster to generate. * 1. Capture an opponent string in atari and adjacent to own * invincible string. Moves leading to ko or snapback are excluded. * 2. Extend an invincible string to a liberty of an opponent string. * 3. Connect a non-invincible string to an invincible string. * 4. Extend an invincible string towards an opponent string or an own * non-invincible string. * 5. Split a big eyespace of an alive own dragon without invincible * strings into smaller pieces. * 6. Play a liberty of a dead opponent dragon. * * Steps 2--4 are interleaved to try to optimize the efficiency of the * moves. In step 5 too, efforts are made to play efficient moves. By * efficient we here mean moves which are effectively settling the * position and simplify the tactical and strategical reading for * subsequent moves. * * Steps 1--4 are guaranteed to be completely safe. Step 0 and 5 * should also be risk-free. Step 6 on the other hand definitely * isn't. Consider for example this position: * * .XXXXX. * XXOOOXX * XOO.OOX * XOXXXOX * XO.XXOX * ------- * * In order to remove the O stones, it is necessary to play on one of * the inner liberties, but one of them lets O live. Thus we have to * check carefully for blunders at this step. * * Update: Step 0 is only safe against blunders if care is taken not * to get into a shortage of liberties. * Step 5 also has some risks. Consider this position: * * |XXXXX. * |OOOOXX * |..O.OX * |OX*OOX * +------ * * Playing at * allows X to make seki. * * IMPORTANT RESTRICTION: * Before calling this function it is mandatory to call genmove() or * genmove_conservative(). For this function to be meaningful, the * genmove() call should return pass. */ int aftermath_genmove(int *aftermath_move, int color, int under_control[BOARDMAX], int do_capture_dead_stones) { int k; int other = OTHER_COLOR(color); int distance[BOARDMAX]; int score[BOARDMAX]; float owl_hotspot[BOARDMAX]; float reading_hotspot[BOARDMAX]; int dragons[BOARDMAX]; int something_found; int closest_opponent = NO_MOVE; int closest_own = NO_MOVE; int d; int move = NO_MOVE; int pos = NO_MOVE; int best_score; int best_scoring_move; owl_hotspots(owl_hotspot); reading_hotspots(reading_hotspot); /* As a preparation we compute a distance map to the invincible strings. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; else if (board[pos] == color && worm[pos].invincible) distance[pos] = 0; else if (!do_capture_dead_stones && ((board[pos] == other && worm[pos].unconditional_status == DEAD) || (board[pos] == color && worm[pos].unconditional_status == ALIVE))) distance[pos] = 0; else distance[pos] = -1; } d = 0; do { something_found = 0; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (ON_BOARD(pos) && distance[pos] == -1) { for (k = 0; k < 4; k++) { int pos2 = pos + delta[k]; if (!ON_BOARD(pos2)) continue; if ((d == 0 || board[pos2] == EMPTY) && distance[pos2] == d) { if (d > 0 && board[pos] == other) { distance[pos] = d + 1; if (closest_opponent == NO_MOVE) closest_opponent = pos; } else if (d > 0 && board[pos] == color) { distance[pos] = d + 1; if (closest_own == NO_MOVE) closest_own = pos; } else if (board[pos] == EMPTY) { distance[pos] = d + 1; something_found = 1; } break; } } } } d++; } while (something_found); if (under_control) { for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; else if (distance[pos] == -1) under_control[pos] = 0; else under_control[pos] = 1; } } if (debug & DEBUG_AFTERMATH) { int m, n; for (m = 0; m < board_size; m++) { for (n = 0; n < board_size; n++) { pos = POS(m, n); if (distance[pos] > 0) fprintf(stderr, "%2d", distance[pos]); else if (distance[pos] == 0) { if (board[pos] == WHITE) gprintf(" o"); else if (board[pos] == BLACK) gprintf(" x"); else gprintf(" ?"); } else { if (board[pos] == WHITE) gprintf(" O"); else if (board[pos] == BLACK) gprintf(" X"); else gprintf(" ."); } } gprintf("\n"); } gprintf("Closest opponent %1m", closest_opponent); if (closest_opponent != NO_MOVE) gprintf(", distance %d\n", distance[closest_opponent]); else gprintf("\n"); gprintf("Closest own %1m", closest_own); if (closest_own != NO_MOVE) gprintf(", distance %d\n", distance[closest_own]); else gprintf("\n"); } /* Case 0. This is a special measure to avoid a certain kind of * tactical reading inefficiency. * * Here we play on edge liberties in the configuration * * XO. * .*. * --- * * to stop X from "leaking" out along the edge. Sometimes this can * save huge amounts of tactical reading for later moves. */ best_scoring_move = NO_MOVE; best_score = 5; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int libs; if (board[pos] != EMPTY || distance[pos] == 0) continue; libs = approxlib(pos, color, 3, NULL); if (libs < 3) continue; if (is_self_atari(pos, other)) continue; for (k = 0; k < 4; k++) { int dir = delta[k]; int right = delta[(k+1)%4]; if (!ON_BOARD(pos - dir) && board[pos + dir] == color && board[pos + dir + right] == other && board[pos + dir - right] == other && (libs > countlib(pos + dir) || (libs > 4 && libs == countlib(pos + dir))) && (DRAGON2(pos + dir).safety == INVINCIBLE || DRAGON2(pos + dir).safety == STRONGLY_ALIVE)) { int this_score = 20 * (owl_hotspot[pos] + reading_hotspot[pos]); if (this_score > best_score) { best_score = this_score; best_scoring_move = pos; } } } } if (best_scoring_move != NO_MOVE && safe_move(best_scoring_move, color) == WIN) { *aftermath_move = best_scoring_move; DEBUG(DEBUG_AFTERMATH, "Closing edge at %1m\n", best_scoring_move); return 1; } /* Case 1. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int lib; if (board[pos] == other && worm[pos].unconditional_status != DEAD && countlib(pos) == 1 && ((ON_BOARD(SOUTH(pos)) && distance[SOUTH(pos)] == 0) || (ON_BOARD(WEST(pos)) && distance[WEST(pos)] == 0) || (ON_BOARD(NORTH(pos)) && distance[NORTH(pos)] == 0) || (ON_BOARD(EAST(pos)) && distance[EAST(pos)] == 0))) { findlib(pos, 1, &lib); /* Make sure we don't play into a ko or a (proper) snapback. */ if (countstones(pos) > 1 || !is_self_atari(lib, color)) { *aftermath_move = lib; return 1; } } } /* Cases 2--4. */ if (closest_opponent != NO_MOVE || closest_own != NO_MOVE) { if (closest_own == NO_MOVE) move = closest_opponent; else move = closest_own; /* if we're about to play at distance 1, try to optimize the move. */ if (distance[move] == 2) { char mx[BOARDMAX]; char mark = 0; memset(mx, 0, sizeof(mx)); best_score = 0; best_scoring_move = move; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int score = 0; int move_ok = 0; if (!ON_BOARD(pos) || distance[pos] != 1) continue; mark++; for (k = 0; k < 4; k++) { int pos2 = pos + delta[k]; if (!ON_BOARD(pos2)) continue; if (distance[pos2] < 1) score--; else if (board[pos2] == EMPTY) score++; else if (mx[pos2] == mark) score--; else { if (board[pos2] == color) { move_ok = 1; score += 7; if (countstones(pos2) > 2) score++; if (countstones(pos2) > 4) score++; if (countlib(pos2) < 4) score++; if (countlib(pos2) < 3) score++; } else { int deltalib = (approxlib(pos, other, MAXLIBS, NULL) - countlib(pos2)); move_ok = 1; score++; if (deltalib >= 0) score++; if (deltalib > 0) score++; } mark_string(pos2, mx, mark); } } if (is_suicide(pos, other)) score -= 3; if (0) gprintf("Score %1m = %d\n", pos, score); if (move_ok && score > best_score) { best_score = score; best_scoring_move = pos; } } move = best_scoring_move; } while (distance[move] > 1) { for (k = 0; k < 4; k++) { int pos2 = move + delta[k]; if (ON_BOARD(pos2) && board[pos2] == EMPTY && distance[pos2] == distance[move] - 1) { move = pos2; break; } } } *aftermath_move = move; return 1; } /* Case 5. * If we reach here, either all strings of a dragon are invincible * or no string is. Next we try to make alive dragons invincible by * splitting big eyes into smaller ones. Our strategy is to search * for an empty vertex with as many eye points as possible adjacent * and with at least one alive but not invincible stone adjacent or * diagonal. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int eyespace_neighbors = 0; int own_neighbors = 0; int own_diagonals = 0; int opponent_dragons = 0; int own_worms = 0; int safety = UNKNOWN; int bonus = 0; int mx[BOARDMAX]; score[pos] = 0; if (board[pos] != EMPTY || distance[pos] != -1) continue; memset(mx, 0, sizeof(mx)); for (k = 0; k < 8; k++) { int pos2 = pos + delta[k]; if (!ON_BOARD(pos2)) continue; if (board[pos2] == EMPTY) { if (k < 4) eyespace_neighbors++; continue; } if (board[pos2] == other) { int origin = dragon[pos2].origin; if (k < 4) { if (dragon[pos2].status == ALIVE) { safety = DEAD; break; } else if (!mx[origin]) { eyespace_neighbors++; opponent_dragons++; } } if (!mx[origin] && dragon[pos2].status == DEAD) { bonus++; if (k < 4 && countlib(pos2) <= 2 && countstones(pos2) >= 3) bonus++; if (k < 4 && countlib(pos2) == 1) bonus += 3; } mx[origin] = 1; } else if (board[pos2] == color) { dragons[pos] = pos2; if (safety == UNKNOWN && dragon[pos2].status == ALIVE) safety = ALIVE; if (DRAGON2(pos2).safety == INVINCIBLE) safety = INVINCIBLE; if (k < 4) { int apos = worm[pos2].origin; if (!mx[apos]) { own_worms++; if (countstones(apos) == 1) bonus += 2; if (countlib(apos) < 6 && approxlib(pos, color, 5, NULL) < countlib(apos)) bonus -= 5; mx[apos] = 1; } if (countlib(apos) <= 2) { int r; int important = 0; int safe_atari = 0; for (r = 0; r < 4; r++) { d = delta[r]; if (!ON_BOARD(apos+d)) continue; if (board[apos+d] == other && dragon[apos+d].status == DEAD) important = 1; else if (board[apos+d] == EMPTY && !is_self_atari(apos+d, other)) safe_atari = 1; } if (approxlib(pos, color, 3, NULL) > 2) { bonus++; if (important) { bonus += 2; if (safe_atari) bonus += 2; } } } own_neighbors++; } else own_diagonals++; } } if (safety == DEAD || safety == UNKNOWN || eyespace_neighbors == 0 || (own_neighbors + own_diagonals) == 0) continue; if (bonus < 0) bonus = 0; score[pos] = 4 * eyespace_neighbors + bonus; if (safety == INVINCIBLE) { score[pos] += own_neighbors; if (own_neighbors < 2) score[pos] += own_diagonals; if (own_worms > 1 && eyespace_neighbors >= 1) score[pos] += 10 + 5 * (own_worms - 2); } else if (eyespace_neighbors > 2) score[pos] += own_diagonals; /* Splitting bonus. */ if (opponent_dragons > 1) score[pos] += 10 * (opponent_dragons - 1); /* Hotspot bonus. */ { int owl_hotspot_bonus = (int) (20.0 * owl_hotspot[pos]); int reading_hotspot_bonus = (int) (20.0 * reading_hotspot[pos]); int hotspot_bonus = owl_hotspot_bonus + reading_hotspot_bonus; /* Don't allow the hotspot bonus to turn a positive score into * a non-positive one. */ if (score[pos] > 0 && score[pos] + hotspot_bonus <= 0) hotspot_bonus = 1 - score[pos]; score[pos] += hotspot_bonus; if (1 && (debug & DEBUG_AFTERMATH)) gprintf("Score %1M = %d (hotspot bonus %d + %d)\n", pos, score[pos], owl_hotspot_bonus, reading_hotspot_bonus); } /* Avoid taking ko. */ if (is_ko(pos, color, NULL)) score[pos] = (score[pos] + 1) / 2; } while (1) { int bb; best_score = 0; move = NO_MOVE; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (ON_BOARD(pos) && score[pos] > best_score) { best_score = score[pos]; move = pos; } } if (move == NO_MOVE) break; bb = dragons[move]; if (is_illegal_ko_capture(move, color) || !safe_move(move, color) || (DRAGON2(bb).safety != INVINCIBLE && DRAGON2(bb).safety != STRONGLY_ALIVE && owl_does_defend(move, bb, NULL) != WIN) || (!confirm_safety(move, color, NULL, NULL))) { score[move] = 0; } else { /* If we're getting short of liberties, we must be more careful. * Check that no adjacent string or dragon gets more alive by * the move. */ int libs = approxlib(move, color, 5, NULL); int move_ok = 1; if (libs < 5) { for (k = 0; k < 4; k++) { if (board[move + delta[k]] == color && countlib(move + delta[k]) > libs) break; } if (k < 4) { if (trymove(move, color, "aftermath-B", move + delta[k])) { int adjs[MAXCHAIN]; int neighbors; int r; neighbors = chainlinks(move, adjs); for (r = 0; r < neighbors; r++) { if (worm[adjs[r]].attack_codes[0] != 0 && (find_defense(adjs[r], NULL) > worm[adjs[r]].defense_codes[0])) { DEBUG(DEBUG_AFTERMATH, "Blunder: %1m becomes tactically safer after %1m\n", adjs[r], move); move_ok = 0; } } popgo(); for (r = 0; r < neighbors && move_ok; r++) { if (dragon[adjs[r]].status == DEAD && !owl_does_attack(move, adjs[r], NULL)) { DEBUG(DEBUG_AFTERMATH, "Blunder: %1m becomes more alive after %1m\n", adjs[r], move); move_ok = 0; } } } } } if (!move_ok) score[move] = 0; else { *aftermath_move = move; DEBUG(DEBUG_AFTERMATH, "Splitting eyespace at %1m\n", move); return 1; } } } /* Case 6. * Finally we try to play on liberties of remaining DEAD opponent * dragons, carefully checking against mistakes. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int target; int cc = NO_MOVE; int self_atari_ok = 0; if (board[pos] != EMPTY || distance[pos] != -1) continue; target = NO_MOVE; for (k = 0; k < 4; k++) { int pos2 = pos + delta[k]; if (!ON_BOARD(pos2)) continue; if (board[pos2] == other && dragon[pos2].status != ALIVE && (do_capture_dead_stones || worm[pos2].unconditional_status != DEAD) && DRAGON2(pos2).safety != INESSENTIAL) { target = pos2; break; } } if (target == NO_MOVE) continue; /* At this point, (pos) is a move that potentially may capture * a dead opponent string at (target). */ if (!trymove(pos, color, "aftermath-A", target)) continue; /* It is frequently necessary to sacrifice own stones in order * to force the opponent's stones to be removed from the board, * e.g. by adding stones to fill up a nakade shape. However, we * should only play into a self atari if the sacrificed stones * are classified as INESSENTIAL. Thus it would be ok for O to * try a self atari in this position: * * |OOOO * |XXXO * |..XO * |OOXO * +---- * * but not in this one: * * |XXX.. * |OOXX. * |.OOXX * |XXOOX * |.O.OX * +----- */ self_atari_ok = 1; for (k = 0; k < 4; k++) { if (board[pos + delta[k]] == color && DRAGON2(pos + delta[k]).safety != INESSENTIAL) { self_atari_ok = 0; cc = pos + delta[k]; break; } } /* Copy the potential move to (move). */ move = pos; /* If the move is a self atari, but that isn't okay, try to * recursively find a backfilling move which later makes the * potential move possible. */ if (!self_atari_ok) { while (countlib(pos) == 1) { int lib; findlib(pos, 1, &lib); move = lib; if (!trymove(move, color, "aftermath-B", target)) break; } if (countlib(pos) == 1) move = NO_MOVE; } while (stackp > 0) popgo(); if (move == NO_MOVE) continue; /* Make sure that the potential move really isn't a self * atari. In the case of a move found after backfilling this * could happen (because the backfilling moves happened to * capture some stones). */ if (!self_atari_ok && is_self_atari(move, color)) continue; /* Consult the owl code to determine whether the considered move * really is effective. Blunders should be detected here. */ if (owl_does_attack(move, target, NULL) == WIN) { /* If we have an adjacent own dragon, which is not inessential, * verify that it remains safe. */ if (cc != NO_MOVE && !owl_does_defend(move, cc, NULL)) continue; /* If we don't allow self atari, also call confirm safety to * avoid setting up combination attacks. */ if (!self_atari_ok && !confirm_safety(move, color, NULL, NULL)) continue; *aftermath_move = move; DEBUG(DEBUG_AFTERMATH, "Filling opponent liberty at %1m\n", move); return 1; } } /* Case 7. * In very rare cases it turns out we need yet another pass. An * example is this position: * * |..... * |OOOO. * |XXXO. * |.OXO. * |O.XO. * +----- * * Here the X stones are found tactically dead and therefore the * corner O stones have been amalgamated with the surrounding * stones. Since the previous case only allows sacrificing * INESSENTIAL stones, it fails to take X off the board. * * The solution is to look for tactically attackable opponent stones * that still remain on the board but should be removed. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] == other && (worm[pos].unconditional_status == UNKNOWN || do_capture_dead_stones) && (DRAGON2(pos).safety == DEAD || DRAGON2(pos).safety == TACTICALLY_DEAD) && worm[pos].attack_codes[0] != 0 && !is_illegal_ko_capture(worm[pos].attack_points[0], color)) { *aftermath_move = worm[pos].attack_points[0]; DEBUG(DEBUG_AFTERMATH, "Tactically attack %1m at %1m\n", pos, *aftermath_move); return 1; } } /* No move found. */ return -1; }
static void play_aftermath(int color) { int pos; struct board_state saved_board; struct aftermath_data *a = &aftermath; static int current_board[BOARDMAX]; static int current_color = EMPTY; int cached_board = 1; gg_assert(color == BLACK || color == WHITE); if (current_color != color) { current_color = color; cached_board = 0; } for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (ON_BOARD(pos) && board[pos] != current_board[pos]) { current_board[pos] = board[pos]; cached_board = 0; } } /* If this is exactly the same position as the one we analyzed the * last time, the content of the aftermath struct is up to date. */ if (cached_board) return; a->white_captured = white_captured; a->black_captured = black_captured; a->white_prisoners = 0; a->black_prisoners = 0; a->white_territory = 0; a->black_territory = 0; a->white_area = 0; a->black_area = 0; store_board(&saved_board); do_play_aftermath(color, a); restore_board(&saved_board); for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; if (a->black_control[pos]) { a->black_area++; if (board[pos] == WHITE) { a->black_territory++; a->white_prisoners++; a->final_status[pos] = DEAD; } else if (board[pos] == EMPTY) { a->black_territory++; a->final_status[pos] = BLACK_TERRITORY; } else a->final_status[pos] = ALIVE; } else if (a->white_control[pos]) { a->white_area++; if (board[pos] == BLACK) { a->white_territory++; a->black_prisoners++; a->final_status[pos] = DEAD; } else if (board[pos] == EMPTY) { a->white_territory++; a->final_status[pos] = WHITE_TERRITORY; } else a->final_status[pos] = ALIVE; } else { if (board[pos] == EMPTY) a->final_status[pos] = DAME; else { a->final_status[pos] = ALIVE_IN_SEKI; if (board[pos] == WHITE) a->white_area++; else a->black_area++; } } } if (debug & DEBUG_AFTERMATH) { gprintf("White captured: %d\n", a->white_captured); gprintf("Black captured: %d\n", a->black_captured); gprintf("White prisoners: %d\n", a->white_prisoners); gprintf("Black prisoners: %d\n", a->black_prisoners); gprintf("White territory: %d\n", a->white_territory); gprintf("Black territory: %d\n", a->black_territory); gprintf("White area: %d\n", a->white_area); gprintf("Black area: %d\n", a->black_area); } }
void unconditional_life(int unconditional_territory[BOARDMAX], int color) { int found_one; int other = OTHER_COLOR(color); int libs[MAXLIBS]; int liberties; int pos; int k, r; int moves_played; int potential_sekis[BOARDMAX]; int none_invincible; /* Initialize unconditional_territory array. */ memset(unconditional_territory, 0, sizeof(unconditional_territory[0]) * BOARDMAX); /* Find isolated two-stone strings which might be involved in the * kind of seki described in the comments. */ memset(potential_sekis, 0, sizeof(potential_sekis)); for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int isolated = 1; int stones[2]; int pos2; if (board[pos] != color || find_origin(pos) != pos || countstones(pos) != 2) continue; findstones(pos, 2, stones); for (k = 0; k < 2 && isolated; k++) { for (r = 0; r < 8 && isolated; r++) { pos2 = stones[k] + delta[r]; if (!ON_BOARD(pos2) || (board[pos2] == color && !same_string(pos, pos2))) isolated = 0; } } if (isolated) { potential_sekis[stones[0]] = 1; potential_sekis[stones[1]] = 1; } } moves_played = capture_non_invincible_strings(color, potential_sekis, &none_invincible); /* If there are no invincible strings, nothing can be unconditionally * settled. */ if (none_invincible) { /* Take back all moves. */ while (moves_played > 0) { popgo(); moves_played--; } return; } /* The strings still remaining except those marked in * potential_sekis[] are uncapturable. Now see which opponent * strings can survive. * * 1. Play opponent stones on all liberties of the unconditionally * alive strings except where illegal. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] != color || potential_sekis[pos] || find_origin(pos) != pos) continue; /* Play as many liberties as we can. */ liberties = findlib(pos, MAXLIBS, libs); for (k = 0; k < liberties; k++) { if (trymove(libs[k], other, "unconditional_life", pos)) moves_played++; } } /* 2. Recursively extend opponent strings in atari, except where this * would be suicide. */ found_one = 1; while (found_one) { /* Nothing found so far in this turn of the loop. */ found_one = 0; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] != other || countlib(pos) > 1) continue; /* Try to extend the string at (m, n). */ findlib(pos, 1, libs); if (trymove(libs[0], other, "unconditional_life", pos)) { moves_played++; found_one = 1; } } } /* Now see whether there are any significant sekis on the board. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!potential_sekis[pos] || board[pos] == EMPTY || find_origin(pos) != pos) continue; for (r = 0; r < 4; r++) { int up = delta[r]; int right = delta[(r + 1) % 4]; int locally_played_moves = 0; if (board[pos + up] != color || board[pos + up + up] != EMPTY || board[pos - up] != EMPTY) continue; for (k = 0; k < 2; k++) { if (k == 1) right = -right; if (board[pos + right] != EMPTY || board[pos + up - right] != EMPTY) continue; if (board[pos - right] == EMPTY && trymove(pos - right, other, "unconditional_life", pos)) locally_played_moves++; if (board[pos + up + right] == EMPTY && trymove(pos + up + right, other, "unconditional_life", pos)) locally_played_moves++; if (board[pos - right] == other && board[pos + up + right] == other && same_string(pos - right, pos + up + right)) { /* This is a critical seki. Extend the string with one stone * in an arbitrary direction to break the seki. */ while (locally_played_moves > 0) { popgo(); locally_played_moves--; } trymove(pos - up, color, "unconditional_life", pos); moves_played++; break; } else { while (locally_played_moves > 0) { popgo(); locally_played_moves--; } } } if (countstones(pos) > 2) break; } } /* Capture the strings involved in potential sekis. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!potential_sekis[pos] || board[pos] == EMPTY) continue; /* Play as many liberties as we can. */ liberties = findlib(pos, MAXLIBS, libs); for (k = 0; k < liberties; k++) { if (trymove(libs[k], other, "unconditional_life", pos)) moves_played++; } } for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int apos; int bpos; int aopen, bopen; int alib, blib; if (board[pos] != other || countlib(pos) != 2) continue; findlib(pos, 2, libs); apos = libs[0]; bpos = libs[1]; if (abs(I(apos) - I(bpos)) + abs(J(apos) - J(bpos)) != 1) continue; /* Only two liberties and these are adjacent. Play one. We want * to maximize the number of open liberties. In this particular * situation we can count this with approxlib for the opposite * color. If the number of open liberties is the same, we * maximize the total number of obtained liberties. * Two relevant positions: * * |XXX. * |OOXX |XXXXXXX * |O.OX |OOXOOOX * |..OX |..OO.OX * +---- +------- */ aopen = approxlib(apos, color, 4, NULL); bopen = approxlib(bpos, color, 4, NULL); alib = approxlib(apos, other, 4, NULL); blib = approxlib(bpos, other, 4, NULL); if (aopen > bopen || (aopen == bopen && alib >= blib)) { trymove(apos, other, "unconditional_life", pos); moves_played++; } else { trymove(bpos, other, "unconditional_life", pos); moves_played++; } } /* Identify unconditionally alive stones and unconditional territory. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] == color && !potential_sekis[pos]) { unconditional_territory[pos] = 1; if (find_origin(pos) == pos) { liberties = findlib(pos, MAXLIBS, libs); for (k = 0; k < liberties; k++) unconditional_territory[libs[k]] = 2; } } else if (board[pos] == other && countlib(pos) == 1) { unconditional_territory[pos] = 2; findlib(pos, 1, libs); unconditional_territory[libs[0]] = 2; } } /* Take back all moves. */ while (moves_played > 0) { popgo(); moves_played--; } }
static void compute_active_reading_area(struct persistent_cache_entry *entry, const char goal[BOARDMAX], int dummy) { signed char active[BOARDMAX]; int pos, r; UNUSED(dummy); /* Remains to set the board. We let the active area be the contested * string and reading shadow + adjacent empty and strings + * neighbors of active area so far + one more expansion from empty * to empty. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) active[pos] = goal[pos]; signed_mark_string(entry->apos, active, 1); /* To be safe, also add the successful move. */ if (entry->result != 0 && entry->move != 0) active[entry->move] = 1; /* Add adjacent strings and empty. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; if (active[pos] != 0) continue; if ((ON_BOARD(SOUTH(pos)) && active[SOUTH(pos)] == 1) || (ON_BOARD(WEST(pos)) && active[WEST(pos)] == 1) || (ON_BOARD(NORTH(pos)) && active[NORTH(pos)] == 1) || (ON_BOARD(EAST(pos)) && active[EAST(pos)] == 1)) { if (IS_STONE(board[pos])) signed_mark_string(pos, active, 2); else active[pos] = 2; } } /* Remove invincible strings. No point adding their liberties and * neighbors. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; if (IS_STONE(board[pos]) && worm[pos].invincible) active[pos] = 0; } /* Expand empty to empty. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (IS_STONE(board[pos]) || active[pos] != 0) continue; if ((board[SOUTH(pos)] == EMPTY && active[SOUTH(pos)] == 2) || (board[WEST(pos)] == EMPTY && active[WEST(pos)] == 2) || (board[NORTH(pos)] == EMPTY && active[NORTH(pos)] == 2) || (board[EAST(pos)] == EMPTY && active[EAST(pos)] == 2)) active[pos] = 3; } /* Add neighbors of active area so far. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; if (active[pos] != 0) continue; if ((ON_BOARD(SOUTH(pos)) && active[SOUTH(pos)] > 0 && active[SOUTH(pos)] < 4) || (ON_BOARD(WEST(pos)) && active[WEST(pos)] > 0 && active[WEST(pos)] < 4) || (ON_BOARD(NORTH(pos)) && active[NORTH(pos)] > 0 && active[NORTH(pos)] < 4) || (ON_BOARD(EAST(pos)) && active[EAST(pos)] > 0 && active[EAST(pos)] < 4)) active[pos] = 4; } /* Also add the previously played stones to the active area. */ for (r = 0; r < stackp; r++) active[entry->stack[r]] = 5; for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos)) continue; entry->board[pos] = active[pos] != 0 ? board[pos] : GRAY; } }
static void compute_active_owl_area(struct persistent_cache_entry *entry, const char goal[BOARDMAX], int goal_color) { int k, r; int pos; int other = OTHER_COLOR(goal_color); signed char active[BOARDMAX]; /* We let the active area be the goal + * distance four expansion through empty intersections and own stones + * adjacent opponent strings + * liberties and neighbors of adjacent opponent strings with less than * five liberties + * liberties and neighbors of low liberty neighbors of adjacent opponent * strings with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) if (ON_BOARD(pos)) active[pos] = (goal[pos] != 0); /* Also add critical moves to the active area. */ if (ON_BOARD1(entry->move)) active[entry->move] = 1; if (ON_BOARD1(entry->move2)) active[entry->move2] = 1; /* Distance four expansion through empty intersections and own stones. */ for (k = 1; k < 5; k++) { for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos) || board[pos] == other || active[pos] > 0) continue; if ((ON_BOARD(SOUTH(pos)) && active[SOUTH(pos)] == k) || (ON_BOARD(WEST(pos)) && active[WEST(pos)] == k) || (ON_BOARD(NORTH(pos)) && active[NORTH(pos)] == k) || (ON_BOARD(EAST(pos)) && active[EAST(pos)] == k)) { if (board[pos] == EMPTY) active[pos] = k + 1; else signed_mark_string(pos, active, (signed char) (k + 1)); } } } /* Adjacent opponent strings. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] != other || active[pos] != 0) continue; for (r = 0; r < 4; r++) { int pos2 = pos + delta[r]; if (ON_BOARD(pos2) && board[pos2] != other && active[pos2] != 0) { signed_mark_string(pos, active, 1); break; } } } /* Liberties of adjacent opponent strings with less than five liberties + * liberties of low liberty neighbors of adjacent opponent strings * with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] == other && active[pos] > 0 && countlib(pos) < 5) { int libs[4]; int liberties = findlib(pos, 4, libs); int adjs[MAXCHAIN]; int adj; for (r = 0; r < liberties; r++) active[libs[r]] = 1; /* Also add liberties of neighbor strings if these are three * or less. */ adj = chainlinks(pos, adjs); for (r = 0; r < adj; r++) { signed_mark_string(adjs[r], active, -1); if (countlib(adjs[r]) <= 3) { int s; int adjs2[MAXCHAIN]; int adj2; liberties = findlib(adjs[r], 3, libs); for (s = 0; s < liberties; s++) active[libs[s]] = 1; adj2 = chainlinks(pos, adjs2); for (s = 0; s < adj2; s++) signed_mark_string(adjs2[s], active, -1); } } } } for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int value = board[pos]; if (!ON_BOARD(pos)) continue; if (!active[pos]) value = GRAY; else if (IS_STONE(board[pos]) && countlib(pos) > 4 && active[pos] > 0) value |= HIGH_LIBERTY_BIT; entry->board[pos] = value; } }
void store_persistent_owl_cache(int routine, int apos, int bpos, int cpos, int result, int move, int move2, int certain, int tactical_nodes, char goal[BOARDMAX], int goal_color) { char active[BOARDMAX]; int pos; int k; int r; int other = OTHER_COLOR(goal_color); gg_assert(stackp == 0); /* If cache is full, first try to purge it. */ if (persistent_owl_cache_size == MAX_OWL_CACHE_SIZE) purge_persistent_owl_cache(); /* FIXME: Kick out oldest or least expensive entry instead of giving up. */ if (persistent_owl_cache_size == MAX_OWL_CACHE_SIZE) { TRACE_OWL_PERFORMANCE("Persistent owl cache full.\n"); return; } persistent_owl_cache[persistent_owl_cache_size].boardsize = board_size; persistent_owl_cache[persistent_owl_cache_size].routine = routine; persistent_owl_cache[persistent_owl_cache_size].apos = apos; persistent_owl_cache[persistent_owl_cache_size].bpos = bpos; persistent_owl_cache[persistent_owl_cache_size].cpos = cpos; persistent_owl_cache[persistent_owl_cache_size].result = result; persistent_owl_cache[persistent_owl_cache_size].result_certain = certain; persistent_owl_cache[persistent_owl_cache_size].move = move; persistent_owl_cache[persistent_owl_cache_size].move2 = move2; persistent_owl_cache[persistent_owl_cache_size].tactical_nodes = tactical_nodes; persistent_owl_cache[persistent_owl_cache_size].movenum = movenum; /* Remains to set the board. We let the active area be * the goal + * distance four expansion through empty intersections and own stones + * adjacent opponent strings + * liberties of adjacent opponent strings with less than five liberties + * liberties of low liberty neighbors of adjacent opponent strings * with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) if (ON_BOARD(pos)) active[pos] = (goal[pos] != 0); /* Also add critical moves to the active area. */ if (ON_BOARD1(move)) active[move] = 1; if (ON_BOARD1(move2)) active[move2] = 1; /* Distance four expansion through empty intersections and own stones. */ for (k = 1; k < 5; k++) { for (pos = BOARDMIN; pos < BOARDMAX; pos++){ if (!ON_BOARD(pos) || board[pos] == other || active[pos] != 0) continue; if ((ON_BOARD(SOUTH(pos)) && active[SOUTH(pos)] == k) || (ON_BOARD(WEST(pos)) && active[WEST(pos)] == k) || (ON_BOARD(NORTH(pos)) && active[NORTH(pos)] == k) || (ON_BOARD(EAST(pos)) && active[EAST(pos)] == k)) { if (board[pos] == EMPTY) active[pos] = k + 1; else mark_string(pos, active, (char) (k + 1)); } } } /* Adjacent opponent strings. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] != other || active[pos] != 0) continue; for (r = 0; r < 4; r++) { int pos2 = pos + delta[r]; if (ON_BOARD(pos2) && board[pos2] != other && active[pos2] != 0) { mark_string(pos, active, (char) 1); break; } } } /* Liberties of adjacent opponent strings with less than five liberties + * liberties of low liberty neighbors of adjacent opponent strings * with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] == other && active[pos] != 0 && countlib(pos) < 5) { int libs[4]; int liberties = findlib(pos, 4, libs); int adjs[MAXCHAIN]; int adj; for (r = 0; r < liberties; r++) active[libs[r]] = 1; /* Also add liberties of neighbor strings if these are three * or less. */ adj = chainlinks(pos, adjs); for (r = 0; r < adj; r++) { if (countlib(adjs[r]) <= 3) { int s; liberties = findlib(adjs[r], 3, libs); for (s = 0; s < liberties; s++) active[libs[s]] = 1; } } } } for (pos = BOARDMIN; pos < BOARDMAX; pos++) { int value = board[pos]; if (!ON_BOARD(pos)) continue; if (!active[pos]) value = GRAY; else if (IS_STONE(board[pos]) && countlib(pos) > 4) value |= HIGH_LIBERTY_BIT; persistent_owl_cache[persistent_owl_cache_size].board[pos] = value; } if (debug & DEBUG_OWL_PERSISTENT_CACHE) { gprintf("%o Stored result in cache (entry %d):\n", persistent_owl_cache_size); print_persistent_owl_cache_entry(persistent_owl_cache_size); } persistent_owl_cache_size++; }
/* Store a new read result in the persistent cache. */ void store_persistent_reading_cache(int routine, int str, int result, int move, int nodes) { char active[BOARDMAX]; int k; int r; int score = nodes; struct reading_cache *entry; ASSERT1(result == 0 || (move == 0) || ON_BOARD(move), move); /* Never cache results at too great depth. */ if (stackp > MAX_READING_CACHE_DEPTH) return; /* If cache is still full, consider kicking out an old entry. */ if (persistent_reading_cache_size == MAX_READING_CACHE_SIZE) { int worst_entry = -1; int worst_score = score; for (k = 1; k < persistent_reading_cache_size; k++) { if (persistent_reading_cache[k].score < worst_score) { worst_score = persistent_reading_cache[k].score; worst_entry = k; } } if (worst_entry != -1) { /* Move the last entry in the cache here to make space. */ if (worst_entry < persistent_reading_cache_size - 1) persistent_reading_cache[worst_entry] = persistent_reading_cache[persistent_reading_cache_size - 1]; persistent_reading_cache_size--; } else return; } entry = &(persistent_reading_cache[persistent_reading_cache_size]); entry->boardsize = board_size; entry->movenum = movenum; entry->nodes = nodes; entry->score = score; entry->remaining_depth = depth - stackp; entry->routine = routine; entry->str = str; entry->result = result; entry->move = move; for (r = 0; r < MAX_READING_CACHE_DEPTH; r++) { if (r < stackp) get_move_from_stack(r, &(entry->stack[r]), &(entry->move_color[r])); else { entry->stack[r] = 0; entry->move_color[r] = EMPTY; } } /* Remains to set the board. We let the active area be the contested * string and reading shadow + adjacent empty and strings + * neighbors of active area so far + one more expansion from empty * to empty. */ for (k = BOARDMIN; k < BOARDMAX; k++) active[k] = shadow[k]; mark_string(str, active, 1); /* To be safe, also add the successful move. */ if (result != 0 && move != 0) active[move] = 1; /* Add adjacent strings and empty. */ for (k = BOARDMIN; k < BOARDMAX; k++) { if (!ON_BOARD(k)) continue; if (active[k] != 0) continue; if ((ON_BOARD(SOUTH(k)) && active[SOUTH(k)] == 1) || (ON_BOARD(WEST(k)) && active[WEST(k)] == 1) || (ON_BOARD(NORTH(k)) && active[NORTH(k)] == 1) || (ON_BOARD(EAST(k)) && active[EAST(k)] == 1)) { if (IS_STONE(board[k])) mark_string(k, active, 2); else active[k] = 2; } } /* Remove invincible strings. No point adding their liberties and * neighbors. */ for (k = BOARDMIN; k < BOARDMAX; k++) { if (!ON_BOARD(k)) continue; if (IS_STONE(board[k]) && worm[k].invincible) active[k] = 0; } /* Expand empty to empty. */ for (k = BOARDMIN; k < BOARDMAX; k++) { if (IS_STONE(board[k]) || active[k] != 0) continue; if ((board[SOUTH(k)] == EMPTY && active[SOUTH(k)] == 2) || (board[WEST(k)] == EMPTY && active[WEST(k)] == 2) || (board[NORTH(k)] == EMPTY && active[NORTH(k)] == 2) || (board[EAST(k)] == EMPTY && active[EAST(k)] == 2)) active[k] = 3; } /* Add neighbors of active area so far. */ for (k = BOARDMIN; k < BOARDMAX; k++) { if (!ON_BOARD(k)) continue; if (active[k] != 0) continue; if ((ON_BOARD(SOUTH(k)) && active[SOUTH(k)] > 0 && active[SOUTH(k)] < 4) || (ON_BOARD(WEST(k)) && active[WEST(k)] > 0 && active[WEST(k)] < 4) || (ON_BOARD(NORTH(k)) && active[NORTH(k)] > 0 && active[NORTH(k)] < 4) || (ON_BOARD(EAST(k)) && active[EAST(k)] > 0 && active[EAST(k)] < 4)) active[k] = 4; } /* Also add the previously played stones to the active area. */ for (r = 0; r < stackp; r++) active[entry->stack[r]] = 5; for (k = BOARDMIN; k < BOARDMAX; k++) { if (!ON_BOARD(k)) continue; entry->board[k] = active[k] != 0 ? board[k] : GRAY; } if (0) { gprintf("%o Stored result in cache (entry %d):\n", persistent_reading_cache_size); print_persistent_reading_cache_entry(persistent_reading_cache_size); gprintf("%o Reading shadow was:\n"); draw_reading_shadow(); } persistent_reading_cache_size++; }
int compute_surroundings(int pos, int apos, int showboard, int *surround_size) { int i, j; int m, n; int k; int dpos; int surrounded; int left_corner[MAX_BOARD]; int right_corner[MAX_BOARD]; int corner[BOARDMAX]; int left_corners = 0, right_corners = 0; int corners = 0; int top_row, bottom_row; int color = board[pos]; int other = OTHER_COLOR(color); int gi = 0; int gj = 0; int stones = 0; int found_some; signed char mf[BOARDMAX]; /* friendly dragon */ signed char mn[BOARDMAX]; /* neighbor dragons */ int sd[BOARDMAX]; /* distances to the goal */ if (DRAGON2(pos).hostile_neighbors == 0) return(0); memset(mf, 0, sizeof(mf)); memset(mn, 0, sizeof(mn)); memset(sd, 0, sizeof(sd)); mark_dragon(pos, mf, 1); /* mark hostile neighbors */ for (k = 0; k < DRAGON2(pos).neighbors; k++) { int nd = DRAGON(DRAGON2(pos).adjacent[k]).origin; if (board[nd] != color) { if (0) gprintf("neighbor: %1m\n", nd); mark_dragon(nd, mn, 1); } } /* descend markings from stones lying on the 2nd and third lines */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mn[dpos]) { for (k = 0; k < 4; k++) { int d = delta[k]; if (!ON_BOARD(dpos + d)) continue; if (!ON_BOARD(dpos + 2*d)) { if (board[dpos + d] == EMPTY) mn[dpos + d] = 1; } else if (!ON_BOARD(dpos + 3*d)) { if (board[dpos + d] == EMPTY && board[dpos + 2*d] == EMPTY) mn[dpos + 2*d] = 1; } } } /* compute minimum distances to the goal */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mn[dpos]) sd[dpos] = goal_dist(dpos, mf); /* revise markings */ do { found_some = 0; for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mn[dpos] && sd[dpos] > 8) { /* discard markings if we can find 2 stones * that verify : * - it is closer to the goal than we are * - it is closer to us than the goal is * - they are closer to each other than we are to the goal */ for (i = BOARDMIN; i < BOARDMAX; i++) if (ON_BOARD(i) && mn[i] && i != dpos && sd[i] < sd[dpos] && square_dist(i, dpos) < sd[dpos]) { for (j = i + 1; j < BOARDMAX; j++) if (ON_BOARD(j) && mn[j] && j != dpos && sd[j] < sd[dpos] && square_dist(j, dpos) < sd[dpos] && square_dist(i, j) < sd[dpos]) { mn[dpos] = 0; found_some = 1; break; } if (mn[dpos] == 0) break; } } } while (found_some); /* prepare corner array */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mn[dpos]) corner[corners++] = dpos; /* compute gravity center of the goal */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mf[dpos]) { gi += I(dpos); gj += J(dpos); stones++; } gi /= stones; gj /= stones; gg = POS(gi, gj); /* sort the corner array */ gg_sort(corner, corners, sizeof(int), compare_angles); /* if apos is not NO_MOVE, mark it. */ if (apos != NO_MOVE) { ASSERT_ON_BOARD1(apos); mn[apos] = 1; } if (showboard == 1) { show_surround_map(mf, mn); } /* find top row of surrounding polyhedron */ top_row = -1; for (m = 0; m < board_size; m++) { if (top_row != -1) break; for (n = 0; n < board_size; n++) if (mn[POS(m, n)]) { left_corner[0] = POS(m, n); top_row = m; break; } } /* find bottom row */ bottom_row = -1; for (m = board_size - 1; m >= 0; m--) { if (bottom_row != -1) break; for (n = 0; n < board_size; n++) if (mn[POS(m, n)]) { bottom_row = m; break; } } /* find the corners on the left side */ for (left_corners = 1; I(left_corner[left_corners-1]) < bottom_row; left_corners++) { int best_found = 0; float best_slope = 0.; int m = I(left_corner[left_corners-1]); int n = J(left_corner[left_corners-1]); for (i = m + 1; i <= bottom_row; i++) for (j = 0; j < board_size; j++) if (mn[POS(i, j)]) { float slope = ((float) (j - n))/((float) (i - m)); if (0) gprintf("(left) at %m, last %m, slope=%f\n", i, j, m, n, slope); if (!best_found || slope < best_slope) { best_found = POS(i, j); best_slope = slope; } } ASSERT_ON_BOARD1(best_found); left_corner[left_corners] = best_found; } for (n = board_size-1; n >= 0; n--) if (mn[POS(top_row, n)]) { right_corner[0] = POS(top_row, n); break; } /* find the corners on the right side */ for (right_corners = 1; I(right_corner[right_corners-1]) < bottom_row; right_corners++) { int best_found = 0; float best_slope = 0.; int m = I(right_corner[right_corners-1]); int n = J(right_corner[right_corners-1]); for (i = m + 1; i <= bottom_row; i++) { for (j = board_size - 1; j >= 0; j--) { if (mn[POS(i, j)]) { float slope = ((float) (j - n))/((float) (i - m)); if (0) gprintf("(right) at %m, last %m, slope=%f\n", i, j, m, n, slope); if (!best_found || slope > best_slope) { best_found = POS(i, j); best_slope = slope; } } } } ASSERT_ON_BOARD1(best_found); right_corner[right_corners] = best_found; } if (0) { for (k = 0; k < left_corners; k++) gprintf("left corner %d: %1m\n", k, left_corner[k]); for (k = 0; k < right_corners; k++) gprintf("right corner %d: %1m\n", k, right_corner[k]); } /* Now mark the interior of the convex hull */ for (n = J(left_corner[0]); n <= J(right_corner[0]); n++) mn[POS(top_row, n)] = 1; for (n = J(left_corner[left_corners-1]); n <= J(right_corner[right_corners-1]); n++) mn[POS(bottom_row, n)] = 1; for (m = top_row+1; m < bottom_row; m++) { int left_boundary = -1, right_boundary = -1; for (k = 1; k < left_corners; k++) { if (I(left_corner[k]) > m) { float ti = I(left_corner[k-1]); float tj = J(left_corner[k-1]); float bi = I(left_corner[k]); float bj = J(left_corner[k]); if (0) gprintf("(left) %d: %1m %1m\n", m, left_corner[k-1], left_corner[k]); /* left edge in this row is on segment (ti,tj) -> (bi, bj) */ /* FIXME: Rewrite this to avoid floating point arithmetic */ left_boundary = ceil(tj + (m - ti) * (bj - tj) / (bi - ti)); break; } } for (k = 1; k < right_corners; k++) { if (I(right_corner[k]) > m) { float ti = I(right_corner[k-1]); float tj = J(right_corner[k-1]); float bi = I(right_corner[k]); float bj = J(right_corner[k]); if (0) gprintf("(right) %d: %1m %1m\n", m, right_corner[k-1], right_corner[k]); /* FIXME: Rewrite this to avoid floating point arithmetic */ right_boundary = floor(tj + (m - ti) * (bj - tj) / (bi - ti)); break; } } for (n = left_boundary; n <= right_boundary; n++) mn[POS(m, n)] = 1; } /* mark the expanded region */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (ON_BOARD(dpos) && mn[dpos] == 1) for (k = 0; k < 4; k++) if (ON_BOARD(dpos + delta[k]) && !mn[dpos + delta[k]]) mn[dpos + delta[k]] = 2; /* Mark allied dragons that intersect the (unexpanded) hull. * These must all lie entirely within the hull for the * dragon to be considered surrounded. * * Only neighbor dragons are considered since dragons that * are not neighbors are less likely to be helpful. */ for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) { int mpos; if (ON_BOARD(dpos) && mn[dpos] == 1 && board[dpos] == color && are_neighbor_dragons(pos, dpos) && !mf[dpos]) { for (mpos = BOARDMIN; mpos < BOARDMAX; mpos++) if (ON_BOARD(mpos) && is_same_dragon(mpos, dpos)) mf[mpos] = 2; } /* A special case * * . X X . * X O . X * X . O O * . O . . * * The O stone hasn't been amalgamated and the surround computations * might think this single stone dragon is surrounded, which in turn * can generate overvaluation of moves around this stone. * Consequently, we allow inclusion of the stones at kosumi distance * in the mf (friendly) array. */ if (ON_BOARD(dpos) && mn[dpos] == 2 && board[dpos] == color && are_neighbor_dragons(pos, dpos) && !mf[dpos]) { for (k = 4; k < 8; k++) if (ON_BOARD(dpos + delta[k]) && board[dpos + delta[k]] == color && mn[dpos + delta[k]] == 1 && board[dpos + delta[k-4]] == EMPTY && board[dpos + delta[(k-3)%4]] == EMPTY) { for (mpos = BOARDMIN; mpos < BOARDMAX; mpos++) if (ON_BOARD(mpos) && is_same_dragon(mpos, dpos)) mf[mpos] = 2; } } } /* determine the surround status of the dragon */ surrounded = SURROUNDED; /* Compute the maximum surround status awarded * If distances between enclosing stones are large, reduce to * WEAKLY_SURROUNDED. If (really) too large, then reduce to 0 * FIXME: constants chosen completely ad hoc. Possibly better tunings * can be found. */ for (k = 0; k < corners - 1; k++) { if (is_edge_vertex(corner[k]) && is_edge_vertex(corner[k+1])) continue; if (square_dist(corner[k], corner[k+1]) > 60) { surrounded = 0; break; } else if (square_dist(corner[k], corner[k+1]) > 27) surrounded = WEAKLY_SURROUNDED; } if (surrounded && (!is_edge_vertex(corner[0]) || !is_edge_vertex(corner[corners-1]))) { if (square_dist(corner[0], corner[corners-1]) > 60) surrounded = 0; else if (square_dist(corner[0], corner[corners-1]) > 27) surrounded = WEAKLY_SURROUNDED; } if (surrounded) for (dpos = BOARDMIN; dpos < BOARDMAX; dpos++) if (mf[dpos]) { if (mn[dpos] == 0) { surrounded = 0; break; } else if (mn[dpos] == 2) surrounded = WEAKLY_SURROUNDED; } /* revise the status for single stone dragons. */ if (stones == 1 && surrounded == WEAKLY_SURROUNDED && mn[pos] == 2) surrounded = 0; /* revise the status if an ikken tobi jumps out. */ if (surrounded) { for (dpos = BOARDMIN; dpos < BOARDMAX && surrounded; dpos++) { if (!ON_BOARD(dpos) || !mf[dpos]) continue; for (k = 0; k < 4; k++) { int up = delta[k]; int right = delta[(k + 1) % 4]; if (board[dpos + up] == EMPTY && board[dpos + 2*up] == color && mn[dpos + 2*up] != 1 && ON_BOARD(dpos + up + right) && board[dpos + up + right] != other && ON_BOARD(dpos + up - right) && board[dpos + up - right] != other) { surrounded = 0; break; } } } } if (showboard == 1 || (showboard == 2 && surrounded)) { show_surround_map(mf, mn); } if (!apos && surrounded && surround_pointer < MAX_SURROUND) { memcpy(surroundings[surround_pointer].surround_map, mn, sizeof(mn)); surroundings[surround_pointer].dragon_number = dragon[pos].id; surround_pointer++; } if (surround_size) { int pos; *surround_size = 0; for (pos = BOARDMIN; pos < BOARDMAX; pos++) if (ON_BOARD(pos) && mn[pos] == 1) (*surround_size)++; } return surrounded; }
/* Computes the active area for the current board position and the * read result that has just been stored in *entry. */ static void compute_active_breakin_area(struct persistent_cache_entry *entry, const char breakin_shadow[BOARDMAX], int dummy) { int pos; int k, r; signed char active[BOARDMAX]; int other = OTHER_COLOR(board[entry->apos]); UNUSED(dummy); /* We let the active area be * the string to connect + * the breakin shadow (which contains the goal) + * distance two expansion through empty intersections and own stones + * adjacent opponent strings + * liberties and neighbors of adjacent opponent strings with less than * five liberties + * liberties and neighbors of low liberty neighbors of adjacent opponent * strings with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) active[pos] = breakin_shadow[pos]; signed_mark_string(entry->apos, active, 1); /* To be safe, also add the successful move. */ if (entry->result != 0 && entry->move != 0) active[entry->move] = 1; /* Distance two expansion through empty intersections and own stones. */ for (k = 1; k < 3; k++) { for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (!ON_BOARD(pos) || board[pos] == other || active[pos] != 0) continue; if ((ON_BOARD(SOUTH(pos)) && active[SOUTH(pos)] == k) || (ON_BOARD(WEST(pos)) && active[WEST(pos)] == k) || (ON_BOARD(NORTH(pos)) && active[NORTH(pos)] == k) || (ON_BOARD(EAST(pos)) && active[EAST(pos)] == k)) { if (board[pos] == EMPTY) active[pos] = k + 1; else signed_mark_string(pos, active, (signed char) (k + 1)); } } } /* Adjacent opponent strings. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] != other || active[pos] != 0) continue; for (r = 0; r < 4; r++) { int pos2 = pos + delta[r]; if (ON_BOARD(pos2) && board[pos2] != other && active[pos2] && active[pos2] <= 2) { signed_mark_string(pos, active, 1); break; } } } /* Liberties of adjacent opponent strings with less than four liberties + * liberties of low liberty neighbors of adjacent opponent strings * with less than five liberties. */ for (pos = BOARDMIN; pos < BOARDMAX; pos++) { if (board[pos] == other && active[pos] > 0 && countlib(pos) < 4) { int libs[4]; int liberties = findlib(pos, 3, libs); int adjs[MAXCHAIN]; int adj; for (r = 0; r < liberties; r++) active[libs[r]] = 1; /* Also add liberties of neighbor strings if these are three * or less. */ adj = chainlinks(pos, adjs); for (r = 0; r < adj; r++) { signed_mark_string(adjs[r], active, -1); if (countlib(adjs[r]) <= 3) { int s; int adjs2[MAXCHAIN]; int adj2; liberties = findlib(adjs[r], 3, libs); for (s = 0; s < liberties; s++) active[libs[s]] = 1; adj2 = chainlinks(pos, adjs2); for (s = 0; s < adj2; s++) signed_mark_string(adjs2[s], active, -1); } } } } for (pos = BOARDMIN; pos < BOARDMAX; pos++) { char value = board[pos]; if (!ON_BOARD(pos)) continue; if (!active[pos]) value = GRAY; else if (IS_STONE(board[pos]) && countlib(pos) > 3 && active[pos] > 0) value |= HIGH_LIBERTY_BIT2; entry->board[pos] = value; } }