예제 #1
0
파일: move.c 프로젝트: ujh/HouseBot
int
coord_gridcular_distance(coord_t c1, coord_t c2, struct board *b)
{
	/* Gridcular metric has nice property that it makes
	 * circle-like structures on the square grid. */
	int x1 = coord_x(c1, b), y1 = coord_y(c1, b);
	int x2 = coord_x(c2, b), y2 = coord_y(c2, b);
	int dx = abs(x1 - x2), dy = abs(y1 - y2);
	return dx + dy + (dx > dy ? dx : dy);
}
예제 #2
0
파일: replay.c 프로젝트: ChengDaHaI/pachi
static coord_t *
replay_genmove(struct engine *e, struct board *b, struct time_info *ti, enum stone color, bool pass_all_alive)
{
	struct replay *r = e->data;
	struct playout_setup s; memset(&s, 0, sizeof(s));

	coord_t coord = r->playout->choose(r->playout, &s, b, color);

	if (!is_pass(coord)) {
		struct move m;
		m.coord = coord; m.color = color;
		if (board_play(b, &m) >= 0)
			goto have_move;

		if (DEBUGL(2)) {
			fprintf(stderr, "Pre-picked move %d,%d is ILLEGAL:\n",
				coord_x(coord, b), coord_y(coord, b));
			board_print(b, stderr);
		}
	}

	/* Defer to uniformly random move choice. */
	board_play_random(b, color, &coord, (ppr_permit) r->playout->permit, r->playout);

have_move:
	if (!group_at(b, coord)) {
		/* This was suicide. Just pass. */
		/* XXX: We should check for non-suicide alternatives. */
		return coord_pass();
	}

	return coord_copy(coord);
}
예제 #3
0
파일: move.c 프로젝트: ujh/HouseBot
int
coord_edge_distance(coord_t c, struct board *b)
{
	int x = coord_x(c, b), y = coord_y(c, b);
	int dx = x > board_size(b) / 2 ? board_size(b) - x : x;
	int dy = y > board_size(b) / 2 ? board_size(b) - y : y;
	return (dx < dy ? dx : dy) - 1 /* S_OFFBOARD */;
}
예제 #4
0
파일: fbook.c 프로젝트: yeerkkiller1/Go-AI
static coord_t
coord_transform(struct board *b, coord_t coord, int i)
{
#define HASH_VMIRROR     1
#define HASH_HMIRROR     2
#define HASH_XYFLIP      4
	if (i & HASH_VMIRROR) {
		coord = coord_xy(b, coord_x(coord, b), board_size(b) - 1 - coord_y(coord, b));
	}
	if (i & HASH_HMIRROR) {
		coord = coord_xy(b, board_size(b) - 1 - coord_x(coord, b), coord_y(coord, b));
	}
	if (i & HASH_XYFLIP) {
		coord = coord_xy(b, coord_y(coord, b), coord_x(coord, b));
	}
	return coord;
}
예제 #5
0
void	draw_x(t_all *all)
{
	int			i;
	int			j;

	i = 0;
	while (i < (all->nbr_line - 1))
	{
		j = 0;
		while (j < all->nbr_split[i] && (all->nbr_split[i + 1] - j) > 0)
		{
			all->x1 = coord_x(all, j, i);
			all->y1 = coord_y(all, j, i, all->nbr[i][j]);
			all->x2 = coord_x(all, j, i + 1);
			all->y2 = coord_y(all, j, i + 1, all->nbr[i + 1][j]);
			bh_dispatch(all, get_color(all->nbr[i][j], all->nbr[i + 1][j]));
			j++;
		}
		i++;
	}
}
예제 #6
0
void	draw_y(t_all *all)
{
	int			i;
	int			j;

	i = 0;
	while (i < all->nbr_line)
	{
		j = 0;
		while (j < (all->nbr_split[i] - 1))
		{
			all->x1 = coord_x(all, j, i);
			all->y1 = coord_y(all, j, i, all->nbr[i][j]);
			j++;
			all->x2 = coord_x(all, j, i);
			all->y2 = coord_y(all, j, i, all->nbr[i][j]);
			bh_dispatch(all, get_color(all->nbr[i][j - 1], all->nbr[i][j]));
		}
		i++;
	}
}
예제 #7
0
파일: util.c 프로젝트: yeerkkiller1/Go-AI
bool
board_stone_radar(struct board *b, coord_t coord, int distance)
{
	int bounds[4] = {
		coord_x(coord, b) - distance,
		coord_y(coord, b) - distance,
		coord_x(coord, b) + distance,
		coord_y(coord, b) + distance
	};
	for (int i = 0; i < 4; i++)
		if (bounds[i] < 1)
			bounds[i] = 1;
		else if (bounds[i] > board_size(b) - 2)
			bounds[i] = board_size(b) - 2;
	for (int x = bounds[0]; x <= bounds[2]; x++)
		for (int y = bounds[1]; y <= bounds[3]; y++)
			if (board_atxy(b, x, y) != S_NONE) {
				/* fprintf(stderr, "radar %d,%d,%d: %d,%d (%d)\n",
					coord_x(coord, b), coord_y(coord, b),
					distance, x, y, board_atxy(b, x, y)); */
				return true;
			}
	return false;
}
예제 #8
0
파일: move.c 프로젝트: ujh/HouseBot
char *
coord2sstr(coord_t c, struct board *board)
{
	static char *b;
	static char bl[10][4];
	static int bi;
	if (is_pass(c)) {
		return "pass";
	} else if (is_resign(c)) {
		return "resign";
	} else {
		/* Some GTP servers are broken and won't grok lowercase coords */
		b = bl[bi]; bi = (bi + 1) % 10;
		snprintf(b, 4, "%c%d", toupper(asdf[coord_x(c, board) - 1]), coord_y(c, board));
		return b;
	}
}
예제 #9
0
파일: walk.c 프로젝트: yeerkkiller1/Go-AI
int
uct_playout(struct uct *u, struct board *b, enum stone player_color, struct tree *t)
{
	struct board b2;
	board_copy(&b2, b);

	struct playout_amafmap amaf;
	amaf.gamelen = amaf.game_baselen = 0;

	/* Walk the tree until we find a leaf, then expand it and do
	 * a random playout. */
	struct tree_node *n = t->root;
	enum stone node_color = stone_other(player_color);
	assert(node_color == t->root_color);

	/* Make sure the root node is expanded. */
	if (tree_leaf_node(n) && !__sync_lock_test_and_set(&n->is_expanded, 1))
		tree_expand_node(t, n, &b2, player_color, u, 1);

	/* Tree descent history. */
	/* XXX: This is somewhat messy since @n and descent[dlen-1].node are
	 * redundant. */
	struct uct_descent descent[DESCENT_DLEN];
	descent[0].node = n; descent[0].lnode = NULL;
	int dlen = 1;
	/* Total value of the sequence. */
	struct move_stats seq_value = { .playouts = 0 };
	/* The last "significant" node along the descent (i.e. node
	 * with higher than configured number of playouts). For black
	 * and white. */
	struct tree_node *significant[2] = { NULL, NULL };
	if (n->u.playouts >= u->significant_threshold)
		significant[node_color - 1] = n;

	int result;
	int pass_limit = (board_size(&b2) - 2) * (board_size(&b2) - 2) / 2;
	int passes = is_pass(b->last_move.coord) && b->moves > 0;

	/* debug */
	static char spaces[] = "\0                                                      ";
	/* /debug */
	if (UDEBUGL(8))
		fprintf(stderr, "--- UCT walk with color %d\n", player_color);

	while (!tree_leaf_node(n) && passes < 2) {
		spaces[dlen - 1] = ' '; spaces[dlen] = 0;


		/*** Choose a node to descend to: */

		/* Parity is chosen already according to the child color, since
		 * it is applied to children. */
		node_color = stone_other(node_color);
		int parity = (node_color == player_color ? 1 : -1);

		assert(dlen < DESCENT_DLEN);
		descent[dlen] = descent[dlen - 1];
		if (u->local_tree && (!descent[dlen].lnode || descent[dlen].node->d >= u->tenuki_d)) {
			/* Start new local sequence. */
			/* Remember that node_color already holds color of the
			 * to-be-found child. */
			descent[dlen].lnode = node_color == S_BLACK ? t->ltree_black : t->ltree_white;
		}

		if (!u->random_policy_chance || fast_random(u->random_policy_chance))
			u->policy->descend(u->policy, t, &descent[dlen], parity, b2.moves > pass_limit);
		else
			u->random_policy->descend(u->random_policy, t, &descent[dlen], parity, b2.moves > pass_limit);


		/*** Perform the descent: */

		if (descent[dlen].node->u.playouts >= u->significant_threshold) {
			significant[node_color - 1] = descent[dlen].node;
		}

		seq_value.playouts += descent[dlen].value.playouts;
		seq_value.value += descent[dlen].value.value * descent[dlen].value.playouts;
		n = descent[dlen++].node;
		assert(n == t->root || n->parent);
		if (UDEBUGL(7))
			fprintf(stderr, "%s+-- UCT sent us to [%s:%d] %d,%f\n",
			        spaces, coord2sstr(node_coord(n), t->board),
				node_coord(n), n->u.playouts,
				tree_node_get_value(t, parity, n->u.value));

		/* Add virtual loss if we need to; this is used to discourage
		 * other threads from visiting this node in case of multiple
		 * threads doing the tree search. */
		if (u->virtual_loss)
			stats_add_result(&n->u, node_color == S_BLACK ? 0.0 : 1.0, u->virtual_loss);

		assert(node_coord(n) >= -1);
		record_amaf_move(&amaf, node_coord(n));

		struct move m = { node_coord(n), node_color };
		int res = board_play(&b2, &m);

		if (res < 0 || (!is_pass(m.coord) && !group_at(&b2, m.coord)) /* suicide */
		    || b2.superko_violation) {
			if (UDEBUGL(4)) {
				for (struct tree_node *ni = n; ni; ni = ni->parent)
					fprintf(stderr, "%s<%"PRIhash"> ", coord2sstr(node_coord(ni), t->board), ni->hash);
				fprintf(stderr, "marking invalid %s node %d,%d res %d group %d spk %d\n",
				        stone2str(node_color), coord_x(node_coord(n),b), coord_y(node_coord(n),b),
					res, group_at(&b2, m.coord), b2.superko_violation);
			}
			n->hints |= TREE_HINT_INVALID;
			result = 0;
			goto end;
		}

		if (is_pass(node_coord(n)))
			passes++;
		else
			passes = 0;

		enum stone next_color = stone_other(node_color);
		/* We need to make sure only one thread expands the node. If
		 * we are unlucky enough for two threads to meet in the same
		 * node, the latter one will simply do another simulation from
		 * the node itself, no big deal. t->nodes_size may exceed
		 * the maximum in multi-threaded case but not by much so it's ok.
		 * The size test must be before the test&set not after, to allow
		 * expansion of the node later if enough nodes have been freed. */
		if (tree_leaf_node(n)
		    && n->u.playouts - u->virtual_loss >= u->expand_p && t->nodes_size < u->max_tree_size
		    && !__sync_lock_test_and_set(&n->is_expanded, 1))
			tree_expand_node(t, n, &b2, next_color, u, -parity);
	}

	amaf.game_baselen = amaf.gamelen;

	if (t->use_extra_komi && u->dynkomi->persim) {
		b2.komi += round(u->dynkomi->persim(u->dynkomi, &b2, t, n));
	}

	if (passes >= 2) {
		/* XXX: No dead groups support. */
		floating_t score = board_official_score(&b2, NULL);
		/* Result from black's perspective (no matter who
		 * the player; black's perspective is always
		 * what the tree stores. */
		result = - (score * 2);

		if (UDEBUGL(5))
			fprintf(stderr, "[%d..%d] %s p-p scoring playout result %d (W %f)\n",
				player_color, node_color, coord2sstr(node_coord(n), t->board), result, score);
		if (UDEBUGL(6))
			board_print(&b2, stderr);

		board_ownermap_fill(&u->ownermap, &b2);

	} else { // assert(tree_leaf_node(n));
		/* In case of parallel tree search, the assertion might
		 * not hold if two threads chew on the same node. */
		result = uct_leaf_node(u, &b2, player_color, &amaf, descent, &dlen, significant, t, n, node_color, spaces);
	}

	if (u->policy->wants_amaf && u->playout_amaf_cutoff) {
		unsigned int cutoff = amaf.game_baselen;
		cutoff += (amaf.gamelen - amaf.game_baselen) * u->playout_amaf_cutoff / 100;
		amaf.gamelen = cutoff;
	}

	/* Record the result. */

	assert(n == t->root || n->parent);
	floating_t rval = scale_value(u, b, result);
	u->policy->update(u->policy, t, n, node_color, player_color, &amaf, &b2, rval);

	if (t->use_extra_komi) {
		stats_add_result(&u->dynkomi->score, result / 2, 1);
		stats_add_result(&u->dynkomi->value, rval, 1);
	}

	if (u->local_tree && n->parent && !is_pass(node_coord(n)) && dlen > 0) {
		/* Get the local sequences and record them in ltree. */
		/* We will look for sequence starts in our descent
		 * history, then run record_local_sequence() for each
		 * found sequence start; record_local_sequence() may
		 * pick longer sequences from descent history then,
		 * which is expected as it will create new lnodes. */
		enum stone seq_color = player_color;
		/* First move always starts a sequence. */
		record_local_sequence(u, t, &b2, descent, dlen, 1, seq_color);
		seq_color = stone_other(seq_color);
		for (int dseqi = 2; dseqi < dlen; dseqi++, seq_color = stone_other(seq_color)) {
			if (u->local_tree_allseq) {
				/* We are configured to record all subsequences. */
				record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
				continue;
			}
			if (descent[dseqi].node->d >= u->tenuki_d) {
				/* Tenuki! Record the fresh sequence. */
				record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
				continue;
			}
			if (descent[dseqi].lnode && !descent[dseqi].lnode) {
				/* Record result for in-descent picked sequence. */
				record_local_sequence(u, t, &b2, descent, dlen, dseqi, seq_color);
				continue;
			}
		}
	}

end:
	/* We need to undo the virtual loss we added during descend. */
	if (u->virtual_loss) {
		floating_t loss = node_color == S_BLACK ? 0.0 : 1.0;
		for (; n->parent; n = n->parent) {
			stats_rm_result(&n->u, loss, u->virtual_loss);
			loss = 1.0 - loss;
		}
	}

	board_done_noalloc(&b2);
	return result;
}

int
uct_playouts(struct uct *u, struct board *b, enum stone color, struct tree *t, struct time_info *ti)
{
	int i;
	if (ti && ti->dim == TD_GAMES) {
		for (i = 0; t->root->u.playouts <= ti->len.games && !uct_halt; i++)
			uct_playout(u, b, color, t);
	} else {
		for (i = 0; !uct_halt; i++)
			uct_playout(u, b, color, t);
	}
	return i;
}
예제 #10
0
static coord_t *
montecarlo_genmove(struct engine *e, struct board *b, struct time_info *ti, enum stone color, bool pass_all_alive)
{
	struct montecarlo *mc = e->data;

	if (ti->dim == TD_WALLTIME) {
		fprintf(stderr, "Warning: TD_WALLTIME time mode not supported, resetting to defaults.\n");
		ti->period = TT_NULL;
	}
	if (ti->period == TT_NULL) {
		ti->period = TT_MOVE;
		ti->dim = TD_GAMES;
		ti->len.games = MC_GAMES;
	}
	struct time_stop stop;
	time_stop_conditions(ti, b, 20, 40, 3.0, &stop);

	/* resign when the hope for win vanishes */
	coord_t top_coord = resign;
	floating_t top_ratio = mc->resign_ratio;

	/* We use [0] for pass. Normally, this is an inaccessible corner
	 * of board margin. */
	struct move_stat moves[board_size2(b)];
	memset(moves, 0, sizeof(moves));

	int losses = 0;
	int i, superko = 0, good_games = 0;
	for (i = 0; i < stop.desired.playouts; i++) {
		assert(!b->superko_violation);

		struct board b2;
		board_copy(&b2, b);

		coord_t coord;
		board_play_random(&b2, color, &coord, NULL, NULL);
		if (!is_pass(coord) && !group_at(&b2, coord)) {
			/* Multi-stone suicide. We play chinese rules,
			 * so we can't consider this. (Note that we
			 * unfortunately still consider this in playouts.) */
			if (DEBUGL(4)) {
				fprintf(stderr, "SUICIDE DETECTED at %d,%d:\n", coord_x(coord, b), coord_y(coord, b));
				board_print(b, stderr);
			}
			continue;
		}

		if (DEBUGL(3))
			fprintf(stderr, "[%d,%d color %d] playing random game\n", coord_x(coord, b), coord_y(coord, b), color);

		struct playout_setup ps = { .gamelen = mc->gamelen };
		int result = play_random_game(&ps, &b2, color, NULL, NULL, mc->playout);

		board_done_noalloc(&b2);

		if (result == 0) {
			/* Superko. We just ignore this playout.
			 * And play again. */
			if (unlikely(superko > 2 * stop.desired.playouts)) {
				/* Uhh. Triple ko, or something? */
				if (MCDEBUGL(0))
					fprintf(stderr, "SUPERKO LOOP. I will pass. Did we hit triple ko?\n");
				goto pass_wins;
			}
			/* This playout didn't count; we should not
			 * disadvantage moves that lead to a superko.
			 * And it is supposed to be rare. */
			i--, superko++;
			continue;
		}

		if (MCDEBUGL(3))
			fprintf(stderr, "\tresult for other player: %d\n", result);

		int pos = is_pass(coord) ? 0 : coord;

		good_games++;
		moves[pos].games++;

		losses += result > 0;
		moves[pos].wins += 1 - (result > 0);

		if (unlikely(!losses && i == mc->loss_threshold)) {
			/* We played out many games and didn't lose once yet.
			 * This game is over. */
			break;
		}
	}

	if (!good_games) {
		/* No moves to try??? */
		if (MCDEBUGL(0)) {
			fprintf(stderr, "OUT OF MOVES! I will pass. But how did this happen?\n");
			board_print(b, stderr);
		}
pass_wins:
		top_coord = pass; top_ratio = 0.5;
		goto move_found;
	}

	foreach_point(b) {
		if (b->moves < 3) {
			/* Simple heuristic: avoid opening too low. Do not
			 * play on second or first line as first white or
			 * first two black moves.*/
			if (coord_x(c, b) < 3 || coord_x(c, b) > board_size(b) - 4
			    || coord_y(c, b) < 3 || coord_y(c, b) > board_size(b) - 4)
				continue;
		}

		floating_t ratio = (floating_t) moves[c].wins / moves[c].games;
		/* Since pass is [0,0], we will pass only when we have nothing
		 * better to do. */
		if (ratio >= top_ratio) {
			top_ratio = ratio;
			top_coord = c == 0 ? pass : c;
		}
	} foreach_point_end;

	if (MCDEBUGL(2)) {
		board_stats_print(b, moves, stderr);
	}

move_found:
	if (MCDEBUGL(1))
		fprintf(stderr, "*** WINNER is %d,%d with score %1.4f (%d games, %d superko)\n", coord_x(top_coord, b), coord_y(top_coord, b), top_ratio, i, superko);

	return coord_copy(top_coord);
}

static void
montecarlo_done(struct engine *e)
{
	struct montecarlo *mc = e->data;
	playout_policy_done(mc->playout);
	joseki_done(mc->jdict);
}

struct montecarlo *
montecarlo_state_init(char *arg, struct board *b)
{
	struct montecarlo *mc = calloc2(1, sizeof(struct montecarlo));

	mc->debug_level = 1;
	mc->gamelen = MC_GAMELEN;
	mc->jdict = joseki_load(b->size);

	if (arg) {
		char *optspec, *next = arg;
		while (*next) {
			optspec = next;
			next += strcspn(next, ",");
			if (*next) { *next++ = 0; } else { *next = 0; }

			char *optname = optspec;
			char *optval = strchr(optspec, '=');
			if (optval) *optval++ = 0;

			if (!strcasecmp(optname, "debug")) {
				if (optval)
					mc->debug_level = atoi(optval);
				else
					mc->debug_level++;
			} else if (!strcasecmp(optname, "gamelen") && optval) {
				mc->gamelen = atoi(optval);
			} else if (!strcasecmp(optname, "playout") && optval) {
				char *playoutarg = strchr(optval, ':');
				if (playoutarg)
					*playoutarg++ = 0;
				if (!strcasecmp(optval, "moggy")) {
					mc->playout = playout_moggy_init(playoutarg, b, mc->jdict);
				} else if (!strcasecmp(optval, "light")) {
					mc->playout = playout_light_init(playoutarg, b);
				} else {
					fprintf(stderr, "MonteCarlo: Invalid playout policy %s\n", optval);
				}
			} else {
				fprintf(stderr, "MonteCarlo: Invalid engine argument %s or missing value\n", optname);
			}
		}
	}

	if (!mc->playout)
		mc->playout = playout_light_init(NULL, b);
	mc->playout->debug_level = mc->debug_level;

	mc->resign_ratio = 0.1; /* Resign when most games are lost. */
	mc->loss_threshold = 5000; /* Stop reading if no loss encountered in first 5000 games. */

	return mc;
}


struct engine *
engine_montecarlo_init(char *arg, struct board *b)
{
	struct montecarlo *mc = montecarlo_state_init(arg, b);
	struct engine *e = calloc2(1, sizeof(struct engine));
	e->name = "MonteCarlo";
	e->comment = "I'm playing in Monte Carlo. When we both pass, I will consider all the stones on the board alive. If you are reading this, write 'yes'. Please bear with me at the game end, I need to fill the whole board; if you help me, we will both be happier. Filling the board will not lose points (NZ rules).";
	e->genmove = montecarlo_genmove;
	e->done = montecarlo_done;
	e->data = mc;

	return e;
}