Пример #1
0
/** List of safe points.
    If no color is given, safe points of both colors are listed.
    Arguments: benson|static [black|white]<br>
    Returns: number of point followed bu list of points in one line.
*/
void GoSafetyCommands::CmdSafe(GtpCommand& cmd)
{
    cmd.CheckNuArgLessEqual(2);
    string type = cmd.Arg(0);
    int totalRegions = 0;
    SgBWSet safe = GetSafe(totalRegions, type);
    SgPointSet set =
        (cmd.NuArg() == 2 ? safe[BlackWhiteArg(cmd, 1)] : safe.Both());
    cmd << set.Size();
    for (SgSetIterator it(set); it; ++it)
        cmd << ' ' << SgWritePoint(*it);
}
Пример #2
0
bool GoEyeUtil::IsNakadeShape(const SgPointSet& area)
{
    switch (area.Size())
    {
        case 1:
        case 2:
        case 3: return true;
        case 4: return IsBulkyFour(area) || IsTShape(area);
        case 5: return IsBulkyFive(area) || IsCross(area);
        case 6: return IsRabbitySix(area);
        default: // too big
            return false;
    }
}
Пример #3
0
/** Information about safe points optimized for graphical display in GoGui.
    This command is compatible with GoGui's analyze command type "gfx".
    Arguments: benson|static <br>
    Returns: GoGui gfx commands to display safe points and additional
    information in the status line
    - black and white territory: safe points
    - Color Magenta (#980098): dame points
    - Color Red: safe for black and white (should not happen)
    - Circle: unsurroundable
    - Status line: point counts, percentage of safe points
*/
void GoSafetyCommands::CmdGfx(GtpCommand& cmd)
{
    cmd.CheckNuArg(1);
    string type = cmd.Arg(0);
    int totalRegions = 0;
    SgBWSet safe = GetSafe(totalRegions, type);
    SgPointSet dame;
    SgPointSet unsurroundable;
    GoSafetyUtil::FindDameAndUnsurroundablePoints(m_bd, m_bd.AllEmpty(), safe,
                                                  &dame, &unsurroundable);
    cmd << "BLACK";
    for (SgSetIterator it(safe[SG_BLACK]); it; ++it)
        cmd << ' ' << SgWritePoint(*it);
    cmd << '\n';
    cmd << "WHITE";
    for (SgSetIterator it(safe[SG_WHITE]); it; ++it)
        cmd << ' ' << SgWritePoint(*it);
    cmd << '\n';
    cmd << "COLOR #980098";
    for (SgSetIterator it(dame); it; ++it)
        cmd << ' ' << SgWritePoint(*it);
    cmd << '\n';
    cmd << "CIRCLE";
    for (SgSetIterator it(unsurroundable); it; ++it)
        cmd << ' ' << SgWritePoint(*it);
    cmd << '\n';
    SgPointSet blackAndWhite = safe[SG_WHITE] & safe[SG_BLACK];
    if (blackAndWhite.Size() > 0)
    {
        // Shouldn't happen
        cmd << "COLOR red ";
        for (SgSetIterator it(blackAndWhite); it; ++it)
            cmd << ' ' << SgWritePoint(*it);
        cmd << '\n';
    }
    int nuBlack = safe[SG_BLACK].Size();
    int nuWhite = safe[SG_WHITE].Size();
    int nuPoints = m_bd.AllPoints().Size();
    cmd << "TEXT Solver: " << cmd.Arg(0)
        << "  B: " << nuBlack << " (" << (100 * nuBlack / nuPoints) << " %)"
        << "  W: " << nuWhite << " (" << (100 * nuWhite / nuPoints) << " %)"
        << "  Both: " << (nuBlack + nuWhite)
        << " (" << (100 * (nuBlack + nuWhite) / nuPoints) << " %)"
        << "  Regions: " << totalRegions;
}
Пример #4
0
void GoEyeUtil::TestNakade(const SgPointSet& points,
                           const GoBoard& bd,
                           SgBlackWhite color,
                           bool isFullyEnclosed,
                           bool& isNakade,
                           bool& makeNakade,
                           bool& makeFalse,
                           bool& maybeSeki,
                           bool& sureSeki,
                           SgPoint* vital)
{   // handles case
    // of more than 1 point passing vital point test.
    // passes back vital point if exactly one is found.
    // @todo handle case where vital is illegal or suicide (eye within eye?).
    // also test bigger, would-be-alive shapes in atari.
    // @todo handle seki.
    
    SG_UNUSED(makeFalse);
    isNakade = makeNakade = maybeSeki = sureSeki = false;
    SgPoint vitalP(SG_NULLPOINT);
    const SgBlackWhite opp = SgOppBW(color);
    const int nuPoints = points.Size();
    
    SG_ASSERT(nuPoints >= 3); // don't call for smaller areas, no need,
    // and results in isNakade = false which is confusing.
    
    if (nuPoints == 4) // special case 4 point areas
    {
        if (IsBulkyFour(points))
        {
            if (   isFullyEnclosed
                && TwoDiagonalStonesInBulkyFour(bd, points, opp)
               )
                makeNakade = true;
            else
                isNakade = true;
            /* */ return; /* */
        }
        else if (   isFullyEnclosed
                 && points.SubsetOf(bd.AllEmpty())
                 && IsBentFour(points, bd.Size(), vital)
                )
        {
            makeNakade = true;
            /* */ return; /* */
        }
    }
    else if (isFullyEnclosed && nuPoints == 5) // special case 5 point areas
    {
        const GoEyeStatus status = BulkyFiveNakade(bd, points, opp);
        if (ProcessStatus(status, isNakade, makeNakade))
            /* */ return; /* */
    }
    else if (isFullyEnclosed && nuPoints == 6) // special case 6 point areas
    {
        if (Is2x3Area (points))
        {
            GoEyeStatus status = Special2x3Cases(bd, points, opp);
            if (ProcessStatus(status, isNakade, makeNakade))
                /* */ return; /* */
        }   
    }
    if (   isFullyEnclosed
        && AlmostFilledByNakade(bd, points, opp)
       )
    {
        isNakade = true;
        /* */ return; /* */
    }
        
    if (   isFullyEnclosed
        && (   AlmostFilledByLivingShape(bd, points, opp)
            || ContainsLivingShape(bd, points, opp)
           )
       )
    {   // not nakade, 2 eyes
        /* */ return; /* */
    }
        
    int nuMakeNakade = 0;
    int nuVitalOccupied = 0;
    bool hasDivider = false;
    // counting number of nakade fixes bug with stretched 5 pt eye 
    // that had 3 vital pts,
    // one of them occupied. was classified as 'isNakade7 = 1 eye.
    // see sgf/ld200,#20
    for (SgSetIterator it(points); it; ++it)
    {
        SgPoint p(*it);
        if (IsVitalPt(points, p, opp, bd))
        {
            if (bd.IsEmpty(p))
            {
                if (bd.IsLegal(p, opp))
                {
                    ++nuMakeNakade;
                    vitalP = p;
                }
                else
                    hasDivider = true;
            }
            else
                ++nuVitalOccupied;
        }
    }
    
    if (hasDivider)
    { // alive 
    }
    else if (nuMakeNakade == 1) // exactly one way to make nakade here.
    {
        makeNakade = true;
        *vital = vitalP;
    }
    else if (nuMakeNakade > 0) 
        isNakade = false;
    else if (nuVitalOccupied < 3)
        isNakade = true;
    else
    {
        maybeSeki = true;
        // @todo if (IsSureSekiShape(...)) sureSeki = true;
    }
}
Пример #5
0
bool GoEyeUtil::NumberOfMoveToEye2(const GoBoard& board, SgBlackWhite color,
                                   SgPoint p, int& nummoves)
{
    nummoves = 0;
    bool capturing = false;
    SgVector<SgPoint> usedpoints;
    usedpoints.PushBack(p);
    SgPointSet counted;

    // Can never turn own stone into an eye
    if (board.IsColor(p, color))
        return false;
    
    // If opponent stone then it must be captured to make eye
    if (board.IsColor(p, SgOppBW(color)))
    {
        capturing = true;
    
        // If it is obviously safe then it can never be an eye
        if (SinglePointSafe2(board, p)) // Quick, naive safety test
            return false;

        for (GoBoard::LibertyIterator libit(board, p); libit; ++libit)
            counted.Include(*libit);
    }

    // Count immediate adjacencies
    for (SgNb4Iterator nb(p); nb; ++nb)
    {
        SgPoint adj = *nb;
        
        // Empty points must be filled
        if (board.IsColor(adj, SG_EMPTY))
        {
            counted.Include(adj);
        }
        
        // If adjacent opponent then can never be an eye
        else if (board.IsColor(adj, SgOppBW(color)))
        {
            if (capturing)
                counted.Include(adj); // must capture and then fill
            else
                return false;
        }
    }

    // Up to one diagonal can be ignored: estimate most costly
    SgPoint toignore = SG_NULLPOINT;
    int maxcost = 0;
    int infcost = 1000;
    if (board.Line(p) > 1)
    {
        for (SgNb4DiagIterator nbd(p); nbd; ++nbd)
        {
            SgPoint diag = *nbd;
            int cost = 0;

            if (  board.IsColor(diag, SG_EMPTY)
               && ! IsSinglePointEye2(board, diag, color, usedpoints))
            {
                cost = 1;
            }
            
            else if (board.IsColor(diag, SgOppBW(color)))
            {
                // quick safety test
                if (SinglePointSafe2(board, diag))
                    cost = infcost;
                else
                    cost = board.NumLiberties(diag);
            }

            if (cost > maxcost)
            {
                maxcost = cost;
                toignore = diag;
            }
        }
    }

    // Now mark points that must be played to secure diagonals
    for (SgNb4DiagIterator nbd(p); nbd; ++nbd)
    {
        SgPoint diag = *nbd;
        if (diag == toignore)
            continue;
        
        // Empty points must be filled (unless they are eyes)
        if (  board.IsColor(diag, SG_EMPTY)
           && ! IsSinglePointEye2(board, diag, color, usedpoints))
        {
            counted.Include(diag);
        }
        
        // Opponent stones on diagonals must be captured and filled
        else if (board.IsColor(diag, SgOppBW(color)))
        {
            if (SinglePointSafe2(board, diag))
                return false;
            else
            {
                counted.Include(diag);
                for (GoBoard::LibertyIterator libit(board, diag); libit;
                     ++libit)
                    counted.Include(*libit);
            }
        }
    }

    nummoves = counted.Size();
    return true;
}