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authortslil clingman <tslil@posteo.de>2021-01-26 00:24:03 -0500
committertslil <tslil@posteo.de>2026-08-28 19:37:41 +0100
commit9131e08817ae2f3bd58a8a0ba9f1e692ceb8604c (patch)
tree67ee90f033ad3f3c5f09e7a911f5379c4d45ca51
parent9c151da7ce0d00ecf04e4be9c395604d4c8882ad (diff)
There is still a bug, it doesn't appear to be checking enough
-rw-r--r--include/action_list.c226
-rw-r--r--include/cnn1986.c21
-rw-r--r--include/negamax.c14
-rw-r--r--src/ctaklm.c2
4 files changed, 135 insertions, 128 deletions
diff --git a/include/action_list.c b/include/action_list.c
index c407ae9..9ddd74b 100644
--- a/include/action_list.c
+++ b/include/action_list.c
@@ -13,6 +13,13 @@ action_list_prepend(action_list_t *list, const enum A_TYPE type,
const int8_t loc, const uint8_t data0,
const uint8_t data1);
+static inline void
+inline_next_ply(void);
+
+static inline void
+inline_prev_ply(void);
+
+
// ===================================================================
// Exported method implementations
// ===================================================================
@@ -40,114 +47,123 @@ void action_list_init(void) {
}
action_list_t *action_list_generate(void) {
- action_list_t *result = malloc(sizeof(struct action_list_s));
+ action_list_t *list = malloc(sizeof(struct action_list_s));
// TODO: trap errno
- result->length = 0;
- result->head = NULL;
+ list->length = 0;
+ list->head = NULL;
+
+ /*
+ * The check for whether it's a black piece to be played is actually
+ * black = (ply < 2) ? (ply==1) : (ply & 1),
+ * but material will always be sufficient in ply < 2 so we might as
+ * well save on the conditional.
+ */
- const uint8_t black = (ply < 2) ? (ply==1) : (ply & 1),
- material = (black) ? black_count : white_count,
+ const uint8_t material = (ply & 1) ? black_count : white_count,
flat = material & 0x7F,
- cap = (ply >= 2 && (material & 0x80)),
- standing = (ply >= 2 && flat);
+ cap = ((ply >= 2) && (material & 0x80)),
+ standing = ((ply >= 2) && flat);
// Step across the board, reversed because we prepend to the list
- for (int8_t row = board_size - 1; row >= 0; row--) {
- for (int8_t col = board_size - 1; col >= 0; col--) {
+ for (int row = board_size - 1; row >= 0; row--) {
+ for (int col = board_size - 1; col >= 0; col--) {
// We'll need these at various points: the location of this
// square and the maximum number of stones we could pick up
- const int8_t loc = THE_COORDS(col, row);
+ const int loc = THE_COORDS(col, row);
const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
- // Only try moves after CPS
- if (ply >= 2 && count && ((colours[loc] & 1) == current_colour)) {
- // There are stones, let's try moving them
-
- // Pre-compute end-stops and crushes
- uint8_t end_stops[4], crushes[4] = {0, 0, 0, 0};
-
- // These are upper bounds, not counting walls and such. UP DOWN LEFT RIGHT
- end_stops[0] = DANGER_MIN(board_size - row - 1, count);
- end_stops[1] = DANGER_MIN(row, count);
- end_stops[2] = DANGER_MIN(col, count);
- end_stops[3] = DANGER_MIN(board_size - col - 1, count);
-
- // Now we check for caps and walls
- const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
- for (uint8_t d = 0; d < 4; d++){
- const int8_t delta = deltas[d];
- const uint8_t stop = end_stops[d];
- end_stops[d] = 0;
- for (uint8_t k = 1; k <= stop; k++) {
- const enum STONE_VARIANT stone = STONE_AT(loc+k*delta);
- if (stone == STONE_STANDING) {
- if (cap_top) {
- crushes[d] = 0xFF;
- end_stops[d]++;
+
+ // Only try moves after CPS and if the colour is correct
+ if (count) {
+ if (ply >= 2 && ((colours[loc] & 1) == current_colour)) {
+
+ // Pre-compute end-stops and crushes
+ uint8_t end_stops[4], crushes[4] = {0, 0, 0, 0};
+
+ // These are upper bounds, not counting walls and such.
+ // UP DOWN LEFT RIGHT
+ end_stops[0] = DANGER_MIN(board_size - row - 1, count);
+ end_stops[1] = DANGER_MIN(row, count);
+ end_stops[2] = DANGER_MIN(col, count);
+ end_stops[3] = DANGER_MIN(board_size - col - 1, count);
+
+ // Now we check for caps and walls
+ const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
+ for (int d = 0; d < 4; d++){
+ const int delta = deltas[d];
+ const int stop = end_stops[d];
+ end_stops[d] = 0;
+ for (int k = 1; k <= stop; k++) {
+ const enum STONE_VARIANT stone = STONE_AT(loc+k*delta);
+ if (stone == STONE_STANDING) {
+ if (cap_top) {
+ crushes[d] = 0xFF;
+ end_stops[d]++;
+ }
+ break;
+ } else if (stone == STONE_CAPSTONE) {
+ break;
}
- break;
- } else if (stone == STONE_CAPSTONE) {
- break;
+ end_stops[d]++;
}
- end_stops[d]++;
}
- }
- /*
- * For each direction, generate all possible ordered integer
- * partitions of 1 ≤ num ≤ count whose number of summands is
- * exactly 1 ≤ summands ≤ min(end_stops[dir], num) -- we write
- * summands as steps
- */
- for (enum MOVE_DIRECTION dir = M_UP; dir <= M_RIGHT; dir++) {
- for (uint8_t num = 1; num <= count; num++) {
- for (uint8_t steps = 1;
- steps <= end_stops[dir] && steps <= num;
- steps++) {
- // TODO: Generalise to board_size!
- uint8_t gaps = 0x07 >> (board_size-steps-1);
- // 0b0000[0111] because 4-1=3 and 5-1=4
- do {
- /*
- * We skip the partition if it calls for multiple stones at
- * the end with a crush.
- */
- const uint8_t last_drop_check =
- (num > 1) ? (gaps & 1<<(num - 2)) : 1;
- if (crushes[dir] == 0 || last_drop_check) {
- // We have to record a crush!
- // THIS IS WHERE THE PROBLEM IS
- const uint8_t crush = (steps == end_stops[dir]) && crushes[dir];
- action_list_prepend(result, A_MOVE, loc,
- (crush << 7) | gaps,
- (dir<<4) | num);
- }
- /*
- * With thanks to
- * https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation
- * we have the following magic to generate the next
- * permutation of steps-many set bits
- */
- uint8_t t = (gaps | (gaps - 1));
- gaps = (t + 1) | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
- } while (gaps && (gaps + 1 <= (1<<(num-1))));
+ /*
+ * For each direction, generate all possible ordered integer
+ * partitions of 1 ≤ num ≤ count whose number of summands is
+ * exactly 1 ≤ summands ≤ min(end_stops[dir], num) -- we
+ * write summands as steps
+ */
+ for (enum MOVE_DIRECTION dir=M_UP; dir<=M_RIGHT; dir++) {
+ for (uint8_t num = 1; num <= count; num++) {
+ for (uint8_t steps = 1;
+ steps <= end_stops[dir] && steps <= num;
+ steps++) {
+ // TODO: Generalise to board_size!
+ uint8_t gaps = 0x07 >> (board_size-steps-1);
+ // 0b0000[0111] because 4-1=3 and 5-1=4
+ do {
+ /*
+ * We skip the partition if it calls for multiple
+ * stones at the end with a crush.
+ */
+ const uint8_t last_drop_check =
+ (num > 1) ? (gaps & (1 << (num - 2))) : 1;
+ if (crushes[dir] == 0 || last_drop_check) {
+ // We have to record a crush!
+ const uint8_t crush =
+ (steps == end_stops[dir]) && crushes[dir];
+ // Store the move
+ action_list_prepend(list, A_MOVE, loc,
+ (crush << 7) | gaps,
+ (dir<<4) | num);
+ }
+ /*
+ * With thanks to
+ * https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation
+ * we have the following magic to generate the next
+ * permutation of steps-many set bits
+ */
+ uint8_t t = (gaps | (gaps - 1));
+ gaps = (t + 1)
+ | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
+ } while (gaps && (gaps + 1 <= (1 << (num - 1))));
+ }
}
}
}
- } else if (count == 0 && material) {
+ } // end of if (count) { ... }
+ else if (material) {
// Empty square, generate placements
if (flat) {
- action_list_prepend(result, A_PLACE, loc,
- STONE_FLAT, 0);
+ action_list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
if (standing)
- action_list_prepend(result, A_PLACE, loc,
- STONE_STANDING, 0);
+ action_list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
}
if (cap)
- action_list_prepend(result, A_PLACE, loc,
- STONE_CAPSTONE, 0);
+ action_list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
}
}
}
- return result;
+ return list;
}
void action_take(action_node_t *action) {
@@ -227,24 +243,12 @@ void action_take(action_node_t *action) {
celldat[loc] -= total*NUM_INC;
}
// Next ply
- ply++;
- if (ply == 2) {
- current_colour = C_WHITE;
- } else {
- if (current_colour == C_BLACK) current_colour = C_WHITE;
- else current_colour = C_BLACK;
- }
+ inline_next_ply();
}
void action_undo(action_node_t *action) {
// Previous ply
- if (ply>0) ply--;
- if (ply == 1) {
- current_colour = C_WHITE;
- } else {
- if (current_colour == C_BLACK) current_colour = C_WHITE;
- else current_colour = C_BLACK;
- }
+ inline_prev_ply();
const int8_t loc = action->loc;
if (action->type == A_PLACE) {
@@ -342,3 +346,25 @@ action_list_prepend(action_list_t *list, const enum A_TYPE type,
new->next = list->head;
list->head = new;
}
+
+static inline void
+inline_next_ply(void) {
+ ply++;
+ if (ply == 2) {
+ current_colour = C_WHITE;
+ } else {
+ if (current_colour == C_BLACK) current_colour = C_WHITE;
+ else current_colour = C_BLACK;
+ }
+}
+
+static inline void
+inline_prev_ply(void) {
+ if (ply>0) ply--;
+ if (ply == 1) {
+ current_colour = C_WHITE;
+ } else {
+ if (current_colour == C_BLACK) current_colour = C_WHITE;
+ else current_colour = C_BLACK;
+ }
+}
diff --git a/include/cnn1986.c b/include/cnn1986.c
index 17d4e84..ada1766 100644
--- a/include/cnn1986.c
+++ b/include/cnn1986.c
@@ -9,21 +9,6 @@ static float flattened[CONV_NUM+2];
static float dense1[DENSE1_NUM];
static float dense2[DENSE2_NUM];
-#ifndef DETERMINISTIC
-union u_f {
- uint32_t u;
- float f;
-};
-
-static union u_f fudge;
-
-#define RANDF { \
- XORSHIFT; \
- fudge.u = 0x3f800000 | RANDOM32 >> 10; \
- fudge.f = (fudge.f - 1.5) * 0.01; \
- }
-#endif
-
#define RELU(x) ((x) = ((x)<0)?0:(x))
float cnn1986_evaluate_black_win(void) {
@@ -100,12 +85,6 @@ float cnn1986_evaluate_black_win(void) {
}
// Truncated Pade approximant of logistic function
output = (12.0+output+50.0*output/(output*output+10.0))/24.0;
-/*
- * #ifndef DETERMINISTIC
- * RANDF;
- * output += fudge.f;
- * #endif
- */
if (output > 1.0) {
return 1.0;
}
diff --git a/include/negamax.c b/include/negamax.c
index 912705d..8b7345f 100644
--- a/include/negamax.c
+++ b/include/negamax.c
@@ -123,20 +123,22 @@ negamax(const uint8_t cur_depth, float alpha, float beta,
action_take(node);
// Compute the value of the node
+ float node_value;
if (ply >= 2*board_size - 2 && (w = check_win()) < 0xFF) {
- float winnings = -colour*infty;
+ node_value = -colour*infty;
// Check win if far enough into the game
- if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) winnings = colour*infty;
- else if (w == WIN_DRAW) winnings = 0; // Draw is fixed at neutral
- value = fmax(value, winnings);
+ if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) node_value = colour*infty;
+ else if (w == WIN_DRAW) node_value = 0; // Draw is fixed at neutral
} else if (cur_depth > 1) {
// If nobody won, or too early, recurse if not a leaf
- value = fmax(value, -negamax(cur_depth - 1, -beta, -alpha, -colour));
+ node_value = -negamax(cur_depth - 1, -beta, -alpha, -colour);
} else {
// Recursion would take us to a leaf, evaluate
- value = fmax(value, colour*cnn1986_evaluate_black_win());
+ node_value = colour * cnn1986_evaluate_black_win();
}
+ value = fmax(value, node_value);
+
action_undo(node);
negamax_display_progress(cur_depth, list->length);
diff --git a/src/ctaklm.c b/src/ctaklm.c
index dda6eb1..a3685db 100644
--- a/src/ctaklm.c
+++ b/src/ctaklm.c
@@ -416,7 +416,7 @@ main(int argc, char **argv) {
(void)(argc);
(void)(argv);
- negamax_search_depth = 5;
+ negamax_search_depth = 4;
new_game(5);
negamax_init(5);
tt_init();