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-rw-r--r--include/actions.c276
1 files changed, 149 insertions, 127 deletions
diff --git a/include/actions.c b/include/actions.c
index 0b7d860..10cb74e 100644
--- a/include/actions.c
+++ b/include/actions.c
@@ -18,6 +18,21 @@
#include "actions.h"
// ===================================================================
+// Types
+// ===================================================================
+
+typedef struct action_list_cache_s {
+ action_list_t *list;
+ // TODO: Add locks to ensure matches
+} action_list_cache_t;
+
+// ===================================================================
+// Variable
+// ===================================================================
+
+static hashtable_t table;
+
+// ===================================================================
// Helper method declarations
// ===================================================================
@@ -25,6 +40,8 @@
#define CLR_STONE NUM_MASK
+static action_list_t *action_list_really_generate(void);
+
static inline void
list_append(action_list_t *list, const enum A_TYPE type,
const int8_t loc, const uint8_t data0,
@@ -64,7 +81,6 @@ int action_move_to_front(const action_t action,
return EXIT_FAILURE;
}
-
void action_list_free(action_list_t *list) {
if (list) {
action_node_t *n = list->head, *nn;
@@ -87,133 +103,9 @@ void action_list_init(void) {
move_deltas[3] = +1;
}
-// We bias place over move by prepending place actions and appending
-// move actions to the generated list
-action_list_t *action_list_generate(void) {
- action_list_t *list = malloc(sizeof(struct action_list_s));
-
- // TODO: trap errno
- 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 material = (ply & 1) ? black_count : white_count,
- flat = material & 0x7F,
- cap = ((ply >= 2) && (material & 0x80)),
- standing = ((ply >= 2) && flat);
-
- // Step across the board
- for (int row = 0; row < board_size; row++) {
- for (int col = 0; col < board_size; col++) {
- // We'll need these at various points: the location of this
- // square and the maximum number of stones we could pick up
- const int loc = THE_COORDS(col, row);
- const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
-
- // 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 = move_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;
- }
- 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.
- *
- * We exploit the `gaps' bijection here and elsewhere
- * between ordered {integer partitions of n with s summands}
- * and {binary strings of length n-1 with s-1 set bits}.
- */
- 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++) {
- uint8_t gaps =
- ((1<<(board_size - 2)) - 1) >> (board_size-steps-1);
- // For 5x5 this givess 0b0000[0XXX] where steps-1 of
- // those X's are 1s (starting with LSB) 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_t *action_list_generate(const uint64_t hash) {
+ // We're going to try our luck first in the table
- list_append(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))));
- }
- }
- }
- }
- } // end of if (count) { ... }
- else if (material) {
- // Empty square, generate placements
- if (flat) {
- list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
- if (standing)
- list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
- }
- if (cap)
- list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
- }
- }
- }
return list;
}
@@ -382,6 +274,136 @@ void action_to_ptn(const action_t action, char* out_ptn) {
// Helper method implementations
// ===================================================================
+// We bias place over move by prepending place actions and appending
+// move actions to the generated list
+action_list_t *action_list_really_generate(void) {
+ action_list_t *list = malloc(sizeof(struct action_list_s));
+
+ // TODO: trap errno
+ 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 material = (ply & 1) ? black_count : white_count,
+ flat = material & 0x7F,
+ cap = ((ply >= 2) && (material & 0x80)),
+ standing = ((ply >= 2) && flat);
+
+ // Step across the board
+ for (int row = 0; row < board_size; row++) {
+ for (int col = 0; col < board_size; col++) {
+ // We'll need these at various points: the location of this
+ // square and the maximum number of stones we could pick up
+ const int loc = THE_COORDS(col, row);
+ const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
+
+ // 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 = move_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;
+ }
+ 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.
+ *
+ * We exploit the `gaps' bijection here and elsewhere
+ * between ordered {integer partitions of n with s summands}
+ * and {binary strings of length n-1 with s-1 set bits}.
+ */
+ 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++) {
+ uint8_t gaps =
+ ((1<<(board_size - 2)) - 1) >> (board_size-steps-1);
+ // For 5x5 this givess 0b0000[0XXX] where steps-1 of
+ // those X's are 1s (starting with LSB) 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
+
+ list_append(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))));
+ }
+ }
+ }
+ }
+ } // end of if (count) { ... }
+ else if (material) {
+ // Empty square, generate placements
+ if (flat) {
+ list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
+ if (standing)
+ list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
+ }
+ if (cap)
+ list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
+ }
+ }
+ }
+ return list;
+}
+
static inline void
list_append(action_list_t *list, const enum A_TYPE type,
const int8_t loc, const uint8_t data0,