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authortslil clingman <tslil@posteo.de>2021-01-26 17:42:53 -0500
committertslil <tslil@posteo.de>2026-08-28 19:37:41 +0100
commitde4f20f28afe23ecfc546ad242e5bb44710996cc (patch)
tree32cd0cf0757327cee4ee4d4631920284d54816f3 /include/actions.c
parentd45db690ce92cb2c847175cfd9ac497f3dd40cea (diff)
Storing best moves!
Diffstat (limited to 'include/actions.c')
-rw-r--r--include/actions.c404
1 files changed, 404 insertions, 0 deletions
diff --git a/include/actions.c b/include/actions.c
new file mode 100644
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+++ b/include/actions.c
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+#include "actions.h"
+
+// ===================================================================
+// Helper method declarations
+// ===================================================================
+
+#define DANGER_MIN(a,b) (((a)<(b))?(a):(b))
+
+#define CLR_STONE NUM_MASK
+
+#define TYPE_SHIFT 24
+#define LOC_SHIFT 16
+#define DATA0_SHIFT 8
+
+#define GET_TYPE(a) (enum A_TYPE)((a)>>TYPE_SHIFT)
+#define GET_LOC(a) (int8_t)(((a)>>LOC_SHIFT) & 0xFF)
+#define GET_DATA0(a) (uint8_t)(((a)>>DATA0_SHIFT) & 0xFF)
+#define GET_DATA1(a) (uint8_t)((a) & 0xFF)
+
+static inline void
+list_append(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
+// ===================================================================
+
+int action_move_to_front(const action_t action,
+ action_list_t *list) {
+ action_node_t *n = list->head;
+
+ // TODO: what if it's not in the list?
+
+ while (n) {
+ if (n->action == action) {
+ const action_t t = list->head->action;
+ list->head->action = action;
+ n->action = t;
+ return EXIT_SUCCESS;
+ }
+ n = n->next;
+ }
+
+ return EXIT_FAILURE;
+}
+
+
+void action_list_free(action_list_t *list) {
+ if (list) {
+ action_node_t *n = list->head, *nn;
+ while (n) {
+ nn = n->next;
+ free(n);
+ n = nn;
+ }
+ free(list);
+ }
+}
+
+// Keep track of move offsets
+static int8_t deltas[4];
+
+void action_list_init(void) {
+ deltas[0] = +board_size;
+ deltas[1] = -board_size;
+ deltas[2] = -1;
+ deltas[3] = +1;
+}
+
+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 = 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
+ */
+ 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
+
+ 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_append(list, A_PLACE, loc, STONE_FLAT, 0);
+ if (standing)
+ list_append(list, A_PLACE, loc, STONE_STANDING,0);
+ }
+ if (cap)
+ list_append(list, A_PLACE, loc, STONE_CAPSTONE, 0);
+ }
+ }
+ }
+ return list;
+}
+
+void action_take(const action_t action) {
+ const int8_t loc = GET_LOC(action);
+ if (GET_TYPE(action) == A_PLACE) {
+ const uint8_t black = (current_colour == C_BLACK);
+ switch (GET_DATA0(action)) {
+ case STONE_FLAT: {
+ if (black) black_count--;
+ else white_count--;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_FLAT;
+ break;
+ }
+ case STONE_STANDING: {
+ if (black) black_count--;
+ else white_count--;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_STANDING;
+ break;
+ }
+ default: {
+ if (black) black_count &= 0x7F;
+ else white_count &= 0x7F;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_CAPSTONE;
+ break;
+ }
+ }
+ } else {
+ // not interested in whether we crushed, it will work out by
+ // anyway because we overwrite the top stone type. See (*) later
+ // for when we do need to know.
+ const uint8_t gaps = GET_DATA0(action) & 0x7F,
+ num = GET_DATA1(action) & 0x0F, // unpack
+ dir = GET_DATA1(action) >> 4;
+ int8_t delta = deltas[dir];
+
+ // Use the Kernighan method to count the set bits
+ int8_t steps = 1;
+ for (uint8_t _gaps = gaps; _gaps; steps++) _gaps &= _gaps - 1;
+
+ // Move top stone type to destination
+ celldat[loc+steps*delta] &= CLR_STONE; // necessary for crushing
+ celldat[loc+steps*delta] |= STONE_AT(loc);
+ celldat[loc] &= CLR_STONE;
+ celldat[loc] |= STONE_FLAT; // should be optimised out
+
+ uint8_t total = 1, gap_bit = 1 << (num - 2); // it's not important
+ // what negative
+ // shifts do here, we
+ // don't use gap_bit
+ // if num < 2
+ // move stuff starting at destination
+ for (uint8_t d = 1; d < num; d++, total++, gap_bit >>= 1) {
+ // We took a step, move everything over so far
+ if (gaps & gap_bit) {
+ colours[loc+steps*delta] <<= total;
+ colours[loc+steps*delta] |= colours[loc] & ((1 << total) - 1);
+ colours[loc] >>= total;
+ celldat[loc+steps*delta] += total*NUM_INC;
+ celldat[loc] -= total*NUM_INC;
+ // Reset for next step
+ total = 0;
+ steps--;
+ }
+ }
+ // Move what remains (steps == 1 here always, so we simplify)
+ colours[loc+delta] <<= total;
+ colours[loc+delta] |= colours[loc] & ((1 << total) - 1);
+ colours[loc] >>= total;
+ celldat[loc+delta] += total*NUM_INC;
+ celldat[loc] -= total*NUM_INC;
+ }
+ // Next ply
+ inline_next_ply();
+}
+
+void action_undo(const action_t action) {
+ // Previous ply
+ inline_prev_ply();
+
+ const int8_t loc = GET_LOC(action);
+ if (GET_TYPE(action) == A_PLACE) {
+ const uint8_t black = (current_colour == C_BLACK);
+ celldat[loc] = 0;
+ if (GET_DATA0(action) == STONE_CAPSTONE) {
+ if (black) black_count |= 0x80;
+ else white_count |= 0x80;
+ } else {
+ if (black) black_count++;
+ else white_count++;
+ }
+ } else {
+ // See action_take for comments, this is the time reversal, but
+ // there is one caveat -- undoing a crush! (*)
+ const uint8_t gaps = GET_DATA0(action) & 0x7F,
+ crush = GET_DATA0(action) & 0x80,
+ num = GET_DATA1(action) & 0x0F,
+ dir = GET_DATA1(action) >> 4;
+ const int8_t delta = deltas[dir];
+
+ int8_t steps = 1;
+ uint8_t gap_bit = 1, total = 1;
+ for (int8_t d = 1; d < num; d++, total++, gap_bit <<= 1) {
+ if (gaps & gap_bit) {
+ colours[loc] <<= total;
+ colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
+ colours[loc+steps*delta] >>= total;
+ celldat[loc] += total*NUM_INC;
+ celldat[loc+steps*delta] -= total*NUM_INC;
+ total = 0;
+ steps++;
+ }
+ }
+ colours[loc] <<= total;
+ colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
+ colours[loc+steps*delta] >>= total;
+
+ celldat[loc] += total*NUM_INC;
+ // celldat[loc] &= CLR_STONE; is not necessary, as STONE_FLAT == 0
+ celldat[loc] |= STONE_AT(loc+steps*delta);
+ celldat[loc+steps*delta] -= total*NUM_INC;
+ celldat[loc+steps*delta] &= CLR_STONE;
+ if (crush) {
+ celldat[loc+steps*delta] |= STONE_STANDING;
+ } else {
+ celldat[loc+steps*delta] |= STONE_FLAT; // should be optimised out
+ }
+ }
+}
+
+void action_to_ptn(const action_t action, char* out_ptn) {
+ const int8_t loc = GET_LOC(action);
+ if (GET_TYPE(action) == A_PLACE) {
+ generate_place(loc, GET_DATA0(action), out_ptn);
+ } else {
+ const uint8_t gaps = GET_DATA0(action) & 0x7F,
+ num = GET_DATA1(action) & 0x0F, // unpack
+ dir = GET_DATA1(action) >> 4;
+
+ uint8_t drops[board_size]; // we only ever need board_size-1 in
+ // drops actually, the last spot is to
+ // skip a bounds check at (**)
+ uint8_t mask = 1, steps = 0;
+ // Translate to a drop sequence
+ drops[0] = 1; mask = 1;
+ for (uint8_t d = 1; d < num; d++) {
+ if (gaps & mask) {
+ steps++;
+ drops[steps] = 1; // (**) no bounds check
+ } else {
+ drops[steps] += 1;
+ }
+ mask <<= 1;
+ }
+ generate_move(loc, dir, steps+1, drops, out_ptn);
+ }
+}
+
+// ===================================================================
+// Helper method implementations
+// ===================================================================
+
+static inline void
+list_append(action_list_t *list, const enum A_TYPE type,
+ const int8_t loc, const uint8_t data0,
+ const uint8_t data1) {
+ action_node_t *new = malloc(sizeof(action_list_t));
+ // TODO: trap errno
+
+ new->next = NULL;
+ new->action = (type << TYPE_SHIFT)
+ | (loc << LOC_SHIFT)
+ | (data0 << DATA0_SHIFT)
+ | data1;
+
+ if (list->length) {
+ list->tail->next = new;
+ list->tail = new;
+ } else {
+ list->head = new;
+ list->tail = new;
+ }
+
+ list->length++;
+}
+
+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;
+ }
+}