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authortslil clingman <tslil@posteo.de>2021-01-21 01:16:20 -0500
committertslil <tslil@posteo.de>2026-08-28 19:37:41 +0100
commit9fa3291044ff8d9f0f2b9c9a01cd210bf318ab74 (patch)
treeb27bc6f934e05b6494af8527b6b55bc554dc4c10 /include/minimax_cnn1986.c
parent232013bda72120f69c1780c4af381884ca111ef4 (diff)
Many fixes, i think this is actually correct
Diffstat (limited to 'include/minimax_cnn1986.c')
-rw-r--r--include/minimax_cnn1986.c392
1 files changed, 0 insertions, 392 deletions
diff --git a/include/minimax_cnn1986.c b/include/minimax_cnn1986.c
deleted file mode 100644
index 38edb33..0000000
--- a/include/minimax_cnn1986.c
+++ /dev/null
@@ -1,392 +0,0 @@
-#include "minimax_cnn1986.h"
-
-// ===================================================================
-// Globals
-// ===================================================================
-
-const float infty = 3.0;
-char ct1986_ptn[9];
-
-// ===================================================================
-// Implementation of a small convolutional neural network
-// ===================================================================
-
-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 uint32_t state = 1;
-static union u_f fudge;
-
-#define DOXORSHIFT { \
- state ^= state << 13; \
- state ^= state >> 17; \
- state ^= state << 5; \
- fudge.u = 0x3f800000 | state >> 10; \
- fudge.f = (fudge.f - 1.5) * 0.01; \
- }
-#endif
-
-#define RELU(x) ((x) = ((x)<0)?0:(x))
-
-float
-ct1986_evaluate_win(void) {
- /* ------------------ *
- * Convolution layer *
- * ------------------ */
- // for each kernel
- for (uint8_t kern = 0; kern < KERN_NUM; kern++) {
- // the stride is 1, march across the board
- for (uint8_t bx = 0; bx < KERN_OSIZE; bx++) {
- for (uint8_t by = 0; by < KERN_OSIZE; by++) {
- flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)] =
- conv2d_biases[kern];
- // Compute the convolution for this position
- for (uint8_t ky = 0; ky < KERN_SIZE; ky++) {
- for (uint8_t kx = 0; kx < KERN_SIZE; kx++) {
- for (uint8_t c = 0; c < KERN_CHAN; c++) {
- // Where we are on the board
- const uint8_t loc = kx+bx+(ky+by)*5;
- // Look up what's on the board at this location, and
- // multiply it. For c=0 we have to do some extra work
- float lookup = 0;
- if (COUNT_AT(loc)>c) {
- if (c==0) {
- if (STONE_AT(loc) == STONE_STANDING) {
- lookup = (colours[loc] & 1) ? +0.25 : -0.25;
- } else if (STONE_AT(loc) == STONE_CAPSTONE) {
- lookup = (colours[loc] & 1) ? +1.00 : -1.00;
- } else {
- lookup = (colours[loc] & 1) ? +0.50 : -0.50;
- }
- } else {
- lookup = (colours[loc] & (1<<c)) ? +0.50 : -0.50;
- }
- }
- flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]
- += lookup*conv2d_weights[kern][ky][kx][c];
- }
- }
- }
- RELU(flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]);
- }
- }
- }
- // Add input of flat counts
- flattened[CONV_NUM] = (float)(white_count & 127)/21.0;
- flattened[CONV_NUM+1] = (float)(black_count & 127)/21.0;
- /* ------------------ *
- * First dense layer *
- * ------------------ */
- for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
- dense1[d1] = dense1_biases[d1];
- for (uint8_t fl = 0; fl < CONV_NUM+2; fl++) {
- dense1[d1] += flattened[fl]*dense1_weights[d1][fl];
- }
- RELU(dense1[d1]);
- }
- /* ------------------- *
- * Second dense layer *
- * ------------------- */
- for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
- dense2[d2] = dense2_biases[d2];
- for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
- dense2[d2] += dense1[d1]*dense2_weights[d2][d1];
- }
- RELU(dense2[d2]);
- }
- /* ------------- *
- * Output layer *
- * ------------- */
- float output = output_bias;
- for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
- output += dense2[d2]*output_weights[d2];
- }
- // Truncated Pade approximant of logistic function
- output = (12.0+output+50.0*output/(output*output+10.0))/24.0;
-#ifndef DETERMINISTIC
- DOXORSHIFT;
- output += fudge.f;
-#endif
- if (output > 1.0) {
- if (ply & 1) return 1.0;
- else return -1.0;
- }
- else if (output < 0.0) {
- if (ply & 1) return -1.0;
- else return 1.0;
- }
-
- return (ply & 1) ? 2.0*output-1.0 : 1.0-2*output;
-}
-
-// ===================================================================
-// α-β minimax using the above evaluator
-// ===================================================================
-
-static void
-previous_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;
- }
-}
-
-static float val;
-static enum WIN_TYPE w;
-
-#define WIN_EVALUATE_OR_RECURSE(store,reset) { \
- w = 0xFF; \
- if (ply >= 2*5 - 2) w = check_win(); \
- if (w < 0xFF) { \
- /* Somebody won, assign weights accordingly. Note in particular
- that draws are only worth ∞/2 ;) \
- */ \
- if (ply & 1) { \
- if (w == WIN_ROAD_WHITE || w == WIN_FLAT_WHITE) \
- val = -infty; \
- else if (w == WIN_DRAW) val = infty/2.0; \
- else val = infty; \
- } else { \
- if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) \
- val = -infty; \
- else if (w == WIN_DRAW) val = infty/2.0; \
- else val = infty; \
- } \
- } else if (cur_depth == max_depth) { \
- /* We're at the bottom, evaluate */ \
- val = ct1986_evaluate_win(); \
- } else { \
- /* We're not at the bottom, recurse first */ \
- next_ply(); \
- val = -ct1986_negamax(cur_depth + 1, max_depth, -beta, -alpha); \
- previous_ply(); \
- } \
- { reset }; \
- /* Prune */ \
- if (val >= beta) return val; \
- /* Update the optimal value, which alpha carries */ \
- if (val > optimal) { \
- optimal = val; \
- if (val > alpha) alpha = val; \
- if (cur_depth == 0) { store }; \
- } \
- }
-
-// UP DOWN LEFT RIGHT
-static const int8_t deltas[4] = { +5, -5, -1, +1};
-
-float
-ct1986_negamax(const uint8_t cur_depth, const uint8_t max_depth,
- float alpha, float beta) {
- const uint8_t black = (ply & 1),
- material = (black) ? black_count : white_count,
- flat = material & 127,
- cap = (ply > 2 && (material & 128)),
- standing = (ply > 2 && (material & 127));
-
- float optimal = -infty;
-
- // Step across the board
- for (uint8_t row = 0; row < 5; row++) {
- for (uint8_t col = 0; col < 5; col++) {
- // Try all valid actions for this square. Is it empty?
- const uint8_t loc = THE_COORDS(col, row);
- const uint8_t count = (COUNT_AT(loc) > 5) ? 5 : COUNT_AT(loc);
- // Only try moves after CPS
- if (count && ((colours[loc] & 1) == current_colour) && ply>2) {
- // There are stones, can we move them in a given direction?
-
- // Pre-compute end-stops
- uint8_t end_stops[4][2]; // (end, not_crush)
- // UP DOWN LEFT RIGHT
- end_stops[0][0] = (4-row > count) ? count : 4-row;
- end_stops[1][0] = (row > count) ? count : row;
- end_stops[2][0] = (col > count) ? count : col;
- end_stops[3][0] = (4-col > count) ? count : 4-col;
- const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
- for (uint8_t d = 0; d < 4; d++){
- end_stops[d][1] = 1;
- const uint8_t stop = end_stops[d][0];
- end_stops[d][0] = 0;
- for (uint8_t k = 1; k <= stop; k++) {
- const uint8_t stone = STONE_AT(loc+k*deltas[d]);
- if (stone == STONE_STANDING) {
- if (cap_top) {
- end_stops[d][1] = 0;
- end_stops[d][0]++;
- }
- break;
- } else if (stone == STONE_CAPSTONE) {
- break;
- }
- end_stops[d][0]++;
- }
- }
-
- uint16_t colours_backup[5];
- uint8_t celldat_backup[5], drops[5]; // we only use 4, the
- // fifth is to skip a
- // bounds check at (*)
- // Back up the row of the board
- for (uint8_t y = 0; y < 5; y++) {
- colours_backup[y] = colours[THE_COORDS(col, y)];
- celldat_backup[y] = celldat[THE_COORDS(col, y)];
- }
-
- // I'm not a huge fan of looping through enums, but it's
- // better than manually unrolling this. Sufficiently smart
- // compilers?
- for (enum MOVE_DIRECTION dir = M_UP; dir <= M_RIGHT; dir++) {
- // Back-up the column once we start looking horizontally
- if (dir == M_LEFT) {
- for (uint8_t x = 0; x < 5; x++) {
- colours_backup[x] = colours[THE_COORDS(x, row)];
- celldat_backup[x] = celldat[THE_COORDS(x, row)];
- }
- }
- /*
- * We don't do anything terribly efficient here just try
- * all the ordered partitions of num ∈ {1 … end_stop}, and
- * skip the partition if it calls for multiple stones at
- * the end with a crush.
- */
- uint8_t gaps, t, idx, mask;
- for (uint8_t num = 1; num <= count; num++) {
- for (uint8_t steps = 1;
- steps <= end_stops[dir][0] && steps <= num;
- steps++) {
- gaps = 0b00000111 >> (4-steps);
- do {
- // Translate to a drop sequence
- drops[0] = 1; mask = 1; idx = 0;
- for (uint8_t d = 0; d + 1 < num; d++) {
- if (gaps & mask) {
- idx++;
- drops[idx] = 1; // (*) we don't need to bounds check
- } else {
- drops[idx] += 1;
- }
- mask <<= 1;
- }
- // TODO: Work out what this should be before partition
-
- // Ensure legal move if we have to crush
- if (end_stops[dir][1] || drops[steps-1] <= 1) {
- // Try it, and manually check for win if it's valid
- uint8_t j = num;
- for (uint8_t k = 0; k < steps; k++) {
- // Dear future me, i'm sorry
- j -= drops[k];
- colours[loc+(k+1)*deltas[dir]] = (colours[loc+(k+1)*deltas[dir]] << drops[k])
- | ((colours[loc] >> j) & (0xFFFF >> (0x10 - drops[k])));
- celldat[loc+(k+1)*deltas[dir]] = (k == steps - 1) ? STONE_AT(loc) : STONE_FLAT
- | ((celldat[loc+(k+1)*deltas[dir]] + ((drops[k] << NUM_SHIFT))) & NUM_MASK);
- }
- // Then we drop them from the source
- colours[loc] >>= num;
- const uint8_t dec_count = celldat[loc] - (num << NUM_SHIFT);
- celldat[loc] = dec_count & NUM_MASK;
- // First check for wins, if we're at the bottom
- // evaluate, otherwise recurse
- WIN_EVALUATE_OR_RECURSE({
- // If we did update the optimal value, store
- // this move
- generate_move(loc, dir, steps, drops, ct1986_ptn);
- },{
- // Reset the board data after recursing or
- // before returning
- if (dir <= M_DOWN) {
- for (uint8_t y = 0; y < 5; y++) {
- colours[THE_COORDS(col, y)] = colours_backup[y];
- celldat[THE_COORDS(col, y)] = celldat_backup[y];
- }
- } else {
- for (uint8_t x = 0; x < 5; x++) {
- colours[THE_COORDS(x, row)] = colours_backup[x];
- celldat[THE_COORDS(x, row)] = celldat_backup[x];
- }
- }
- });
- }
- /*
- * 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
- */
- t = (gaps | (gaps - 1));
- gaps = (t + 1) | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
- } while (gaps && (gaps + 1 <= (1<<(num-1))));
- }
- }
- }
- } else if (material && count == 0) {
- // Empty square, try placements
-
- if (flat) {
- // Generate the placement
- if (black) black_count--;
- else white_count--;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_FLAT;
- WIN_EVALUATE_OR_RECURSE({
- // If we did update the optimal value, store
- generate_place(loc, STONE_FLAT, ct1986_ptn);
- },{
- // Reset the state
- celldat[loc] = 0;
- if (black) black_count++;
- else white_count++;
- });
-
- // Do the same for walls, can't happen without flats
- if (standing) {
- if (black) black_count--;
- else white_count--;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_STANDING;
- WIN_EVALUATE_OR_RECURSE({
- generate_place(loc, STONE_STANDING, ct1986_ptn);
- },{
- celldat[loc] = 0;
- if (black) black_count++;
- else white_count++;
- });
- }
- }
-
- // and for caps
- if (cap) {
- if (black) black_count &= 127;
- else white_count &= 127;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_CAPSTONE;
- WIN_EVALUATE_OR_RECURSE({
- generate_place(loc, STONE_CAPSTONE, ct1986_ptn);
- },{
- celldat[loc] = 0;
- if (black) black_count |= 128;
- else white_count |= 128;
- });
- }
- }
- ct1986_display_progress(cur_depth);
- }
- }
- return alpha;
-}
-
-inline float
-ct1986_generate(const uint8_t max_depth) {
- return ct1986_negamax(0, max_depth, -infty, infty);
-}