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authortslil clingman <tslil@posteo.de>2021-01-23 18:20:05 -0500
committertslil <tslil@posteo.de>2026-08-28 19:37:41 +0100
commit18496a371a2204e8c1b448921a87108f4aa7ada3 (patch)
treea2a0882c46882f40cd00906e59f52a0a0118a794 /include/negamax.c
parent2439dc2ab6a6c2a840c2d2c1deb3949b7b88f415 (diff)
Attempting Zobrist hashing
Diffstat (limited to 'include/negamax.c')
-rw-r--r--include/negamax.c346
1 files changed, 346 insertions, 0 deletions
diff --git a/include/negamax.c b/include/negamax.c
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+#include "negamax.h"
+
+// ===================================================================
+// Globals
+// ===================================================================
+
+const float infty = 3.0;
+char negamax_ptn[9];
+uint8_t negamax_search_depth = 3;
+
+// ===================================================================
+// Zobrist hashing
+// ===================================================================
+
+uint64_t *zobrist = NULL;
+
+static int negamax_init_zobrist(void) {
+ if (zobrist != NULL) return EXIT_FAILURE;
+ zobrist = malloc(sizeof(uint64_t)*board_size*board_size*16*3*2);
+ for (int l=0; l<board_size*board_size; l++) {
+ for (int h=0; h<16; h++) {
+ for (int c=0; c<2; c++) {
+ for (int s=0; s<3; s++) {
+ XORSHIFT;
+ zobrist[l*board_size*board_size+h*16+c*2+s] = RANDOM64;
+ }
+ }
+ }
+ }
+ return EXIT_SUCCESS;
+}
+
+static void negamax_free_zobrist(void) {
+ if (zobrist != NULL) {
+ free(zobrist);
+ zobrist = NULL;
+ }
+}
+
+uint64_t negamax_compute_zobrist(void) {
+ uint64_t result = 0;
+ for (uint8_t l=0; l<board_size*board_size; l++) {
+ colour_stack_t c = colours[l];
+ const uint8_t count = COUNT_AT(l);
+ enum STONE_VARIANT s = STONE_AT(l);
+ for (uint8_t h=0; h<count; h++) {
+ result ^= zobrist[l*board_size*board_size
+ +h*16 +(c&1)*2 +s];
+ s = STONE_FLAT;
+ c >>= 1;
+ }
+ }
+ return result;
+}
+
+// ===================================================================
+// α-β negamax using the cnn1986 evaluation function
+// ===================================================================
+
+
+// Movement steps, orderd with the enum: UP DOWN LEFT RIGHT
+static int8_t deltas[4];
+
+void negamax_init_size(void) {
+ deltas[0] = +board_size;
+ deltas[1] = -board_size;
+ deltas[2] = -1;
+ deltas[3] = +1;
+ negamax_free_zobrist();
+ negamax_init_zobrist();
+}
+
+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 void push_stones(const int8_t location,
+ const uint8_t count,
+ const uint8_t new_colours,
+ const enum STONE_VARIANT top_stone) {
+ colours[location] = (colours[location] << count) | new_colours;
+ celldat[location] = top_stone
+ | ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK);
+}
+
+static float val;
+static enum WIN_TYPE w;
+
+#define WIN_EVALUATE_OR_RECURSE(store,reset) { \
+ w = 0xFF; \
+ if (ply >= 2*board_size - 3) w = check_win(); \
+ if (w < 0xFF) { \
+ /* Somebody won, assign weights accordingly. */ \
+ if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) { \
+ val = colour*infty; \
+ /* Always take the win */ \
+ if (cur_depth == 0 && val > 0) { \
+ { reset }; \
+ { store }; \
+ return infty; \
+ } \
+ /* Fix draw value to be completely neutral */ \
+ } else if (w == WIN_DRAW) val = 0; \
+ else val = -colour*infty; \
+ } else if (cur_depth == negamax_search_depth) { \
+ /* We're at the bottom, evaluate */ \
+ val = colour * cnn1986_evaluate_black_win(); \
+ } else { \
+ /* We're not at the bottom, recurse first */ \
+ next_ply(); \
+ val = -negamax(cur_depth + 1, -beta, -alpha, -colour); \
+ previous_ply(); \
+ } \
+ { reset }; \
+ /* Prune */ \
+ if (val >= beta) return beta; \
+ /* Update the optimal value, which alpha carries */ \
+ if (val > alpha) { \
+ alpha = val; \
+ if (cur_depth == 0) { store }; \
+ } \
+ }
+
+float negamax(const uint8_t cur_depth, float alpha, float beta,
+ const float colour) {
+ uint64_t hash = negamax_compute_zobrist();
+ if (cnn1986_cache_seek(hash, &alpha) == EXIT_FAILURE) {
+ 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));
+
+ // Step across the board
+ for (uint8_t row = 0; row < board_size; row++) {
+ for (uint8_t col = 0; col < board_size; 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) > board_size) ? board_size : COUNT_AT(loc);
+ // Only try moves after CPS
+ if (count && ((colours[loc] & 1) == current_colour) && ply>2) {
+ // There are stones, let's try moving them
+
+ // Pre-compute end-stops
+ uint8_t end_stops[4][2]; // (end, not_crush)
+ // UP DOWN LEFT RIGHT
+ end_stops[0][0] = (board_size - row - 1 > count) ? count : board_size - row - 1;
+ end_stops[1][0] = (row > count) ? count : row;
+ end_stops[2][0] = (col > count) ? count : col;
+ end_stops[3][0] = (board_size - col - 1 > count) ? count : board_size - col - 1;
+ const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
+ for (uint8_t d = 0; d < board_size-1; 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[board_size];
+ uint8_t celldat_backup[board_size], drops[board_size];
+ // we only ever need board_size-1 in drops actually, the
+ // last spot is to skip a bounds check at (*)
+
+ //Back up the rows of the board
+ for (uint8_t y = 0; y < board_size; 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 < board_size; 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++) {
+ // TODO: Generalise to board_size!
+ gaps = 0x07 >> (board_size-steps-1);
+ // 0b0000[0111] because 4-1=3 and 5-1=4
+ do {
+ // Ensure legal move if we have to crush
+ const uint8_t last_drop_check =
+ (num > 1) ? (gaps & 1<<(num - 2)) : 1;
+ if (end_stops[dir][1] || last_drop_check) {
+ // 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; // (*) no bounds check
+ } else {
+ drops[idx] += 1;
+ }
+ mask <<= 1;
+ }
+ // Do it, and manually check for win if it's valid
+ uint8_t j = num;
+ for (uint8_t k = 0; k < steps; k++) {
+ j -= drops[k];
+ push_stones(loc+(k+1)*deltas[dir],
+ drops[k],
+ (colours[loc] >> j) & (0xFFFF >> (0x10 - drops[k])),
+ (k == steps - 1) ? STONE_AT(loc) : STONE_FLAT);
+ }
+ // 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, negamax_ptn);
+ },{
+ // Reset the board data after recursing or
+ // before returning
+ if (dir <= M_DOWN) {
+ for (uint8_t y = 0; y < board_size; y++) {
+ colours[THE_COORDS(col, y)] = colours_backup[y];
+ celldat[THE_COORDS(col, y)] = celldat_backup[y];
+ }
+ } else {
+ for (uint8_t x = 0; x < board_size; 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, negamax_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, negamax_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, negamax_ptn);
+ },{
+ celldat[loc] = 0;
+ if (black) black_count |= 128;
+ else white_count |= 128;
+ });
+ }
+ }
+ negamax_display_progress(cur_depth);
+ }
+ }
+ // Insert into the cache
+ cnn1986_cache_insert(hash, alpha);
+ }
+ return alpha;
+}
+
+inline float
+negamax_generate(void) {
+ // We need to start with something outside of [-∞,∞] because those
+ // values are wins
+ const float safe_infty = infty + 1;
+
+ cnn1986_cache_init();
+ float result = negamax(0, -safe_infty, safe_infty, (ply&1)?1.0:-1.0);
+ cnn1986_cache_free();
+
+ return result;
+}