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-rw-r--r--include/negamax.c371
1 files changed, 25 insertions, 346 deletions
diff --git a/include/negamax.c b/include/negamax.c
index 856f3fc..f6a7525 100644
--- a/include/negamax.c
+++ b/include/negamax.c
@@ -128,26 +128,19 @@ static float
negamax(const uint8_t cur_depth, float alpha, float beta,
const float colour) {
- /*
- * uint64_t hash = zobrist_compute();
- * tt_entry_t *entry = tt_seek(hash);
- * const float alpha_orig = alpha;
- *
- * if (entry != NULL && entry->depth == cur_depth) {
- * if (entry->flag == TT_EXACT) {
- * return entry->value;
- * } else if (entry->flag == TT_LOWERBOUND) {
- * alpha = fmax(alpha, entry->value);
- * } else if (entry->flag == TT_UPPERBOUND) {
- * beta = fmin(beta, entry->value);
- * }
- * if (alpha >= beta) {
- * if (cur_depth == negamax_search_depth)
- * action_to_ptn(entry->action, negamax_ptn);
- * return entry->value;
- * }
- * }
- */
+ uint64_t hash = zobrist_compute();
+ tt_entry_t *entry = tt_seek(hash);
+
+ if (entry != NULL && entry->depth == cur_depth) {
+ if (entry->flag == TT_EXACT) {
+ return entry->value;
+ } else if (entry->flag == TT_LOWERBOUND && entry->value > alpha) {
+ alpha = entry->value;
+ } else if (entry->flag == TT_UPPERBOUND && entry->value < beta) {
+ beta = entry->value;
+ }
+ if (alpha >= beta) return entry->value;
+ }
action_list_t *list;
if ((list = action_list_generate()) == NULL)
@@ -162,7 +155,6 @@ negamax(const uint8_t cur_depth, float alpha, float beta,
for (action_node_t *node=list->head; node!=NULL; node=node->next) {
action_take(node);
-
// Compute the value of the node
float node_value;
if (ply >= 2*board_size - 2 && (w = check_win()) < 0xFF) {
@@ -192,331 +184,18 @@ negamax(const uint8_t cur_depth, float alpha, float beta,
action_list_free(list);
- /*
- * flag = TT_EXACT;
- * if (value <= alpha_orig) flag = TT_UPPERBOUND;
- * else if (value >= beta) flag = TT_UPPERBOUND;
- *
- * if (entry == NULL) {
- * tt_insert(hash, flag, cur_depth, value);
- * }
- */
- /*
- * else {
- * entry->flag = flag;
- * entry->value = value;
- * entry->depth = cur_depth;
- * entry->action = best;
- * }
- */
+ flag = TT_EXACT;
+ if (value >= beta) flag = TT_LOWERBOUND;
+ else if (value <= alpha) flag = TT_UPPERBOUND;
+
+ if (entry == NULL) {
+ tt_insert(hash, flag, cur_depth, value);
+ } else {
+ entry->flag = flag;
+ entry->value = value;
+ entry->depth = cur_depth;
+ // entry->action = best;
+ }
return value;
}
-
-
-/*
- * // Movement steps, orderd with the enum: UP DOWN LEFT RIGHT
- * static int8_t deltas[4];
- *
- * void negamax_init(const uint8_t new_board_size) {
- * board_size = new_board_size;
- * 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 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) { \
- * value = colour*infty; \
- * /\* Always take the win *\/ \
- * if (value > 0) { \
- * { reset }; \
- * if (cur_depth == negamax_search_depth) { store }; \
- * goto prune; \
- * } \
- * /\* Fix draw value to be completely neutral *\/ \
- * } else if (w == WIN_DRAW) value = 0; \
- * else value = -colour*infty; \
- * } if (cur_depth == 0) { \
- * /\* We're at the bottom, evaluate *\/ \
- * value = fmax(value, colour * cnn1986_evaluate_black_win()); \
- * } else { \
- * /\* We're not at the bottom, recurse first *\/ \
- * next_ply(); \
- * value = fmax(value, -negamax(cur_depth - 1, -beta, -alpha, -colour)); \
- * previous_ply(); \
- * } \
- * { reset }; \
- * /\* Update the optimal value, which alpha carries *\/ \
- * if (value > alpha) { \
- * alpha = value; \
- * if (cur_depth == negamax_search_depth) { store }; \
- * /\* Prune *\/ \
- * if (alpha >= beta) goto prune; \
- * } \
- * }
- *
- * float negamax(const uint8_t cur_depth, float alpha, float beta,
- * const float colour) {
- *
- * /\*
- * * uint64_t hash = negamax_compute_zobrist();
- * * tt_entry_t *entry = tt_seek(hash);
- * * const float alpha_orig = alpha;
- * *
- * * if (entry != NULL && entry->depth >= cur_depth) {
- * * if (entry->flag == TT_EXACT) {
- * * return entry->value;
- * * } else if (entry->flag == TT_LOWERBOUND) {
- * * alpha = fmax(alpha, entry->value);
- * * } else if (entry->flag == TT_UPPERBOUND) {
- * * beta = fmin(beta, entry->value);
- * * }
- * * if (alpha >= beta) return entry->value;
- * * }
- * * enum TT_FLAG flag;
- * *\/
- *
- * float value = -infty;
- * 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);
- * }
- * }
- *
- * prune:
- * /\*
- * * flag = TT_EXACT;
- * * if (value <= alpha_orig) flag = TT_UPPERBOUND;
- * * else if (value >= beta) flag = TT_UPPERBOUND;
- * *
- * * if (entry == NULL) {
- * * tt_insert(hash, flag, cur_depth, value);
- * * } else {
- * * entry->flag = flag;
- * * entry->value = value;
- * * entry->depth = cur_depth;
- * * }
- * *\/
- *
- * return value;
- * }
- */