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Diffstat (limited to 'include/minimax_cnn1986.c')
-rw-r--r--include/minimax_cnn1986.c96
1 files changed, 61 insertions, 35 deletions
diff --git a/include/minimax_cnn1986.c b/include/minimax_cnn1986.c
index ce950ba..d13195d 100644
--- a/include/minimax_cnn1986.c
+++ b/include/minimax_cnn1986.c
@@ -6,7 +6,6 @@
const float infty = 3.0;
char ct1986_ptn[9];
-void (*ct1986_display_progress)(const uint8_t);
// ===================================================================
// Implementation of a small convolutional neural network
@@ -177,11 +176,12 @@ static enum WIN_TYPE w;
} \
}
+// UP DOWN LEFT RIGHT
+static const int8_t deltas[4] = { +5, -5, -1, +1};
+
float
ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
const uint8_t min, float alpha, float beta) {
-
- enum E_RESULT r;
const uint8_t black = (ply & 1),
material = (black) ? black_count : white_count,
flat = material & 127,
@@ -200,9 +200,33 @@ ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
// 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?
- // I'm not a huge fan of looping through enums, but it's
- // better than manually unrolling this. Sufficiently smart
- // compilers?
+
+ // 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
@@ -213,6 +237,10 @@ ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
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) {
@@ -222,33 +250,16 @@ ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
}
}
/*
- * We don't do anything terribly efficient or smart here,
- * just try all the ordered partitions of num ∈ {1,…,count}
- * that will fit on the board in the current direction.
- * Recall that count = max(stack height, carry limit).
+ * 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 upper;
- switch (dir) {
- case M_UP: {
- upper = (4-row > count) ? count : 4-row;
- break;
- }
- case M_DOWN: {
- upper = (row > count) ? count : row;
- break;
- }
- case M_LEFT: {
- upper = (col > count) ? count : col;
- break;
- }
- case M_RIGHT: {
- upper = (4-col > count) ? count : 4-col;
- break;
- }
- }
uint8_t gaps, t, idx, mask;
for (uint8_t num = 1; num <= count; num++) {
- for (uint8_t steps = 1; steps <= upper && steps <= num; steps++) {
+ for (uint8_t steps = 1;
+ steps <= end_stops[dir][0] && steps <= num;
+ steps++) {
gaps = 0b00000111 >> (4-steps);
do {
// Translate to a drop sequence
@@ -262,9 +273,24 @@ ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
}
mask <<= 1;
}
- // Try it, and manually check for win if it's valid
- r = try_move(loc, dir, steps, drops);
- if (r == ACT_OK) {
+ // 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({
@@ -284,9 +310,9 @@ ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth,
celldat[THE_COORDS(x, row)] = celldat_backup[x];
}
}
+ // Prune
+ if (alpha >= beta) return optimal;
}
- // Prune
- if (alpha >= beta) return optimal;
/*
* With thanks to
* https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation