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-rw-r--r--include/negamax.c705
1 files changed, 386 insertions, 319 deletions
diff --git a/include/negamax.c b/include/negamax.c
index fd8c7ac..812f8f7 100644
--- a/include/negamax.c
+++ b/include/negamax.c
@@ -8,16 +8,48 @@ const float infty = 3.0;
char negamax_ptn[9];
uint8_t negamax_search_depth = 3;
-uint32_t cache_fails = 0;
+static uint64_t *zobrist[15];
// ===================================================================
-// Zobrist hashing
+// Helpers
// ===================================================================
-uint64_t *zobrist[15];
+static void
+zobrist_free(void);
+
+static int
+zobrist_init(void);
+
+static uint64_t
+zobrist_compute(void);
-static int negamax_init_zobrist(void) {
+static float
+negamax(const uint8_t cur_depth, float alpha, float beta,
+ const float colour);
+
+// ===================================================================
+// Zobrist hashing
+// ===================================================================
+
+static uint64_t
+zobrist_compute(void) {
+ uint64_t hash = 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<15; h++) {
+ if (h<count) {
+ hash ^= zobrist[h][l*(2*3+1)+(c&1)*3+s];
+ c >>= 1;
+ }
+ }
+ }
+ return hash;
+}
+static int
+zobrist_init(void) {
for (int k=0; k<15; k++) {
if (zobrist[k] != NULL) return EXIT_FAILURE;
}
@@ -33,7 +65,8 @@ static int negamax_init_zobrist(void) {
return EXIT_SUCCESS;
}
-static void negamax_free_zobrist(void) {
+static void
+zobrist_free(void) {
for (int k=0; k<15; k++) {
if (zobrist[k] != NULL) {
free(zobrist[k]);
@@ -42,343 +75,377 @@ static void negamax_free_zobrist(void) {
}
}
-uint64_t negamax_compute_zobrist(void) {
- uint64_t hash = 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<15; h++) {
- if (h<count) {
- hash ^= zobrist[h][l*(2*3+1)+(c&1)*3+s];
- c >>= 1;
- }
- }
- }
- return hash;
-}
-
// ===================================================================
-// α-β negamax using the cnn1986 evaluation function
+// α-β negamax using the cnn1986 evaluation function and transposition
+// tables using Zobrist hasing and a treap
// ===================================================================
-
-// Movement steps, orderd with the enum: UP DOWN LEFT RIGHT
-static int8_t deltas[4];
-
-void negamax_init(const uint8_t new_board_size) {
+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();
+ zobrist_init();
+ action_list_init(board_size);
}
-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;
- }
+void
+negamax_free(void) {
+ zobrist_free();
}
-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;
+float
+negamax_generate(void) {
+ // We need to start with something outside of [-∞,∞] because those
+ // values are wins
+ const float safe_infty = infty + 1;
-#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; \
- } \
- }
+ tt_init();
+ float result = negamax(negamax_search_depth,
+ -safe_infty, safe_infty,
+ (ply&1)?1.0:-1.0);
+ tt_free();
-float negamax(const uint8_t cur_depth, float alpha, float beta,
- const float colour) {
+ return result;
+}
- /*
- * 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;
- */
+static float
+negamax(const uint8_t cur_depth, float alpha, float beta,
+ const float colour) {
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]++;
- }
- }
+ action_list_t *action_list = action_list_generate();
- 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 (*)
+ for (action_list_t *action = action_list;
+ action != NULL;
+ action = action->next) {
- //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)];
- }
+ negamax_display_progress(cur_depth);
- // 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);
+ if (cur_depth > 1) {
+ value = colour*cnn1986_evaluate_black_win();
+ } else {
+ action_take(action);
+ value = fmax(value, -negamax(cur_depth - 1, -beta, -alpha, -colour));
+ action_undo(action);
+ }
+ // alpha = fmax(alpha, value);
+ if (value > alpha) {
+ alpha = value;
+ action_to_ptn(action, negamax_ptn);
}
+ if (alpha >= beta) break;
}
- 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;
- * }
- */
+ action_list_free(action_list);
return value;
}
-inline float
-negamax_generate(void) {
- // We need to start with something outside of [-∞,∞] because those
- // values are wins
- const float safe_infty = infty + 1;
- tt_init();
- float result = negamax(negamax_search_depth,
- -safe_infty, safe_infty,
- (ply&1)?1.0:-1.0);
- tt_free();
-
- return result;
-}
+/*
+ * // 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;
+ * }
+ */