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-rw-r--r--include/negamax.c432
1 files changed, 215 insertions, 217 deletions
diff --git a/include/negamax.c b/include/negamax.c
index 3e57165..3e3a209 100644
--- a/include/negamax.c
+++ b/include/negamax.c
@@ -14,34 +14,27 @@ uint32_t cache_fails = 0;
// Zobrist hashing
// ===================================================================
-uint64_t *zobrist[4];
-uint64_t *zobrist_empty[4];
+uint64_t *zobrist[15];
static int negamax_init_zobrist(void) {
- for (int k=0; k<4; k++) {
+
+ for (int k=0; k<15; k++) {
if (zobrist[k] != NULL) return EXIT_FAILURE;
- if (zobrist_empty[k] != NULL) return EXIT_FAILURE;
}
- for (int j=0; j<4; j++) {
- zobrist[j] = malloc(sizeof(uint64_t)*board_size*board_size*15*3*2);
- zobrist_empty[j] = malloc(sizeof(uint64_t)*board_size*board_size);
- // TODO: trap errno
- for (int k=0; k<board_size*board_size*15*3*2; k++) {
+ for (int j=0; j<15; j++) {
+ zobrist[j] = malloc(sizeof(uint64_t)*board_size*board_size*(2*3+1));
+ for (int k=0; k<board_size*board_size*(2*3+1); k++) {
XORSHIFT64;
zobrist[j][k] = RANDOM64;
}
- for (int k=0; k<board_size*board_size; k++) {
- XORSHIFT64;
- zobrist_empty[j][k] = RANDOM64;
- }
}
return EXIT_SUCCESS;
}
static void negamax_free_zobrist(void) {
- for (int k=0; k<4; k++) {
+ for (int k=0; k<15; k++) {
if (zobrist[k] != NULL) {
free(zobrist[k]);
zobrist[k] = NULL;
@@ -49,21 +42,20 @@ static void negamax_free_zobrist(void) {
}
}
-void negamax_compute_zobrist(uint64_t *hash) {
- for (int k=0; k<4; k++) hash[k] = 0;
+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);
- if (count) {
- const enum STONE_VARIANT s = STONE_AT(l);
- colour_stack_t c = colours[l];
- for (uint8_t h=0; h<count; h++) {
- for (int k=0; k<4; k++) {
- hash[k] ^= zobrist[k][l*16*3*2 + h*3*2 + (c&1)*3 + s];
- }
+ 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;
}
// ===================================================================
@@ -144,220 +136,229 @@ static enum WIN_TYPE w;
float negamax(const uint8_t cur_depth, float alpha, float beta,
const float colour) {
- uint64_t hash[4];
- negamax_compute_zobrist(hash);
-
- float stored_alpha;
- int lookup = cnn1986_cache_seek(hash, &stored_alpha);
-
- /*
- * 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;
+ 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) {
+ if (entry->value > alpha) alpha = entry->value;
+ } else if (entry->flag == TT_UPPERBOUND) {
+ if (entry->value < beta) beta = entry->value;
+ }
+ if (alpha >= beta) return entry->value;
+ }
+
+ 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]++;
}
- 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 (*)
+ 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)];
- }
+ //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)];
- }
+ // 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);
+ }
+ /*
+ * 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;
}
- // 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];
- }
- }
- });
+ mask <<= 1;
}
- /*
- * 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))));
- }
+ // 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
+ }
+ } 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_FLAT;
+ celldat[loc] = NUM_INC | STONE_STANDING;
WIN_EVALUATE_OR_RECURSE({
- // If we did update the optimal value, store
- generate_place(loc, STONE_FLAT, negamax_ptn);
+ generate_place(loc, STONE_STANDING, 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;
- });
- }
+ // 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
- }
- if (lookup == EXIT_FAILURE)
- cnn1986_cache_insert(hash, alpha);
- else {
- if (stored_alpha != alpha)
- cache_fails++;
+ negamax_display_progress(cur_depth);
}
+ }
+
+ enum TT_FLAG flag = TT_EXACT;
+ if (alpha <= alpha_orig) flag = TT_UPPERBOUND;
+ else if (alpha >= beta) flag = TT_UPPERBOUND;
+
+ if (entry == NULL) {
+ tt_insert(hash, flag, cur_depth, alpha);
+ } else {
+ entry->flag = flag;
+ entry->value = alpha;
+ entry->depth = cur_depth;
+ }
+
return alpha;
}
@@ -367,12 +368,9 @@ negamax_generate(void) {
// values are wins
const float safe_infty = infty + 1;
-
- cache_fails=0;
-
- cnn1986_cache_init();
+ tt_init();
float result = negamax(0, -safe_infty, safe_infty, (ply&1)?1.0:-1.0);
- cnn1986_cache_free();
+ tt_free();
return result;
}