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-rw-r--r--include/negamax_cnn1986.c411
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diff --git a/include/negamax_cnn1986.c b/include/negamax_cnn1986.c
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-#include "negamax_cnn1986.h"
-
-// ===================================================================
-// Globals
-// ===================================================================
-
-const float infty = 3.0;
-char negamax_cnn1986_ptn[9];
-uint8_t negamax_cnn1986_search_depth = 3;
-uint8_t negamax_cnn1986_cache_threshold = 3;
-
-// ===================================================================
-// Implementation of a small convolutional neural network
-// ===================================================================
-
-static float flattened[CONV_NUM+2];
-static float dense1[DENSE1_NUM];
-static float dense2[DENSE2_NUM];
-
-#ifndef DETERMINISTIC
-union u_f {
- uint32_t u;
- float f;
-};
-
-static uint32_t state = 1;
-static union u_f fudge;
-
-#define DOXORSHIFT { \
- state ^= state << 13; \
- state ^= state >> 17; \
- state ^= state << 5; \
- fudge.u = 0x3f800000 | state >> 10; \
- fudge.f = (fudge.f - 1.5) * 0.01; \
- }
-#endif
-
-#define RELU(x) ((x) = ((x)<0)?0:(x))
-
-float
-cnn1986_evaluate_black_win(void) {
- /* ------------------ *
- * Convolution layer *
- * ------------------ */
- // for each kernel
- for (uint8_t kern = 0; kern < KERN_NUM; kern++) {
- // the stride is 1, march across the board
- for (uint8_t bx = 0; bx < KERN_OSIZE; bx++) {
- for (uint8_t by = 0; by < KERN_OSIZE; by++) {
- flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)] =
- conv2d_biases[kern];
- // Compute the convolution for this position
- for (uint8_t ky = 0; ky < KERN_SIZE; ky++) {
- for (uint8_t kx = 0; kx < KERN_SIZE; kx++) {
- for (uint8_t c = 0; c < KERN_CHAN; c++) {
- // Where we are on the board
- const uint8_t loc = kx+bx+(ky+by)*5;
- // Look up what's on the board at this location, and
- // multiply it. For c=0 we have to do some extra work
- float lookup = 0;
- if (COUNT_AT(loc)>c) {
- if (c==0) {
- if (STONE_AT(loc) == STONE_STANDING) {
- lookup = (colours[loc] & 1) ? +0.25 : -0.25;
- } else if (STONE_AT(loc) == STONE_CAPSTONE) {
- lookup = (colours[loc] & 1) ? +1.00 : -1.00;
- } else {
- lookup = (colours[loc] & 1) ? +0.50 : -0.50;
- }
- } else {
- lookup = (colours[loc] & (1<<c)) ? +0.50 : -0.50;
- }
- }
- flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]
- += lookup*conv2d_weights[kern][ky][kx][c];
- }
- }
- }
- RELU(flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]);
- }
- }
- }
- // Add input of flat counts
- flattened[CONV_NUM] = (float)(white_count & 127)/21.0;
- flattened[CONV_NUM+1] = (float)(black_count & 127)/21.0;
- /* ------------------ *
- * First dense layer *
- * ------------------ */
- for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
- dense1[d1] = dense1_biases[d1];
- for (uint8_t fl = 0; fl < CONV_NUM+2; fl++) {
- dense1[d1] += flattened[fl]*dense1_weights[d1][fl];
- }
- RELU(dense1[d1]);
- }
- /* ------------------- *
- * Second dense layer *
- * ------------------- */
- for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
- dense2[d2] = dense2_biases[d2];
- for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
- dense2[d2] += dense1[d1]*dense2_weights[d2][d1];
- }
- RELU(dense2[d2]);
- }
- /* ------------- *
- * Output layer *
- * ------------- */
- float output = output_bias;
- for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
- output += dense2[d2]*output_weights[d2];
- }
- // Truncated Pade approximant of logistic function
- output = (12.0+output+50.0*output/(output*output+10.0))/24.0;
-#ifndef DETERMINISTIC
- DOXORSHIFT;
- output += fudge.f;
-#endif
- if (output > 1.0) {
- return 1.0;
- }
- else if (output < 0.0) {
- return -1.0;
- }
- return 2*output-1.0;
-}
-
-// ===================================================================
-// α-β negamax using the above evaluator
-// ===================================================================
-
-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 inline 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;
-
-// UP DOWN LEFT RIGHT
-static const int8_t deltas[4] = { +5, -5, -1, +1};
-
-#define WIN_EVALUATE_OR_RECURSE(store,reset) { \
- w = 0xFF; \
- if (ply >= 2*5 - 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_cnn1986_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_cnn1986(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_cnn1986(const uint8_t cur_depth, float alpha, float beta,
- const float colour) {
-
- int sought = EXIT_FAILURE;
- if (cur_depth < negamax_cnn1986_cache_threshold) {
- sought = cnn1986_cache_seek(&alpha);
- }
- if (sought) {
- 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 < 5; row++) {
- for (uint8_t col = 0; col < 5; 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) > 5) ? 5 : COUNT_AT(loc);
- // 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?
-
- // 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
- // fifth is to skip a
- // bounds check at (*)
- // Back up the row of the board
- for (uint8_t y = 0; y < 5; 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 < 5; 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++) {
- gaps = 0x07 >> (4-steps); // 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; // (*) we don't need to 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_cnn1986_ptn);
- },{
- // Reset the board data after recursing or
- // before returning
- if (dir <= M_DOWN) {
- for (uint8_t y = 0; y < 5; y++) {
- colours[THE_COORDS(col, y)] = colours_backup[y];
- celldat[THE_COORDS(col, y)] = celldat_backup[y];
- }
- } else {
- for (uint8_t x = 0; x < 5; 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_cnn1986_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_cnn1986_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_cnn1986_ptn);
- },{
- celldat[loc] = 0;
- if (black) black_count |= 128;
- else white_count |= 128;
- });
- }
- }
- negamax_cnn1986_display_progress(cur_depth);
- }
- }
- // Insert into the cache if we're not too deep, and make it
- // useable for both min and max (colour * colour == 1)
- if (cur_depth < negamax_cnn1986_cache_threshold)
- cnn1986_cache_insert(colour*alpha);
- } else {
- // Impose the colour
- alpha *= colour;
- }
- return alpha;
-}
-
-inline float
-negamax_cnn1986_generate(void) {
- // We need to start with something outside of [-∞,∞] because those
- // values are wins
- const float safe_infty = infty + 1;
- return negamax_cnn1986(0, -safe_infty, safe_infty, (ply&1)?1.0:-1.0);
-}