From e6a5b63bbeb36ff9d9d5f2c002395012a0d41fdf Mon Sep 17 00:00:00 2001 From: tslil clingman Date: Fri, 22 Jan 2021 13:36:32 -0500 Subject: Trying caching to speed things up --- include/negamax_cnn1986.c | 370 +++++++++++++++++++++------------------------- 1 file changed, 170 insertions(+), 200 deletions(-) (limited to 'include/negamax_cnn1986.c') diff --git a/include/negamax_cnn1986.c b/include/negamax_cnn1986.c index 3aa282f..b9d618d 100644 --- a/include/negamax_cnn1986.c +++ b/include/negamax_cnn1986.c @@ -7,6 +7,7 @@ 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 @@ -192,234 +193,203 @@ static const int8_t deltas[4] = { +5, -5, -1, +1}; float negamax_cnn1986(const uint8_t cur_depth, float alpha, float beta, const float colour) { - 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? + if (cnn1986_cache_seek(&alpha)) { + 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)); - // 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]++; + // 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; } - break; - } else if (stone == STONE_CAPSTONE) { - break; + end_stops[d][0]++; } - 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)]; - } + 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)]; + // 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; + /* + * 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; } - 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; + // 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]; + // 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)))); + }); + } + /* + * 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 + } 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; - /* - * w = 0xFF; - * if (ply >= 2*5 - 3) w = check_win(); - * if (w < 0xFF) { - * /\* Somebody won, assign weights accordingly. Note in particular - * that draws are only worth ∞/2 ;) - * *\/ - * if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) - * val = infty; - * else if (w == WIN_DRAW) val = 0; - * else val = -infty; - * val *= colour; - * } 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(); - * } - * celldat[loc] = 0; - * if (black) black_count++; - * else white_count++; - * /\* Prune *\/ - * if (val >= beta) return beta; - * /\* Update the optimal value, which alpha carries *\/ - * if (val > alpha) { - * alpha = val; - * if (cur_depth == 0) { - * generate_place(loc, STONE_FLAT, negamax_cnn1986_ptn); - * /\* Did we win? *\/ - * if (alpha >= infty && w < 0xFF) - * return alpha; - * }; - * } - */ - 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 (flat) { + // Generate the placement if (black) black_count--; else white_count--; colours[loc] = current_colour; - celldat[loc] = NUM_INC | STONE_STANDING; + celldat[loc] = NUM_INC | STONE_FLAT; WIN_EVALUATE_OR_RECURSE({ - generate_place(loc, STONE_STANDING, negamax_cnn1986_ptn); + // 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; - }); + // 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); } - negamax_cnn1986_display_progress(cur_depth); } + // Insert into the cache if we're not too deep + if (cur_depth < negamax_cnn1986_cache_threshold) + cnn1986_cache_insert(alpha); } return alpha; } -- cgit v1.3.1