#include "ct1973.h" float flattened[CONV_NUM+2]; float dense1[DENSE1_NUM]; float dense2[DENSE2_NUM]; float output[OUTPUT_NUM]; #define RELU(x) ((x) = ((x)<0)?0:(x)) float evaluate_black_win(void) { /* ------------------ * * Convolution layer * * ------------------ */ // for each kernel for (uint8_t k = 0; k < KERN_NUM; k++) { // the stride is 1, march across the board for (uint8_t by = 0; by < KERN_OSIZE; by++) { for (uint8_t bx = 0; bx < KERN_OSIZE; bx++) { flattened[k+KERN_NUM*(by+bx*KERN_OSIZE)] = 0; // conv2d_biases[k]; // 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)*board_size; // 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[k] & (1<