#include "ct1975.h" // =================================================================== // Implementation of a small convolutional neural network // =================================================================== static float flattened[CONV_NUM+2]; static float dense1[DENSE1_NUM]; static float dense2[DENSE2_NUM]; #define RELU(x) ((x) = ((x)<0)?0:(x)) float ct1975_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+by+(ky+bx)*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[loc] & (1< 1.0) return 1.0; else if (output < 0.0) return 0.0; return output; } // =================================================================== // Select best move according the CNN above // =================================================================== char ct1975_ptn[9]; float ct1975_optimal; #define BETTER(t,o) ((current_colour == C_BLACK && (t) > (o)) || (current_colour == C_WHITE && (t) < (o))) void ct1975_generate_ptn(void display_progress(void)) { float this = 0; enum E_RESULT r; uint16_t colours_backup[board_size]; uint8_t celldat_backup[board_size], drops[board_size]; const uint8_t white_count_backup = white_count, black_count_backup = black_count; // 1.0 is a `certain' black win, 0.0 is a `certain' white win. ct1975_optimal = (current_colour == C_BLACK) ? 0.0 : 1.0; // 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); // 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? // 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 row/column of the board if (dir == M_UP || dir == M_DOWN) { 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)]; } } else { 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 or smart here, // just try everything... // For every number of steps for (uint8_t steps = 1; steps < board_size && steps <= count; steps++) { uint8_t idx, carry; for (idx = 0; idx < steps; idx++) drops[idx]=0; idx = 0; while (idx < steps) { // Increment the drop sequence carry = 0; drops[idx]++; do { if (carry) { drops[++idx]++; carry = 0;} if (drops[idx] > count || drops[idx] > board_size) { drops[idx] = 1; carry = 1; } } while (carry && idx < steps); // If carry is still set here we're done if (carry == 0) { // Try it, and note that try_move will never return // GAME_END. It does not check for winners. We don't // presently do that either, trust in the magic // numbers :) r = try_move(loc, dir, steps, drops); if (r == ACT_OK) { this = ct1975_evaluate_black_win(); if (BETTER(this, ct1975_optimal)) { // Update the chosen action ct1975_optimal = this; generate_move(board_size, loc, dir, steps, drops, ct1975_ptn); } // Reset the board data if (dir == M_UP || 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]; } } } } } } } } else if (count == 0) { // Empty square, try the three placements. Again, looping // through enums, sigh. for (enum STONE_VARIANT stone = STONE_FLAT; stone <= STONE_CAPSTONE; stone++) { // try_place will never check for winning, and we don't do // that either here r = try_place(loc, current_colour, stone); // Legal placement, evaluate it if (r == ACT_OK) { this = ct1975_evaluate_black_win(); if (BETTER(this, ct1975_optimal)) { // Update the chosen action ct1975_optimal = this; generate_place(board_size, loc, stone, ct1975_ptn); } // Reset the state celldat[loc] = 0; white_count = white_count_backup; black_count = black_count_backup; } } } display_progress(); } } }