#include "ct1986.h" // =================================================================== // Globals // =================================================================== char ct1986_ptn[9]; void (*ct1986_display_progress)(const uint8_t); // =================================================================== // 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 ct1986_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; } // =================================================================== // Minimax 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; } } float ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth, const uint8_t min) { 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, -1.0 is a `certain' white win. float this = 0, optimal = (min) ? 2.0 : -2.0; // 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? // Back up the row 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)]; } 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 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) { // Decide what to do based on our depth if (cur_depth == max_depth) { // We're at the bottom, evaluate this = ct1986_evaluate_black_win(); } else { // We're not at the bottom, recurse first next_ply(); this = ct1986_minimax(cur_depth + 1, max_depth, 1-min); previous_ply(); } // Update depending on min and optimal if ( (min && (this < optimal)) || ((min==0) && (this > optimal))) { optimal = this; if (cur_depth == 0) generate_move(loc, dir, steps, drops, ct1986_ptn); } // Reset the board data 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]; } } } } } } } } 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) { // Decide what to do based on our depth if (cur_depth == max_depth) { // We're at the bottom, evaluate this = ct1986_evaluate_black_win(); } else { // We're not at the bottom, recurse first next_ply(); this = ct1986_minimax(cur_depth + 1, max_depth, 1-min); previous_ply(); } // Update depending on min and optimal if ( (min && (this < optimal)) || ((min==0) && (this > optimal))) { optimal = this; // Store the result if we're at the top if (cur_depth == 0) generate_place(loc, stone, ct1986_ptn); } // Reset the state celldat[loc] = 0; white_count = white_count_backup; black_count = black_count_backup; } } } ct1986_display_progress(cur_depth); } } return optimal; }