#include "ct1986.h" // =================================================================== // Globals // =================================================================== const float infty = 3.0; 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; } } /* * static inline int * win_evaluate_or_recurse(const uint8_t cur_depth, * const uint8_t max_depth, const uint8_t min, * float* alpha, float* beta, float *optimal) { * float this; * enum WIN_TYPE w = 0xFF; */ static float val; static enum WIN_TYPE w; #define WIN_EVALUATE_OR_RECURSE(store) { \ w = 0xFF; \ if (ply >= 2*board_size - 2) w = check_win(); \ if (w < 0xFF) { \ /* Somebody won, assign weights accordingly */ \ if (min == 0) { \ if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK || w == WIN_DRAGON) \ val = infty; \ else val = -infty; \ } else { \ if (w == WIN_ROAD_WHITE || w == WIN_FLAT_WHITE || w == WIN_DRAGON) \ val = -infty; \ else val = infty; \ } \ } else if (cur_depth == max_depth) { \ /* We're at the bottom, evaluate */ \ val = ct1986_evaluate_black_win(); \ if ((ply & 1) == 0) val = val - 1.0; \ } else { \ /* We're not at the bottom, recurse first */ \ next_ply(); \ val = ct1986_minimax(cur_depth + 1, max_depth, 1-min, alpha, beta); \ previous_ply(); \ } \ /* Update the optimal value */ \ if (((min > 0) && (val < optimal)) \ || ((min == 0) && (val > optimal))) { \ optimal = val; \ if (cur_depth == 0) (store); \ } \ /* Update alpha and beta */ \ if (min) { \ if (optimal < beta) beta = optimal; \ } else { \ if (optimal > alpha) alpha = optimal; \ } \ } float ct1986_minimax(const uint8_t cur_depth, const uint8_t max_depth, const uint8_t min, float alpha, float beta) { enum E_RESULT r; 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 optimal = (min) ? infty : -infty; // 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? uint16_t colours_backup[board_size]; uint8_t celldat_backup[board_size], drops[board_size-1]; // 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, but we do // manually. r = try_move(loc, dir, steps, drops); if (r == ACT_OK) { // 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, 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]; } } } // Prune if (alpha >= beta) return optimal; } } } } } 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) { // 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_place(loc, stone, ct1986_ptn); }); // Reset the state celldat[loc] = 0; white_count = white_count_backup; black_count = black_count_backup; // Prune if (alpha >= beta) return optimal; } } } ct1986_display_progress(cur_depth); } } return optimal; } inline float ct1986_generate(const uint8_t max_depth) { return ct1986_minimax(0, max_depth, (ply & 1) ? 0 : 1, -infty, infty); }