#include "negamax.h" // =================================================================== // Globals // =================================================================== const float infty = 3.0; char negamax_ptn[9]; uint8_t negamax_search_depth = 3; static uint64_t *zobrist[15]; // =================================================================== // Helpers // =================================================================== static void zobrist_free(void); static int zobrist_init(void); static uint64_t zobrist_compute(void); static float negamax(const uint8_t cur_depth, float alpha, float beta, const float colour); // =================================================================== // Zobrist hashing // =================================================================== static uint64_t zobrist_compute(void) { uint64_t hash = 0; for (uint8_t l=0; l>= 1; } } } return hash; } static int zobrist_init(void) { for (int k=0; k<15; k++) { if (zobrist[k] != NULL) return EXIT_FAILURE; } for (int j=0; j<15; j++) { zobrist[j] = malloc(sizeof(uint64_t)*board_size*board_size*(2*3+1)); for (int k=0; knext) { negamax_display_progress(cur_depth); action_take(node); // Somebody won? if (ply >= 2*board_size - 3 && (w = check_win()) < 0xFF) { if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) { value = colour*infty; if (value > 0) { // Always take the win for ourselves action_undo(node); if (cur_depth == negamax_search_depth) action_to_ptn(node, negamax_ptn); goto prune; } } else if (w == WIN_DRAW) value = 0; // Draw is fixed at neutral else value = -colour*infty; } else if (cur_depth > 1) { // Recurse away from the leaves value = fmax(value, -negamax(cur_depth - 1, -beta, -alpha, -colour)); } else { // Evaluate a leaf value = fmax(value, colour * cnn1986_evaluate_black_win()); } action_undo(node); if (value > alpha) { alpha = value; if (cur_depth == negamax_search_depth) action_to_ptn(node, negamax_ptn); } if (alpha >= beta) break; } action_list_free(list); prune: return value; } /* * // Movement steps, orderd with the enum: UP DOWN LEFT RIGHT * static int8_t deltas[4]; * * void negamax_init(const uint8_t new_board_size) { * board_size = new_board_size; * deltas[0] = +board_size; * deltas[1] = -board_size; * deltas[2] = -1; * deltas[3] = +1; * negamax_free_zobrist(); * negamax_init_zobrist(); * } * * 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 void push_stones(const int8_t location, * const uint8_t count, * const uint8_t new_colours, * const enum STONE_VARIANT top_stone) { * colours[location] = (colours[location] << count) | new_colours; * celldat[location] = top_stone * | ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK); * } * * static enum WIN_TYPE w; * * #define WIN_EVALUATE_OR_RECURSE(store,reset) { \ * w = 0xFF; \ * if (ply >= 2*board_size - 3) w = check_win(); \ * if (w < 0xFF) { \ * /\* Somebody won, assign weights accordingly. *\/ \ * if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) { \ * value = colour*infty; \ * /\* Always take the win *\/ \ * if (value > 0) { \ * { reset }; \ * if (cur_depth == negamax_search_depth) { store }; \ * goto prune; \ * } \ * /\* Fix draw value to be completely neutral *\/ \ * } else if (w == WIN_DRAW) value = 0; \ * else value = -colour*infty; \ * } if (cur_depth == 0) { \ * /\* We're at the bottom, evaluate *\/ \ * value = fmax(value, colour * cnn1986_evaluate_black_win()); \ * } else { \ * /\* We're not at the bottom, recurse first *\/ \ * next_ply(); \ * value = fmax(value, -negamax(cur_depth - 1, -beta, -alpha, -colour)); \ * previous_ply(); \ * } \ * { reset }; \ * /\* Update the optimal value, which alpha carries *\/ \ * if (value > alpha) { \ * alpha = value; \ * if (cur_depth == negamax_search_depth) { store }; \ * /\* Prune *\/ \ * if (alpha >= beta) goto prune; \ * } \ * } * * float negamax(const uint8_t cur_depth, float alpha, float beta, * const float colour) { * * /\* * * uint64_t hash = negamax_compute_zobrist(); * * tt_entry_t *entry = tt_seek(hash); * * const float alpha_orig = alpha; * * * * if (entry != NULL && entry->depth >= cur_depth) { * * if (entry->flag == TT_EXACT) { * * return entry->value; * * } else if (entry->flag == TT_LOWERBOUND) { * * alpha = fmax(alpha, entry->value); * * } else if (entry->flag == TT_UPPERBOUND) { * * beta = fmin(beta, entry->value); * * } * * if (alpha >= beta) return entry->value; * * } * * enum TT_FLAG flag; * *\/ * * float value = -infty; * 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 < 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) > board_size) ? board_size : COUNT_AT(loc); * // Only try moves after CPS * if (count && ((colours[loc] & 1) == current_colour) && ply>2) { * // There are stones, let's try moving them * * // Pre-compute end-stops * uint8_t end_stops[4][2]; // (end, not_crush) * // UP DOWN LEFT RIGHT * end_stops[0][0] = (board_size - row - 1 > count) ? count : board_size - row - 1; * end_stops[1][0] = (row > count) ? count : row; * end_stops[2][0] = (col > count) ? count : col; * end_stops[3][0] = (board_size - col - 1 > count) ? count : board_size - col - 1; * const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE; * for (uint8_t d = 0; d < board_size-1; 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; * } * end_stops[d][0]++; * } * } * * uint16_t colours_backup[board_size]; * uint8_t celldat_backup[board_size], drops[board_size]; * // we only ever need board_size-1 in drops actually, the * // last spot is to skip a bounds check at (*) * * //Back up the rows 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)]; * } * * // 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 < 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 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++) { * // TODO: Generalise to board_size! * gaps = 0x07 >> (board_size-steps-1); * // 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; // (*) no bounds check * } else { * drops[idx] += 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; * * // 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_ptn); * },{ * // Reset the board data after recursing or * // before returning * 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]; * } * } * }); * } * /\* * * 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 * * if (flat) { * // Generate the placement * if (black) black_count--; * else white_count--; * colours[loc] = current_colour; * celldat[loc] = NUM_INC | STONE_FLAT; * WIN_EVALUATE_OR_RECURSE({ * // If we did update the optimal value, store * generate_place(loc, STONE_FLAT, negamax_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_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_ptn); * },{ * celldat[loc] = 0; * if (black) black_count |= 128; * else white_count |= 128; * }); * } * } * negamax_display_progress(cur_depth); * } * } * * prune: * /\* * * flag = TT_EXACT; * * if (value <= alpha_orig) flag = TT_UPPERBOUND; * * else if (value >= beta) flag = TT_UPPERBOUND; * * * * if (entry == NULL) { * * tt_insert(hash, flag, cur_depth, value); * * } else { * * entry->flag = flag; * * entry->value = value; * * entry->depth = cur_depth; * * } * *\/ * * return value; * } */