/* This file is part of ctak. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with ctak. If not, see . */ #include "negamax.h" #include "actions.h" // =================================================================== // Variables // =================================================================== const float infty = 3.0; char negamax_ptn[9]; uint8_t negamax_search_depth = 3; static uint64_t negamax_best_action; static nn_function evaluate; // =================================================================== // check_win memoisation // =================================================================== #define WON_CACHE_SIZE 8192 static uint64_t won_cache_key[WON_CACHE_SIZE]; static uint8_t won_cache_val[WON_CACHE_SIZE]; static inline enum WIN_TYPE check_win_cached(tak_state_p state, const uint64_t hash) { const uint32_t idx = hash & (WON_CACHE_SIZE - 1); if (won_cache_key[idx] == hash) return (enum WIN_TYPE)won_cache_val[idx]; const enum WIN_TYPE w = check_win(state); won_cache_key[idx] = hash; won_cache_val[idx] = (uint8_t)w; return w; } // =================================================================== // Helper declarations // =================================================================== static float negamax(tak_state_p state, const uint8_t cur_depth, const uint8_t init_depth, float alpha, float beta, const float colour, const uint64_t hash); // =================================================================== // Exported functions // =================================================================== void negamax_init(const uint8_t new_board_size) { actions_init(new_board_size); zobrist_init(new_board_size); tt_init(); if (new_board_size == 5) { evaluate = &five_nn_fn; } else { evaluate = &six_nn_fn; } } void negamax_set_evaluator(const nn_function f) { evaluate = f; } void negamax_free(void) { zobrist_free(); } float negamax_generate(tak_state_p state) { // We need to start with something outside of [-∞,∞] because those values are // wins const float safe_infty = infty + 1; float result = -infty; negamax_best_action = -1; // The transposition table is deliberately NOT cleared here: entries persist // across plies. This is sound because the table is keyed on (board, side to // move) and an entry is only reusable at a depth no greater than the one it // was stored at. In particular the new root (the previous root's child, // stored at depth D-1) can never be reused at depth D, so every turn still // runs a full fresh search at the root. // this is constant across iterative deepening const uint64_t root_hash = zobrist_compute(state); for (int d = 1; d <= negamax_search_depth; d++) { result = negamax(state, d, d, -safe_infty, safe_infty, (state->ply & 1) ? +1.0 : -1.0, root_hash); } action_to_ptn(negamax_best_action, negamax_ptn); return result; } // =================================================================== // α-β negamax with iterative deepening. // =================================================================== static enum TT_FLAG flag; static enum WIN_TYPE w; static float negamax(tak_state_p state, const uint8_t cur_depth, const uint8_t init_depth, float alpha, float beta, const float colour, const uint64_t hash) { tt_entry_t *entry = tt_seek(hash); if (entry != NULL && entry->depth >= cur_depth) { if (entry->flag == TT_EXACT) { return entry->value; } else if (entry->flag == TT_LOWERBOUND && entry->value > alpha) { alpha = entry->value; } else if (entry->flag == TT_UPPERBOUND && entry->value < beta) { beta = entry->value; } if (alpha >= beta) return entry->value; } action_t *actions; uint32_t num_actions; // the scratch buffer is per-level so that recursion does not clobber const uint32_t level = init_depth - cur_depth; if ((actions = actions_generate_at(state, &num_actions, level)) == NULL) return alpha; // should never happen! // How did we land up with impossible actions for this hash? if (entry != NULL && action_in_list(entry->action, actions, num_actions)) { action_move_to_front(entry->action, actions, num_actions); } // negamax_best_action may not be in this position's move list: if the root // search early-returned from the transposition table (the table persists // across plies), it still holds the *previous* ply's best action, which is a // different side's move. action_move_to_front is a no-op for absent actions, // so this is safe either way. if (init_depth > 1 && cur_depth == init_depth) { action_move_to_front(negamax_best_action, actions, num_actions); } const float orig_alpha = alpha; action_t best_action = actions[0]; float best_value = -infty; for (uint32_t idx = 0; idxply >= 2 * state->board_size - 2 && (w = check_win_cached(state, child_hash)) < 0xFF) { node_value = -colour * infty; // Check win if far enough into the game if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) { node_value = colour * infty; } else if (w == WIN_DRAW) { node_value = 0; } } else if (cur_depth > 1) { // If nobody won, or too early and not leaf, recurse node_value = -negamax(state, cur_depth - 1, init_depth, -beta, -alpha, -colour, child_hash); } else { node_value = colour * evaluate(state); } action_undo(state, actions[idx]); if (node_value > best_value) { best_value = node_value; best_action = actions[idx]; } if (best_value > alpha) alpha = best_value; if (alpha >= beta) break; } if (cur_depth == init_depth) negamax_best_action = best_action; flag = TT_EXACT; if (best_value >= beta) flag = TT_LOWERBOUND; else if (best_value <= orig_alpha) flag = TT_UPPERBOUND; if (entry == NULL) { tt_insert(hash, flag, cur_depth, best_value, best_action); } else { entry->flag = flag; entry->value = best_value; entry->depth = cur_depth; entry->action = best_action; } return best_value; }