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#include "minimax_cnn1986.h"
// ===================================================================
// Globals
// ===================================================================
const float infty = 3.0;
char ct1986_ptn[9];
// ===================================================================
// Implementation of a small convolutional neural network
// ===================================================================
static float flattened[CONV_NUM+2];
static float dense1[DENSE1_NUM];
static float dense2[DENSE2_NUM];
#ifndef DETERMINISTIC
union u_f {
uint32_t u;
float f;
};
static uint32_t state = 1;
static union u_f fudge;
#define DOXORSHIFT { \
state ^= state << 13; \
state ^= state >> 17; \
state ^= state << 5; \
fudge.u = 0x3f800000 | state >> 10; \
fudge.f = (fudge.f - 1.5) * 0.01; \
}
#endif
#define RELU(x) ((x) = ((x)<0)?0:(x))
float
ct1986_evaluate_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+bx+(ky+by)*5;
// 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<<c)) ? +0.50 : -0.50;
}
}
flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]
+= lookup*conv2d_weights[kern][ky][kx][c];
}
}
}
RELU(flattened[kern+KERN_NUM*(bx+by*KERN_OSIZE)]);
}
}
}
// Add input of flat counts
flattened[CONV_NUM] = (float)(white_count & 127)/21.0;
flattened[CONV_NUM+1] = (float)(black_count & 127)/21.0;
/* ------------------ *
* First dense layer *
* ------------------ */
for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
dense1[d1] = dense1_biases[d1];
for (uint8_t fl = 0; fl < CONV_NUM+2; fl++) {
dense1[d1] += flattened[fl]*dense1_weights[d1][fl];
}
RELU(dense1[d1]);
}
/* ------------------- *
* Second dense layer *
* ------------------- */
for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
dense2[d2] = dense2_biases[d2];
for (uint8_t d1 = 0; d1 < DENSE1_NUM; d1++) {
dense2[d2] += dense1[d1]*dense2_weights[d2][d1];
}
RELU(dense2[d2]);
}
/* ------------- *
* Output layer *
* ------------- */
float output = output_bias;
for (uint8_t d2 = 0; d2 < DENSE2_NUM; d2++) {
output += dense2[d2]*output_weights[d2];
}
// Truncated Pade approximant of logistic function
output = (12.0+output+50.0*output/(output*output+10.0))/24.0;
#ifndef DETERMINISTIC
DOXORSHIFT;
output += fudge.f;
#endif
if (output > 1.0) {
if (ply & 1) return 1.0;
else return -1.0;
}
else if (output < 0.0) {
if (ply & 1) return -1.0;
else return 1.0;
}
return (ply & 1) ? 2.0*output-1.0 : 1.0-2*output;
}
// ===================================================================
// α-β 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 float val;
static enum WIN_TYPE w;
#define WIN_EVALUATE_OR_RECURSE(store,reset) { \
w = 0xFF; \
if (ply >= 2*5 - 2) w = check_win(); \
if (w < 0xFF) { \
/* Somebody won, assign weights accordingly. Note in particular
that draws are only worth ∞/2 ;) \
*/ \
if (ply & 1) { \
if (w == WIN_ROAD_WHITE || w == WIN_FLAT_WHITE) \
val = -infty; \
else if (w == WIN_DRAW) val = infty/2.0; \
else val = infty; \
} else { \
if (w == WIN_ROAD_BLACK || w == WIN_FLAT_BLACK) \
val = -infty; \
else if (w == WIN_DRAW) val = infty/2.0; \
else val = infty; \
} \
} else if (cur_depth == max_depth) { \
/* We're at the bottom, evaluate */ \
val = ct1986_evaluate_win(); \
} else { \
/* We're not at the bottom, recurse first */ \
next_ply(); \
val = -ct1986_negamax(cur_depth + 1, max_depth, -beta, -alpha); \
previous_ply(); \
} \
{ reset }; \
/* Prune */ \
if (val >= beta) return val; \
/* Update the optimal value, which alpha carries */ \
if (val > optimal) { \
optimal = val; \
if (val > alpha) alpha = val; \
if (cur_depth == 0) { store }; \
} \
}
// UP DOWN LEFT RIGHT
static const int8_t deltas[4] = { +5, -5, -1, +1};
float
ct1986_negamax(const uint8_t cur_depth, const uint8_t max_depth,
float alpha, float beta) {
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));
float optimal = -infty;
// Step across the board
for (uint8_t row = 0; row < 5; row++) {
for (uint8_t col = 0; col < 5; 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) > 5) ? 5 : 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?
// Pre-compute end-stops
uint8_t end_stops[4][2]; // (end, not_crush)
// UP DOWN LEFT RIGHT
end_stops[0][0] = (4-row > count) ? count : 4-row;
end_stops[1][0] = (row > count) ? count : row;
end_stops[2][0] = (col > count) ? count : col;
end_stops[3][0] = (4-col > count) ? count : 4-col;
const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
for (uint8_t d = 0; d < 4; 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[5];
uint8_t celldat_backup[5], drops[5]; // we only use 4, the
// fifth is to skip a
// bounds check at (*)
// Back up the row of the board
for (uint8_t y = 0; y < 5; 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 < 5; 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++) {
gaps = 0b00000111 >> (4-steps);
do {
// 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; // (*) we don't need to bounds check
} else {
drops[idx] += 1;
}
mask <<= 1;
}
// TODO: Work out what this should be before partition
// Ensure legal move if we have to crush
if (end_stops[dir][1] || drops[steps-1] <= 1) {
// Try it, and manually check for win if it's valid
uint8_t j = num;
for (uint8_t k = 0; k < steps; k++) {
// Dear future me, i'm sorry
j -= drops[k];
colours[loc+(k+1)*deltas[dir]] = (colours[loc+(k+1)*deltas[dir]] << drops[k])
| ((colours[loc] >> j) & (0xFFFF >> (0x10 - drops[k])));
celldat[loc+(k+1)*deltas[dir]] = (k == steps - 1) ? STONE_AT(loc) : STONE_FLAT
| ((celldat[loc+(k+1)*deltas[dir]] + ((drops[k] << NUM_SHIFT))) & NUM_MASK);
}
// 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, ct1986_ptn);
},{
// Reset the board data after recursing or
// before returning
if (dir <= M_DOWN) {
for (uint8_t y = 0; y < 5; y++) {
colours[THE_COORDS(col, y)] = colours_backup[y];
celldat[THE_COORDS(col, y)] = celldat_backup[y];
}
} else {
for (uint8_t x = 0; x < 5; 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, ct1986_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, ct1986_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, ct1986_ptn);
},{
celldat[loc] = 0;
if (black) black_count |= 128;
else white_count |= 128;
});
}
}
ct1986_display_progress(cur_depth);
}
}
return alpha;
}
inline float
ct1986_generate(const uint8_t max_depth) {
return ct1986_negamax(0, max_depth, -infty, infty);
}
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