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#include "negamax.h"

// ===================================================================
// Globals
// ===================================================================

const float infty = 3.0;
char negamax_ptn[9];
uint8_t negamax_search_depth = 3;

// ===================================================================
// Zobrist hashing
// ===================================================================

uint64_t *zobrist = NULL;

static int negamax_init_zobrist(void) {
	if (zobrist != NULL) return EXIT_FAILURE;
	zobrist = malloc(sizeof(uint64_t)*board_size*board_size*16*3*2);
	for (int k=0; k<board_size*board_size*16*3*2; k++) {
		XORSHIFT64;
		zobrist[k] = RANDOM64;
	}
	return EXIT_SUCCESS;
}

static void negamax_free_zobrist(void) {
	if (zobrist != NULL) {
		free(zobrist);
		zobrist = NULL;
	}
}

uint64_t negamax_compute_zobrist(void) {
	uint64_t result = 0;
	for (uint8_t l=0; l<board_size*board_size; l++) {
		const uint8_t count = COUNT_AT(l);
		if (count) {
			colour_stack_t c = colours[l];
			enum STONE_VARIANT s = STONE_AT(l);
			for (uint8_t h=0; h<count; h++) {
				result ^= zobrist[l*16*2*3 + h*3*2 + (c&1)*3 + s];
				s = STONE_FLAT;
				c >>= 1;
			}
		}
	}
	return result;
}

// ===================================================================
// α-β negamax using the cnn1986 evaluation function
// ===================================================================


// 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 float val;
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) { \
				val = colour*infty; \
				/* Always take the win */ \
				if (cur_depth == 0 && val > 0) { \
					{ reset }; \
					{ store }; \
					return infty; \
				} \
				/* Fix draw value to be completely neutral */ \
			} else if (w == WIN_DRAW) val = 0; \
			else val = -colour*infty; \
		} else if (cur_depth == negamax_search_depth) { \
			/* We're at the bottom, evaluate */ \
			val = colour * cnn1986_evaluate_black_win(); \
		} else { \
			/* We're not at the bottom, recurse first */ \
			next_ply(); \
			val = -negamax(cur_depth + 1, -beta, -alpha, -colour); \
			previous_ply(); \
		} \
		{ reset }; \
		/* Prune */ \
		if (val >= beta) return beta; \
		/* Update the optimal value, which alpha carries */ \
		if (val > alpha) { \
			alpha = val; \
			if (cur_depth == 0) { store }; \
		} \
	}

float negamax(const uint8_t cur_depth, float alpha, float beta,
							const float colour) {

	uint64_t hash = negamax_compute_zobrist();

	if (cnn1986_cache_seek(hash, &alpha) == EXIT_FAILURE) {
		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);
			}
		}
		// Insert into the cache
		cnn1986_cache_insert(hash, alpha);
	}
	return alpha;
}

inline float
negamax_generate(void) {
	// We need to start with something outside of [-∞,∞] because those
	// values are wins
	const float safe_infty = infty + 1;

	cnn1986_cache_init();
	float result = negamax(0, -safe_infty, safe_infty, (ply&1)?1.0:-1.0);
	cnn1986_cache_free();

	return result;
}