1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
|
/*
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 <https://www.gnu.org/licenses/>.
*/
#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; idx<num_actions; idx++) {
negamax_display_progress(cur_depth, init_depth, num_actions);
action_take(state, actions[idx]);
const uint64_t child_hash = zobrist_compute(state);
// Compute the value of the node
float node_value;
if (state->ply >= 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;
}
|