/
sprobe.c
329 lines (314 loc) · 8.17 KB
/
sprobe.c
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
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
struct Player {
int num;
int type[5];
int pos[5];
};
static int probe_tb2(struct Player *player, struct Player *opp, bitboard player_occ, bitboard opp_occ, int alpha, int beta);
static int probe_tb_capts(struct Player *player, struct Player *opp, bitboard player_occ, bitboard opp_occ, int alpha, int beta, int *capts)
{
int i, j;
*capts = 0;
if (opp->num > 1) {
for (i = 0; i < player->num; i++) {
int from = player->pos[i];
bitboard bb = PieceRange(from, player->type[i], player_occ | opp_occ) & opp_occ;
if (bb) {
*capts = 1;
opp->num--;
bitboard occ2 = player_occ ^ bit[from];
do {
int to = FirstOne(bb);
player->pos[i] = to;
for (j = 0; opp->pos[j] != to; j++);
int tmp_type = opp->type[j];
opp->type[j] = opp->type[opp->num];
opp->pos[j] = opp->pos[opp->num];
#ifdef HAS_PAWNS
// FIXME: optimise
if ((player->type[i] & 0x07) == PAWN && ((to + 0x08) & 0x30) == 0) {
int t = player->type[i];
int m;
for (m = KING - PAWN; m >= KNIGHT - PAWN; m--) {
player->type[i] = t + m;
int v = -probe_tb2(opp, player, opp_occ ^ bit[to], occ2 ^ bit[to], -beta, -alpha);
if (v > alpha) {
alpha = v;
if (alpha >= beta) break;
}
}
player->type[i] = t;
} else {
#endif
int v = -probe_tb2(opp, player, opp_occ ^ bit[to], occ2 ^ bit[to], -beta, -alpha);
if (v > alpha)
alpha = v;
#ifdef HAS_PAWNS
}
#endif
opp->type[j] = tmp_type;
opp->pos[j] = to;
if (alpha >= beta) {
player->pos[i] = from;
opp->num++;
return alpha;
}
ClearFirst(bb);
} while (bb);
player->pos[i] = from;
opp->num++;
}
}
} else {
for (i = 0; i < player->num; i++) {
bitboard bb = PieceRange(player->pos[i], player->type[i], player_occ) & opp_occ;
if (bb) {
*capts = 1;
return -2;
}
}
}
return alpha;
}
static int probe_tb2(struct Player *player, struct Player *opp, bitboard player_occ, bitboard opp_occ, int alpha, int beta)
{
int i, j;
bitboard player_att[5];
bitboard opp_att[5];
// first try captures
if (opp->num > 1) {
int capts = 0;
for (i = 0; i < player->num; i++) {
int from = player->pos[i];
bitboard bb = PieceRange(from, player->type[i], player_occ | opp_occ);
player_att[i] = bb;
bb &= opp_occ;
if (bb) {
capts = 1;
opp->num--;
bitboard occ2 = player_occ ^ bit[from];
do {
int to = FirstOne(bb);
player->pos[i] = to;
for (j = 0; opp->pos[j] != to; j++);
int tmp_type = opp->type[j];
opp->type[j] = opp->type[opp->num];
opp->pos[j] = opp->pos[opp->num];
#ifdef HAS_PAWNS
if ((player->type[i] & 0x07) == PAWN && ((to + 0x08) & 0x30) == 0) {
int t = player->type[i];
int m;
for (m = KING - PAWN; m >= KNIGHT - PAWN; m--) {
player->type[i] = t + m;
int v = -probe_tb2(opp, player, opp_occ ^ bit[to], occ2 ^ bit[to], -beta, -alpha);
if (v > alpha) {
alpha = v;
if (alpha >= beta) break;
}
}
player->type[i] = t;
} else {
#endif
int v = -probe_tb2(opp, player, opp_occ ^ bit[to], occ2 ^ bit[to], -beta, -alpha);
if (v > alpha)
alpha = v;
#ifdef HAS_PAWNS
}
#endif
opp->type[j] = tmp_type;
opp->pos[j] = to;
if (alpha >= beta) {
player->pos[i] = from;
opp->num++;
return alpha;
}
ClearFirst(bb);
} while (bb);
player->pos[i] = from;
opp->num++;
}
}
if (capts) return alpha;
} else {
for (i = 0; i < player->num; i++) {
bitboard bb = PieceRange(player->pos[i], player->type[i], player_occ);
player_att[i] = bb;
if (bb & opp_occ)
return -2;
}
}
#if 1
if (player->num + opp->num < 6)
goto skip_threats;
#endif
// now try threats. there are two cases
bitboard atts = 0ULL;
for (i = 0; i < opp->num; i++) {
opp_att[i] = PieceRange(opp->pos[i], opp->type[i], player_occ | opp_occ);
atts |= opp_att[i];
}
// first case: opponent currently is not attacking any pieces
// we only need to consider moves moving into opponent attacks
if (!(atts & player_occ)) {
if (player->num > 1) {
player->num--;
for (i = 0; i <= player->num; i++) {
#ifdef HAS_PAWNS
if ((player->type[i] & 0x07) == 1) continue;
#endif
bitboard bb = player_att[i] & atts;
if (!bb) continue;
int pos = player->pos[i];
int type = player->type[i];
player->pos[i] = player->pos[player->num];
player->type[i] = player->type[player->num];
do {
int sq = FirstOne(bb);
int beta2 = beta;
for (j = 0; j < opp->num; j++) {
if (!(bit[sq] & opp_att[j])) continue;
int tmp_pos = opp->pos[j];
opp->pos[j] = sq;
#ifdef HAS_PAWNS
if ((opp->type[j] & 0x07) == PAWN && ((sq + 0x08) & 0x30) == 0) {
int t = opp->type[j];
int m;
for (m = KING - PAWN; m >= KNIGHT - PAWN; m--) {
opp->type[j] = t + m;
int v = probe_tb2(player, opp, player_occ ^ bit[pos], opp_occ ^ bit[sq] ^ bit[tmp_pos], alpha, beta2);
if (v < beta2) {
beta2 = v;
if (beta2 <= alpha)
break;
}
}
opp->type[j] = t;
} else {
#endif
int v = probe_tb2(player, opp, player_occ ^ bit[pos], opp_occ ^ bit[sq] ^ bit[tmp_pos], alpha, beta2);
if (v < beta2)
beta2 = v;
#ifdef HAS_PAWNS
}
#endif
opp->pos[j] = tmp_pos;
if (beta2 <= alpha) break;
}
if (beta2 > alpha) {
if (beta2 >= beta) {
player->pos[i] = pos;
player->type[i] = type;
player->num++;
return beta2;
}
alpha = beta2;
}
ClearFirst(bb);
} while (bb);
player->pos[i] = pos;
player->type[i] = type;
}
player->num++;
} else {
for (i = 0; i < player->num; i++) {
#ifdef HAS_PAWNS
if ((player->type[i] & 0x07) == 1) continue;
#endif
if (player_att[i] & atts) return 2;
}
}
} else { // second case: just try all moves
for (i = 0; i < player->num; i++) {
#ifdef HAS_PAWNS
if ((player->type[i] & 0x07) == 1) continue;
#endif
bitboard bb = player_att[i] & ~player_occ;
if (bb) {
int from = player->pos[i];
do {
int capts;
int to = FirstOne(bb);
player->pos[i] = to;
int v = -probe_tb_capts(opp, player, opp_occ, player_occ ^ bit[from] ^ bit[to], -beta, -alpha, &capts);
if (capts && v > alpha) {
if (v >= beta) {
player->pos[i] = from;
return v;
}
alpha = v;
}
ClearFirst(bb);
} while (bb);
player->pos[i] = from;
}
}
}
int pieces[6];
int pos[6];
skip_threats:
for (i = 0; i < player->num; i++) {
pieces[i] = player->type[i];
pos[i] = player->pos[i];
}
for (j = 0; j < opp->num; j++, i++) {
pieces[i] = opp->type[j];
pos[i] = opp->pos[j];
}
for (; i < numpcs; i++)
pieces[i] = 0;
int v = probe_table(pieces, pos, pieces[0] < 8);
return alpha > v ? alpha : v;
}
int probe_tb(int *pieces, int *pos, int wtm, bitboard occ, int alpha, int beta)
{
int i, j, k;
struct Player white, black;
bitboard bb;
bb = 0ULL;
for (i = j = k = 0; i < numpcs; i++) {
if (!pieces[i]) continue;
if (!(pieces[i] & 0x08)) {
white.type[j] = pieces[i];
white.pos[j] = pos[i];
j++;
} else {
black.type[k] = pieces[i];
black.pos[k] = pos[i];
bb |= bit[pos[i]];
k++;
}
}
white.num = j;
black.num = k;
//if (j == 0 || k == 0) return 2;
#if 1
if (wtm)
return probe_tb2(&white, &black, occ ^ bb, bb, alpha, beta);
else
return probe_tb2(&black, &white, bb, occ ^ bb, alpha, beta);
#else
#define min(a,b) ((a) < (b) ? a : b)
#define max(a,b) ((a) > (b) ? a : b)
int v, v2;
skip = 0;
if (wtm)
v = probe_tb2(&white, &black, occ ^ bb, bb, alpha, beta);
else
v = probe_tb2(&black, &white, bb, occ ^ bb, alpha, beta);
skip = 1;
if (wtm)
v2 = probe_tb2(&white, &black, occ ^ bb, bb, alpha, beta);
else
v2 = probe_tb2(&black, &white, bb, occ ^ bb, alpha, beta);
//int v2 = old_probe_tb(pieces, pos, wtm, occ, alpha, beta);
if (max(v,alpha) != max(v2,alpha) && min(v,beta) != min(v2,beta)) {
printf("hey! v = %d, v2 = %d\n", v, v2);
for (i = 0; i < numpcs; i++)
printf("pieces[%d] = %d, pos[%d] = %d\n", i, pieces[i], i, pos[i]);
if (wtm)
v = probe_tb2(&white, &black, occ ^ bb, bb, alpha, beta);
else
v = probe_tb2(&black, &white, bb, occ ^ bb, alpha, beta);
}
return v;
#endif
}