pattern_rate_some_moves(): Fix for differenr preprocessor configuration
[pachi.git] / playout.h
blob61262370c3ccbc79b950b671f104e90fabf701da
1 #ifndef PACHI_PLAYOUT_H
2 #define PACHI_PLAYOUT_H
4 #define MAX_GAMELEN 600
6 struct board;
7 struct move;
8 enum stone;
9 struct prior_map;
10 struct board_ownermap;
13 /** Playout policy interface: */
15 struct playout_policy;
16 struct playout_setup;
17 struct playout_amafmap;
19 /* Initialize policy data structures for new playout; subsequent choose calls
20 * (but not assess/permit calls!) will all be made on the same board; if
21 * setboard is used, it is guaranteed that choose will pick all moves played
22 * on the board subsequently. The routine is expected to initialize b->ps
23 * with internal data. At the playout end, b->ps will be simply free()d,
24 * so make sure all data is within single allocated block. */
25 typedef void (*playoutp_setboard)(struct playout_policy *playout_policy, struct board *b);
27 /* Pick the next playout simulation move. */
28 typedef coord_t (*playoutp_choose)(struct playout_policy *playout_policy, struct playout_setup *playout_setup, struct playout_amafmap *amafmap, struct board *b, enum stone to_play);
30 /* Set number of won (>0) or lost (<0) games for each considerable
31 * move (usually a proportion of @games); can leave some untouched
32 * if policy has no opinion. The number must have proper parity;
33 * just use uct/prior.h:add_prior_value(). */
34 typedef void (*playoutp_assess)(struct playout_policy *playout_policy, struct prior_map *map, int games);
36 /* Allow play of randomly selected move. */
37 typedef bool (*playoutp_permit)(struct playout_policy *playout_policy, struct board *b, struct move *m);
39 /* Tear down the policy state; policy and policy->data will be free()d by caller. */
40 typedef void (*playoutp_done)(struct playout_policy *playout_policy);
42 struct pattern_setup;
43 struct playout_policy {
44 int debug_level;
45 /* We call setboard when we start new playout.
46 * We call choose when we ask policy about next move.
47 * We call assess when we ask policy about how good given move is.
48 * We call permit when we ask policy if we can make a randomly chosen move. */
49 playoutp_setboard setboard;
50 playoutp_choose choose;
51 playoutp_assess assess;
52 playoutp_permit permit;
53 playoutp_done done;
54 /* Particular playout policy's internal data. */
55 void *data;
56 /* Gateway for pattern database. */
57 bool want_pat;
58 struct pattern_setup *pat;
62 /** Playout engine interface: */
64 /* Engine hook for forcing moves before doing policy decision.
65 * Return pass to forward to policy. */
66 typedef coord_t (*playouth_prepolicy)(struct playout_policy *playout_policy, struct playout_setup *setup, struct board *b, enum stone color);
68 /* Engine hook for choosing moves in case policy did not choose
69 * a move.
70 * Return pass to forward to uniformly random selection. */
71 typedef coord_t (*playouth_postpolicy)(struct playout_policy *playout_policy, struct playout_setup *setup, struct board *b, enum stone color);
73 struct playout_setup {
74 unsigned int gamelen; /* Maximal # of moves in playout. */
75 /* Minimal difference between captures to terminate the playout.
76 * 0 means don't check. */
77 int mercymin;
79 void *hook_data; // for hook to reference its state
80 playouth_prepolicy prepolicy_hook;
81 playouth_postpolicy postpolicy_hook;
85 struct playout_amafmap {
86 /* We keep record of the game so that we can
87 * examine nakade moves; really going out of our way to
88 * implement nakade AMAF properly turns out to be crucial
89 * when reading some tactical positions in depth (even if
90 * they are just one-stone-snapback). */
91 coord_t game[MAX_GAMELEN];
92 bool is_ko_capture[MAX_GAMELEN];
93 int gamelen;
94 /* Our current position in the game sequence; in AMAF, we search
95 * the range [game_baselen, gamelen[ */
96 int game_baselen;
100 /* >0: starting_color wins, <0: starting_color loses; the actual
101 * number is a DOUBLE of the score difference
102 * 0: superko inside the game tree (XXX: jigo not handled) */
103 int play_random_game(struct playout_setup *setup,
104 struct board *b, enum stone starting_color,
105 struct playout_amafmap *amafmap,
106 struct board_ownermap *ownermap,
107 struct playout_policy *policy);
109 coord_t play_random_move(struct playout_setup *setup, struct playout_amafmap *amafmap,
110 struct board *b, enum stone color,
111 struct playout_policy *policy);
113 #endif