board_gamma_update(): Export function
[pachi.git] / board.h
blob2b5a1cc72c85722462c907bca5e64fa06ad46121
1 #ifndef ZZGO_BOARD_H
2 #define ZZGO_BOARD_H
4 #include <inttypes.h>
5 #include <stdbool.h>
6 #include <stdint.h>
8 #include "stone.h"
9 #include "move.h"
10 #include "probdist.h"
11 #include "util.h"
13 struct features_gamma;
16 /* The board implementation has bunch of optional features.
17 * Turn them on below: */
19 #define WANT_BOARD_C // capturable groups queue
21 //#define BOARD_SIZE 9 // constant board size, allows better optimization
23 //#define BOARD_SPATHASH // incremental patternsp.h hashes
24 #define BOARD_SPATHASH_MAXD 3 // maximal diameter
26 #define BOARD_PAT3 // incremental 3x3 pattern codes
28 //#define BOARD_TRAITS 1 // incremental point traits (see struct btraits)
29 //#define BOARD_GAMMA 1 // incremental probability distribution (requires BOARD_TRAITS, BOARD_PAT3)
32 /* Allow board_play_random_move() to return pass even when
33 * there are other moves available. */
34 extern bool random_pass;
37 /* Some engines might normalize their reading and skip symmetrical
38 * moves. We will tell them how can they do it. */
39 struct board_symmetry {
40 /* Playground is in this rectangle. */
41 int x1, x2, y1, y2;
42 /* d == 0: Full rectangle
43 * d == 1: Top triangle */
44 int d;
45 /* General symmetry type. */
46 /* Note that the above is redundant to this, but just provided
47 * for easier usage. */
48 enum {
49 SYM_FULL,
50 SYM_DIAG_UP,
51 SYM_DIAG_DOWN,
52 SYM_HORIZ,
53 SYM_VERT,
54 SYM_NONE
55 } type;
59 typedef uint64_t hash_t;
60 #define PRIhash PRIx64
63 /* Note that "group" is only chain of stones that is solidly
64 * connected for us. */
65 typedef coord_t group_t;
67 struct group {
68 /* We keep track of only up to GROUP_KEEP_LIBS; over that, we
69 * don't care. */
70 /* _Combination_ of these two values can make some difference
71 * in performance - fine-tune. */
72 #define GROUP_KEEP_LIBS 10
73 // refill lib[] only when we hit this; this must be at least 2!
74 // Moggy requires at least 3 - see below for semantic impact.
75 #define GROUP_REFILL_LIBS 5
76 coord_t lib[GROUP_KEEP_LIBS];
77 /* libs is only LOWER BOUND for the number of real liberties!!!
78 * It denotes only number of items in lib[], thus you can rely
79 * on it to store real liberties only up to <= GROUP_REFILL_LIBS. */
80 int libs;
83 struct neighbor_colors {
84 char colors[S_MAX];
88 /* Point traits bitmap; we update this information incrementally,
89 * it can be used e.g. for fast pattern.h features matching. */
90 struct btraits {
91 /* Number of neighbors we can capture. 0=this move is
92 * not capturing, 1..4=this many neighbors we can capture
93 * (can be multiple neighbors of same group). */
94 unsigned cap:3;
95 /* Whether it is SAFE to play here. This is essentially just
96 * cached result of the macro below. (Of course the concept
97 * of "safety" is not perfect here, but it's the cheapest
98 * reasonable thing we can do.) */
99 bool safe:1;
100 #define board_safe_to_play(b_, coord_, color_) \
101 (( \
102 /* number of free neighbors, except us */ \
103 immediate_liberty_count(b_, coord_) - 1 \
104 /* number of capturable enemy groups */ \
105 + trait_at(b_, coord_, color_).cap \
106 /* number of non-capturable friendly groups */ \
107 + neighbor_count_at(b_, coord_, color_) - trait_at(b_, coord_, stone_other(color_)).cap \
108 ) > 0)
112 /* You should treat this struct as read-only. Always call functions below if
113 * you want to change it. */
115 struct board {
116 int size; /* Including S_OFFBOARD margin - see below. */
117 int size2; /* size^2 */
118 int captures[S_MAX];
119 float komi;
120 int handicap;
122 /* Iterator offsets for foreach_neighbor*() */
123 int nei8[8], dnei[4];
125 int moves;
126 struct move last_move;
127 struct move last_move2; /* second-to-last move */
128 /* Whether we tried to add a hash twice; board_play*() can
129 * set this, but it will still carry out the move as well! */
130 bool superko_violation;
132 /* The following two structures are goban maps and are indexed by
133 * coord.pos. The map is surrounded by a one-point margin from
134 * S_OFFBOARD stones in order to speed up some internal loops.
135 * Some of the foreach iterators below might include these points;
136 * you need to handle them yourselves, if you need to. */
138 /* Stones played on the board */
139 enum stone *b; /* enum stone */
140 /* Group id the stones are part of; 0 == no group */
141 group_t *g;
142 /* Positions of next stones in the stone group; 0 == last stone */
143 coord_t *p;
144 /* Neighboring colors; numbers of neighbors of index color */
145 struct neighbor_colors *n;
146 /* Zobrist hash for each position */
147 hash_t *h;
148 #ifdef BOARD_SPATHASH
149 /* For spatial hashes, we use only 24 bits. */
150 /* [0] is d==1, we don't keep hash for d==0. */
151 /* We keep hashes for black-to-play ([][0]) and white-to-play
152 * ([][1], reversed stone colors since we match all patterns as
153 * black-to-play). */
154 uint32_t (*spathash)[BOARD_SPATHASH_MAXD][2];
155 #endif
156 #ifdef BOARD_PAT3
157 /* 3x3 pattern code for each position; see pattern3.h for encoding
158 * specification. The information is only valid for empty points. */
159 uint16_t *pat3;
160 #endif
161 #ifdef BOARD_TRAITS
162 /* Incrementally matched point traits information, black-to-play
163 * ([][0]) and white-to-play ([][1]). */
164 /* The information is only valid for empty points. */
165 struct btraits (*t)[2];
166 #endif
167 #ifdef BOARD_GAMMA
168 /* Relative probabilities of moves being played next, computed by
169 * multiplying gammas of the appropriate pattern features based on
170 * pat3 and traits (see pattern.h). The probability distribution
171 * is maintained over the full board grid. */
172 /* - Always invalid moves might have non-zero probability. (TODO)
173 * - Self-eye-filling moves might have non-zero probability. (TODO)
174 * - Ko-prohibited moves might have non-zero probability.
175 * - FEAT_CONTIGUITY is not accounted for in the probability. */
176 struct probdist prob[2];
177 #endif
179 /* Group information - indexed by gid (which is coord of base group stone) */
180 struct group *gi;
182 /* Positions of free positions - queue (not map) */
183 /* Note that free position here is any valid move; including single-point eyes! */
184 coord_t *f; int flen;
186 #ifdef WANT_BOARD_C
187 /* Queue of capturable groups */
188 group_t *c; int clen;
189 #endif
191 /* Symmetry information */
192 struct board_symmetry symmetry;
194 /* Last ko played on the board. */
195 struct move last_ko;
196 int last_ko_age;
198 /* Basic ko check */
199 struct move ko;
201 /* Engine-specific state; persistent through board development,
202 * is reset only at clear_board. */
203 void *es;
205 /* Playout-specific state; persistent through board development,
206 * but its lifetime is maintained in play_random_game(); it should
207 * not be set outside of it. */
208 void *ps;
210 #ifdef BOARD_GAMMA
211 /* Gamma values for probability distribution; user must setup
212 * this pointer before any move is played. */
213 struct features_gamma *gamma;
214 #endif
217 /* --- PRIVATE DATA --- */
219 /* For superko check: */
221 /* Board "history" - hashes encountered. Size of the hash should be
222 * >> board_size^2. */
223 #define history_hash_bits 12
224 #define history_hash_mask ((1 << history_hash_bits) - 1)
225 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
226 #define history_hash_next(i) ((i + 1) & history_hash_mask)
227 hash_t history_hash[1 << history_hash_bits];
228 /* Hash of current board position. */
229 hash_t hash;
232 #ifdef BOARD_SIZE
233 /* Avoid unused variable warnings */
234 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
235 #define board_size2(b_) (board_size(b_) * board_size(b_))
236 #else
237 #define board_size(b_) ((b_)->size)
238 #define board_size2(b_) ((b_)->size2)
239 #endif
241 #define board_at(b_, c) ((b_)->b[coord_raw(c)])
242 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
244 #define group_at(b_, c) ((b_)->g[coord_raw(c)])
245 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
247 /* Warning! Neighbor count is kept up-to-date for S_NONE! */
248 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord_raw(coord)].colors[(enum stone) color])
249 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
250 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
251 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
252 #define immediate_liberty_count(b_, coord) (4 - neighbor_count_at(b_, coord, S_BLACK) - neighbor_count_at(b_, coord, S_WHITE) - neighbor_count_at(b_, coord, S_OFFBOARD))
254 #define trait_at(b_, coord, color) (b_)->t[coord][(color) - 1]
256 #define groupnext_at(b_, c) ((b_)->p[coord_raw(c)])
257 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
259 #define group_base(g_) (g_)
260 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
261 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
262 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
264 #define hash_at(b_, coord, color) ((b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord_raw(coord)])
266 struct board *board_init(void);
267 struct board *board_copy(struct board *board2, struct board *board1);
268 void board_done_noalloc(struct board *board);
269 void board_done(struct board *board);
270 /* size here is without the S_OFFBOARD margin. */
271 void board_resize(struct board *board, int size);
272 void board_clear(struct board *board);
274 struct FILE;
275 typedef void (*board_cprint)(struct board *b, coord_t c, FILE *f);
276 void board_print(struct board *board, FILE *f);
277 void board_print_custom(struct board *board, FILE *f, board_cprint cprint);
279 /* Place given handicap on the board; coordinates are printed to f. */
280 void board_handicap(struct board *board, int stones, FILE *f);
282 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
283 int board_play(struct board *board, struct move *m);
284 /* Like above, but plays random move; the move coordinate is recorded
285 * to *coord. This method will never fill your own eye. pass is played
286 * when no move can be played. You can impose extra restrictions if you
287 * supply your own permit function. */
288 typedef bool (*ppr_permit)(void *data, struct board *b, struct move *m);
289 void board_play_random(struct board *b, enum stone color, coord_t *coord, ppr_permit permit, void *permit_data);
291 /* Returns true if given move can be played. */
292 static bool board_is_valid_move(struct board *b, struct move *m);
293 /* Returns true if ko was just taken. */
294 static bool board_playing_ko_threat(struct board *b);
295 /* Returns 0 or ID of neighboring group in atari. */
296 static group_t board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color);
298 /* Adjust symmetry information as if given coordinate has been played. */
299 void board_symmetry_update(struct board *b, struct board_symmetry *symmetry, coord_t c);
300 /* Force re-compute of a probability distribution item. */
301 void board_gamma_update(struct board *b, coord_t coord, enum stone color);
303 /* Returns true if given coordinate has all neighbors of given color or the edge. */
304 static bool board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
305 /* Returns true if given coordinate could be a false eye; this check makes
306 * sense only if you already know the coordinate is_eyelike(). */
307 bool board_is_false_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
308 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
309 * at least tries to). */
310 bool board_is_one_point_eye(struct board *board, coord_t *c, enum stone eye_color);
311 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
312 enum stone board_get_one_point_eye(struct board *board, coord_t *c);
314 /* board_official_score() is the scoring method for yielding score suitable
315 * for external presentation. For fast scoring of entirely filled boards
316 * (e.g. playouts), use board_fast_score(). */
317 /* Positive: W wins */
318 /* Compare number of stones + 1pt eyes. */
319 float board_fast_score(struct board *board);
320 /* Tromp-Taylor scoring, assuming given groups are actually dead. */
321 struct move_queue;
322 float board_official_score(struct board *board, struct move_queue *mq);
324 /** Iterators */
326 #define foreach_point(board_) \
327 do { \
328 coord_t c; coord_pos(c, 0, (board_)); \
329 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
330 #define foreach_point_and_pass(board_) \
331 do { \
332 coord_t c; coord_pos(c, -1, (board_)); \
333 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
334 #define foreach_point_end \
335 } while (0)
337 #define foreach_in_group(board_, group_) \
338 do { \
339 struct board *board__ = board_; \
340 coord_t c = group_base(group_); \
341 coord_t c2 = c; coord_raw(c2) = groupnext_at(board__, c2); \
342 do {
343 #define foreach_in_group_end \
344 c = c2; coord_raw(c2) = groupnext_at(board__, c2); \
345 } while (coord_raw(c) != 0); \
346 } while (0)
348 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
349 * on S_OFFBOARD coordinates. */
350 #define foreach_neighbor(board_, coord_, loop_body) \
351 do { \
352 struct board *board__ = board_; \
353 coord_t coord__ = coord_; \
354 coord_t c; \
355 coord_pos(c, coord_raw(coord__) - 1, (board__)); do { loop_body } while (0); \
356 coord_pos(c, coord_raw(coord__) - board_size(board__), (board__)); do { loop_body } while (0); \
357 coord_pos(c, coord_raw(coord__) + 1, (board__)); do { loop_body } while (0); \
358 coord_pos(c, coord_raw(coord__) + board_size(board__), (board__)); do { loop_body } while (0); \
359 } while (0)
361 #define foreach_8neighbor(board_, coord_) \
362 do { \
363 int fn__i; \
364 coord_t c = (coord_); \
365 for (fn__i = 0; fn__i < 8; fn__i++) { \
366 c += (board_)->nei8[fn__i];
367 #define foreach_8neighbor_end \
369 } while (0)
371 #define foreach_diag_neighbor(board_, coord_) \
372 do { \
373 int fn__i; \
374 coord_t c = (coord_); \
375 for (fn__i = 0; fn__i < 4; fn__i++) { \
376 c += (board_)->dnei[fn__i];
377 #define foreach_diag_neighbor_end \
379 } while (0)
382 static inline bool
383 board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color)
385 return (neighbor_count_at(board, *coord, eye_color)
386 + neighbor_count_at(board, *coord, S_OFFBOARD)) == 4;
389 static inline bool
390 board_is_valid_move(struct board *board, struct move *m)
392 if (board_at(board, m->coord) != S_NONE)
393 return false;
394 if (!board_is_eyelike(board, &m->coord, stone_other(m->color)))
395 return true;
396 /* Play within {true,false} eye-ish formation */
397 if (board->ko.coord == m->coord && board->ko.color == m->color)
398 return false;
399 int groups_in_atari = 0;
400 foreach_neighbor(board, m->coord, {
401 group_t g = group_at(board, c);
402 groups_in_atari += (board_group_info(board, g).libs == 1);
404 return !!groups_in_atari;
407 static inline bool
408 board_playing_ko_threat(struct board *b)
410 return !is_pass(b->ko.coord);
413 static inline group_t
414 board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color)
416 #ifdef BOARD_TRAITS
417 if (!trait_at(b, coord, stone_other(group_color)).cap) return 0;
418 #endif
419 foreach_neighbor(b, coord, {
420 group_t g = group_at(b, c);
421 if (g && board_at(b, c) == group_color && board_group_info(b, g).libs == 1)
422 return g;
423 /* We return first match. */
425 return 0;
428 #endif