Merge branch 'master' into dynk2
[pachi.git] / board.h
blob27735d3870f37730aa09ade5203615652765099b
1 /* probdist.h must be included before the include goard since we require
2 * proper including order. */
3 #include "probdist.h"
5 #ifndef PACHI_BOARD_H
6 #define PACHI_BOARD_H
8 #include <inttypes.h>
9 #include <stdbool.h>
10 #include <stdint.h>
12 #include "util.h"
13 #include "stone.h"
14 #include "move.h"
16 struct fbook;
19 /* Maximum supported board size. (Without the S_OFFBOARD edges.) */
20 #define BOARD_MAX_SIZE 19
23 /* The board implementation has bunch of optional features.
24 * Turn them on below: */
26 #define WANT_BOARD_C // capturable groups queue
28 //#define BOARD_SIZE 9 // constant board size, allows better optimization
30 #define BOARD_PAT3 // incremental 3x3 pattern codes
32 //#define BOARD_TRAITS 1 // incremental point traits (see struct btraits)
33 //#define BOARD_TRAIT_SAFE 1 // include btraits.safe (rather expensive, unused)
34 //#define BOARD_TRAIT_SAFE 2 // include btraits.safe based on full is_bad_selfatari()
37 #define BOARD_MAX_MOVES (BOARD_MAX_SIZE * BOARD_MAX_SIZE)
38 #define BOARD_MAX_GROUPS (BOARD_MAX_SIZE * BOARD_MAX_SIZE / 2)
41 /* Some engines might normalize their reading and skip symmetrical
42 * moves. We will tell them how can they do it. */
43 struct board_symmetry {
44 /* Playground is in this rectangle. */
45 int x1, x2, y1, y2;
46 /* d == 0: Full rectangle
47 * d == 1: Top triangle */
48 int d;
49 /* General symmetry type. */
50 /* Note that the above is redundant to this, but just provided
51 * for easier usage. */
52 enum {
53 SYM_FULL,
54 SYM_DIAG_UP,
55 SYM_DIAG_DOWN,
56 SYM_HORIZ,
57 SYM_VERT,
58 SYM_NONE
59 } type;
63 typedef uint64_t hash_t;
64 #define PRIhash PRIx64
66 /* XXX: This really belongs in pattern3.h, unfortunately that would mean
67 * a dependency hell. */
68 typedef uint32_t hash3_t; // 3x3 pattern hash
71 /* Note that "group" is only chain of stones that is solidly
72 * connected for us. */
73 typedef coord_t group_t;
75 struct group {
76 /* We keep track of only up to GROUP_KEEP_LIBS; over that, we
77 * don't care. */
78 /* _Combination_ of these two values can make some difference
79 * in performance - fine-tune. */
80 #define GROUP_KEEP_LIBS 10
81 // refill lib[] only when we hit this; this must be at least 2!
82 // Moggy requires at least 3 - see below for semantic impact.
83 #define GROUP_REFILL_LIBS 5
84 coord_t lib[GROUP_KEEP_LIBS];
85 /* libs is only LOWER BOUND for the number of real liberties!!!
86 * It denotes only number of items in lib[], thus you can rely
87 * on it to store real liberties only up to <= GROUP_REFILL_LIBS. */
88 int libs;
91 struct neighbor_colors {
92 char colors[S_MAX];
96 /* Point traits bitmap; we update this information incrementally,
97 * it can be used e.g. for fast pattern features matching. */
98 struct btraits {
99 /* Number of neighbors we can capture. 0=this move is
100 * not capturing, 1..4=this many neighbors we can capture
101 * (can be multiple neighbors of same group). */
102 unsigned cap:3;
103 /* Number of 1-stone neighbors we can capture. */
104 unsigned cap1:3;
105 #ifdef BOARD_TRAIT_SAFE
106 /* Whether it is SAFE to play here. This is essentially just
107 * cached result of board_safe_to_play(). (Of course the concept
108 * of "safety" is not perfect here, but it's the cheapest
109 * reasonable thing we can do.) */
110 bool safe:1;
111 #endif
112 /* Whether we need to re-compute this coordinate; used to
113 * weed out duplicates. Maintained only for S_BLACK. */
114 bool dirty:1;
118 /* You should treat this struct as read-only. Always call functions below if
119 * you want to change it. */
121 struct board {
122 int size; /* Including S_OFFBOARD margin - see below. */
123 int size2; /* size^2 */
124 int bits2; /* ceiling(log2(size2)) */
125 int captures[S_MAX];
126 floating_t komi;
127 int handicap;
128 /* The ruleset is currently almost never taken into account;
129 * the board implementation is basically Chinese rules (handicap
130 * stones compensation) w/ suicide (or you can look at it as
131 * New Zealand w/o handi stones compensation), while the engine
132 * enforces no-suicide, making for real Chinese rules. */
133 enum {
134 RULES_CHINESE, /* default value */
135 RULES_AGA,
136 RULES_NEW_ZEALAND,
137 RULES_JAPANESE,
138 } rules;
140 char *fbookfile;
141 struct fbook *fbook;
143 /* Iterator offsets for foreach_neighbor*() */
144 int nei8[8], dnei[4];
146 int moves;
147 struct move last_move;
148 struct move last_move2; /* second-to-last move */
149 struct move last_move3; /* just before last_move2, only set if last_move is pass */
150 struct move last_move4; /* just before last_move3, only set if last_move & last_move2 are pass */
151 /* Whether we tried to add a hash twice; board_play*() can
152 * set this, but it will still carry out the move as well! */
153 bool superko_violation;
155 /* The following two structures are goban maps and are indexed by
156 * coord.pos. The map is surrounded by a one-point margin from
157 * S_OFFBOARD stones in order to speed up some internal loops.
158 * Some of the foreach iterators below might include these points;
159 * you need to handle them yourselves, if you need to. */
161 /* Stones played on the board */
162 enum stone *b; /* enum stone */
163 /* Group id the stones are part of; 0 == no group */
164 group_t *g;
165 /* Positions of next stones in the stone group; 0 == last stone */
166 coord_t *p;
167 /* Neighboring colors; numbers of neighbors of index color */
168 struct neighbor_colors *n;
169 /* Zobrist hash for each position */
170 hash_t *h;
171 #ifdef BOARD_PAT3
172 /* 3x3 pattern code for each position; see pattern3.h for encoding
173 * specification. The information is only valid for empty points. */
174 hash3_t *pat3;
175 #endif
176 #ifdef BOARD_TRAITS
177 /* Incrementally matched point traits information, black-to-play
178 * ([][0]) and white-to-play ([][1]). */
179 /* The information is only valid for empty points. */
180 struct btraits (*t)[2];
181 #endif
182 /* Cached information on x-y coordinates so that we avoid division. */
183 uint8_t (*coord)[2];
185 /* Group information - indexed by gid (which is coord of base group stone) */
186 struct group *gi;
188 /* Positions of free positions - queue (not map) */
189 /* Note that free position here is any valid move; including single-point eyes!
190 * However, pass is not included. */
191 coord_t *f; int flen;
193 #ifdef WANT_BOARD_C
194 /* Queue of capturable groups */
195 group_t *c; int clen;
196 #endif
198 #ifdef BOARD_TRAITS
199 /* Queue of positions that need their traits updated */
200 coord_t *tq; int tqlen;
201 #endif
203 /* Symmetry information */
204 struct board_symmetry symmetry;
206 /* Last ko played on the board. */
207 struct move last_ko;
208 int last_ko_age;
210 /* Basic ko check */
211 struct move ko;
213 /* Engine-specific state; persistent through board development,
214 * is reset only at clear_board. */
215 void *es;
217 /* Playout-specific state; persistent through board development,
218 * but its lifetime is maintained in play_random_game(); it should
219 * not be set outside of it. */
220 void *ps;
223 /* --- PRIVATE DATA --- */
225 /* For superko check: */
227 /* Board "history" - hashes encountered. Size of the hash should be
228 * >> board_size^2. */
229 #define history_hash_bits 12
230 #define history_hash_mask ((1 << history_hash_bits) - 1)
231 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
232 #define history_hash_next(i) ((i + 1) & history_hash_mask)
233 hash_t history_hash[1 << history_hash_bits];
234 /* Hash of current board position. */
235 hash_t hash;
236 /* Hash of current board position quadrants. */
237 hash_t qhash[4];
240 #ifdef BOARD_SIZE
241 /* Avoid unused variable warnings */
242 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
243 #define board_size2(b_) (board_size(b_) * board_size(b_))
244 #else
245 #define board_size(b_) ((b_)->size)
246 #define board_size2(b_) ((b_)->size2)
247 #endif
249 /* This is a shortcut for taking different action on smaller
250 * and large boards (e.g. picking different variable defaults).
251 * This is of course less optimal than fine-tuning dependency
252 * function of values on board size, but that is difficult and
253 * possibly not very rewarding if you are interested just in
254 * 9x9 and 19x19. */
255 #define board_large(b_) (board_size(b_)-2 >= 15)
257 #if BOARD_SIZE == 19
258 # define board_bits2(b_) 9
259 #elif BOARD_SIZE == 13
260 # define board_bits2(b_) 8
261 #elif BOARD_SIZE == 9
262 # define board_bits2(b_) 7
263 #else
264 # define board_bits2(b_) ((b_)->bits2)
265 #endif
267 #define board_at(b_, c) ((b_)->b[c])
268 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
270 #define group_at(b_, c) ((b_)->g[c])
271 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
273 /* Warning! Neighbor count is kept up-to-date for S_NONE! */
274 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord].colors[(enum stone) color])
275 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
276 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
277 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
278 #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))
280 #define trait_at(b_, coord, color) (b_)->t[coord][(color) - 1]
282 #define groupnext_at(b_, c) ((b_)->p[c])
283 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
285 #define group_base(g_) (g_)
286 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
287 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
288 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
289 /* board_group_other_lib() makes sense only for groups with two liberties. */
290 #define board_group_other_lib(b_, g_, l_) (board_group_info(b_, g_).lib[board_group_info(b_, g_).lib[0] != (l_) ? 0 : 1])
292 #define hash_at(b_, coord, color) ((b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord])
294 struct board *board_init(char *fbookfile);
295 struct board *board_copy(struct board *board2, struct board *board1);
296 void board_done_noalloc(struct board *board);
297 void board_done(struct board *board);
298 /* size here is without the S_OFFBOARD margin. */
299 void board_resize(struct board *board, int size);
300 void board_clear(struct board *board);
302 struct FILE;
303 typedef char *(*board_cprint)(struct board *b, coord_t c, char *s, char *end);
304 void board_print(struct board *board, FILE *f);
305 void board_print_custom(struct board *board, FILE *f, board_cprint cprint);
307 /* Place given handicap on the board; coordinates are printed to f. */
308 void board_handicap(struct board *board, int stones, FILE *f);
310 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
311 int board_play(struct board *board, struct move *m);
312 /* Like above, but plays random move; the move coordinate is recorded
313 * to *coord. This method will never fill your own eye. pass is played
314 * when no move can be played. You can impose extra restrictions if you
315 * supply your own permit function; the permit function can also modify
316 * the move coordinate to redirect the move elsewhere. */
317 typedef bool (*ppr_permit)(void *data, struct board *b, struct move *m);
318 void board_play_random(struct board *b, enum stone color, coord_t *coord, ppr_permit permit, void *permit_data);
320 /*Undo, supported only for pass moves. Returns -1 on error, 0 otherwise. */
321 int board_undo(struct board *board);
323 /* Returns true if given move can be played. */
324 static bool board_is_valid_play(struct board *b, enum stone color, coord_t coord);
325 static bool board_is_valid_move(struct board *b, struct move *m);
326 /* Returns true if ko was just taken. */
327 static bool board_playing_ko_threat(struct board *b);
328 /* Returns 0 or ID of neighboring group in atari. */
329 static group_t board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color);
330 /* Returns true if the move is not obvious self-atari. */
331 static bool board_safe_to_play(struct board *b, coord_t coord, enum stone color);
333 /* Determine number of stones in a group, up to @max stones. */
334 static int group_stone_count(struct board *b, group_t group, int max);
336 /* Adjust symmetry information as if given coordinate has been played. */
337 void board_symmetry_update(struct board *b, struct board_symmetry *symmetry, coord_t c);
338 /* Check if coordinates are within symmetry base. (If false, they can
339 * be derived from the base.) */
340 static bool board_coord_in_symmetry(struct board *b, coord_t c);
342 /* Returns true if given coordinate has all neighbors of given color or the edge. */
343 static bool board_is_eyelike(struct board *board, coord_t coord, enum stone eye_color);
344 /* Returns true if given coordinate could be a false eye; this check makes
345 * sense only if you already know the coordinate is_eyelike(). */
346 bool board_is_false_eyelike(struct board *board, coord_t coord, enum stone eye_color);
347 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
348 * at least tries to). */
349 bool board_is_one_point_eye(struct board *board, coord_t c, enum stone eye_color);
350 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
351 enum stone board_get_one_point_eye(struct board *board, coord_t c);
353 /* board_official_score() is the scoring method for yielding score suitable
354 * for external presentation. For fast scoring of entirely filled boards
355 * (e.g. playouts), use board_fast_score(). */
356 /* Positive: W wins */
357 /* Compare number of stones + 1pt eyes. */
358 floating_t board_fast_score(struct board *board);
359 /* Tromp-Taylor scoring, assuming given groups are actually dead. */
360 struct move_queue;
361 floating_t board_official_score(struct board *board, struct move_queue *mq);
363 /** Iterators */
365 #define foreach_point(board_) \
366 do { \
367 coord_t c = 0; \
368 for (; c < board_size(board_) * board_size(board_); c++)
369 #define foreach_point_and_pass(board_) \
370 do { \
371 coord_t c = pass; \
372 for (; c < board_size(board_) * board_size(board_); c++)
373 #define foreach_point_end \
374 } while (0)
376 #define foreach_free_point(board_) \
377 do { \
378 int fmax__ = (board_)->flen; \
379 for (int f__ = 0; f__ < fmax__; f__++) { \
380 coord_t c = (board_)->f[f__];
381 #define foreach_free_point_end \
383 } while (0)
385 #define foreach_in_group(board_, group_) \
386 do { \
387 struct board *board__ = board_; \
388 coord_t c = group_base(group_); \
389 coord_t c2 = c; c2 = groupnext_at(board__, c2); \
390 do {
391 #define foreach_in_group_end \
392 c = c2; c2 = groupnext_at(board__, c2); \
393 } while (c != 0); \
394 } while (0)
396 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
397 * on S_OFFBOARD coordinates. */
398 #define foreach_neighbor(board_, coord_, loop_body) \
399 do { \
400 struct board *board__ = board_; \
401 coord_t coord__ = coord_; \
402 coord_t c; \
403 c = coord__ - board_size(board__); do { loop_body } while (0); \
404 c = coord__ - 1; do { loop_body } while (0); \
405 c = coord__ + 1; do { loop_body } while (0); \
406 c = coord__ + board_size(board__); do { loop_body } while (0); \
407 } while (0)
409 #define foreach_8neighbor(board_, coord_) \
410 do { \
411 int fn__i; \
412 coord_t c = (coord_); \
413 for (fn__i = 0; fn__i < 8; fn__i++) { \
414 c += (board_)->nei8[fn__i];
415 #define foreach_8neighbor_end \
417 } while (0)
419 #define foreach_diag_neighbor(board_, coord_) \
420 do { \
421 int fn__i; \
422 coord_t c = (coord_); \
423 for (fn__i = 0; fn__i < 4; fn__i++) { \
424 c += (board_)->dnei[fn__i];
425 #define foreach_diag_neighbor_end \
427 } while (0)
430 static inline bool
431 board_is_eyelike(struct board *board, coord_t coord, enum stone eye_color)
433 return (neighbor_count_at(board, coord, eye_color)
434 + neighbor_count_at(board, coord, S_OFFBOARD)) == 4;
437 static inline bool
438 board_is_valid_play(struct board *board, enum stone color, coord_t coord)
440 if (board_at(board, coord) != S_NONE)
441 return false;
442 if (!board_is_eyelike(board, coord, stone_other(color)))
443 return true;
444 /* Play within {true,false} eye-ish formation */
445 if (board->ko.coord == coord && board->ko.color == color)
446 return false;
447 #ifdef BOARD_TRAITS
448 /* XXX: Disallows suicide. */
449 return trait_at(board, coord, color).cap > 0;
450 #else
451 int groups_in_atari = 0;
452 foreach_neighbor(board, coord, {
453 group_t g = group_at(board, c);
454 groups_in_atari += (board_group_info(board, g).libs == 1);
456 return !!groups_in_atari;
457 #endif
460 static inline bool
461 board_is_valid_move(struct board *board, struct move *m)
463 return board_is_valid_play(board, m->color, m->coord);
466 static inline bool
467 board_playing_ko_threat(struct board *b)
469 return !is_pass(b->ko.coord);
472 static inline group_t
473 board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color)
475 #ifdef BOARD_TRAITS
476 if (!trait_at(b, coord, stone_other(group_color)).cap) return 0;
477 #endif
478 foreach_neighbor(b, coord, {
479 group_t g = group_at(b, c);
480 if (g && board_at(b, c) == group_color && board_group_info(b, g).libs == 1)
481 return g;
482 /* We return first match. */
484 return 0;
487 static inline bool
488 board_safe_to_play(struct board *b, coord_t coord, enum stone color)
490 /* number of free neighbors */
491 int libs = immediate_liberty_count(b, coord);
492 if (libs > 1)
493 return true;
495 #ifdef BOARD_TRAITS
496 /* number of capturable enemy groups */
497 if (trait_at(b, coord, color).cap > 0)
498 return true; // XXX: We don't account for snapback.
499 /* number of non-capturable friendly groups */
500 int noncap_ours = neighbor_count_at(b, coord, color) - trait_at(b, coord, stone_other(color)).cap;
501 if (noncap_ours < 1)
502 return false;
503 /*#else see below */
504 #endif
506 /* ok, but we need to check if they don't have just two libs. */
507 coord_t onelib = -1;
508 foreach_neighbor(b, coord, {
509 #ifndef BOARD_TRAITS
510 if (board_at(b, c) == stone_other(color) && board_group_info(b, group_at(b, c)).libs == 1)
511 return true; // can capture; no snapback check
512 #endif
513 if (board_at(b, c) != color) continue;
514 group_t g = group_at(b, c);
515 if (board_group_info(b, g).libs == 1) continue; // in atari
516 if (board_group_info(b, g).libs == 2) { // two liberties
517 if (libs > 0) return true; // we already have one real liberty
518 /* we might be connecting two 2-lib groups, which is ok;
519 * so remember the other liberty and just make sure it's
520 * not the same one */
521 if (onelib >= 0 && c != onelib) return true;
522 onelib = board_group_other_lib(b, g, c);
523 continue;
525 // many liberties
526 return true;
528 // no good support group
529 return false;
532 static inline int
533 group_stone_count(struct board *b, group_t group, int max)
535 int n = 0;
536 foreach_in_group(b, group) {
537 n++;
538 if (n >= max) return max;
539 } foreach_in_group_end;
540 return n;
543 static inline bool
544 board_coord_in_symmetry(struct board *b, coord_t c)
546 if (coord_y(c, b) < b->symmetry.y1 || coord_y(c, b) > b->symmetry.y2)
547 return false;
548 if (coord_x(c, b) < b->symmetry.x1 || coord_x(c, b) > b->symmetry.x2)
549 return false;
550 if (b->symmetry.d) {
551 int x = coord_x(c, b);
552 if (b->symmetry.type == SYM_DIAG_DOWN)
553 x = board_size(b) - 1 - x;
554 if (x > coord_y(c, b))
555 return false;
557 return true;
561 #endif