Moggy: can_be_captured() -> can_play_on_lib()
[pachi.git] / board.h
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1 #ifndef ZZGO_BOARD_H
2 #define ZZGO_BOARD_H
4 #include <stdbool.h>
5 #include <stdint.h>
7 #include "stone.h"
8 #include "move.h"
10 #define likely(x) __builtin_expect(!!(x), 1)
11 #define unlikely(x) __builtin_expect((x), 0)
14 /* The board implementation has bunch of optional features.
15 * Turn them on below: */
16 #define WANT_BOARD_C // required by playout_moggy
17 //#define BOARD_SIZE 9 // constant board size, allows better optimization
20 /* Allow board_play_random_move() to return pass even when
21 * there are other moves available. */
22 extern bool random_pass;
25 /* Some engines might normalize their reading and skip symmetrical
26 * moves. We will tell them how can they do it. */
27 struct board_symmetry {
28 /* Playground is in this rectangle. */
29 int x1, x2, y1, y2;
30 /* d == 0: Full rectangle
31 * d == 1: Top triangle */
32 int d;
33 /* General symmetry type. */
34 /* Note that the above is redundant to this, but just provided
35 * for easier usage. */
36 enum {
37 SYM_FULL,
38 SYM_DIAG_UP,
39 SYM_DIAG_DOWN,
40 SYM_HORIZ,
41 SYM_VERT,
42 SYM_NONE
43 } type;
47 typedef uint64_t hash_t;
50 /* Note that "group" is only chain of stones that is solidly
51 * connected for us. */
52 typedef coord_t group_t;
54 struct group {
55 /* We keep track of only up to GROUP_KEEP_LIBS; over that, we
56 * don't care. */
57 /* _Combination_ of these two values can make some difference
58 * in performance - fine-tune. */
59 #define GROUP_KEEP_LIBS 10
60 // refill lib[] only when we hit this; this must be at least 2!
61 // Moggy requires at least 3 - see below for semantic impact.
62 #define GROUP_REFILL_LIBS 5
63 coord_t lib[GROUP_KEEP_LIBS];
64 /* libs is only LOWER BOUND for the number of real liberties!!!
65 * It denotes only number of items in lib[], thus you can rely
66 * on it to store real liberties only up to <= GROUP_REFILL_LIBS. */
67 int libs;
70 struct neighbor_colors {
71 char colors[S_MAX];
74 /* You should treat this struct as read-only. Always call functions below if
75 * you want to change it. */
77 struct board {
78 int size; /* Including S_OFFBOARD margin - see below. */
79 int size2; /* size^2 */
80 int captures[S_MAX];
81 float komi;
82 int handicap;
84 int moves;
85 struct move last_move;
86 struct move last_move2; /* second-to-last move */
87 /* Whether we tried to add a hash twice; board_play*() can
88 * set this, but it will still carry out the move as well! */
89 bool superko_violation;
91 /* The following two structures are goban maps and are indexed by
92 * coord.pos. The map is surrounded by a one-point margin from
93 * S_OFFBOARD stones in order to speed up some internal loops.
94 * Some of the foreach iterators below might include these points;
95 * you need to handle them yourselves, if you need to. */
97 /* Stones played on the board */
98 enum stone *b; /* enum stone */
99 /* Group id the stones are part of; 0 == no group */
100 group_t *g;
101 /* Positions of next stones in the stone group; 0 == last stone */
102 coord_t *p;
103 /* Neighboring colors; numbers of neighbors of index color */
104 struct neighbor_colors *n;
105 /* Zobrist hash for each position */
106 hash_t *h;
108 /* Group information - indexed by gid (which is coord of base group stone) */
109 struct group *gi;
111 /* Positions of free positions - queue (not map) */
112 /* Note that free position here is any valid move; including single-point eyes! */
113 coord_t *f; int flen;
115 #ifdef WANT_BOARD_C
116 /* Queue of capturable groups */
117 group_t *c; int clen;
118 #endif
120 /* Symmetry information */
121 struct board_symmetry symmetry;
123 /* Last ko played on the board. */
124 struct move last_ko;
125 int last_ko_age;
127 /* Basic ko check */
128 struct move ko;
131 /* --- PRIVATE DATA --- */
133 /* For superko check: */
135 /* Board "history" - hashes encountered. Size of the hash should be
136 * >> board_size^2. */
137 #define history_hash_bits 12
138 #define history_hash_mask ((1 << history_hash_bits) - 1)
139 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
140 #define history_hash_next(i) ((i + 1) & history_hash_mask)
141 hash_t history_hash[1 << history_hash_bits];
142 /* Hash of current board position. */
143 hash_t hash;
146 #ifdef BOARD_SIZE
147 /* Avoid unused variable warnings */
148 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
149 #define board_size2(b_) (board_size(b_) * board_size(b_))
150 #else
151 #define board_size(b_) ((b_)->size)
152 #define board_size2(b_) ((b_)->size2)
153 #endif
155 #define board_at(b_, c) ((b_)->b[coord_raw(c)])
156 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
158 #define group_at(b_, c) ((b_)->g[coord_raw(c)])
159 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
161 /* Warning! Neighbor count is kept up-to-date for S_NONE! */
162 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord_raw(coord)].colors[(enum stone) color])
163 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
164 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
165 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
166 #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))
168 #define groupnext_at(b_, c) ((b_)->p[coord_raw(c)])
169 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
171 #define group_base(g_) (g_)
172 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
173 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
174 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
176 #define hash_at(b_, coord, color) ((b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord_raw(coord)])
178 struct board *board_init(void);
179 struct board *board_copy(struct board *board2, struct board *board1);
180 void board_done_noalloc(struct board *board);
181 void board_done(struct board *board);
182 /* size here is without the S_OFFBOARD margin. */
183 void board_resize(struct board *board, int size);
184 void board_clear(struct board *board);
186 struct FILE;
187 void board_print(struct board *board, FILE *f);
189 /* Place given handicap on the board; coordinates are printed to f. */
190 void board_handicap(struct board *board, int stones, FILE *f);
192 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
193 int board_play(struct board *board, struct move *m);
194 /* Like above, but plays random move; the move coordinate is recorded
195 * to *coord. This method will never fill your own eye. pass is played
196 * when no move can be played. You can impose extra restrictions if you
197 * supply your own permit function. */
198 typedef bool (*ppr_permit)(void *data, struct board *b, struct move *m);
199 void board_play_random(struct board *b, enum stone color, coord_t *coord, ppr_permit permit, void *permit_data);
201 /* Returns true if given move can be played. */
202 static bool board_is_valid_move(struct board *b, struct move *m);
204 /* Adjust symmetry information as if given coordinate has been played. */
205 void board_symmetry_update(struct board *b, struct board_symmetry *symmetry, coord_t c);
207 /* Returns true if given coordinate has all neighbors of given color or the edge. */
208 static bool board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
209 /* Returns true if given coordinate could be a false eye; this check makes
210 * sense only if you already know the coordinate is_eyelike(). */
211 bool board_is_false_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
212 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
213 * at least tries to). */
214 bool board_is_one_point_eye(struct board *board, coord_t *c, enum stone eye_color);
215 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
216 enum stone board_get_one_point_eye(struct board *board, coord_t *c);
218 /* board_official_score() is the scoring method for yielding score suitable
219 * for external presentation. For fast scoring of entirely filled boards
220 * (e.g. playouts), use board_fast_score(). */
221 /* Positive: W wins */
222 /* Compare number of stones + 1pt eyes. */
223 float board_fast_score(struct board *board);
224 /* Tromp-Taylor scoring. */
225 float board_official_score(struct board *board);
228 /** Iterators */
230 #define foreach_point(board_) \
231 do { \
232 coord_t c; coord_pos(c, 0, (board_)); \
233 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
234 #define foreach_point_and_pass(board_) \
235 do { \
236 coord_t c; coord_pos(c, -1, (board_)); \
237 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
238 #define foreach_point_end \
239 } while (0)
241 #define foreach_in_group(board_, group_) \
242 do { \
243 struct board *board__ = board_; \
244 coord_t c = group_base(group_); \
245 coord_t c2 = c; coord_raw(c2) = groupnext_at(board__, c2); \
246 do {
247 #define foreach_in_group_end \
248 c = c2; coord_raw(c2) = groupnext_at(board__, c2); \
249 } while (coord_raw(c) != 0); \
250 } while (0)
252 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
253 * on S_OFFBOARD coordinates. */
254 #define foreach_neighbor(board_, coord_, loop_body) \
255 do { \
256 struct board *board__ = board_; \
257 coord_t coord__ = coord_; \
258 coord_t c; \
259 coord_pos(c, coord_raw(coord__) - 1, (board__)); do { loop_body } while (0); \
260 coord_pos(c, coord_raw(coord__) - board_size(board__), (board__)); do { loop_body } while (0); \
261 coord_pos(c, coord_raw(coord__) + 1, (board__)); do { loop_body } while (0); \
262 coord_pos(c, coord_raw(coord__) + board_size(board__), (board__)); do { loop_body } while (0); \
263 } while (0)
265 #define foreach_8neighbor(board_, coord_) \
266 do { \
267 coord_t q__[8]; int q__i = 0; \
268 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) - 1, (board_)); \
269 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_), (board_)); \
270 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) + 1, (board_)); \
271 coord_pos(q__[q__i++], coord_raw(coord_) - 1, (board_)); \
272 coord_pos(q__[q__i++], coord_raw(coord_) + 1, (board_)); \
273 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) - 1, (board_)); \
274 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_), (board_)); \
275 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) + 1, (board_)); \
276 int fn__i; \
277 for (fn__i = 0; fn__i < q__i; fn__i++) { \
278 coord_t c = q__[fn__i];
279 #define foreach_8neighbor_end \
281 } while (0)
283 #define foreach_diag_neighbor(board_, coord_) \
284 do { \
285 coord_t q__[4]; int q__i = 0; \
286 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) - 1, (board_)); \
287 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) + 1, (board_)); \
288 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) - 1, (board_)); \
289 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) + 1, (board_)); \
290 int fn__i; \
291 for (fn__i = 0; fn__i < q__i; fn__i++) { \
292 coord_t c = q__[fn__i];
293 #define foreach_diag_neighbor_end \
295 } while (0)
298 static inline bool
299 board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color)
301 return (neighbor_count_at(board, *coord, eye_color)
302 + neighbor_count_at(board, *coord, S_OFFBOARD)) == 4;
305 static inline bool
306 board_is_valid_move(struct board *board, struct move *m)
308 if (board_at(board, m->coord) != S_NONE)
309 return false;
310 if (!board_is_eyelike(board, &m->coord, stone_other(m->color)))
311 return true;
312 /* Play within {true,false} eye-ish formation */
313 if (board->ko.coord == m->coord && board->ko.color == m->color)
314 return false;
315 int groups_in_atari = 0;
316 foreach_neighbor(board, m->coord, {
317 group_t g = group_at(board, c);
318 groups_in_atari += (board_group_info(board, g).libs == 1);
320 return !!groups_in_atari;
323 #endif