1 /* probdist.h must be included before the include goard since we require
2 * proper including order. */
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_SPATHASH // incremental patternsp.h hashes
31 #define BOARD_SPATHASH_MAXD 3 // maximal diameter
33 #define BOARD_PAT3 // incremental 3x3 pattern codes
35 //#define BOARD_TRAITS 1 // incremental point traits (see struct btraits)
36 //#define BOARD_TRAIT_SAFE 1 // include btraits.safe (rather expensive, unused)
37 //#define BOARD_TRAIT_SAFE 2 // include btraits.safe based on full is_bad_selfatari()
40 #define BOARD_MAX_MOVES (BOARD_MAX_SIZE * BOARD_MAX_SIZE)
41 #define BOARD_MAX_GROUPS (BOARD_MAX_SIZE * BOARD_MAX_SIZE / 2)
53 /* Some engines might normalize their reading and skip symmetrical
54 * moves. We will tell them how can they do it. */
55 struct board_symmetry
{
56 /* Playground is in this rectangle. */
58 /* d == 0: Full rectangle
59 * d == 1: Top triangle */
61 /* General symmetry type. */
62 /* Note that the above is redundant to this, but just provided
63 * for easier usage. */
68 typedef uint64_t hash_t
;
69 #define PRIhash PRIx64
71 /* XXX: This really belongs in pattern3.h, unfortunately that would mean
72 * a dependency hell. */
73 typedef uint32_t hash3_t
; // 3x3 pattern hash
76 /* Note that "group" is only chain of stones that is solidly
77 * connected for us. */
78 typedef coord_t group_t
;
81 /* We keep track of only up to GROUP_KEEP_LIBS; over that, we
83 /* _Combination_ of these two values can make some difference
84 * in performance - fine-tune. */
85 #define GROUP_KEEP_LIBS 10
86 // refill lib[] only when we hit this; this must be at least 2!
87 // Moggy requires at least 3 - see below for semantic impact.
88 #define GROUP_REFILL_LIBS 5
89 coord_t lib
[GROUP_KEEP_LIBS
];
90 /* libs is only LOWER BOUND for the number of real liberties!!!
91 * It denotes only number of items in lib[], thus you can rely
92 * on it to store real liberties only up to <= GROUP_REFILL_LIBS. */
96 struct neighbor_colors
{
101 /* Point traits bitmap; we update this information incrementally,
102 * it can be used e.g. for fast pattern features matching. */
104 /* Number of neighbors we can capture. 0=this move is
105 * not capturing, 1..4=this many neighbors we can capture
106 * (can be multiple neighbors of same group). */
108 /* Number of 1-stone neighbors we can capture. */
110 #ifdef BOARD_TRAIT_SAFE
111 /* Whether it is SAFE to play here. This is essentially just
112 * cached result of board_safe_to_play(). (Of course the concept
113 * of "safety" is not perfect here, but it's the cheapest
114 * reasonable thing we can do.) */
117 /* Whether we need to re-compute this coordinate; used to
118 * weed out duplicates. Maintained only for S_BLACK. */
123 /* You should treat this struct as read-only. Always call functions below if
124 * you want to change it. */
127 int size
; /* Including S_OFFBOARD margin - see below. */
128 int size2
; /* size^2 */
129 int bits2
; /* ceiling(log2(size2)) */
133 /* The ruleset is currently almost never taken into account;
134 * the board implementation is basically Chinese rules (handicap
135 * stones compensation) w/ suicide (or you can look at it as
136 * New Zealand w/o handi stones compensation), while the engine
137 * enforces no-suicide, making for real Chinese rules.
138 * However, we accept suicide moves by the opponent, so we
139 * should work with rules allowing suicide, just not taking
140 * full advantage of them. */
142 RULES_CHINESE
, /* default value */
146 RULES_STONES_ONLY
, /* do not count eyes */
147 /* http://home.snafu.de/jasiek/siming.html */
148 /* Simplified ING rules - RULES_CHINESE with handicaps
149 * counting as points and pass stones. Also should
150 * allow suicide, but Pachi will never suicide
152 /* XXX: I couldn't find the point about pass stones
153 * in the rule text, but it is Robert Jasiek's
154 * interpretation of them... These rules were
155 * used e.g. at the EGC2012 13x13 tournament.
156 * They are not supported by KGS. */
163 /* Iterator offsets for foreach_neighbor*() */
164 int nei8
[8], dnei
[4];
167 struct move last_move
;
168 struct move last_move2
; /* second-to-last move */
169 struct move last_move3
; /* just before last_move2, only set if last_move is pass */
170 struct move last_move4
; /* just before last_move3, only set if last_move & last_move2 are pass */
171 /* Whether we tried to add a hash twice; board_play*() can
172 * set this, but it will still carry out the move as well! */
173 bool superko_violation
;
175 /* The following two structures are goban maps and are indexed by
176 * coord.pos. The map is surrounded by a one-point margin from
177 * S_OFFBOARD stones in order to speed up some internal loops.
178 * Some of the foreach iterators below might include these points;
179 * you need to handle them yourselves, if you need to. */
181 /* Stones played on the board */
182 enum stone
*b
; /* enum stone */
183 /* Group id the stones are part of; 0 == no group */
185 /* Positions of next stones in the stone group; 0 == last stone */
187 /* Neighboring colors; numbers of neighbors of index color */
188 struct neighbor_colors
*n
;
189 /* Zobrist hash for each position */
191 #ifdef BOARD_SPATHASH
192 /* For spatial hashes, we use only 24 bits. */
193 /* [0] is d==1, we don't keep hash for d==0. */
194 /* We keep hashes for black-to-play ([][0]) and white-to-play
195 * ([][1], reversed stone colors since we match all patterns as
197 uint32_t (*spathash
)[BOARD_SPATHASH_MAXD
][2];
200 /* 3x3 pattern code for each position; see pattern3.h for encoding
201 * specification. The information is only valid for empty points. */
205 /* Incrementally matched point traits information, black-to-play
206 * ([][0]) and white-to-play ([][1]). */
207 /* The information is only valid for empty points. */
208 struct btraits (*t
)[2];
210 /* Cached information on x-y coordinates so that we avoid division. */
213 /* Group information - indexed by gid (which is coord of base group stone) */
216 /* Positions of free positions - queue (not map) */
217 /* Note that free position here is any valid move; including single-point eyes!
218 * However, pass is not included. */
219 coord_t
*f
; int flen
;
222 /* Queue of capturable groups */
223 group_t
*c
; int clen
;
227 /* Queue of positions that need their traits updated */
228 coord_t
*tq
; int tqlen
;
231 /* Symmetry information */
232 struct board_symmetry symmetry
;
234 /* Last ko played on the board. */
241 /* Engine-specific state; persistent through board development,
242 * is reset only at clear_board. */
245 /* Playout-specific state; persistent through board development,
246 * but its lifetime is maintained in play_random_game(); it should
247 * not be set outside of it. */
251 /* --- PRIVATE DATA --- */
253 /* For superko check: */
255 /* Board "history" - hashes encountered. Size of the hash should be
256 * >> board_size^2. */
257 #define history_hash_bits 12
258 #define history_hash_mask ((1 << history_hash_bits) - 1)
259 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
260 #define history_hash_next(i) ((i + 1) & history_hash_mask)
261 hash_t history_hash
[1 << history_hash_bits
];
262 /* Hash of current board position. */
264 /* Hash of current board position quadrants. */
269 /* Avoid unused variable warnings */
270 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
271 #define board_size2(b_) (board_size(b_) * board_size(b_))
272 #define real_board_size(b_) (((b_) == (b_)) ? BOARD_SIZE : 0)
274 #define board_size(b_) ((b_)->size)
275 #define board_size2(b_) ((b_)->size2)
276 #define real_board_size(b_) ((b_)->size - 2)
279 /* This is a shortcut for taking different action on smaller
280 * and large boards (e.g. picking different variable defaults).
281 * This is of course less optimal than fine-tuning dependency
282 * function of values on board size, but that is difficult and
283 * possibly not very rewarding if you are interested just in
285 #define board_large(b_) (board_size(b_)-2 >= 15)
286 #define board_small(b_) (board_size(b_)-2 <= 9)
289 # define board_bits2(b_) 9
290 #elif BOARD_SIZE == 13
291 # define board_bits2(b_) 8
292 #elif BOARD_SIZE == 9
293 # define board_bits2(b_) 7
295 # define board_bits2(b_) ((b_)->bits2)
298 #define board_at(b_, c) ((b_)->b[c])
299 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
301 #define group_at(b_, c) ((b_)->g[c])
302 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
304 /* Warning! Neighbor count is not kept up-to-date for S_NONE! */
305 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord].colors[(enum stone) color])
306 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
307 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
308 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
309 #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))
311 #define trait_at(b_, coord, color) (b_)->t[coord][(color) - 1]
313 #define groupnext_at(b_, c) ((b_)->p[c])
314 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
316 #define group_base(g_) (g_)
317 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
318 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
319 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
320 /* board_group_other_lib() makes sense only for groups with two liberties. */
321 #define board_group_other_lib(b_, g_, l_) (board_group_info(b_, g_).lib[board_group_info(b_, g_).lib[0] != (l_) ? 0 : 1])
323 #define hash_at(b_, coord, color) ((b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord])
325 struct board
*board_init(char *fbookfile
);
326 struct board
*board_copy(struct board
*board2
, struct board
*board1
);
327 void board_done_noalloc(struct board
*board
);
328 void board_done(struct board
*board
);
329 /* size here is without the S_OFFBOARD margin. */
330 void board_resize(struct board
*board
, int size
);
331 void board_clear(struct board
*board
);
333 typedef char *(*board_cprint
)(struct board
*b
, coord_t c
, char *s
, char *end
);
334 void board_print(struct board
*board
, FILE *f
);
335 void board_print_custom(struct board
*board
, FILE *f
, board_cprint cprint
);
337 /* Place given handicap on the board; coordinates are printed to f. */
338 void board_handicap(struct board
*board
, int stones
, FILE *f
);
340 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
341 int board_play(struct board
*board
, struct move
*m
);
342 /* Like above, but plays random move; the move coordinate is recorded
343 * to *coord. This method will never fill your own eye. pass is played
344 * when no move can be played. You can impose extra restrictions if you
345 * supply your own permit function; the permit function can also modify
346 * the move coordinate to redirect the move elsewhere. */
347 typedef bool (*ppr_permit
)(void *data
, struct board
*b
, struct move
*m
);
348 void board_play_random(struct board
*b
, enum stone color
, coord_t
*coord
, ppr_permit permit
, void *permit_data
);
350 /*Undo, supported only for pass moves. Returns -1 on error, 0 otherwise. */
351 int board_undo(struct board
*board
);
353 /* Returns true if given move can be played. */
354 static bool board_is_valid_play(struct board
*b
, enum stone color
, coord_t coord
);
355 static bool board_is_valid_move(struct board
*b
, struct move
*m
);
356 /* Returns true if ko was just taken. */
357 static bool board_playing_ko_threat(struct board
*b
);
358 /* Returns 0 or ID of neighboring group in atari. */
359 static group_t
board_get_atari_neighbor(struct board
*b
, coord_t coord
, enum stone group_color
);
360 /* Returns true if the move is not obvious self-atari. */
361 static bool board_safe_to_play(struct board
*b
, coord_t coord
, enum stone color
);
363 /* Determine number of stones in a group, up to @max stones. */
364 static int group_stone_count(struct board
*b
, group_t group
, int max
);
366 /* Adjust symmetry information as if given coordinate has been played. */
367 void board_symmetry_update(struct board
*b
, struct board_symmetry
*symmetry
, coord_t c
);
368 /* Check if coordinates are within symmetry base. (If false, they can
369 * be derived from the base.) */
370 static bool board_coord_in_symmetry(struct board
*b
, coord_t c
);
372 /* Returns true if given coordinate has all neighbors of given color or the edge. */
373 static bool board_is_eyelike(struct board
*board
, coord_t coord
, enum stone eye_color
);
374 /* Returns true if given coordinate could be a false eye; this check makes
375 * sense only if you already know the coordinate is_eyelike(). */
376 bool board_is_false_eyelike(struct board
*board
, coord_t coord
, enum stone eye_color
);
377 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
378 * at least tries to). */
379 bool board_is_one_point_eye(struct board
*board
, coord_t c
, enum stone eye_color
);
380 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
381 enum stone
board_get_one_point_eye(struct board
*board
, coord_t c
);
383 /* board_official_score() is the scoring method for yielding score suitable
384 * for external presentation. For fast scoring of entirely filled boards
385 * (e.g. playouts), use board_fast_score(). */
386 /* Positive: W wins */
387 /* Compare number of stones + 1pt eyes. */
388 floating_t
board_fast_score(struct board
*board
);
389 /* Tromp-Taylor scoring, assuming given groups are actually dead. */
391 floating_t
board_official_score(struct board
*board
, struct move_queue
*mq
);
393 /* Set board rules according to given string. Returns false in case
394 * of unknown ruleset name. */
395 bool board_set_rules(struct board
*board
, char *name
);
399 #define foreach_point(board_) \
402 for (; c < board_size(board_) * board_size(board_); c++)
403 #define foreach_point_and_pass(board_) \
406 for (; c < board_size(board_) * board_size(board_); c++)
407 #define foreach_point_end \
410 #define foreach_free_point(board_) \
412 int fmax__ = (board_)->flen; \
413 for (int f__ = 0; f__ < fmax__; f__++) { \
414 coord_t c = (board_)->f[f__];
415 #define foreach_free_point_end \
419 #define foreach_in_group(board_, group_) \
421 struct board *board__ = board_; \
422 coord_t c = group_base(group_); \
423 coord_t c2 = c; c2 = groupnext_at(board__, c2); \
425 #define foreach_in_group_end \
426 c = c2; c2 = groupnext_at(board__, c2); \
430 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
431 * on S_OFFBOARD coordinates. */
432 #define foreach_neighbor(board_, coord_, loop_body) \
434 struct board *board__ = board_; \
435 coord_t coord__ = coord_; \
437 c = coord__ - board_size(board__); do { loop_body } while (0); \
438 c = coord__ - 1; do { loop_body } while (0); \
439 c = coord__ + 1; do { loop_body } while (0); \
440 c = coord__ + board_size(board__); do { loop_body } while (0); \
443 #define foreach_8neighbor(board_, coord_) \
446 coord_t c = (coord_); \
447 for (fn__i = 0; fn__i < 8; fn__i++) { \
448 c += (board_)->nei8[fn__i];
449 #define foreach_8neighbor_end \
453 #define foreach_diag_neighbor(board_, coord_) \
456 coord_t c = (coord_); \
457 for (fn__i = 0; fn__i < 4; fn__i++) { \
458 c += (board_)->dnei[fn__i];
459 #define foreach_diag_neighbor_end \
465 board_is_eyelike(struct board
*board
, coord_t coord
, enum stone eye_color
)
467 return (neighbor_count_at(board
, coord
, eye_color
)
468 + neighbor_count_at(board
, coord
, S_OFFBOARD
)) == 4;
471 /* Group suicides allowed */
473 board_is_valid_play(struct board
*board
, enum stone color
, coord_t coord
)
475 if (board_at(board
, coord
) != S_NONE
)
477 if (!board_is_eyelike(board
, coord
, stone_other(color
)))
479 /* Play within {true,false} eye-ish formation */
480 if (board
->ko
.coord
== coord
&& board
->ko
.color
== color
)
483 /* XXX: Disallows suicide. */
484 return trait_at(board
, coord
, color
).cap
> 0;
486 int groups_in_atari
= 0;
487 foreach_neighbor(board
, coord
, {
488 group_t g
= group_at(board
, c
);
489 groups_in_atari
+= (board_group_info(board
, g
).libs
== 1);
491 return !!groups_in_atari
;
495 /* Check group suicides, slower than board_is_valid_play() */
497 board_is_valid_play_no_suicide(struct board
*board
, enum stone color
, coord_t coord
)
499 if (board_at(board
, coord
) != S_NONE
)
501 if (immediate_liberty_count(board
, coord
) >= 1)
503 if (board_is_eyelike(board
, coord
, stone_other(color
)) &&
504 board
->ko
.coord
== coord
&& board
->ko
.color
== color
)
507 // Capturing something ?
509 /* XXX: Disallows suicide. */
510 if (trait_at(board
, coord
, color
).cap
> 0)
513 foreach_neighbor(board
, coord
, {
514 if (board_at(board
, c
) == stone_other(color
) &&
515 board_group_info(board
, group_at(board
, c
)).libs
== 1)
520 // Neighbour with 2 libs ?
521 foreach_neighbor(board
, coord
, {
522 if (board_at(board
, c
) == color
&&
523 board_group_info(board
, group_at(board
, c
)).libs
> 1)
527 return false; // Suicide
532 board_is_valid_move(struct board
*board
, struct move
*m
)
534 return board_is_valid_play(board
, m
->color
, m
->coord
);
538 board_playing_ko_threat(struct board
*b
)
540 return !is_pass(b
->ko
.coord
);
543 static inline group_t
544 board_get_atari_neighbor(struct board
*b
, coord_t coord
, enum stone group_color
)
547 if (!trait_at(b
, coord
, stone_other(group_color
)).cap
) return 0;
549 foreach_neighbor(b
, coord
, {
550 group_t g
= group_at(b
, c
);
551 if (g
&& board_at(b
, c
) == group_color
&& board_group_info(b
, g
).libs
== 1)
553 /* We return first match. */
559 board_safe_to_play(struct board
*b
, coord_t coord
, enum stone color
)
561 /* number of free neighbors */
562 int libs
= immediate_liberty_count(b
, coord
);
567 /* number of capturable enemy groups */
568 if (trait_at(b
, coord
, color
).cap
> 0)
569 return true; // XXX: We don't account for snapback.
570 /* number of non-capturable friendly groups */
571 int noncap_ours
= neighbor_count_at(b
, coord
, color
) - trait_at(b
, coord
, stone_other(color
)).cap
;
577 /* ok, but we need to check if they don't have just two libs. */
579 foreach_neighbor(b
, coord
, {
581 if (board_at(b
, c
) == stone_other(color
) && board_group_info(b
, group_at(b
, c
)).libs
== 1)
582 return true; // can capture; no snapback check
584 if (board_at(b
, c
) != color
) continue;
585 group_t g
= group_at(b
, c
);
586 if (board_group_info(b
, g
).libs
== 1) continue; // in atari
587 if (board_group_info(b
, g
).libs
== 2) { // two liberties
588 if (libs
> 0) return true; // we already have one real liberty
589 /* we might be connecting two 2-lib groups, which is ok;
590 * so remember the other liberty and just make sure it's
591 * not the same one */
592 if (onelib
>= 0 && c
!= onelib
) return true;
593 onelib
= board_group_other_lib(b
, g
, c
);
599 // no good support group
604 group_stone_count(struct board
*b
, group_t group
, int max
)
607 foreach_in_group(b
, group
) {
609 if (n
>= max
) return max
;
610 } foreach_in_group_end
;
615 board_coord_in_symmetry(struct board
*b
, coord_t c
)
617 if (coord_y(c
, b
) < b
->symmetry
.y1
|| coord_y(c
, b
) > b
->symmetry
.y2
)
619 if (coord_x(c
, b
) < b
->symmetry
.x1
|| coord_x(c
, b
) > b
->symmetry
.x2
)
622 int x
= coord_x(c
, b
);
623 if (b
->symmetry
.type
== SYM_DIAG_DOWN
)
624 x
= board_size(b
) - 1 - x
;
625 if (x
> coord_y(c
, b
))