4 * ----------------------------------------------------------------------
5 * Copyright (c) 1993, 1994, 1995 Matthias Mutz
6 * Copyright (c) 1999 Michael Vanier and the Free Software Foundation
7 * Copyright (c) 2008, 2013, 2014 Yann Dirson and the Free Software Foundation
9 * GNU SHOGI is based on GNU CHESS
11 * Copyright (c) 1988, 1989, 1990 John Stanback
12 * Copyright (c) 1992 Free Software Foundation
14 * This file is part of GNU SHOGI.
16 * GNU Shogi is free software; you can redistribute it and/or modify it
17 * under the terms of the GNU General Public License as published by the
18 * Free Software Foundation; either version 3 of the License,
19 * or (at your option) any later version.
21 * GNU Shogi is distributed in the hope that it will be useful, but WITHOUT
22 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
23 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
26 * You should have received a copy of the GNU General Public License along
27 * with GNU Shogi; see the file COPYING. If not, see
28 * <http://www.gnu.org/licenses/>.
29 * ----------------------------------------------------------------------
36 /* Hash table for preventing multiple scoring of the same position */
38 int EADD
= 0; /* number of writes to the cache table */
39 int EGET
= 0; /* number of hits to the cache table */
40 int PUTVAR
= false; /* shall the current scoring be cached? */
43 /* Pieces and colors of initial board setup */
46 const small_short Stboard
[NO_SQUARES
] =
48 lance
, knight
, silver
, gold
, king
, gold
, silver
, knight
, lance
,
49 0, bishop
, 0, 0, 0, 0, 0, rook
, 0,
50 pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
,
51 0, 0, 0, 0, 0, 0, 0, 0, 0,
52 0, 0, 0, 0, 0, 0, 0, 0, 0,
53 0, 0, 0, 0, 0, 0, 0, 0, 0,
54 pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
, pawn
,
55 0, rook
, 0, 0, 0, 0, 0, bishop
, 0,
56 lance
, knight
, silver
, gold
, king
, gold
, silver
, knight
, lance
60 const small_short Stcolor
[NO_SQUARES
] =
62 black
, black
, black
, black
,
63 black
, black
, black
, black
, black
,
64 neutral
, black
, neutral
, neutral
,
65 neutral
, neutral
, neutral
, black
, neutral
,
66 black
, black
, black
, black
,
67 black
, black
, black
, black
, black
,
68 neutral
, neutral
, neutral
, neutral
,
69 neutral
, neutral
, neutral
, neutral
, neutral
,
70 neutral
, neutral
, neutral
, neutral
,
71 neutral
, neutral
, neutral
, neutral
, neutral
,
72 neutral
, neutral
, neutral
, neutral
,
73 neutral
, neutral
, neutral
, neutral
, neutral
,
74 white
, white
, white
, white
,
75 white
, white
, white
, white
, white
,
76 neutral
, white
, neutral
, neutral
,
77 neutral
, neutral
, neutral
, white
, neutral
,
78 white
, white
, white
, white
,
79 white
, white
, white
, white
, white
82 const small_short Stboard
[NO_SQUARES
] =
84 king
, gold
, silver
, bishop
, rook
,
88 rook
, bishop
, silver
, gold
, king
,
92 const small_short Stcolor
[NO_SQUARES
] =
94 black
, black
, black
, black
, black
,
95 black
, neutral
, neutral
, neutral
, neutral
,
96 neutral
, neutral
, neutral
, neutral
, neutral
,
97 neutral
, neutral
, neutral
, neutral
, white
,
98 white
, white
, white
, white
, white
102 /* Actual pieces and colors */
104 small_short board
[NO_SQUARES
], color
[NO_SQUARES
];
107 /* relative piece values at the beginning of main stages */
109 #define MAIN_STAGES 4
111 static small_short ispvalue
[NO_PIECES
][MAIN_STAGES
] =
113 { 0, 35, 70, 99 }, /* main stage borders */
114 /* ------------------------------------------ */
115 { 7, 7, 8, 10 }, /* Pawn */
117 { 20, 35, 45, 60 }, /* Lance */
118 { 20, 35, 45, 60 }, /* Knight */
120 { 35, 40, 60, 80 }, /* Silver */
121 { 35, 50, 65, 80 }, /* Gold */
122 { 90, 90, 90, 90 }, /* Bishop */
123 { 95, 95, 95, 95 }, /* Rook */
124 { 15, 25, 40, 65 }, /* promoted Pawn */
126 { 25, 45, 55, 65 }, /* promoted Lance */
127 { 25, 45, 55, 65 }, /* promoted Knight */
129 { 35, 55, 75, 75 }, /* promoted Silver */
130 { 99, 99, 99, 99 }, /* promoted Bishop */
131 { 97, 97, 99, 99 }, /* promoted Rook */
132 { 100, 100, 100, 100 }, /* King */
135 /* Features and Weights */
162 #define KNGPROTECT 25
170 static small_short weight
[NO_FEATURES
+ 1][MAIN_STAGES
+ 2] =
172 { 80, 100, 100, 40, 10, 15 }, /* ATTACKED */
173 { 80, 100, 100, 50, 14, 10 }, /* HUNGP */
174 { 80, 100, 100, 50, 18, 12 }, /* HUNGX */
175 { 100, 50, 0, 0, 2, 1 }, /* CNTRL5TH */
176 { 100, 100, 60, 10, 4, 2 }, /* HOLES */
177 { 100, 50, 0, 0, 14, 7 }, /* PCASTLE */
178 { 100, 50, 0, 0, 6, 12 }, /* PATTACK */
179 { 10, 40, 70, 100, 10, 15 }, /* CTRLK */
180 { 100, 80, 50, 40, 2, 1 }, /* PROTECT */
181 { 40, 100, 40, 5, 4, 4 }, /* HCLSD */
182 { 80, 100, 80, 30, 10, 15 }, /* PINVAL */
183 { 80, 100, 60, 15, 6, 10 }, /* XRAY */
184 { 100, 50, 0, 0, 15, 15 }, /* OPENWRONG */
185 { 0, 40, 70, 100, 8, 12 }, /* SEED */
186 { 50, 100, 80, 20, 5, 3 }, /* LOOSE */
187 { 50, 100, 80, 50, 100, 100 }, /* MOBILITY (%) */
188 { 50, 100, 80, 50, 4, 8 }, /* TARGET */
189 { 50, 40, 100, 80, 8, 4 }, /* KSFTY */
190 { 80, 100, 60, 20, 5, 5 }, /* HOPN */
191 { 20, 40, 80, 100, 3, 6 }, /* PROMD */
192 { 20, 40, 80, 100, 4, 1 }, /* KINGOD */
193 { 5, 40, 100, 50, 0, 4 }, /* PWNDROP */
194 { 0, 20, 80, 100, 0, 4 }, /* DFFDROP */
195 { 20, 50, 100, 80, 0, 4 }, /* FCLATTACK */
196 { 0, 20, 80, 100, 0, 8 }, /* KNGATTACK */
197 { 40, 80, 100, 80, 6, 0 }, /* KNGPROTECT */
198 { 50, 100, 60, 10, 0, 8 }, /* DNGPC */
199 { 30, 100, 60, 5, 0, 6 }, /* LSATTACK */
200 { 0, 50, 80, 100, 0, 8 }, /* NIHATTACK */
201 { 50, 100, 80, 60, 8, 0 }, /* COHESION */
202 { 100, 100, 80, 60, 4, 4 }, /* OPPDROP */
206 short ADVNCM
[NO_PIECES
];
208 /* distance to enemy king */
209 static const short EnemyKingDistanceBonus
[10] =
210 { 0, 6, 4, -1, -3, -4, -6, -8, -10, -12 };
212 /* distance to own king */
213 static const short OwnKingDistanceBonus
[10] =
214 { 0, 5, 2, 1, 0, -1, -2, -3, -4, -5 };
216 /* distance to promotion zone */
218 static const int PromotionZoneDistanceBonus
[NO_ROWS
] =
219 { 0, 0, 0, 0, 2, 6, 6, 8, 8 };
221 static const int PromotionZoneDistanceBonus
[NO_ROWS
] =
222 { 0, 0, 2, 6, 8 }; /* FIXME ? */
225 #define MAX_BMBLTY 20
226 #define MAX_RMBLTY 20
229 /* Bishop mobility bonus indexed by # reachable squares */
230 static const short BMBLTY
[MAX_BMBLTY
] =
231 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
233 /* Rook mobility bonus indexed by # reachable squares */
234 static const short RMBLTY
[MAX_RMBLTY
] =
235 { 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 14, 14, 16, 16, 16, 16 };
238 /* Lance mobility bonus indexed by # reachable squares */
239 static const short LMBLTY
[MAX_LMBLTY
] =
240 { 0, 0, 0, 0, 4, 6, 8, 10 };
243 static const short MBLTY
[NO_PIECES
] =
254 static const short KTHRT
[36] =
255 { 0, -8, -20, -36, -52, -68, -80, -80, -80, -80, -80, -80,
256 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80,
257 -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80, -80 };
259 static small_short fvalue
[2][NO_FEATURES
];
261 long attack
[2][NO_SQUARES
]; /* threats to squares */
262 small_short sseed
[NO_SQUARES
]; /* square occupied by a seed piece? */
264 struct signature threats_signature
[2] = /* statistics valid for position.. */
265 { { -1, -1 }, { -1, -1 } }; /* attack and sseed available */
267 small_short starget
[2][NO_SQUARES
]; /* significance as a target for a
268 * side of a square */
269 small_short sloose
[NO_SQUARES
]; /* square occupied by a loose piece? */
270 small_short shole
[NO_SQUARES
]; /* empty square a hole? */
271 small_short shung
[NO_SQUARES
]; /* hung piece? */
273 struct signature squares_signature
= /* statistics valid for position ... */
274 { 0, 0 }; /* starget, sloose, shole, shung available */
276 short target
[2], seed
[2], loose
[2], hole
[2];
278 short captured
[2]; /* number of captured pieces */
279 short dcaptured
[2]; /* different types of captured pieces */
281 small_short Kdist
[2][NO_SQUARES
]; /* distance to king */
283 short MAXADIST
, MAXCDIST
; /* maximum half move distance to pattern */
285 char GameType
[2] = { UNKNOWN
, UNKNOWN
}; /* chosen game type of each side */
288 static short attack_opening_sequence
[2]; /* current castle patterns */
289 static short castle_opening_sequence
[2]; /* current attack formations */
291 static small_short Mpawn
[2][NO_SQUARES
];
292 static small_short Msilver
[2][NO_SQUARES
];
293 static small_short Mgold
[2][NO_SQUARES
];
294 static small_short Mking
[2][NO_SQUARES
];
296 static small_short Mlance
[2][NO_SQUARES
];
297 static small_short Mknight
[2][NO_SQUARES
];
299 static small_short Mbishop
[2][NO_SQUARES
];
300 static small_short Mrook
[2][NO_SQUARES
];
302 static Mpiece_array Mpawn
,
306 Msilver
, Mgold
, Mbishop
, Mrook
, Mking
;
308 Mpiece_array
*Mpiece
[NO_PIECES
] =
313 &Msilver
, &Mgold
, &Mbishop
, &Mrook
,
318 &Mgold
, &Mbishop
, &Mrook
, &Mking
};
322 static small_short
*PC1
, *PC2
;
323 static small_short
*fv1
;
324 static long *atk1
, *atk2
;
327 #define csquare(side, sq) ((side == black) ? sq : (NO_SQUARES - 1 - sq))
328 #define crow(side, sq) row(csquare(side, sq))
329 #define ccolumn(side, sq) column(csquare(side, sq))
333 on_csquare(short side
, short piece
, short square
)
336 /* FIXME: un-obfuscate this! */
337 return ((board
[sq
= csquare(side
, square
)] == piece
)
338 && (color
[sq
] == side
));
343 on_column(short side
, short piece
, short c
)
347 for (sq
= c
; sq
< NO_SQUARES
; sq
+= NO_COLS
)
349 if (on_csquare(side
, piece
, sq
))
357 #define empty_csquare(side, square) \
358 (board[csquare(side, square)] == no_piece)
361 on_left_side(short side
, short piece
)
365 for (c
= 0; c
< 4; c
++)
367 if (on_column(side
, piece
, c
))
376 on_right_side(short side
, short piece
)
380 for (c
= 5; c
< NO_COLS
; c
++)
382 if (on_column(side
, piece
, c
))
390 short pscore
[2]; /* piece score for each side */
396 * Fill array attack[side][] with info about attacks to a square. Bits
397 * 16-31 are set if the piece (king .. pawn) attacks the square. Bits 0-15
398 * contain a count of total attacks to the square. Fill array sseed[] with
399 * info about occupation by a seed piece.
411 unsigned char *ppos
, *pdir
;
413 short i
, kd
, piece
, xside
;
416 if (MatchSignature(threats_signature
[side
]))
418 /* data valid for current positional signature */
425 array_zero(a
, NO_SQUARES
* sizeof(a
[0]));
427 PL
= PieceList
[side
];
429 for (i
= PieceCnt
[side
]; i
>= 0; i
--)
435 ptyp
= ptype
[side
][piece
];
438 u
= first_direction(ptyp
, &d
, sq
);
440 ppos
= (*nextpos
[ptyp
])[sq
];
441 pdir
= (*nextdir
[ptyp
])[sq
];
447 a
[u
] = ((a
[u
] + 1) | c
);
449 if ((kd
= Kdist
[xside
][u
]) < 2)
456 u
= ((color
[u
] == neutral
)
457 ? next_position(ptyp
, &d
, sq
, u
)
458 : next_direction(ptyp
, &d
, sq
));
460 u
= ((color
[u
] == neutral
) ? ppos
[u
] : pdir
[u
]);
466 /* data valid for current positional signature */
467 CopySignature(threats_signature
[side
]);
473 * Compute the board square with nunmap offset "id". If side == white,
474 * offset is negated. inunmap[sq] is the corresponding nunmap index isq.
475 * nunmap[isq + id] computes the board square. If negative, it is outside
480 add_target(short sq
, short side
, short id
)
482 short isq
, tsq
, xside
;
484 tsq
= (side
== black
) ? nunmap
[isq
+ id
] : nunmap
[isq
- id
];
488 target
[xside
= side
^1]++;
490 if (attack
[side
][tsq
])
491 starget
[xside
][tsq
]++; /* protected target square */
493 starget
[xside
][tsq
] += 2; /* unprotected target square */
500 * Target squares can be vertically ahead, diagonally ahead
501 * or diagonally behind.
505 CheckTargetPiece(short sq
, short side
)
509 case pawn
: /* vertically ahead if unprotected */
510 if (!attack
[side
][sq
])
511 add_target(sq
, side
, 11);
514 case king
: /* diagonally and vertically ahead */
515 add_target(sq
, side
, 10);
516 add_target(sq
, side
, 11);
517 add_target(sq
, side
, 12);
520 case rook
: /* diagonally ahead and behind */
521 add_target(sq
, side
, 10);
522 add_target(sq
, side
, 12);
523 add_target(sq
, side
, -10);
524 add_target(sq
, side
, -12);
527 case bishop
: /* vertically ahead */
528 add_target(sq
, side
, 11);
532 case knight
: /* vertically ahead if advanced */
533 /* FIXME: gotta love them magic numbers... */
534 if ((sq
!= 1) && (sq
!= 7) && (sq
!= 73) && (sq
!= 79))
535 add_target(sq
, side
, 11);
544 ScoreKingOpeningFeatures(void)
546 short s
= 0, sq
= OwnKing
, ds
;
548 if (GameType
[c1
] == STATIC_ROOK
)
550 /* Penalty for king on right side or fifth file */
552 c
= 4 - ccolumn(c1
, sq
);
554 if ((c
< 0) || ((c
== 0) && (sq
!= kingP
[c1
])))
555 s
+= (ds
= -c
- c
- fv1
[OPENWRONG
]);
557 else if (GameType
[c1
] == RANGING_ROOK
)
559 /* Penalty for king on left side or fifth file */
561 c
= 4 - ccolumn(c1
, sq
);
563 if ((c
> 0) || ((c
== 0) && (sq
!= kingP
[c1
])))
565 s
+= (ds
= -c
- c
- fv1
[OPENWRONG
]);
568 /* Penalty for king moved before rook switch */
571 if (on_csquare(c1
, rook
, 16))
573 s
+= (ds
= -4 * fv1
[OPENWRONG
]);
578 /* Penalty for sitting king after rook switch */
579 if (!on_csquare(c1
, rook
, 16))
581 s
+= (ds
= -2 * fv1
[OPENWRONG
]);
585 /* Penalty for defending general moved
586 * before king switch to right side */
587 if (ccolumn(c1
, sq
) < 6)
589 if (Mvboard
[csquare(c1
, 5)] || Mvboard
[csquare(c1
, 6)])
591 s
+= (ds
= -2 * fv1
[OPENWRONG
]);
605 short sq
, side
, piece
, n
;
607 if (MatchSignature(squares_signature
))
609 /* data valid for current positional signature */
613 array_zero(shole
, sizeof(shole
));
614 array_zero(sloose
, sizeof(sloose
));
615 array_zero(starget
, sizeof(starget
));
617 hole
[0] = hole
[1] = loose
[0] = loose
[1]
618 = target
[0] = target
[1] = 0;
620 for (sq
= 0; sq
< NO_SQUARES
; sq
++)
622 if ((side
= color
[sq
]) == neutral
)
626 if (!attack
[white
][sq
])
632 else if (InBlackCamp(sq
))
634 if (!attack
[black
][sq
])
643 /* occupied by "side" piece */
644 if (!attack
[side
][sq
])
650 CheckTargetPiece(sq
, side
);
654 for (side
= black
; side
<= white
; side
++)
656 captured
[side
] = dcaptured
[side
] = 0;
658 for (piece
= pawn
; piece
<= rook
; piece
++)
660 if ((n
= Captured
[side
][piece
]) != 0)
670 /* Data valid for current positional signature */
671 CopySignature(squares_signature
);
676 /* ............ POSITIONAL EVALUATION ROUTINES ............ */
680 * mtl[side] - value of all material
681 * hung[side] - count of hung pieces
682 * Tscore[ply] - search tree score for ply ply
683 * Pscore[ply] - positional score for ply ply
684 * INCscore - bonus score or penalty for certain moves
685 * Sdepth - search goal depth
686 * xwndw - evaluation window about alpha/beta
687 * EWNDW - second evaluation window about alpha/beta
688 * ChkFlag[ply] - checking piece at level ply or 0 if no check
689 * TesujiFlag[ply] - 1 if tesuji move at level ply or 0 if no tesuji
690 * PC1[column] - # of my pawns in this column
691 * PC2[column] - # of opponents pawns in column
692 * PieceCnt[side] - just what it says
699 * Compute an estimate of the score by adding the positional score from the
700 * previous ply to the material difference. If this score falls inside a
701 * window which is 180 points wider than the alpha-beta window (or within a
702 * 50 point window during quiescence search) call ScorePosition() to
703 * determine a score, otherwise return the estimated score. "side" is the
704 * side which has to move.
713 short *InChk
, /* output Check flag */
714 short *blockable
) /* king threat blockable */
720 s
= -Pscore
[ply
- 1] + mtl
[side
] - mtl
[xside
] /* - INCscore */;
721 hung
[black
] = hung
[white
] = 0;
723 /* should we use the estimete or score the position */
726 || (ply
> Sdepth
&& s
>= (alpha
- 30) && s
<= (beta
+ 30))
728 || (use_etable
&& CheckEETable(side
))
734 /* score the position */
735 array_zero(sseed
, sizeof(sseed
));
737 seed
[0] = seed
[1] = 0;
740 if (Anyattack(side
, sq
= PieceList
[xside
][0]) && (board
[sq
] == king
))
742 *InChk
= (board
[sq
= PieceList
[side
][0]] == king
)
743 ? SqAttacked(sq
, xside
, blockable
)
746 return ((SCORE_LIMIT
+ 1001) - ply
);
750 *InChk
= (board
[sq
= PieceList
[side
][0]] == king
)
751 ? Anyattack(xside
, sq
)
760 s
= ScorePosition(side
);
765 /* use the estimate but look at check */
768 *InChk
= (board
[sq
= PieceList
[side
][0]] == king
)
769 ? SqAttacked(sq
, xside
, blockable
)
772 if ((board
[sq
= PieceList
[xside
][0]] == king
)
773 && SqAttacked(sq
, side
, blockable
))
775 return ((SCORE_LIMIT
+ 1001) - ply
);
779 Pscore
[ply
] = s
- mtl
[side
] + mtl
[xside
];
780 ChkFlag
[ply
- 1] = ((*InChk
) ? Pindex
[TOsquare
] : 0);
788 value_of_weakest_attacker(long a2
)
792 min_value
= SCORE_LIMIT
;
794 for (piece
= pawn
; piece
<= king
; piece
++)
796 if (control
[piece
] & a2
)
798 if (min_value
> (v
= (*value
)[stage
][piece
]))
810 * Find (promoted) Bishop, (promoted) Rook, and Lance mobility, x-ray
811 * attacks, and pins. Let BRL be the bishop, rook, or lance. Let P be the
812 * first piece (not a king or a pawn) in a direction and let Q be the
813 * second piece in the same direction. If Q is an unprotected opponent's
814 * piece with bigger relative value than BRL, there is a pin if P is an
815 * opponent's piece and there is an x-ray attack if P belongs to this side.
816 * Increment the hung[] array if a pin is found.
820 BRLscan(short sq
, short *mob
)
825 unsigned char *ppos
, *pdir
;
829 short u
, xu
, pin
, ptyp
, csq
= column(sq
);
830 short piece
, upiece
, xupiece
, rvalue
, ds
;
831 small_short
*Kd
= Kdist
[c2
];
836 rvalue
= (*value
)[stage
][piece
];
837 ptyp
= ptype
[c1
][upiece
= unpromoted
[piece
]];
838 rvalue
= (*value
)[stage
][upiece
];
841 u
= first_direction(ptyp
, &d
, sq
);
843 ppos
= (*nextpos
[ptyp
])[sq
];
844 pdir
= (*nextdir
[ptyp
])[sq
];
848 pin
= -1; /* start new direction */
854 s
+= (ds
= fv1
[CTRLK
] * (2 - Kd
[u
]));
857 if ((ds
= starget
[c1
][u
]) != 0)
859 /* threatening a target square */
860 if ((pin
< 0) /* direct threat */
861 || (color
[pin
] == c2
)) /* pin threat */
863 s
+= (ds
*= fv1
[TARGET
]);
867 if ((ds
= shole
[u
]) != 0)
869 /* attacking or protecting a hole */
870 s
+= (ds
= fv1
[HOLES
]);
872 else if (InPromotionZone(c1
, u
))
874 /* attacking a square in promotion zone */
875 s
+= (ds
= fv1
[HOLES
] / 2);
878 if (color
[u
] == neutral
)
882 xu
= next_position(ptyp
, &d
, sq
, u
);
884 if (xu
== next_direction(ptyp
, &dd
, sq
))
885 pin
= -1; /* oops new direction */
888 if ((xu
= ppos
[u
]) == pdir
[u
])
889 pin
= -1; /* oops new direction */
896 /* there is a piece in current direction */
899 /* it's the first piece in the current direction */
903 /* own intercepting piece in x-ray attack */
907 if (board
[u
] == pawn
)
909 s
+= (ds
= 2*fv1
[PROTECT
]);
911 else if (in_opening_stage
)
913 s
+= (ds
= -2*fv1
[PROTECT
]);
919 /* bishop or rook x-ray */
920 if ((upiece
== bishop
) && (board
[u
] == pawn
)
921 && (GameType
[c1
] == STATIC_ROOK
))
923 s
+= (ds
= -2*fv1
[HCLSD
]);
926 else if ((upiece
== rook
) && (board
[u
] == lance
)
927 && (GameType
[c1
] == STATIC_ROOK
)
928 && (column(u
) == csq
))
930 s
+= (ds
= fv1
[XRAY
]);
937 /* enemy's intercepting piece in pin attack */
941 /* lance pin attack */
942 if (board
[u
] == pawn
)
944 s
+= (ds
= -2*fv1
[PROTECT
]);
946 else if (in_opening_stage
)
948 s
+= (ds
= 2 * fv1
[PROTECT
]);
954 /* bishop or rook pin attack */
955 if (board
[u
] == pawn
)
957 s
+= (ds
= -fv1
[HCLSD
]);
964 xu
= next_position(ptyp
, &d
, sq
, u
);
966 if (xu
!= next_direction(ptyp
, &dd
, sq
))
967 pin
= u
; /* not on the edge and on to find a pin */
969 if ((xu
= ppos
[u
]) != pdir
[u
])
970 pin
= u
; /* not on the edge and on to find a pin */
976 /* it's the second piece in the current direction */
980 /* second piece is an own piece */
981 if ((upiece
== bishop
) && (board
[u
] == pawn
)
982 && (GameType
[c1
] == STATIC_ROOK
))
984 s
+= (ds
= -fv1
[HCLSD
]);
989 /* second piece is an enemy piece */
990 if (upiece
== bishop
&& board
[u
] == pawn
)
992 s
+= (ds
= -fv1
[HCLSD
]/2);
995 if (((*value
)[stage
][xupiece
= unpromoted
[board
[u
]]]
999 if (color
[pin
] == c2
)
1001 if ((xupiece
== king
) && (in_endgame_stage
))
1003 s
+= (ds
= 2 * fv1
[PINVAL
]);
1007 s
+= (ds
= fv1
[PINVAL
]);
1010 if ((atk2
[pin
] == 0)
1011 || (atk1
[pin
] > control
[board
[pin
]] + 1))
1020 if (upiece
== lance
)
1022 s
+= (ds
= fv1
[XRAY
] / 2);
1027 s
+= (ds
= fv1
[XRAY
]);
1033 pin
= -1; /* new direction */
1036 u
= next_direction(ptyp
, &d
, sq
);
1051 #define ctlSG (ctlS | ctlG | ctlPp | ctlLp | ctlNp | ctlSp)
1056 * Assign penalties if king can be threatened by checks, if squares near
1057 * the king are controlled by the enemy (especially by promoted pieces), or
1058 * if there are no own generals near the king.
1060 * The following must be true:
1061 * board[sq] == king, c1 == color[sq], c2 == otherside[c1]
1064 #define SCORETHREAT \
1066 if (color[u] != c2) \
1068 if ((atk1[u] == 0) || ((atk2[u] & CNT_MASK) != 0)) \
1074 s += (ds = -fv1[CTRLK]); \
1090 unsigned char *ppos
, *pdir
;
1097 /* Penalties, if a king can be threatened by checks. */
1105 for (p
= pawn
; p
< king
; p
++)
1107 if (HasPiece
[c2
][p
] || Captured
[c2
][p
])
1111 /* if a c1 piece can reach u from sq,
1112 * then a c2 piece can reach sq from u.
1113 * That means, each u is a square, from which a
1114 * piece of type p and color c2 threats square sq.
1116 ptyp
= ptype
[c1
][p
];
1119 u
= first_direction(ptyp
, &d
, sq
);
1121 ppos
= (*nextpos
[ptyp
])[sq
];
1122 pdir
= (*nextdir
[ptyp
])[sq
];
1128 /* If a p piece can reach (controls or can drop to)
1129 * square u, then score threat.
1132 if (atk2
[u
] & control
[p
])
1134 else if ((Captured
[c2
][p
] && color
[u
]) == neutral
)
1138 u
= ((color
[u
] == neutral
)
1139 ? next_position(ptyp
, &d
, sq
, u
)
1140 : next_direction(ptyp
, &d
, sq
));
1142 u
= ((color
[u
] == neutral
) ? ppos
[u
] : pdir
[u
]);
1150 s
+= (ds
= fv1
[KSFTY
] * KTHRT
[cnt
] / 16);
1152 /* Penalties, if squares near king are controlled by enemy. */
1156 ptyp
= ptype
[c1
][king
];
1159 u
= first_direction(ptyp
, &d
, sq
);
1161 pdir
= (*nextpos
[ptyp
])[sq
];
1167 if (!ok
&& color
[u
] == c1
)
1169 short ptype_piece
= ptype
[black
][board
[u
]];
1171 if ((ptype_piece
== ptype_silver
) || (ptype_piece
== ptype_gold
))
1175 if (atk2
[u
] > atk1
[u
])
1179 if (atk2
[u
] & ctlSG
)
1181 s
+= (ds
= -fv1
[KSFTY
] / 2);
1186 u
= next_direction(ptyp
, &d
, sq
);
1193 if (!ok
|| (cnt
> 1))
1196 s
+= (ds
= -fv1
[KSFTY
]/2);
1198 s
+= (ds
= -fv1
[KSFTY
]);
1205 static short checked_trapped
;
1209 * See if the attacked piece has unattacked squares to move to. The following
1210 * must be true: c1 == color[sq] c2 == otherside[c1]
1220 unsigned char *ppos
, *pdir
;
1226 rvalue
= (*value
)[stage
][piece
];
1227 ptyp
= ptype
[c1
][piece
];
1230 u
= first_direction(ptyp
, &d
, sq
);
1232 ppos
= (*nextpos
[ptyp
])[sq
];
1233 pdir
= (*nextdir
[ptyp
])[sq
];
1241 if ((atk2
[u
] == 0) || ((*value
)[stage
][board
[u
]] >= rvalue
))
1246 u
= ((color
[u
] == neutral
)
1247 ? next_position(ptyp
, &d
, sq
, u
)
1248 : next_direction(ptyp
, &d
, sq
));
1250 u
= ((color
[u
] == neutral
) ? ppos
[u
] : pdir
[u
]);
1255 checked_trapped
= true;
1263 AttackedPieceValue(short sq
)
1284 OpenFileValue(short sq
, short hopn
, short hopnx
)
1288 if (PC1
[fyle
= column(sq
)] == 0)
1304 /* Distance bonus */
1306 #define PromotionZoneDistanceValue(sq, dd) \
1307 if ((ds = fv1[PROMD])) \
1309 s += (ds = ds * PromotionZoneDistanceBonus[crow(c1, sq)] * dd); \
1312 #define OwnKingDistanceValue(sq, dd, maxd) \
1313 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c1][sq]) <= maxd)) \
1315 s += (ds = ds * OwnKingDistanceBonus[ad] * dd); \
1318 #define EnemyKingDistanceValue(sq, dd, maxd) \
1319 if ((ds = fv1[KINGOD]) && ((ad = Kdist[c2][sq]) <= maxd)) \
1321 s += (ds = ds * EnemyKingDistanceBonus[ad] * dd); \
1329 * Calculate the positional value for a pawn on 'sq'.
1333 PawnValue(short sq
, short side
)
1337 short ccol
= ccolumn(c1
, sq
);
1339 PromotionZoneDistanceValue(sq
, 3);
1342 if (color
[(c1
== black
) ? (sq
+ NO_COLS
) : (sq
- NO_COLS
)] == neutral
)
1344 s
+= (ds
= MBLTY
[pawn
]);
1347 if ((a1
& ((ctlR
| ctlRp
) | ctlL
)))
1349 s
+= (ds
= fv1
[ATTACKED
]);
1352 if (in_opening_stage
)
1355 /* FIXME: [HGM] The 3rd-rank Pawn section is meaningless in mini-Shogi,
1356 * (which does not have opposing Pawns), and can do out-of-bound access,
1357 * as the promotion zone is only 1 rank, so Pawns can be closer than 3 ranks
1358 * to the board edge.
1360 if (crow(c1
, sq
) == 2) /* pawn on 3d rank */
1362 if (board
[(c1
== black
) ?
1363 (sq
+ 3*NO_COLS
) : (sq
- 3*NO_COLS
)] == pawn
)
1365 /* opposing pawn has been moved (even column == (sq & 1)) */
1373 m
= (side
== c1
) ? 3 : 5;
1377 m
= (side
== c1
) ? 2 : 3;
1381 m
= (side
== c1
) ? 1 : 2;
1385 s
+= (ds
= -m
* MBLTY
[pawn
]);
1389 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1390 * board - and anyway we don't know the stage really :)
1392 if ((GameType
[c1
] == STATIC_ROOK
) && (sq
== csquare(c1
, 43)))
1394 if ((atk2
[csquare(c1
, 52)] & CNT_MASK
) < 2)
1396 s
+= (ds
= fv1
[ATTACKED
]);
1400 if ((GameType
[c2
] == STATIC_ROOK
) && (ccol
== 1))
1402 if (sq
== csquare(c1
, 28))
1404 s
+= (ds
= -fv1
[ATTACKED
]);
1407 if (((atk1
[csquare(c1
, 19)] & CNT_MASK
) < 2)
1408 && ((atk1
[csquare(c1
, 28)] & CNT_MASK
) < 2))
1410 s
+= (ds
= -2 * fv1
[ATTACKED
]);
1422 * Calculate the positional value for a lance on 'sq'.
1426 LanceValue(short sq
)
1428 short s
= 0, ds
, ad
;
1430 OwnKingDistanceValue(sq
, 1, 2);
1432 OpenFileValue(sq
, -fv1
[HOPN
], fv1
[HOPN
]);
1434 if (!checked_trapped
&& (crow(c1
, sq
) > 2))
1436 if (in_opening_stage
|| trapped(sq
))
1438 s
+= (ds
= -3 * fv1
[ATTACKED
]);
1442 s
+= (ds
= -2 * fv1
[ATTACKED
]);
1452 * Calculate the positional value for a knight on 'sq'.
1456 KnightValue(short sq
)
1459 short ds
, checked_trapped
= false;
1460 short c
= column(sq
);
1462 PromotionZoneDistanceValue(sq
, 1);
1463 OwnKingDistanceValue(sq
, 1, 2);
1465 if (!checked_trapped
&& (crow(c1
, sq
) > 2))
1469 s
+= (ds
= -4 * fv1
[ATTACKED
]);
1473 s
+= (ds
= -3 * fv1
[ATTACKED
]);
1477 if ((c
== 0) || (c
== 8))
1479 s
+= (ds
= -fv1
[ATTACKED
]);
1489 * Calculate the positional value for a silver on 'sq'.
1493 SilverValue(short sq
)
1497 OwnKingDistanceValue(sq
, 2, 3);
1499 if ((Kdist
[c1
][sq
] < 3)
1500 && (atk1
[sq
] & (control
[gold
] | control
[silver
])))
1502 s
+= (ds
= fv1
[COHESION
]);
1505 if (in_opening_stage
)
1508 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1509 * board - and anyway we don't know the stage really :)
1511 if (GameType
[c1
] == STATIC_ROOK
)
1513 if (csquare(c1
, sq
) == 12)
1517 if ((board
[csq
= csquare(c1
, 20)] == bishop
)
1518 && (color
[csq
] == c1
))
1520 s
+= (ds
= -2 * fv1
[OPENWRONG
]);
1528 EnemyKingDistanceValue(sq
, 2, 3);
1537 * Calculate the positional value for a gold on 'sq'.
1543 short s
= 0, ds
, ad
;
1545 OwnKingDistanceValue(sq
, 2, 3);
1547 if ((Kdist
[c1
][sq
] < 3)
1548 && (atk1
[sq
] & (control
[gold
] | control
[silver
])))
1550 s
+= (ds
= fv1
[COHESION
]);
1553 if (in_opening_stage
)
1556 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1557 * board - and anyway we don't know the stage really :)
1559 if ((GameType
[c1
] == STATIC_ROOK
) && (GameType
[c2
] != STATIC_ROOK
))
1561 if (Mvboard
[csquare(c1
, 3)])
1563 s
+= (ds
= -2 * fv1
[OPENWRONG
]);
1570 EnemyKingDistanceValue(sq
, 2, 3);
1579 * Calculate the positional value for a bishop on 'sq'.
1583 BishopValue(short sq
)
1585 short s
= 0, ds
, ad
;
1587 if (in_opening_stage
)
1590 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1591 * board - and anyway we don't know the stage really :)
1593 if (GameType
[c1
] == RANGING_ROOK
)
1595 /* Bishops diagonal should not be open */
1596 if (!on_csquare(c1
, pawn
, 30))
1598 s
+= (ds
= -fv1
[OPENWRONG
]);
1601 else if (GameType
[c2
] == RANGING_ROOK
)
1603 /* Bishops diagonal should be open */
1604 if ((csquare(c1
, sq
) == 10)
1605 && (!empty_csquare(c1
, 20) || !empty_csquare(c1
, 30)))
1607 s
+= (ds
= -fv1
[OPENWRONG
]);
1609 else if ((csquare(c1
, sq
) == 20) && !empty_csquare(c1
, 30))
1611 s
+= (ds
= -fv1
[OPENWRONG
]);
1618 EnemyKingDistanceValue(sq
, 1, 3);
1627 * Calculate the positional value for a rook on 'sq'.
1631 RookValue(short sq
, short side
)
1633 short s
= 0, ds
, ad
;
1635 OpenFileValue(sq
, 2 * fv1
[HOPN
], 4*fv1
[HOPN
]);
1637 if (in_opening_stage
)
1640 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1641 * board - and anyway we don't know the stage really :)
1643 short WRONG
= fv1
[OPENWRONG
], OPOK
= WRONG
/ 3;
1645 if (GameType
[c1
] == STATIC_ROOK
)
1647 short c
= ccolumn(c1
, sq
);
1649 /* Bonus for rook on 8th file */
1656 * Bonus for rook on right side,
1657 * penalty for rook on left side
1665 s
+= (ds
= c
+ c
+ OPOK
);
1669 s
+= (ds
= -c
- c
- WRONG
);
1672 else if (GameType
[c1
] == RANGING_ROOK
)
1674 /* Bonus for rook on left side and
1675 * bishops diagonal closed, penalty otherwise. */
1678 c
= 4 - ccolumn(c1
, sq
);
1683 /* Bishops diagonal should not be open. */
1684 if (on_csquare(c1
, pawn
, 30))
1687 s
+= (ds
= -c
- c
- WRONG
);
1691 s
+= (ds
= -c
- c
- WRONG
);
1693 /* Penalty for king not on initial square. */
1694 if (!on_csquare(side
, king
, 4))
1705 EnemyKingDistanceValue(sq
, 1, 3);
1714 * Calculate the positional value for a promoted pawn on 'sq'.
1718 PPawnValue(short sq
)
1720 short s
= 0, ds
, ad
;
1722 EnemyKingDistanceValue(sq
, 3, 10);
1731 * Calculate the positional value for a promoted lance on 'sq'.
1735 PLanceValue(short sq
)
1737 short s
= 0, ds
, ad
;
1739 EnemyKingDistanceValue(sq
, 3, 10);
1747 * Calculate the positional value for a promoted knight on 'sq'.
1751 PKnightValue(short sq
)
1753 short s
= 0, ds
, ad
;
1755 EnemyKingDistanceValue(sq
, 3, 10);
1764 * Calculate the positional value for a promoted silver on 'sq'.
1768 PSilverValue(short sq
)
1770 short s
= 0, ds
, ad
;
1772 EnemyKingDistanceValue(sq
, 3, 10);
1780 * Calculate the positional value for a promoted bishop on 'sq'.
1784 PBishopValue(short sq
)
1786 short s
= 0, ds
, ad
;
1788 EnemyKingDistanceValue(sq
, 3, 4);
1796 * Calculate the positional value for a promoted rook on 'sq'.
1800 PRookValue(short sq
)
1802 short s
= 0, ds
, ad
;
1804 EnemyKingDistanceValue(sq
, 3, 4);
1806 OpenFileValue(sq
, 3 * fv1
[HOPN
], 2 * fv1
[HOPN
]);
1814 * Calculate the positional value for a king on 'sq'.
1822 if (fv1
[KSFTY
] != 0)
1826 /* FIXME: calculations below are wrong for minishogi, all done for 9x9
1827 * board - and anyway we don't know the stage really :)
1829 if (in_opening_stage
)
1831 if ((GameType
[c1
] != UNKNOWN
) && (ccolumn(c1
, sq
) == 4))
1833 s
+= (ds
= -fv1
[OPENWRONG
] / 3);
1835 else if ((GameType
[c1
] == STATIC_ROOK
) && on_right_side(c1
, sq
))
1837 s
+= (ds
= -fv1
[OPENWRONG
] / 2);
1839 else if ((GameType
[c1
] == RANGING_ROOK
) && on_left_side(c1
, sq
))
1841 s
+= (ds
= -fv1
[OPENWRONG
] / 2);
1846 /* CHECKME: is this correct? */
1847 if ((ds
= fv1
[HOPN
]))
1849 s
+= OpenFileValue(sq
, -2 * ds
, -4 * ds
);
1858 * Calculate the positional value for a piece on 'sq'.
1862 PieceValue(short sq
, short side
)
1869 if (piece
== no_piece
)
1872 s
= (*Mpiece
[piece
])[c1
][sq
];
1874 checked_trapped
= false;
1878 /* pin/x-ray attack and mobility for sweeping pieces */
1879 s
+= (ds
= BRLscan(sq
, &mob
));
1881 if ((piece
== bishop
) || (piece
== pbishop
))
1882 s
+= (ds
= BMBLTY
[mob
] * fv1
[MOBILITY
] / 100);
1883 else if ((piece
== rook
) || (piece
== prook
))
1884 s
+= (ds
= RMBLTY
[mob
] * fv1
[MOBILITY
] / 100);
1887 s
+= (ds
= LMBLTY
[mob
] * fv1
[MOBILITY
] / 100);
1892 /* mobility for non-sweeping pieces */
1900 /* opponent attacks piece */
1903 /* undefended piece */
1904 s
+= AttackedPieceValue(sq
);
1908 /* defended piece */
1909 short attack_value
= value_of_weakest_attacker(a2
);
1910 short piece_value
= (*value
)[stage
][piece
];
1912 if (attack_value
< piece_value
)
1914 /* attacked by a weaker piece */
1915 s
+= AttackedPieceValue(sq
) / 2;
1917 else if (abs(attack_value
- piece_value
) < 10)
1919 /* opponent has the option to exchange equal pieces */
1920 s
+= (ds
= -fv1
[ATTACKED
]);
1930 /* piece is defended */
1931 s
+= (ds
= (a1
& CNT_MASK
) * fv1
[PROTECT
]);
1936 s
+= (ds
= fv1
[SEED
]);
1941 s
+= (ds
= -fv1
[LOOSE
]);
1944 if (starget
[c1
][sq
])
1948 s
-= (ds
= -fv1
[ATTACKED
]/2);
1950 else if (piece
== pawn
)
1952 s
+= (ds
= fv1
[ATTACKED
]);
1956 if (starget
[c2
][sq
])
1960 s
-= (ds
= -fv1
[ATTACKED
] / 3);
1964 s
+= (ds
= fv1
[ATTACKED
]);
1968 if (Kdist
[c1
][sq
] == 1)
1970 s
+= (ds
= fv1
[KSFTY
]);
1977 s
+= PawnValue(sq
, side
);
1982 s
+= LanceValue(sq
);
1986 s
+= KnightValue(sq
);
1991 s
+= SilverValue(sq
);
1999 s
+= BishopValue(sq
);
2003 s
+= RookValue(sq
, side
);
2011 s
+= PPawnValue(sq
);
2016 s
+= PLanceValue(sq
);
2020 s
+= PKnightValue(sq
);
2025 s
+= PSilverValue(sq
);
2029 s
+= PBishopValue(sq
);
2033 s
+= PRookValue(sq
);
2043 * Score distance to pattern regarding the game type which side plays.
2047 ScorePatternDistance(short c1
)
2050 small_short
*fv1
= fvalue
[c1
];
2053 if ((MAXCDIST
> 0) && (fv1
[PCASTLE
] != 0)
2054 && ((os
= castle_opening_sequence
[c1
]) >= 0))
2056 ds
= board_to_pattern_distance(c1
, os
, MAXCDIST
, GameCnt
);
2060 s
+= (ds
*= fv1
[PCASTLE
]);
2064 if ((MAXADIST
> 0) && (fv1
[PATTACK
] != 0)
2065 && ((os
= attack_opening_sequence
[c1
]) >= 0))
2067 ds
= board_to_pattern_distance(c1
, os
, MAXADIST
, GameCnt
);
2071 s
+= (ds
*= fv1
[PATTACK
]);
2082 * Determine castle and attack pattern which should be reached next.
2083 * Only patterns are considered, which have not been reached yet.
2087 UpdatePatterns(short side
, short GameCnt
)
2090 short xside
= side
^ 1;
2094 strcpy(s
, "CASTLE_?_?");
2095 s
[7] = GameType
[side
];
2096 s
[9] = GameType
[xside
];
2097 castle_opening_sequence
[side
] = os
2098 = locate_opening_sequence(side
, s
, GameCnt
);
2100 if (flag
.post
&& (os
!= END_OF_SEQUENCES
))
2102 for (j
= 0; j
< MAX_SEQUENCE
; j
++)
2104 for (k
= OpeningSequence
[os
].first_pattern
[j
];
2105 k
!= END_OF_PATTERNS
;
2106 k
= Pattern
[k
].next_pattern
)
2108 if (Pattern
[k
].distance
[side
] >= 0)
2114 if (os
!= END_OF_SEQUENCES
)
2115 update_advance_bonus(side
, os
);
2117 strcpy(s
, "ATTACK_?_?");
2118 s
[7] = GameType
[side
];
2119 s
[9] = GameType
[xside
];
2120 attack_opening_sequence
[side
] = os
2121 = locate_opening_sequence(side
, s
, GameCnt
);
2123 if (flag
.post
&& (os
!= END_OF_SEQUENCES
))
2125 for (j
= 0; j
< MAX_SEQUENCE
; j
++)
2127 for (k
= OpeningSequence
[os
].first_pattern
[j
];
2128 k
!= END_OF_PATTERNS
;
2129 k
= Pattern
[k
].next_pattern
)
2131 if (Pattern
[k
].distance
[side
] >= 0)
2138 dsp
->ShowPatternCount(side
, n
);
2140 if (os
!= END_OF_SEQUENCES
)
2141 update_advance_bonus(side
, os
);
2149 short ds
, col
, n
, m
, piece
;
2151 if ((n
= Captured
[c1
][pawn
]))
2155 for (col
= 0; col
< NO_COLS
; col
++)
2164 /* FIXME! another great obfuscated line... */
2165 pscore
[c1
] += (ds
*= ((n
> 2) ? 3 : n
));
2170 for (piece
= pawn
+1, n
= 0; piece
<= rook
; piece
++)
2172 if (Captured
[c1
][piece
])
2176 pscore
[c1
] += (ds
= m
* fv1
[DFFDROP
]);
2179 for (piece
= pawn
, n
= 0; piece
<= rook
; piece
++)
2181 if (Captured
[c1
][piece
])
2186 ds
= BMBLTY
[MAX_BMBLTY
- 1];
2190 ds
= RMBLTY
[MAX_RMBLTY
- 1];
2195 ds
= LMBLTY
[MAX_LMBLTY
- 1];
2205 if (!Captured
[c2
][piece
])
2206 n
+= relative_value
[piece
];
2212 pscore
[c1
] += (ds
= -n
* fv1
[OPPDROP
] / 2);
2221 * Perform normal static evaluation of board position. A score is generated
2222 * for each piece and these are summed to get a score for each side.
2226 ScorePosition(short side
)
2235 UpdateWeights(side
);
2237 hung
[black
] = hung
[white
] = pscore
[black
] = pscore
[white
] = 0;
2239 array_zero(shung
, sizeof(shung
));
2242 if (!(use_etable
&& ProbeEETable(side
, &s
)))
2245 for (c1
= black
; c1
<= white
; c1
++)
2249 /* atk1 is array of attacks on squares by my side */
2252 /* atk2 is array of attacks on squares by other side */
2255 /* same for PC1 and PC2 */
2259 /* same for fv1 and fv2 */
2262 for (i
= PieceCnt
[c1
]; i
>= 0; i
--)
2264 sq
= PieceList
[c1
][i
];
2266 #if defined SAVE_SVALUE
2267 pscore
[c1
] += PieceValue(sq
, side
);
2269 pscore
[c1
] += (svalue
[sq
] = PieceValue(sq
, side
));
2277 # define BLACKHOME_START 0
2278 # define BLACKHOME_END 26
2279 # define MIDDLEROW_START 36
2280 # define MIDDLEROW_END 44
2281 # define WHITEHOME_START 54
2282 # define WHITEHOME_END 80
2284 # define BLACKHOME_START 0
2285 # define BLACKHOME_END 4
2286 # define MIDDLEROW_START 10
2287 # define MIDDLEROW_END 14
2288 # define WHITEHOME_START 19
2289 # define WHITEHOME_END 24
2291 for (c1
= black
, c2
= white
; c1
<= white
; c1
++, c2
--)
2297 /* Score fifth rank */
2298 for (sq
= MIDDLEROW_START
, n
= 0; sq
<= MIDDLEROW_END
; sq
++)
2300 if ((color
[sq
] == c1
) || (attack
[c1
][sq
] != 0))
2306 pscore
[c1
] += (ds
= n
* fv1
[CNTRL5TH
]);
2310 for (sq
= ((c1
== black
) ? BLACKHOME_START
: WHITEHOME_START
), n
= 0;
2311 sq
<= ((c1
== black
) ? BLACKHOME_END
: WHITEHOME_END
);
2314 if (board
[sq
] == no_piece
&& attack
[c1
][sq
] == 0)
2320 pscore
[c1
] += (ds
= -n
* fv1
[HOLES
]);
2325 pscore
[c1
] += (ds
= -fv1
[HUNGX
]);
2328 /* Score opening features and
2329 * castle/attack pattern distances */
2331 if (in_opening_stage
)
2333 pscore
[c1
] += (ds
= ScoreKingOpeningFeatures());
2334 pscore
[c1
] += (ds
= ScorePatternDistance(c1
));
2338 score
= mtl
[side
] - mtl
[xside
]
2339 + pscore
[side
] - pscore
[xside
] + 10;
2342 if (use_etable
&& PUTVAR
)
2343 PutInEETable(side
, score
);
2347 #ifdef CACHE /* CHECKME: this looks bad */
2357 * Try to determine the game type of "side".
2362 GuessGameType(short side_to_move
)
2365 short StaticRook
[2] = { 0, 0 };
2366 short RangingRook
[2] = { 0, 0 };
2368 for (side
= black
; side
<= white
; side
++)
2370 /* computer should not change its mind */
2372 extern int bookflag
;
2374 gt
= GameType
[side
];
2376 if (!bookflag
&& (side
== side_to_move
))
2378 if (gt
== STATIC_ROOK
)
2379 StaticRook
[side
] += 4;
2380 else if (gt
== RANGING_ROOK
)
2381 RangingRook
[side
] += 4;
2384 /* static rook conditions */
2386 if (on_column(side
, rook
, 7))
2387 StaticRook
[side
] += 3;
2389 if (on_csquare(side
, pawn
, 34))
2390 StaticRook
[side
] += 6;
2391 else if (on_csquare(side
, pawn
, 43))
2392 StaticRook
[side
] += 4;
2393 else if (!on_column(side
, pawn
, 7))
2394 StaticRook
[side
] += 5;
2396 if (empty_csquare(side
, 5) || empty_csquare(side
, 6))
2397 StaticRook
[side
] += 2;
2399 if (on_left_side(side
, king
))
2400 StaticRook
[side
] += 2;
2402 /* ranging rook conditions */
2404 if (on_left_side(side
, rook
))
2405 RangingRook
[side
] += 5;
2406 else if (!on_column(side
, rook
, 7))
2407 RangingRook
[side
] += 3;
2409 if (on_csquare(side
, pawn
, 25))
2410 RangingRook
[side
] += 1;
2412 if (on_csquare(side
, pawn
, 30))
2413 RangingRook
[side
] += 1;
2415 RangingRook
[side
] -= 2;
2417 if (!on_right_side(side
, rook
))
2418 RangingRook
[side
] += 4;
2420 if (on_right_side(side
, king
))
2421 RangingRook
[side
] += 4;
2423 if (on_csquare(side
, bishop
, 20))
2425 if (on_csquare(side
, silver
, 11)
2426 || on_csquare(side
, silver
, 12)
2427 || on_csquare(side
, silver
, 21))
2429 RangingRook
[side
] += 3;
2433 if ((StaticRook
[side
] > 5) || (RangingRook
[side
] > 5))
2435 GameType
[side
] = (StaticRook
[side
] > RangingRook
[side
])
2436 ? STATIC_ROOK
: RANGING_ROOK
;
2440 GameType
[side
] = UNKNOWN
;
2444 if ((GameType
[black
] == UNKNOWN
) || (GameType
[white
] == UNKNOWN
))
2446 for (side
= black
; side
<= white
; side
++)
2448 if ((side
== computer
) && (GameType
[side
] == UNKNOWN
))
2451 * Game type is UNKNOWN.
2452 * Make a decision what type of game to play.
2453 * To make computer games more interesting, make a
2457 if (!on_csquare(side
, pawn
, 25))
2459 /* Play static rook if rook pawn has been pushed! */
2460 GameType
[side
] = STATIC_ROOK
;
2464 unsigned int random
= urand() % 100;
2465 short d
= StaticRook
[side
] - RangingRook
[side
];
2467 switch (GameType
[side
^ 1])
2470 if (random
< 35 + d
)
2471 GameType
[side
] = STATIC_ROOK
;
2472 else if (random
< 95)
2473 GameType
[side
] = RANGING_ROOK
;
2477 if (random
< 75 + d
)
2478 GameType
[side
] = STATIC_ROOK
;
2479 else if (random
< 95)
2480 GameType
[side
] = RANGING_ROOK
;
2484 if (random
< 33 + d
)
2485 GameType
[side
] = STATIC_ROOK
;
2486 else if (random
< 66)
2487 GameType
[side
] = RANGING_ROOK
;
2500 DetermineGameType(short side_to_move
)
2505 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2506 GuessGameType(side_to_move
);
2508 GameType
[black
] = UNKNOWN
;
2509 GameType
[white
] = UNKNOWN
;
2512 array_zero(Mpawn
, sizeof(Mpawn
));
2514 array_zero(Mlance
, sizeof(Mlance
));
2515 array_zero(Mknight
, sizeof(Mknight
));
2517 array_zero(Msilver
, sizeof(Msilver
));
2518 array_zero(Mgold
, sizeof(Mgold
));
2519 array_zero(Mbishop
, sizeof(Mbishop
));
2520 array_zero(Mrook
, sizeof(Mrook
));
2521 array_zero(Mking
, sizeof(Mking
));
2523 if (in_opening_stage
)
2525 for (side
= black
; side
<= white
; side
++)
2526 UpdatePatterns(side
, GameCnt
);
2530 dsp
->ShowPatternCount(black
, -1);
2531 dsp
->ShowPatternCount(white
, -1);
2538 * This is done one time before the search is started. Set up arrays
2539 * Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the SqValue()
2540 * function to determine the positional value of each piece.
2544 ExaminePosition(short side
)
2546 short c1
, piece
, sq
, i
, bsq
, wsq
;
2548 /* Build enemy king distance tables. */
2550 for (sq
= 0, bsq
= BlackKing
, wsq
= WhiteKing
; sq
< NO_SQUARES
; sq
++)
2552 Kdist
[black
][sq
] = distance(sq
, bsq
);
2553 Kdist
[white
][sq
] = distance(sq
, wsq
);
2561 DetermineGameType(side
);
2562 DetermineStage(side
);
2564 UpdateWeights(side
);
2566 array_zero(HasPiece
, sizeof(HasPiece
));
2568 for (c1
= black
; c1
<= white
; c1
++)
2570 for (i
= PieceCnt
[c1
]; i
>= 0; i
--)
2572 ++HasPiece
[c1
][piece
= board
[sq
= PieceList
[c1
][i
]]];
2579 /* FIXME: calculations below are wrong for minishogi, all done for 9x9 */
2581 DetermineStage(short side
)
2583 short xside
= side
^ 1, ds
, db1
, c1
, c2
, feature
;
2585 /* Determine initial stage */
2587 balance
[side
] = balance
[xside
] = 50;
2589 if ((GameType
[side
] == STATIC_ROOK
)
2590 && (GameType
[xside
] == STATIC_ROOK
))
2594 else if (GameCnt
< 60)
2596 else if (GameCnt
< 80)
2601 else if ((GameType
[side
] == RANGING_ROOK
)
2602 || (GameType
[xside
] == RANGING_ROOK
))
2606 else if (GameCnt
< 50)
2608 else if (GameCnt
< 70)
2617 else if (GameCnt
< 55)
2619 else if (GameCnt
< 75)
2626 /* Update stage depending on board features and attack balance value */
2628 if (abs(ds
= (mtl
[side
] - mtl
[xside
]))
2629 > (db1
= (*value
)[stage
][lance
]))
2631 db1
= abs(4 * ds
/ db1
);
2634 balance
[side
] += db1
;
2636 balance
[xside
] += db1
;
2638 stage
+= (ds
= db1
);
2642 for (c1
= black
, c2
= white
; c1
<= white
; c1
++, c2
--)
2644 if ((ds
= seed
[c1
]) > 2)
2646 balance
[c1
] += (db1
= ds
* 2);
2655 if ((db1
= hung
[c1
]) > 2)
2657 balance
[c1
] -= (db1
*= 2);
2661 if ((db1
= loose
[c1
]) > 4)
2663 balance
[c1
] -= (db1
/= 2);
2668 if ((ds
= hole
[c1
]))
2670 balance
[c1
] -= (db1
= ds
);
2675 if ((db1
= target
[c1
]) > 3)
2677 balance
[c1
] += (db1
/= 3);
2679 stage
+= (ds
= db1
/ 4);
2682 stage
+= (ds
= captured
[c1
] / 2);
2684 if ((db1
= captured
[c1
]) > 4)
2686 balance
[c1
] += (db1
/= 2);
2690 if ((db1
= dcaptured
[c1
]) > 3)
2696 if (balance
[c1
] > 99)
2698 else if (balance
[c1
] < 0)
2710 /* Determine stage dependant weights */
2712 ADVNCM
[pawn
] = 1; /* advanced pawn bonus increment */
2717 ADVNCM
[silver
] = 1; /* advanced silver bonus increment */
2718 ADVNCM
[gold
] = 1; /* advanced gold bonus increment */
2721 ADVNCM
[king
] = 1; /* advanced king bonus increment */
2723 MAXCDIST
= (stage
< 33) ? (33 - stage
) / 4 : 0;
2724 MAXADIST
= (stage
< 30) ? (30 - stage
) / 4 : 0;
2726 for (c1
= black
; c1
<= white
; c1
++)
2728 for (feature
= 0; feature
< NO_FEATURES
; feature
++)
2730 fvalue
[c1
][feature
] =
2731 ((((*fscore
)[stage
][feature
][0] * (99 - balance
[c1
])) + 50)
2733 + ((((*fscore
)[stage
][feature
][1] * balance
[c1
]) + 50)
2742 UpdateWeights(short stage
)
2744 /* FIXME: this was emptied between 1.1p02 ans 1.2p03, do we keep it ? */
2750 * Compute stage dependent relative material values assuming
2751 * linearity between the main stages:
2753 * minstage < stage < maxstage =>
2754 * stage - minstage value - minvalue
2755 * ------------------- = -------------------
2756 * maxstage - minstage maxvalue - minvalue
2761 linear_piece_value(short piece
, short stage
, short i
, short j
)
2763 short minvalue
, maxvalue
, minstage
, maxstage
;
2765 minstage
= ispvalue
[0][i
];
2766 maxstage
= ispvalue
[0][j
];
2767 minvalue
= ispvalue
[piece
][i
];
2768 maxvalue
= ispvalue
[piece
][j
];
2770 /* FIXME: set a variable then return it, puh-leeze! */
2771 return ((stage
- minstage
) * (maxvalue
- minvalue
)
2772 / (maxstage
- minstage
)) + minvalue
;
2778 linear_feature_value(short feature
, short stage
, short i
, short j
)
2780 short minvalue
, maxvalue
, minstage
, maxstage
;
2782 minstage
= ispvalue
[0][i
];
2783 maxstage
= ispvalue
[0][j
];
2784 minvalue
= weight
[feature
][i
];
2785 maxvalue
= weight
[feature
][j
];
2787 /* FIXME: set a variable then return it, puh-leeze! */
2788 return ((stage
- minstage
) * (maxvalue
- minvalue
)
2789 / (maxstage
- minstage
)) + minvalue
;
2794 * matweight = percentage_of_max_value * max_value(stage) / 100
2795 * max_value(0) = MAX_VALUE; max_value(100) = MIN_VALUE
2796 * => max_value(stage) = a * stage + b; b = MAX_VALUE,
2797 * a = (MIN_VALUE - MAX_VALUE)/100
2800 #define MIN_VALUE 300
2801 #define MAX_VALUE 1000
2803 #define max_value(stage) \
2804 ((long)(MIN_VALUE - MAX_VALUE) * stage + (long)100 * MAX_VALUE)
2805 #define matweight(value, stage) \
2806 ((long)max_value(stage) * value / 10000)
2811 Initialize_eval(void)
2813 short stage
, piece
, feature
, i
;
2815 for (stage
= 0; stage
< NO_STAGES
; stage
++)
2817 for (i
= 0; i
< MAIN_STAGES
; i
++)
2819 if (stage
== ispvalue
[0][i
])
2821 for (piece
= 0; piece
< NO_PIECES
; piece
++)
2823 (*value
)[stage
][piece
] =
2824 matweight(ispvalue
[piece
][i
], stage
);
2827 for (feature
= 0; feature
< NO_FEATURES
; feature
++)
2829 (*fscore
)[stage
][feature
][0] =
2831 * weight
[feature
][MAIN_STAGES
] + 50) / 100;
2833 (*fscore
)[stage
][feature
][1] =
2835 * weight
[feature
][MAIN_STAGES
+ 1] + 50) / 100;
2841 if (stage
< ispvalue
[0][i
+ 1])
2843 for (piece
= 0; piece
< NO_PIECES
; piece
++)
2845 (*value
)[stage
][piece
] =
2847 linear_piece_value(piece
, stage
, i
, i
+ 1),
2851 for (feature
= 0; feature
< NO_FEATURES
; feature
++)
2853 (*fscore
)[stage
][feature
][0] =
2854 (linear_feature_value(feature
, stage
, i
, i
+ 1)
2855 * weight
[feature
][MAIN_STAGES
] + 50) / 100;
2857 (*fscore
)[stage
][feature
][1] =
2858 (linear_feature_value(feature
, stage
, i
, i
+ 1)
2859 * weight
[feature
][MAIN_STAGES
+ 1] + 50) / 100;