Pachi Doetsu-devel 3.99
[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;
124 /* --- PRIVATE DATA --- */
126 /* Basic ko check */
127 struct move ko;
129 /* For superko check: */
131 /* Board "history" - hashes encountered. Size of the hash should be
132 * >> board_size^2. */
133 #define history_hash_bits 12
134 #define history_hash_mask ((1 << history_hash_bits) - 1)
135 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
136 #define history_hash_next(i) ((i + 1) & history_hash_mask)
137 hash_t history_hash[1 << history_hash_bits];
138 /* Hash of current board position. */
139 hash_t hash;
142 #ifdef BOARD_SIZE
143 /* Avoid unused variable warnings */
144 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
145 #define board_size2(b_) (board_size(b_) * board_size(b_))
146 #else
147 #define board_size(b_) ((b_)->size)
148 #define board_size2(b_) ((b_)->size2)
149 #endif
151 #define board_at(b_, c) ((b_)->b[coord_raw(c)])
152 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
154 #define group_at(b_, c) ((b_)->g[coord_raw(c)])
155 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
157 /* Warning! Neighbor count is kept up-to-date for S_NONE! */
158 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord_raw(coord)].colors[(enum stone) color])
159 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
160 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
161 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
162 #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))
164 #define groupnext_at(b_, c) ((b_)->p[coord_raw(c)])
165 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
167 #define group_base(g_) (g_)
168 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
169 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
170 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
172 #define hash_at(b_, coord, color) (b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord_raw(coord)]
174 struct board *board_init(void);
175 struct board *board_copy(struct board *board2, struct board *board1);
176 void board_done_noalloc(struct board *board);
177 void board_done(struct board *board);
178 /* size here is without the S_OFFBOARD margin. */
179 void board_resize(struct board *board, int size);
180 void board_clear(struct board *board);
182 struct FILE;
183 void board_print(struct board *board, FILE *f);
185 /* Place given handicap on the board; coordinates are printed to f. */
186 void board_handicap(struct board *board, int stones, FILE *f);
188 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
189 int board_play(struct board *board, struct move *m);
190 /* Like above, but plays random move; the move coordinate is recorded
191 * to *coord. This method will never fill your own eye. pass is played
192 * when no move can be played. You can impose extra restrictions if you
193 * supply your own permit function. */
194 typedef bool (*ppr_permit)(void *data, struct board *b, struct move *m);
195 void board_play_random(struct board *b, enum stone color, coord_t *coord, ppr_permit permit, void *permit_data);
197 /* Returns true if given move can be played. */
198 static bool board_is_valid_move(struct board *b, struct move *m);
200 /* Adjust symmetry information as if given coordinate has been played. */
201 void board_symmetry_update(struct board *b, struct board_symmetry *symmetry, coord_t c);
203 /* Returns true if given coordinate has all neighbors of given color or the edge. */
204 static bool board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
205 /* Returns true if given coordinate could be a false eye; this check makes
206 * sense only if you already know the coordinate is_eyelike(). */
207 bool board_is_false_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
208 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
209 * at least tries to). */
210 bool board_is_one_point_eye(struct board *board, coord_t *c, enum stone eye_color);
211 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
212 enum stone board_get_one_point_eye(struct board *board, coord_t *c);
214 /* board_official_score() is the scoring method for yielding score suitable
215 * for external presentation. For fast scoring of entirely filled boards
216 * (e.g. playouts), use board_fast_score(). */
217 /* Positive: W wins */
218 /* Compare number of stones + 1pt eyes. */
219 float board_fast_score(struct board *board);
220 /* Tromp-Taylor scoring. */
221 float board_official_score(struct board *board);
224 /** Iterators */
226 #define foreach_point(board_) \
227 do { \
228 coord_t c; coord_pos(c, 0, (board_)); \
229 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
230 #define foreach_point_and_pass(board_) \
231 do { \
232 coord_t c; coord_pos(c, -1, (board_)); \
233 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
234 #define foreach_point_end \
235 } while (0)
237 #define foreach_in_group(board_, group_) \
238 do { \
239 struct board *board__ = board_; \
240 coord_t c = group_base(group_); \
241 coord_t c2 = c; coord_raw(c2) = groupnext_at(board__, c2); \
242 do {
243 #define foreach_in_group_end \
244 c = c2; coord_raw(c2) = groupnext_at(board__, c2); \
245 } while (coord_raw(c) != 0); \
246 } while (0)
248 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
249 * on S_OFFBOARD coordinates. */
250 #define foreach_neighbor(board_, coord_, loop_body) \
251 do { \
252 struct board *board__ = board_; \
253 coord_t coord__ = coord_; \
254 coord_t c; \
255 coord_pos(c, coord_raw(coord__) - 1, (board__)); do { loop_body } while (0); \
256 coord_pos(c, coord_raw(coord__) - board_size(board__), (board__)); do { loop_body } while (0); \
257 coord_pos(c, coord_raw(coord__) + 1, (board__)); do { loop_body } while (0); \
258 coord_pos(c, coord_raw(coord__) + board_size(board__), (board__)); do { loop_body } while (0); \
259 } while (0)
261 #define foreach_diag_neighbor(board_, coord_) \
262 do { \
263 coord_t q__[4]; int q__i = 0; \
264 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) - 1, (board_)); \
265 coord_pos(q__[q__i++], coord_raw(coord_) - board_size(board_) + 1, (board_)); \
266 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) - 1, (board_)); \
267 coord_pos(q__[q__i++], coord_raw(coord_) + board_size(board_) + 1, (board_)); \
268 int fn__i; \
269 for (fn__i = 0; fn__i < q__i; fn__i++) { \
270 coord_t c = q__[fn__i];
271 #define foreach_diag_neighbor_end \
273 } while (0)
276 static inline bool
277 board_is_valid_move(struct board *board, struct move *m)
279 if (board_at(board, m->coord) != S_NONE)
280 return false;
281 if (!board_is_eyelike(board, &m->coord, stone_other(m->color)))
282 return true;
283 /* Play within {true,false} eye-ish formation */
284 if (board->ko.coord == m->coord && board->ko.color == m->color)
285 return false;
286 int groups_in_atari = 0;
287 foreach_neighbor(board, m->coord, {
288 group_t g = group_at(board, c);
289 groups_in_atari += (board_group_info(board, g).libs == 1);
291 return !!groups_in_atari;
294 static inline bool
295 board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color)
297 return (neighbor_count_at(board, *coord, eye_color)
298 + neighbor_count_at(board, *coord, S_OFFBOARD)) == 4;
301 #endif