board_print_custom: construct a string and print it in one
[pachi/ann.git] / uct / uct.c
bloba4c295ea8d44e2d9d1b6ca9585c01c33bd9e53fd
1 #include <assert.h>
2 #include <math.h>
3 #include <pthread.h>
4 #include <signal.h>
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <time.h>
10 #define DEBUG
12 #include "debug.h"
13 #include "board.h"
14 #include "gtp.h"
15 #include "move.h"
16 #include "mq.h"
17 #include "playout.h"
18 #include "playout/elo.h"
19 #include "playout/moggy.h"
20 #include "playout/light.h"
21 #include "random.h"
22 #include "tactics.h"
23 #include "timeinfo.h"
24 #include "distributed/distributed.h"
25 #include "uct/dynkomi.h"
26 #include "uct/internal.h"
27 #include "uct/prior.h"
28 #include "uct/tree.h"
29 #include "uct/uct.h"
30 #include "uct/walk.h"
32 struct uct_policy *policy_ucb1_init(struct uct *u, char *arg);
33 struct uct_policy *policy_ucb1amaf_init(struct uct *u, char *arg);
34 static void uct_pondering_stop(struct uct *u);
35 static void uct_pondering_start(struct uct *u, struct board *b0, struct tree *t, enum stone color);
38 /* Default number of simulations to perform per move.
39 * Note that this is now in total over all threads! (Unless TM_ROOT.) */
40 #define MC_GAMES 80000
41 #define MC_GAMELEN MAX_GAMELEN
42 static const struct time_info default_ti = {
43 .period = TT_MOVE,
44 .dim = TD_GAMES,
45 .len = { .games = MC_GAMES },
48 /* How big proportion of ownermap counts must be of one color to consider
49 * the point sure. */
50 #define GJ_THRES 0.8
51 /* How many games to consider at minimum before judging groups. */
52 #define GJ_MINGAMES 500
54 /* How often to inspect the tree from the main thread to check for playout
55 * stop, progress reports, etc. (in seconds) */
56 #define TREE_BUSYWAIT_INTERVAL 0.1 /* 100ms */
58 /* Once per how many simulations (per thread) to show a progress report line. */
59 #define TREE_SIMPROGRESS_INTERVAL 10000
61 /* When terminating uct_search() early, the safety margin to add to the
62 * remaining playout number estimate when deciding whether the result can
63 * still change. */
64 #define PLAYOUT_DELTA_SAFEMARGIN 1000
67 static void
68 setup_state(struct uct *u, struct board *b, enum stone color)
70 u->t = tree_init(b, color, u->fast_alloc ? u->max_tree_size : 0, u->local_tree_aging);
71 if (u->force_seed)
72 fast_srandom(u->force_seed);
73 if (UDEBUGL(0))
74 fprintf(stderr, "Fresh board with random seed %lu\n", fast_getseed());
75 //board_print(b, stderr);
76 if (!u->no_book && b->moves == 0) {
77 assert(color == S_BLACK);
78 tree_load(u->t, b);
82 static void
83 reset_state(struct uct *u)
85 assert(u->t);
86 tree_done(u->t); u->t = NULL;
89 static void
90 setup_dynkomi(struct uct *u, struct board *b, enum stone to_play)
92 if (u->t->use_extra_komi && u->dynkomi->permove)
93 u->t->extra_komi = u->dynkomi->permove(u->dynkomi, b, u->t);
96 static void
97 prepare_move(struct engine *e, struct board *b, enum stone color)
99 struct uct *u = e->data;
101 if (u->t) {
102 /* Verify that we have sane state. */
103 assert(b->es == u);
104 assert(u->t && b->moves);
105 if (color != stone_other(u->t->root_color)) {
106 fprintf(stderr, "Fatal: Non-alternating play detected %d %d\n",
107 color, u->t->root_color);
108 exit(1);
111 } else {
112 /* We need fresh state. */
113 b->es = u;
114 setup_state(u, b, color);
117 u->ownermap.playouts = 0;
118 memset(u->ownermap.map, 0, board_size2(b) * sizeof(u->ownermap.map[0]));
121 static void
122 dead_group_list(struct uct *u, struct board *b, struct move_queue *mq)
124 struct group_judgement gj;
125 gj.thres = GJ_THRES;
126 gj.gs = alloca(board_size2(b) * sizeof(gj.gs[0]));
127 board_ownermap_judge_group(b, &u->ownermap, &gj);
128 groups_of_status(b, &gj, GS_DEAD, mq);
131 bool
132 uct_pass_is_safe(struct uct *u, struct board *b, enum stone color, bool pass_all_alive)
134 if (u->ownermap.playouts < GJ_MINGAMES)
135 return false;
137 struct move_queue mq = { .moves = 0 };
138 if (!pass_all_alive)
139 dead_group_list(u, b, &mq);
140 return pass_is_safe(b, color, &mq);
143 /* This function is called only when running as slave in the distributed version. */
144 static enum parse_code
145 uct_notify(struct engine *e, struct board *b, int id, char *cmd, char *args, char **reply)
147 struct uct *u = e->data;
149 /* Force resending the whole command history if we are out of sync
150 * but do it only once, not if already getting the history. */
151 if ((move_number(id) != b->moves || !b->size)
152 && !reply_disabled(id) && !is_reset(cmd)) {
153 if (UDEBUGL(0))
154 fprintf(stderr, "Out of sync, id %d, move %d\n", id, b->moves);
155 static char buf[128];
156 snprintf(buf, sizeof(buf), "out of sync, move %d expected", b->moves);
157 *reply = buf;
158 return P_DONE_ERROR;
160 return reply_disabled(id) ? P_NOREPLY : P_OK;
163 static char *
164 uct_printhook_ownermap(struct board *board, coord_t c, char *s, char *end)
166 struct uct *u = board->es;
167 assert(u);
168 const char chr[] = ":XO,"; // dame, black, white, unclear
169 const char chm[] = ":xo,";
170 char ch = chr[board_ownermap_judge_point(&u->ownermap, c, GJ_THRES)];
171 if (ch == ',') { // less precise estimate then?
172 ch = chm[board_ownermap_judge_point(&u->ownermap, c, 0.67)];
174 s += snprintf(s, end - s, "%c ", ch);
175 return s;
178 static char *
179 uct_notify_play(struct engine *e, struct board *b, struct move *m)
181 struct uct *u = e->data;
182 if (!u->t) {
183 /* No state, create one - this is probably game beginning
184 * and we need to load the opening book right now. */
185 prepare_move(e, b, m->color);
186 assert(u->t);
189 /* Stop pondering, required by tree_promote_at() */
190 uct_pondering_stop(u);
192 if (is_resign(m->coord)) {
193 /* Reset state. */
194 reset_state(u);
195 return NULL;
198 /* Promote node of the appropriate move to the tree root. */
199 assert(u->t->root);
200 if (!tree_promote_at(u->t, b, m->coord)) {
201 if (UDEBUGL(0))
202 fprintf(stderr, "Warning: Cannot promote move node! Several play commands in row?\n");
203 reset_state(u);
204 return NULL;
207 /* If we are a slave in a distributed engine, start pondering once
208 * we know which move we actually played. See uct_genmove() about
209 * the check for pass. */
210 if (u->pondering_opt && u->slave && m->color == u->my_color && !is_pass(m->coord))
211 uct_pondering_start(u, b, u->t, stone_other(m->color));
213 return NULL;
216 static char *
217 uct_chat(struct engine *e, struct board *b, char *cmd)
219 struct uct *u = e->data;
220 static char reply[1024];
222 cmd += strspn(cmd, " \n\t");
223 if (!strncasecmp(cmd, "winrate", 7)) {
224 if (!u->t)
225 return "no game context (yet?)";
226 enum stone color = u->t->root_color;
227 struct tree_node *n = u->t->root;
228 snprintf(reply, 1024, "In %d playouts at %d threads, %s %s can win with %.2f%% probability",
229 n->u.playouts, u->threads, stone2str(color), coord2sstr(n->coord, b),
230 tree_node_get_value(u->t, -1, n->u.value) * 100);
231 if (u->t->use_extra_komi && abs(u->t->extra_komi) >= 0.5) {
232 sprintf(reply + strlen(reply), ", while self-imposing extra komi %.1f",
233 u->t->extra_komi);
235 strcat(reply, ".");
236 return reply;
238 return NULL;
241 static void
242 uct_dead_group_list(struct engine *e, struct board *b, struct move_queue *mq)
244 struct uct *u = e->data;
246 /* This means the game is probably over, no use pondering on. */
247 uct_pondering_stop(u);
249 if (u->pass_all_alive)
250 return; // no dead groups
252 bool mock_state = false;
254 if (!u->t) {
255 /* No state, but we cannot just back out - we might
256 * have passed earlier, only assuming some stones are
257 * dead, and then re-connected, only to lose counting
258 * when all stones are assumed alive. */
259 /* Mock up some state and seed the ownermap by few
260 * simulations. */
261 prepare_move(e, b, S_BLACK); assert(u->t);
262 for (int i = 0; i < GJ_MINGAMES; i++)
263 uct_playout(u, b, S_BLACK, u->t);
264 mock_state = true;
267 dead_group_list(u, b, mq);
269 if (mock_state) {
270 /* Clean up the mock state in case we will receive
271 * a genmove; we could get a non-alternating-move
272 * error from prepare_move() in that case otherwise. */
273 reset_state(u);
277 static void
278 playout_policy_done(struct playout_policy *p)
280 if (p->done) p->done(p);
281 if (p->data) free(p->data);
282 free(p);
285 static void
286 uct_done(struct engine *e)
288 /* This is called on engine reset, especially when clear_board
289 * is received and new game should begin. */
290 struct uct *u = e->data;
291 uct_pondering_stop(u);
292 if (u->t) reset_state(u);
293 free(u->ownermap.map);
295 free(u->policy);
296 free(u->random_policy);
297 playout_policy_done(u->playout);
298 uct_prior_done(u->prior);
302 /* Pachi threading structure (if uct_playouts_parallel() is used):
304 * main thread
305 * | main(), GTP communication, ...
306 * | starts and stops the search managed by thread_manager
308 * thread_manager
309 * | spawns and collects worker threads
311 * worker0
312 * worker1
313 * ...
314 * workerK
315 * uct_playouts() loop, doing descend-playout until uct_halt
317 * Another way to look at it is by functions (lines denote thread boundaries):
319 * | uct_genmove()
320 * | uct_search() (uct_search_start() .. uct_search_stop())
321 * | -----------------------
322 * | spawn_thread_manager()
323 * | -----------------------
324 * | spawn_worker()
325 * V uct_playouts() */
327 /* Set in thread manager in case the workers should stop. */
328 volatile sig_atomic_t uct_halt = 0;
329 /* ID of the running worker thread. */
330 __thread int thread_id = -1;
331 /* ID of the thread manager. */
332 static pthread_t thread_manager;
333 static bool thread_manager_running;
335 static pthread_mutex_t finish_mutex = PTHREAD_MUTEX_INITIALIZER;
336 static pthread_cond_t finish_cond = PTHREAD_COND_INITIALIZER;
337 static volatile int finish_thread;
338 static pthread_mutex_t finish_serializer = PTHREAD_MUTEX_INITIALIZER;
340 struct spawn_ctx {
341 int tid;
342 struct uct *u;
343 struct board *b;
344 enum stone color;
345 struct tree *t;
346 unsigned long seed;
347 int games;
350 static void *
351 spawn_worker(void *ctx_)
353 struct spawn_ctx *ctx = ctx_;
354 /* Setup */
355 fast_srandom(ctx->seed);
356 thread_id = ctx->tid;
357 /* Run */
358 ctx->games = uct_playouts(ctx->u, ctx->b, ctx->color, ctx->t);
359 /* Finish */
360 pthread_mutex_lock(&finish_serializer);
361 pthread_mutex_lock(&finish_mutex);
362 finish_thread = ctx->tid;
363 pthread_cond_signal(&finish_cond);
364 pthread_mutex_unlock(&finish_mutex);
365 return ctx;
368 /* Thread manager, controlling worker threads. It must be called with
369 * finish_mutex lock held, but it will unlock it itself before exiting;
370 * this is necessary to be completely deadlock-free. */
371 /* The finish_cond can be signalled for it to stop; in that case,
372 * the caller should set finish_thread = -1. */
373 /* After it is started, it will update mctx->t to point at some tree
374 * used for the actual search (matters only for TM_ROOT), on return
375 * it will set mctx->games to the number of performed simulations. */
376 static void *
377 spawn_thread_manager(void *ctx_)
379 /* In thread_manager, we use only some of the ctx fields. */
380 struct spawn_ctx *mctx = ctx_;
381 struct uct *u = mctx->u;
382 struct tree *t = mctx->t;
383 bool shared_tree = u->parallel_tree;
384 fast_srandom(mctx->seed);
386 int played_games = 0;
387 pthread_t threads[u->threads];
388 int joined = 0;
390 uct_halt = 0;
392 /* Garbage collect the tree by preference when pondering. */
393 if (u->pondering && t->nodes && t->nodes_size > t->max_tree_size/2) {
394 unsigned long temp_size = (MIN_FREE_MEM_PERCENT * t->max_tree_size) / 100;
395 t->root = tree_garbage_collect(t, temp_size, t->root);
398 /* Spawn threads... */
399 for (int ti = 0; ti < u->threads; ti++) {
400 struct spawn_ctx *ctx = malloc(sizeof(*ctx));
401 ctx->u = u; ctx->b = mctx->b; ctx->color = mctx->color;
402 mctx->t = ctx->t = shared_tree ? t : tree_copy(t);
403 ctx->tid = ti; ctx->seed = fast_random(65536) + ti;
404 pthread_create(&threads[ti], NULL, spawn_worker, ctx);
405 if (UDEBUGL(3))
406 fprintf(stderr, "Spawned worker %d\n", ti);
409 /* ...and collect them back: */
410 while (joined < u->threads) {
411 /* Wait for some thread to finish... */
412 pthread_cond_wait(&finish_cond, &finish_mutex);
413 if (finish_thread < 0) {
414 /* Stop-by-caller. Tell the workers to wrap up. */
415 uct_halt = 1;
416 continue;
418 /* ...and gather its remnants. */
419 struct spawn_ctx *ctx;
420 pthread_join(threads[finish_thread], (void **) &ctx);
421 played_games += ctx->games;
422 joined++;
423 if (!shared_tree) {
424 if (ctx->t == mctx->t) mctx->t = t;
425 tree_merge(t, ctx->t);
426 tree_done(ctx->t);
428 free(ctx);
429 if (UDEBUGL(3))
430 fprintf(stderr, "Joined worker %d\n", finish_thread);
431 pthread_mutex_unlock(&finish_serializer);
434 pthread_mutex_unlock(&finish_mutex);
436 if (!shared_tree)
437 tree_normalize(mctx->t, u->threads);
439 mctx->games = played_games;
440 return mctx;
443 static struct spawn_ctx *
444 uct_search_start(struct uct *u, struct board *b, enum stone color, struct tree *t)
446 assert(u->threads > 0);
447 assert(!thread_manager_running);
449 struct spawn_ctx ctx = { .u = u, .b = b, .color = color, .t = t, .seed = fast_random(65536) };
450 static struct spawn_ctx mctx; mctx = ctx;
451 pthread_mutex_lock(&finish_mutex);
452 pthread_create(&thread_manager, NULL, spawn_thread_manager, &mctx);
453 thread_manager_running = true;
454 return &mctx;
457 static struct spawn_ctx *
458 uct_search_stop(void)
460 assert(thread_manager_running);
462 /* Signal thread manager to stop the workers. */
463 pthread_mutex_lock(&finish_mutex);
464 finish_thread = -1;
465 pthread_cond_signal(&finish_cond);
466 pthread_mutex_unlock(&finish_mutex);
468 /* Collect the thread manager. */
469 struct spawn_ctx *pctx;
470 thread_manager_running = false;
471 pthread_join(thread_manager, (void **) &pctx);
472 return pctx;
476 /* Determine whether we should terminate the search early. */
477 static bool
478 uct_search_stop_early(struct uct *u, struct tree *t, struct board *b,
479 struct time_info *ti, struct time_stop *stop,
480 struct tree_node *best, struct tree_node *best2,
481 int base_playouts, int i)
483 /* Always use at least half the desired time. It is silly
484 * to lose a won game because we played a bad move in 0.1s. */
485 double elapsed = 0;
486 if (ti->dim == TD_WALLTIME) {
487 elapsed = time_now() - ti->len.t.timer_start;
488 if (elapsed < 0.5 * stop->desired.time) return false;
491 /* Early break in won situation. */
492 if (best->u.playouts >= 2000 && tree_node_get_value(t, 1, best->u.value) >= u->loss_threshold)
493 return true;
494 /* Earlier break in super-won situation. */
495 if (best->u.playouts >= 500 && tree_node_get_value(t, 1, best->u.value) >= 0.95)
496 return true;
498 /* Break early if we estimate the second-best move cannot
499 * catch up in assigned time anymore. We use all our time
500 * if we are in byoyomi with single stone remaining in our
501 * period, however - it's better to pre-ponder. */
502 bool time_indulgent = (!ti->len.t.main_time && ti->len.t.byoyomi_stones == 1);
503 if (best2 && ti->dim == TD_WALLTIME && !time_indulgent) {
504 double remaining = stop->worst.time - elapsed;
505 double pps = ((double)i - base_playouts) / elapsed;
506 double estplayouts = remaining * pps + PLAYOUT_DELTA_SAFEMARGIN;
507 if (best->u.playouts > best2->u.playouts + estplayouts) {
508 if (UDEBUGL(2))
509 fprintf(stderr, "Early stop, result cannot change: "
510 "best %d, best2 %d, estimated %f simulations to go\n",
511 best->u.playouts, best2->u.playouts, estplayouts);
512 return true;
516 return false;
519 /* Determine whether we should terminate the search later. */
520 static bool
521 uct_search_keep_looking(struct uct *u, struct tree *t, struct board *b,
522 struct time_info *ti, struct time_stop *stop,
523 struct tree_node *best, struct tree_node *best2,
524 struct tree_node *bestr, struct tree_node *winner, int i)
526 if (!best) {
527 if (UDEBUGL(2))
528 fprintf(stderr, "Did not find best move, still trying...\n");
529 return true;
532 /* Do not waste time if we are winning. Spend up to worst time if
533 * we are unsure, but only desired time if we are sure of winning. */
534 float beta = 2 * (tree_node_get_value(t, 1, best->u.value) - 0.5);
535 if (ti->dim == TD_WALLTIME && beta > 0) {
536 double good_enough = stop->desired.time * beta + stop->worst.time * (1 - beta);
537 double elapsed = time_now() - ti->len.t.timer_start;
538 if (elapsed > good_enough) return false;
541 if (u->best2_ratio > 0) {
542 /* Check best/best2 simulations ratio. If the
543 * two best moves give very similar results,
544 * keep simulating. */
545 if (best2 && best2->u.playouts
546 && (double)best->u.playouts / best2->u.playouts < u->best2_ratio) {
547 if (UDEBUGL(2))
548 fprintf(stderr, "Best2 ratio %f < threshold %f\n",
549 (double)best->u.playouts / best2->u.playouts,
550 u->best2_ratio);
551 return true;
555 if (u->bestr_ratio > 0) {
556 /* Check best, best_best value difference. If the best move
557 * and its best child do not give similar enough results,
558 * keep simulating. */
559 if (bestr && bestr->u.playouts
560 && fabs((double)best->u.value - bestr->u.value) > u->bestr_ratio) {
561 if (UDEBUGL(2))
562 fprintf(stderr, "Bestr delta %f > threshold %f\n",
563 fabs((double)best->u.value - bestr->u.value),
564 u->bestr_ratio);
565 return true;
569 if (winner && winner != best) {
570 /* Keep simulating if best explored
571 * does not have also highest value. */
572 if (UDEBUGL(2))
573 fprintf(stderr, "[%d] best %3s [%d] %f != winner %3s [%d] %f\n", i,
574 coord2sstr(best->coord, t->board),
575 best->u.playouts, tree_node_get_value(t, 1, best->u.value),
576 coord2sstr(winner->coord, t->board),
577 winner->u.playouts, tree_node_get_value(t, 1, winner->u.value));
578 return true;
581 /* No reason to keep simulating, bye. */
582 return false;
585 /* Run time-limited MCTS search on foreground. */
586 static int
587 uct_search(struct uct *u, struct board *b, struct time_info *ti, enum stone color, struct tree *t)
589 int base_playouts = u->t->root->u.playouts;
590 if (UDEBUGL(2) && base_playouts > 0)
591 fprintf(stderr, "<pre-simulated %d games skipped>\n", base_playouts);
593 /* Set up time conditions. */
594 if (ti->period == TT_NULL) *ti = default_ti;
595 struct time_stop stop;
596 time_stop_conditions(ti, b, u->fuseki_end, u->yose_start, &stop);
598 /* Number of last dynkomi adjustment. */
599 int last_dynkomi = t->root->u.playouts;
600 /* Number of last game with progress print. */
601 int last_print = t->root->u.playouts;
602 /* Number of simulations to wait before next print. */
603 int print_interval = TREE_SIMPROGRESS_INTERVAL * (u->thread_model == TM_ROOT ? 1 : u->threads);
604 /* Printed notification about full memory? */
605 bool print_fullmem = false;
607 struct spawn_ctx *ctx = uct_search_start(u, b, color, t);
609 /* The search tree is ctx->t. This is normally == t, but in case of
610 * TM_ROOT, it is one of the trees belonging to the independent
611 * workers. It is important to reference ctx->t directly since the
612 * thread manager will swap the tree pointer asynchronously. */
613 /* XXX: This means TM_ROOT support is suboptimal since single stalled
614 * thread can stall the others in case of limiting the search by game
615 * count. However, TM_ROOT just does not deserve any more extra code
616 * right now. */
618 struct tree_node *best = NULL;
619 struct tree_node *best2 = NULL; // Second-best move.
620 struct tree_node *bestr = NULL; // best's best child.
621 struct tree_node *winner = NULL;
623 double busywait_interval = TREE_BUSYWAIT_INTERVAL;
625 /* Now, just periodically poll the search tree. */
626 while (1) {
627 time_sleep(busywait_interval);
628 /* busywait_interval should never be less than desired time, or the
629 * time control is broken. But if it happens to be less, we still search
630 * at least 100ms otherwise the move is completely random. */
632 int i = ctx->t->root->u.playouts;
634 /* Adjust dynkomi? */
635 if (ctx->t->use_extra_komi && u->dynkomi->permove
636 && u->dynkomi_interval
637 && i > last_dynkomi + u->dynkomi_interval) {
638 float old_dynkomi = ctx->t->extra_komi;
639 ctx->t->extra_komi = u->dynkomi->permove(u->dynkomi, b, ctx->t);
640 if (UDEBUGL(3) && old_dynkomi != ctx->t->extra_komi)
641 fprintf(stderr, "dynkomi adjusted (%f -> %f)\n", old_dynkomi, ctx->t->extra_komi);
644 /* Print progress? */
645 if (i - last_print > print_interval) {
646 last_print += print_interval; // keep the numbers tidy
647 uct_progress_status(u, ctx->t, color, last_print);
649 if (!print_fullmem && ctx->t->nodes_size > u->max_tree_size) {
650 if (UDEBUGL(2))
651 fprintf(stderr, "memory limit hit (%lu > %lu)\n", ctx->t->nodes_size, u->max_tree_size);
652 print_fullmem = true;
655 /* Never consider stopping if we played too few simulations.
656 * Maybe we risk losing on time when playing in super-extreme
657 * time pressure but the tree is going to be just too messed
658 * up otherwise - we might even play invalid suicides or pass
659 * when we mustn't. */
660 if (i < GJ_MINGAMES)
661 continue;
663 best = u->policy->choose(u->policy, ctx->t->root, b, color, resign);
664 if (best) best2 = u->policy->choose(u->policy, ctx->t->root, b, color, best->coord);
666 /* Possibly stop search early if it's no use to try on. */
667 if (best && uct_search_stop_early(u, ctx->t, b, ti, &stop, best, best2, base_playouts, i))
668 break;
670 /* Check against time settings. */
671 bool desired_done = false;
672 if (ti->dim == TD_WALLTIME) {
673 double elapsed = time_now() - ti->len.t.timer_start;
674 if (elapsed > stop.worst.time) break;
675 desired_done = elapsed > stop.desired.time;
677 } else { assert(ti->dim == TD_GAMES);
678 if (i > stop.worst.playouts) break;
679 desired_done = i > stop.desired.playouts;
682 /* We want to stop simulating, but are willing to keep trying
683 * if we aren't completely sure about the winner yet. */
684 if (desired_done) {
685 if (u->policy->winner && u->policy->evaluate) {
686 struct uct_descent descent = { .node = ctx->t->root };
687 u->policy->winner(u->policy, ctx->t, &descent);
688 winner = descent.node;
690 if (best)
691 bestr = u->policy->choose(u->policy, best, b, stone_other(color), resign);
692 if (!uct_search_keep_looking(u, ctx->t, b, ti, &stop, best, best2, bestr, winner, i))
693 break;
696 /* TODO: Early break if best->variance goes under threshold and we already
697 * have enough playouts (possibly thanks to book or to pondering)? */
700 ctx = uct_search_stop();
702 if (UDEBUGL(2))
703 tree_dump(t, u->dumpthres);
704 if (UDEBUGL(0))
705 uct_progress_status(u, t, color, ctx->games);
707 return ctx->games;
711 /* Start pondering background with @color to play. */
712 static void
713 uct_pondering_start(struct uct *u, struct board *b0, struct tree *t, enum stone color)
715 if (UDEBUGL(1))
716 fprintf(stderr, "Starting to ponder with color %s\n", stone2str(stone_other(color)));
717 u->pondering = true;
719 /* We need a local board copy to ponder upon. */
720 struct board *b = malloc(sizeof(*b)); board_copy(b, b0);
722 /* *b0 did not have the genmove'd move played yet. */
723 struct move m = { t->root->coord, t->root_color };
724 int res = board_play(b, &m);
725 assert(res >= 0);
726 setup_dynkomi(u, b, stone_other(m.color));
728 /* Start MCTS manager thread "headless". */
729 uct_search_start(u, b, color, t);
732 /* uct_search_stop() frontend for the pondering (non-genmove) mode. */
733 static void
734 uct_pondering_stop(struct uct *u)
736 u->pondering = false;
737 if (!thread_manager_running)
738 return;
740 /* Stop the thread manager. */
741 struct spawn_ctx *ctx = uct_search_stop();
742 if (UDEBUGL(1)) {
743 fprintf(stderr, "(pondering) ");
744 uct_progress_status(u, ctx->t, ctx->color, ctx->games);
746 free(ctx->b);
750 static coord_t *
751 uct_genmove(struct engine *e, struct board *b, struct time_info *ti, enum stone color, bool pass_all_alive)
753 double start_time = time_now();
754 struct uct *u = e->data;
756 if (b->superko_violation) {
757 fprintf(stderr, "!!! WARNING: SUPERKO VIOLATION OCCURED BEFORE THIS MOVE\n");
758 fprintf(stderr, "Maybe you play with situational instead of positional superko?\n");
759 fprintf(stderr, "I'm going to ignore the violation, but note that I may miss\n");
760 fprintf(stderr, "some moves valid under this ruleset because of this.\n");
761 b->superko_violation = false;
764 /* Seed the tree. */
765 uct_pondering_stop(u);
766 prepare_move(e, b, color);
767 assert(u->t);
768 u->my_color = color;
770 /* How to decide whether to use dynkomi in this game? Since we use
771 * pondering, it's not simple "who-to-play" matter. Decide based on
772 * the last genmove issued. */
773 u->t->use_extra_komi = !!(u->dynkomi_mask & color);
774 setup_dynkomi(u, b, color);
776 /* Make pessimistic assumption about komi for Japanese rules to
777 * avoid losing by 0.5 when winning by 0.5 with Chinese rules.
778 * The rules usually give the same winner if the integer part of komi
779 * is odd so we adjust the komi only if it is even (for a board of
780 * odd size). We are not trying to get an exact evaluation for rare
781 * cases of seki. For details see http://home.snafu.de/jasiek/parity.html
782 * TODO: Support the kgs-rules command once available. */
783 if (u->territory_scoring && (((int)floor(b->komi) + board_size(b)) & 1)) {
784 b->komi += (color == S_BLACK ? 1.0 : -1.0);
785 if (UDEBUGL(0))
786 fprintf(stderr, "Setting komi to %.1f assuming Japanese rules\n",
787 b->komi);
790 int base_playouts = u->t->root->u.playouts;
791 /* Perform the Monte Carlo Tree Search! */
792 int played_games = uct_search(u, b, ti, color, u->t);
794 /* Choose the best move from the tree. */
795 struct tree_node *best = u->policy->choose(u->policy, u->t->root, b, color, resign);
796 if (!best) {
797 if (!u->slave) reset_state(u);
798 return coord_copy(pass);
800 if (UDEBUGL(1))
801 fprintf(stderr, "*** WINNER is %s (%d,%d) with score %1.4f (%d/%d:%d/%d games), extra komi %f\n",
802 coord2sstr(best->coord, b), coord_x(best->coord, b), coord_y(best->coord, b),
803 tree_node_get_value(u->t, 1, best->u.value), best->u.playouts,
804 u->t->root->u.playouts, u->t->root->u.playouts - base_playouts, played_games,
805 u->t->extra_komi);
807 /* Do not resign if we're so short of time that evaluation of best
808 * move is completely unreliable, we might be winning actually.
809 * In this case best is almost random but still better than resign.
810 * Also do not resign if we are getting bad results while actually
811 * giving away extra komi points (dynkomi). */
812 if (tree_node_get_value(u->t, 1, best->u.value) < u->resign_ratio
813 && !is_pass(best->coord) && best->u.playouts > GJ_MINGAMES
814 && u->t->extra_komi <= 1 /* XXX we assume dynamic komi == we are black */) {
815 if (!u->slave) reset_state(u);
816 return coord_copy(resign);
819 /* If the opponent just passed and we win counting, always
820 * pass as well. */
821 if (b->moves > 1 && is_pass(b->last_move.coord)) {
822 /* Make sure enough playouts are simulated. */
823 while (u->ownermap.playouts < GJ_MINGAMES)
824 uct_playout(u, b, color, u->t);
825 if (uct_pass_is_safe(u, b, color, u->pass_all_alive || pass_all_alive)) {
826 if (UDEBUGL(0))
827 fprintf(stderr, "<Will rather pass, looks safe enough.>\n");
828 best->coord = pass;
832 /* If we are a slave in the distributed engine, we'll soon get
833 * a "play" command later telling us which move was chosen,
834 * and pondering now will not gain much. */
835 if (!u->slave) {
836 tree_promote_node(u->t, &best);
838 /* After a pass, pondering is harmful for two reasons:
839 * (i) We might keep pondering even when the game is over.
840 * Of course this is the case for opponent resign as well.
841 * (ii) More importantly, the ownermap will get skewed since
842 * the UCT will start cutting off any playouts. */
843 if (u->pondering_opt && !is_pass(best->coord)) {
844 uct_pondering_start(u, b, u->t, stone_other(color));
847 if (UDEBUGL(2)) {
848 double time = time_now() - start_time + 0.000001; /* avoid divide by zero */
849 fprintf(stderr, "genmove in %0.2fs (%d games/s, %d games/s/thread)\n",
850 time, (int)(played_games/time), (int)(played_games/time/u->threads));
852 return coord_copy(best->coord);
856 static char *
857 uct_genmoves(struct engine *e, struct board *b, struct time_info *ti, enum stone color, bool pass_all_alive)
859 struct uct *u = e->data;
860 assert(u->slave);
862 coord_t *c = uct_genmove(e, b, ti, color, pass_all_alive);
864 /* Return a buffer with one line "total_playouts threads" then a list of lines
865 * "coord playouts value". Keep this code in sync with select_best_move(). */
866 static char reply[10240];
867 char *r = reply;
868 char *end = reply + sizeof(reply);
869 struct tree_node *root = u->t->root;
870 r += snprintf(r, end - r, "%d %d", root->u.playouts, u->threads);
871 int min_playouts = root->u.playouts / 100;
873 // Give a large weight to pass or resign, but still allow other moves.
874 if (is_pass(*c) || is_resign(*c))
875 r += snprintf(r, end - r, "\n%s %d %.1f", coord2sstr(*c, b), root->u.playouts,
876 (float)is_pass(*c));
877 coord_done(c);
879 for (struct tree_node *ni = root->children; ni; ni = ni->sibling) {
880 if (ni->u.playouts <= min_playouts
881 || ni->hints & TREE_HINT_INVALID
882 || is_pass(ni->coord))
883 continue;
884 char *coord = coord2sstr(ni->coord, b);
885 // We return the values as stored in the tree, so from black's view.
886 r += snprintf(r, end - r, "\n%s %d %.7f", coord, ni->u.playouts, ni->u.value);
888 return reply;
892 bool
893 uct_genbook(struct engine *e, struct board *b, struct time_info *ti, enum stone color)
895 struct uct *u = e->data;
896 if (!u->t) prepare_move(e, b, color);
897 assert(u->t);
899 if (ti->dim == TD_GAMES) {
900 /* Don't count in games that already went into the book. */
901 ti->len.games += u->t->root->u.playouts;
903 uct_search(u, b, ti, color, u->t);
905 assert(ti->dim == TD_GAMES);
906 tree_save(u->t, b, ti->len.games / 100);
908 return true;
911 void
912 uct_dumpbook(struct engine *e, struct board *b, enum stone color)
914 struct uct *u = e->data;
915 struct tree *t = tree_init(b, color, u->fast_alloc ? u->max_tree_size : 0, u->local_tree_aging);
916 tree_load(t, b);
917 tree_dump(t, 0);
918 tree_done(t);
922 struct uct *
923 uct_state_init(char *arg, struct board *b)
925 struct uct *u = calloc(1, sizeof(struct uct));
926 bool using_elo = false;
928 u->debug_level = debug_level;
929 u->gamelen = MC_GAMELEN;
930 u->mercymin = 0;
931 u->expand_p = 2;
932 u->dumpthres = 1000;
933 u->playout_amaf = true;
934 u->playout_amaf_nakade = false;
935 u->amaf_prior = false;
936 u->max_tree_size = 3072ULL * 1048576;
938 u->dynkomi_mask = S_BLACK;
940 u->threads = 1;
941 u->thread_model = TM_TREEVL;
942 u->parallel_tree = true;
943 u->virtual_loss = true;
945 u->fuseki_end = 20; // max time at 361*20% = 72 moves (our 36th move, still 99 to play)
946 u->yose_start = 40; // (100-40-25)*361/100/2 = 63 moves still to play by us then
947 u->bestr_ratio = 0.02;
948 // 2.5 is clearly too much, but seems to compensate well for overly stern time allocations.
949 // TODO: Further tuning and experiments with better time allocation schemes.
950 u->best2_ratio = 2.5;
952 u->val_scale = 0.04; u->val_points = 40;
954 u->tenuki_d = 4;
955 u->local_tree_aging = 2;
957 if (arg) {
958 char *optspec, *next = arg;
959 while (*next) {
960 optspec = next;
961 next += strcspn(next, ",");
962 if (*next) { *next++ = 0; } else { *next = 0; }
964 char *optname = optspec;
965 char *optval = strchr(optspec, '=');
966 if (optval) *optval++ = 0;
968 if (!strcasecmp(optname, "debug")) {
969 if (optval)
970 u->debug_level = atoi(optval);
971 else
972 u->debug_level++;
973 } else if (!strcasecmp(optname, "mercy") && optval) {
974 /* Minimal difference of black/white captures
975 * to stop playout - "Mercy Rule". Speeds up
976 * hopeless playouts at the expense of some
977 * accuracy. */
978 u->mercymin = atoi(optval);
979 } else if (!strcasecmp(optname, "gamelen") && optval) {
980 u->gamelen = atoi(optval);
981 } else if (!strcasecmp(optname, "expand_p") && optval) {
982 u->expand_p = atoi(optval);
983 } else if (!strcasecmp(optname, "dumpthres") && optval) {
984 u->dumpthres = atoi(optval);
985 } else if (!strcasecmp(optname, "best2_ratio") && optval) {
986 /* If set, prolong simulating while
987 * first_best/second_best playouts ratio
988 * is less than best2_ratio. */
989 u->best2_ratio = atof(optval);
990 } else if (!strcasecmp(optname, "bestr_ratio") && optval) {
991 /* If set, prolong simulating while
992 * best,best_best_child values delta
993 * is more than bestr_ratio. */
994 u->bestr_ratio = atof(optval);
995 } else if (!strcasecmp(optname, "playout_amaf")) {
996 /* Whether to include random playout moves in
997 * AMAF as well. (Otherwise, only tree moves
998 * are included in AMAF. Of course makes sense
999 * only in connection with an AMAF policy.) */
1000 /* with-without: 55.5% (+-4.1) */
1001 if (optval && *optval == '0')
1002 u->playout_amaf = false;
1003 else
1004 u->playout_amaf = true;
1005 } else if (!strcasecmp(optname, "playout_amaf_nakade")) {
1006 /* Whether to include nakade moves from playouts
1007 * in the AMAF statistics; this tends to nullify
1008 * the playout_amaf effect by adding too much
1009 * noise. */
1010 if (optval && *optval == '0')
1011 u->playout_amaf_nakade = false;
1012 else
1013 u->playout_amaf_nakade = true;
1014 } else if (!strcasecmp(optname, "playout_amaf_cutoff") && optval) {
1015 /* Keep only first N% of playout stage AMAF
1016 * information. */
1017 u->playout_amaf_cutoff = atoi(optval);
1018 } else if ((!strcasecmp(optname, "policy") || !strcasecmp(optname, "random_policy")) && optval) {
1019 char *policyarg = strchr(optval, ':');
1020 struct uct_policy **p = !strcasecmp(optname, "policy") ? &u->policy : &u->random_policy;
1021 if (policyarg)
1022 *policyarg++ = 0;
1023 if (!strcasecmp(optval, "ucb1")) {
1024 *p = policy_ucb1_init(u, policyarg);
1025 } else if (!strcasecmp(optval, "ucb1amaf")) {
1026 *p = policy_ucb1amaf_init(u, policyarg);
1027 } else {
1028 fprintf(stderr, "UCT: Invalid tree policy %s\n", optval);
1029 exit(1);
1031 } else if (!strcasecmp(optname, "playout") && optval) {
1032 char *playoutarg = strchr(optval, ':');
1033 if (playoutarg)
1034 *playoutarg++ = 0;
1035 if (!strcasecmp(optval, "moggy")) {
1036 u->playout = playout_moggy_init(playoutarg, b);
1037 } else if (!strcasecmp(optval, "light")) {
1038 u->playout = playout_light_init(playoutarg, b);
1039 } else if (!strcasecmp(optval, "elo")) {
1040 u->playout = playout_elo_init(playoutarg, b);
1041 using_elo = true;
1042 } else {
1043 fprintf(stderr, "UCT: Invalid playout policy %s\n", optval);
1044 exit(1);
1046 } else if (!strcasecmp(optname, "prior") && optval) {
1047 u->prior = uct_prior_init(optval, b);
1048 } else if (!strcasecmp(optname, "amaf_prior") && optval) {
1049 u->amaf_prior = atoi(optval);
1050 } else if (!strcasecmp(optname, "threads") && optval) {
1051 /* By default, Pachi will run with only single
1052 * tree search thread! */
1053 u->threads = atoi(optval);
1054 } else if (!strcasecmp(optname, "thread_model") && optval) {
1055 if (!strcasecmp(optval, "root")) {
1056 /* Root parallelization - each thread
1057 * does independent search, trees are
1058 * merged at the end. */
1059 u->thread_model = TM_ROOT;
1060 u->parallel_tree = false;
1061 u->virtual_loss = false;
1062 } else if (!strcasecmp(optval, "tree")) {
1063 /* Tree parallelization - all threads
1064 * grind on the same tree. */
1065 u->thread_model = TM_TREE;
1066 u->parallel_tree = true;
1067 u->virtual_loss = false;
1068 } else if (!strcasecmp(optval, "treevl")) {
1069 /* Tree parallelization, but also
1070 * with virtual losses - this discou-
1071 * rages most threads choosing the
1072 * same tree branches to read. */
1073 u->thread_model = TM_TREEVL;
1074 u->parallel_tree = true;
1075 u->virtual_loss = true;
1076 } else {
1077 fprintf(stderr, "UCT: Invalid thread model %s\n", optval);
1078 exit(1);
1080 } else if (!strcasecmp(optname, "pondering")) {
1081 /* Keep searching even during opponent's turn. */
1082 u->pondering_opt = !optval || atoi(optval);
1083 } else if (!strcasecmp(optname, "fuseki_end") && optval) {
1084 /* At the very beginning it's not worth thinking
1085 * too long because the playout evaluations are
1086 * very noisy. So gradually increase the thinking
1087 * time up to maximum when fuseki_end percent
1088 * of the board has been played.
1089 * This only applies if we are not in byoyomi. */
1090 u->fuseki_end = atoi(optval);
1091 } else if (!strcasecmp(optname, "yose_start") && optval) {
1092 /* When yose_start percent of the board has been
1093 * played, or if we are in byoyomi, stop spending
1094 * more time and spread the remaining time
1095 * uniformly.
1096 * Between fuseki_end and yose_start, we spend
1097 * a constant proportion of the remaining time
1098 * on each move. (yose_start should actually
1099 * be much earlier than when real yose start,
1100 * but "yose" is a good short name to convey
1101 * the idea.) */
1102 u->yose_start = atoi(optval);
1103 } else if (!strcasecmp(optname, "force_seed") && optval) {
1104 u->force_seed = atoi(optval);
1105 } else if (!strcasecmp(optname, "no_book")) {
1106 u->no_book = true;
1107 } else if (!strcasecmp(optname, "dynkomi") && optval) {
1108 /* Dynamic komi approach; there are multiple
1109 * ways to adjust komi dynamically throughout
1110 * play. We currently support two: */
1111 char *dynkomiarg = strchr(optval, ':');
1112 if (dynkomiarg)
1113 *dynkomiarg++ = 0;
1114 if (!strcasecmp(optval, "none")) {
1115 u->dynkomi = uct_dynkomi_init_none(u, dynkomiarg, b);
1116 } else if (!strcasecmp(optval, "linear")) {
1117 u->dynkomi = uct_dynkomi_init_linear(u, dynkomiarg, b);
1118 } else if (!strcasecmp(optval, "adaptive")) {
1119 u->dynkomi = uct_dynkomi_init_adaptive(u, dynkomiarg, b);
1120 } else {
1121 fprintf(stderr, "UCT: Invalid dynkomi mode %s\n", optval);
1122 exit(1);
1124 } else if (!strcasecmp(optname, "dynkomi_mask") && optval) {
1125 /* Bitmask of colors the player must be
1126 * for dynkomi be applied; you may want
1127 * to use dynkomi_mask=3 to allow dynkomi
1128 * even in games where Pachi is white. */
1129 u->dynkomi_mask = atoi(optval);
1130 } else if (!strcasecmp(optname, "dynkomi_interval") && optval) {
1131 /* If non-zero, re-adjust dynamic komi
1132 * throughout a single genmove reading,
1133 * roughly every N simulations. */
1134 u->dynkomi_interval = atoi(optval);
1135 } else if (!strcasecmp(optname, "val_scale") && optval) {
1136 /* How much of the game result value should be
1137 * influenced by win size. Zero means it isn't. */
1138 u->val_scale = atof(optval);
1139 } else if (!strcasecmp(optname, "val_points") && optval) {
1140 /* Maximum size of win to be scaled into game
1141 * result value. Zero means boardsize^2. */
1142 u->val_points = atoi(optval) * 2; // result values are doubled
1143 } else if (!strcasecmp(optname, "val_extra")) {
1144 /* If false, the score coefficient will be simply
1145 * added to the value, instead of scaling the result
1146 * coefficient because of it. */
1147 u->val_extra = !optval || atoi(optval);
1148 } else if (!strcasecmp(optname, "local_tree") && optval) {
1149 /* Whether to bias exploration by local tree values
1150 * (must be supported by the used policy).
1151 * 0: Don't.
1152 * 1: Do, value = result.
1153 * Try to temper the result:
1154 * 2: Do, value = 0.5+(result-expected)/2.
1155 * 3: Do, value = 0.5+bzz((result-expected)^2).
1156 * 4: Do, value = 0.5+sqrt(result-expected)/2. */
1157 u->local_tree = atoi(optval);
1158 } else if (!strcasecmp(optname, "tenuki_d") && optval) {
1159 /* Tenuki distance at which to break the local tree. */
1160 u->tenuki_d = atoi(optval);
1161 if (u->tenuki_d > TREE_NODE_D_MAX + 1) {
1162 fprintf(stderr, "uct: tenuki_d must not be larger than TREE_NODE_D_MAX+1 %d\n", TREE_NODE_D_MAX + 1);
1163 exit(1);
1165 } else if (!strcasecmp(optname, "local_tree_aging") && optval) {
1166 /* How much to reduce local tree values between moves. */
1167 u->local_tree_aging = atof(optval);
1168 } else if (!strcasecmp(optname, "local_tree_allseq")) {
1169 /* By default, only complete sequences are stored
1170 * in the local tree. If this is on, also
1171 * subsequences starting at each move are stored. */
1172 u->local_tree_allseq = !optval || atoi(optval);
1173 } else if (!strcasecmp(optname, "local_tree_playout")) {
1174 /* Whether to adjust ELO playout probability
1175 * distributions according to matched localtree
1176 * information. */
1177 u->local_tree_playout = !optval || atoi(optval);
1178 } else if (!strcasecmp(optname, "local_tree_pseqroot")) {
1179 /* By default, when we have no sequence move
1180 * to suggest in-playout, we give up. If this
1181 * is on, we make probability distribution from
1182 * sequences first moves instead. */
1183 u->local_tree_pseqroot = !optval || atoi(optval);
1184 } else if (!strcasecmp(optname, "pass_all_alive")) {
1185 /* Whether to consider all stones alive at the game
1186 * end instead of marking dead groupd. */
1187 u->pass_all_alive = !optval || atoi(optval);
1188 } else if (!strcasecmp(optname, "territory_scoring")) {
1189 /* Use territory scoring (default is area scoring).
1190 * An explicit kgs-rules command overrides this. */
1191 u->territory_scoring = !optval || atoi(optval);
1192 } else if (!strcasecmp(optname, "random_policy_chance") && optval) {
1193 /* If specified (N), with probability 1/N, random_policy policy
1194 * descend is used instead of main policy descend; useful
1195 * if specified policy (e.g. UCB1AMAF) can make unduly biased
1196 * choices sometimes, you can fall back to e.g.
1197 * random_policy=UCB1. */
1198 u->random_policy_chance = atoi(optval);
1199 } else if (!strcasecmp(optname, "max_tree_size") && optval) {
1200 /* Maximum amount of memory [MiB] consumed by the move tree.
1201 * For fast_alloc it includes the temp tree used for pruning.
1202 * Default is 3072 (3 GiB). Note that if you use TM_ROOT,
1203 * this limits size of only one of the trees, not all of them
1204 * together. */
1205 u->max_tree_size = atol(optval) * 1048576;
1206 } else if (!strcasecmp(optname, "fast_alloc")) {
1207 u->fast_alloc = !optval || atoi(optval);
1208 } else if (!strcasecmp(optname, "slave")) {
1209 /* Act as slave for the distributed engine. */
1210 u->slave = !optval || atoi(optval);
1211 } else if (!strcasecmp(optname, "banner") && optval) {
1212 /* Additional banner string. This must come as the
1213 * last engine parameter. */
1214 if (*next) *--next = ',';
1215 u->banner = strdup(optval);
1216 break;
1217 } else {
1218 fprintf(stderr, "uct: Invalid engine argument %s or missing value\n", optname);
1219 exit(1);
1224 u->resign_ratio = 0.2; /* Resign when most games are lost. */
1225 u->loss_threshold = 0.85; /* Stop reading if after at least 2000 playouts this is best value. */
1226 if (!u->policy)
1227 u->policy = policy_ucb1amaf_init(u, NULL);
1229 if (!!u->random_policy_chance ^ !!u->random_policy) {
1230 fprintf(stderr, "uct: Only one of random_policy and random_policy_chance is set\n");
1231 exit(1);
1234 if (!u->local_tree) {
1235 /* No ltree aging. */
1236 u->local_tree_aging = 1.0f;
1238 if (!using_elo)
1239 u->local_tree_playout = false;
1241 if (u->fast_alloc && !u->parallel_tree) {
1242 fprintf(stderr, "fast_alloc not supported with root parallelization.\n");
1243 exit(1);
1245 if (u->fast_alloc)
1246 u->max_tree_size = (100ULL * u->max_tree_size) / (100 + MIN_FREE_MEM_PERCENT);
1248 if (!u->prior)
1249 u->prior = uct_prior_init(NULL, b);
1251 if (!u->playout)
1252 u->playout = playout_moggy_init(NULL, b);
1253 u->playout->debug_level = u->debug_level;
1255 u->ownermap.map = malloc(board_size2(b) * sizeof(u->ownermap.map[0]));
1257 if (!u->dynkomi)
1258 u->dynkomi = uct_dynkomi_init_linear(u, NULL, b);
1260 /* Some things remain uninitialized for now - the opening book
1261 * is not loaded and the tree not set up. */
1262 /* This will be initialized in setup_state() at the first move
1263 * received/requested. This is because right now we are not aware
1264 * about any komi or handicap setup and such. */
1266 return u;
1269 struct engine *
1270 engine_uct_init(char *arg, struct board *b)
1272 struct uct *u = uct_state_init(arg, b);
1273 struct engine *e = calloc(1, sizeof(struct engine));
1274 e->name = "UCT Engine";
1275 e->printhook = uct_printhook_ownermap;
1276 e->notify_play = uct_notify_play;
1277 e->chat = uct_chat;
1278 e->genmove = uct_genmove;
1279 e->genmoves = uct_genmoves;
1280 e->dead_group_list = uct_dead_group_list;
1281 e->done = uct_done;
1282 e->data = u;
1283 if (u->slave)
1284 e->notify = uct_notify;
1286 const char banner[] = "I'm playing UCT. When I'm losing, I will resign, "
1287 "if I think I win, I play until you pass. "
1288 "Anyone can send me 'winrate' in private chat to get my assessment of the position.";
1289 if (!u->banner) u->banner = "";
1290 e->comment = malloc(sizeof(banner) + strlen(u->banner) + 1);
1291 sprintf(e->comment, "%s %s", banner, u->banner);
1293 return e;