4 /* Advanced tactical checks non-essential to the board implementation. */
11 /* Check if this move is undesirable self-atari (resulting group would have
12 * only single liberty and not capture anything; ko is allowed); we mostly
13 * want to avoid these moves. The function actually does a rather elaborate
14 * tactical check, allowing self-atari moves that are nakade, eye falsification
16 static bool is_bad_selfatari(struct board
*b
, enum stone color
, coord_t to
);
18 /* Check if escaping on this liberty by given group in atari would play out
20 /* Two ways of ladder reading can be enabled separately; simple first-line
21 * ladders and trivial middle-board ladders. */
22 static bool is_ladder(struct board
*b
, coord_t coord
, group_t laddered
,
23 bool border_ladders
, bool middle_ladders
);
25 /* Checks if there are any stones in n-vincinity of coord. */
26 bool board_stone_radar(struct board
*b
, coord_t coord
, int distance
);
28 /* Measure various distances on the board: */
29 /* Distance from the edge; on edge returns 0. */
30 static int coord_edge_distance(coord_t c
, struct board
*b
);
31 /* Distance of two points in gridcular metric - this metric defines
32 * circle-like structures on the square grid. */
33 static int coord_gridcular_distance(coord_t c1
, coord_t c2
, struct board
*b
);
35 /* Construct a "common fate graph" from given coordinate; that is, a weighted
36 * graph of intersections where edges between all neighbors have weight 1,
37 * but edges between neighbors of same color have weight 0. Thus, this is
38 * "stone chain" metric in a sense. */
39 /* The output are distanes from start stored in given [board_size2()] array;
40 * intersections further away than maxdist have all distance maxdist+1 set. */
41 void cfg_distances(struct board
*b
, coord_t start
, int *distances
, int maxdist
);
43 /* Compute an extra komi describing the "effective handicap" black receives
44 * (returns 0 for even game with 7.5 komi). @stone_value is value of single
45 * handicap stone, 7 is a good default. */
46 /* This is just an approximation since in reality, handicap seems to be usually
48 float board_effective_handicap(struct board
*b
, int first_move_value
);
50 /* Decide if the given player wins counting on the board, considering
51 * that given groups are dead. (To get the list of dead groups, use
52 * e.g. groups_of_status().) */
53 bool pass_is_safe(struct board
*b
, enum stone color
, struct move_queue
*mq
);
55 /* Returns estimated number of remaining moves for one player until end of game. */
56 int board_estimated_moves_left(struct board
*b
);
58 /* To avoid running out of time, assume we always have at least 30 more moves
59 * to play if we don't have more precise information from gtp time_left: */
60 #define MIN_MOVES_LEFT 30
63 bool is_bad_selfatari_slow(struct board
*b
, enum stone color
, coord_t to
);
65 is_bad_selfatari(struct board
*b
, enum stone color
, coord_t to
)
67 /* More than one immediate liberty, thumbs up! */
68 if (immediate_liberty_count(b
, to
) > 1)
71 return is_bad_selfatari_slow(b
, color
, to
);
74 bool is_border_ladder(struct board
*b
, coord_t coord
, enum stone lcolor
);
75 bool is_middle_ladder(struct board
*b
, coord_t coord
, enum stone lcolor
);
77 is_ladder(struct board
*b
, coord_t coord
, group_t laddered
,
78 bool border_ladders
, bool middle_ladders
)
80 enum stone lcolor
= board_at(b
, group_base(laddered
));
83 fprintf(stderr
, "ladder check - does %s play out %s's laddered group %s?\n",
84 coord2sstr(coord
, b
), stone2str(lcolor
), coord2sstr(laddered
, b
));
86 /* First, special-case first-line "ladders". This is a huge chunk
87 * of ladders we actually meet and want to play. */
89 && neighbor_count_at(b
, coord
, S_OFFBOARD
) == 1
90 && neighbor_count_at(b
, coord
, lcolor
) == 1) {
91 bool l
= is_border_ladder(b
, coord
, lcolor
);
92 if (DEBUGL(6)) fprintf(stderr
, "border ladder solution: %d\n", l
);
97 bool l
= is_middle_ladder(b
, coord
, lcolor
);
98 if (DEBUGL(6)) fprintf(stderr
, "middle ladder solution: %d\n", l
);
102 if (DEBUGL(6)) fprintf(stderr
, "no ladder to be checked\n");
108 coord_edge_distance(coord_t c
, struct board
*b
)
110 int x
= coord_x(c
, b
), y
= coord_y(c
, b
);
111 int dx
= x
> board_size(b
) / 2 ? board_size(b
) - 1 - x
: x
;
112 int dy
= y
> board_size(b
) / 2 ? board_size(b
) - 1 - y
: y
;
113 return (dx
< dy
? dx
: dy
) - 1 /* S_OFFBOARD */;
117 coord_gridcular_distance(coord_t c1
, coord_t c2
, struct board
*b
)
119 int dx
= abs(coord_dx(c1
, c2
, b
)), dy
= abs(coord_dy(c1
, c2
, b
));
120 return dx
+ dy
+ (dx
> dy
? dx
: dy
);