Board traits: Track separately for each color to play
[pachi/t.git] / board.h
blobcf012915622c1c5bfa1ee4b8d1d5bd62ed392484
1 #ifndef ZZGO_BOARD_H
2 #define ZZGO_BOARD_H
4 #include <inttypes.h>
5 #include <stdbool.h>
6 #include <stdint.h>
8 #include "stone.h"
9 #include "move.h"
10 #include "util.h"
13 /* The board implementation has bunch of optional features.
14 * Turn them on below: */
16 #define WANT_BOARD_C // capturable groups queue
18 //#define BOARD_SIZE 9 // constant board size, allows better optimization
20 //#define BOARD_SPATHASH // incremental patternsp.h hashes
21 #define BOARD_SPATHASH_MAXD 3 // maximal diameter
23 #define BOARD_PAT3 // incremental 3x3 pattern codes
25 //#define BOARD_TRAITS 1 // incremental point traits (see struct btraits)
28 /* Allow board_play_random_move() to return pass even when
29 * there are other moves available. */
30 extern bool random_pass;
33 /* Some engines might normalize their reading and skip symmetrical
34 * moves. We will tell them how can they do it. */
35 struct board_symmetry {
36 /* Playground is in this rectangle. */
37 int x1, x2, y1, y2;
38 /* d == 0: Full rectangle
39 * d == 1: Top triangle */
40 int d;
41 /* General symmetry type. */
42 /* Note that the above is redundant to this, but just provided
43 * for easier usage. */
44 enum {
45 SYM_FULL,
46 SYM_DIAG_UP,
47 SYM_DIAG_DOWN,
48 SYM_HORIZ,
49 SYM_VERT,
50 SYM_NONE
51 } type;
55 typedef uint64_t hash_t;
56 #define PRIhash PRIx64
59 /* Note that "group" is only chain of stones that is solidly
60 * connected for us. */
61 typedef coord_t group_t;
63 struct group {
64 /* We keep track of only up to GROUP_KEEP_LIBS; over that, we
65 * don't care. */
66 /* _Combination_ of these two values can make some difference
67 * in performance - fine-tune. */
68 #define GROUP_KEEP_LIBS 10
69 // refill lib[] only when we hit this; this must be at least 2!
70 // Moggy requires at least 3 - see below for semantic impact.
71 #define GROUP_REFILL_LIBS 5
72 coord_t lib[GROUP_KEEP_LIBS];
73 /* libs is only LOWER BOUND for the number of real liberties!!!
74 * It denotes only number of items in lib[], thus you can rely
75 * on it to store real liberties only up to <= GROUP_REFILL_LIBS. */
76 int libs;
79 struct neighbor_colors {
80 char colors[S_MAX];
84 /* Point traits bitmap; we update this information incrementally,
85 * it can be used e.g. for fast pattern.h features matching. */
86 struct btraits {
87 /* Number of neighbors we can capture. 0=this move is
88 * not capturing, 1..4=this many neighbors we can capture
89 * (can be multiple neighbors of same group). */
90 unsigned cap:3;
94 /* You should treat this struct as read-only. Always call functions below if
95 * you want to change it. */
97 struct board {
98 int size; /* Including S_OFFBOARD margin - see below. */
99 int size2; /* size^2 */
100 int captures[S_MAX];
101 float komi;
102 int handicap;
104 /* Iterator offsets for foreach_neighbor*() */
105 int nei8[8], dnei[4];
107 int moves;
108 struct move last_move;
109 struct move last_move2; /* second-to-last move */
110 /* Whether we tried to add a hash twice; board_play*() can
111 * set this, but it will still carry out the move as well! */
112 bool superko_violation;
114 /* The following two structures are goban maps and are indexed by
115 * coord.pos. The map is surrounded by a one-point margin from
116 * S_OFFBOARD stones in order to speed up some internal loops.
117 * Some of the foreach iterators below might include these points;
118 * you need to handle them yourselves, if you need to. */
120 /* Stones played on the board */
121 enum stone *b; /* enum stone */
122 /* Group id the stones are part of; 0 == no group */
123 group_t *g;
124 /* Positions of next stones in the stone group; 0 == last stone */
125 coord_t *p;
126 /* Neighboring colors; numbers of neighbors of index color */
127 struct neighbor_colors *n;
128 /* Zobrist hash for each position */
129 hash_t *h;
130 #ifdef BOARD_SPATHASH
131 /* For spatial hashes, we use only 24 bits. */
132 /* [0] is d==1, we don't keep hash for d==0. */
133 /* We keep hashes for black-to-play ([][0]) and white-to-play
134 * ([][1], reversed stone colors since we match all patterns as
135 * black-to-play). */
136 uint32_t (*spathash)[BOARD_SPATHASH_MAXD][2];
137 #endif
138 #ifdef BOARD_PAT3
139 /* 3x3 pattern code for each position; see pattern3.h for encoding
140 * specification. The information is only valid for empty points. */
141 uint16_t *pat3;
142 #endif
143 #ifdef BOARD_TRAITS
144 /* Incrementally matched point traits information, black-to-play
145 * ([][0]) and white-to-play ([][1]). */
146 /* The information is only valid for empty points. */
147 struct btraits (*t)[2];
148 #endif
150 /* Group information - indexed by gid (which is coord of base group stone) */
151 struct group *gi;
153 /* Positions of free positions - queue (not map) */
154 /* Note that free position here is any valid move; including single-point eyes! */
155 coord_t *f; int flen;
157 #ifdef WANT_BOARD_C
158 /* Queue of capturable groups */
159 group_t *c; int clen;
160 #endif
162 /* Symmetry information */
163 struct board_symmetry symmetry;
165 /* Last ko played on the board. */
166 struct move last_ko;
167 int last_ko_age;
169 /* Basic ko check */
170 struct move ko;
172 /* Engine-specific state; persistent through board development,
173 * is reset only at clear_board. */
174 void *es;
176 /* Playout-specific state; persistent through board development,
177 * but its lifetime is maintained in play_random_game(); it should
178 * not be set outside of it. */
179 void *ps;
182 /* --- PRIVATE DATA --- */
184 /* For superko check: */
186 /* Board "history" - hashes encountered. Size of the hash should be
187 * >> board_size^2. */
188 #define history_hash_bits 12
189 #define history_hash_mask ((1 << history_hash_bits) - 1)
190 #define history_hash_prev(i) ((i - 1) & history_hash_mask)
191 #define history_hash_next(i) ((i + 1) & history_hash_mask)
192 hash_t history_hash[1 << history_hash_bits];
193 /* Hash of current board position. */
194 hash_t hash;
197 #ifdef BOARD_SIZE
198 /* Avoid unused variable warnings */
199 #define board_size(b_) (((b_) == (b_)) ? BOARD_SIZE + 2 : 0)
200 #define board_size2(b_) (board_size(b_) * board_size(b_))
201 #else
202 #define board_size(b_) ((b_)->size)
203 #define board_size2(b_) ((b_)->size2)
204 #endif
206 #define board_at(b_, c) ((b_)->b[coord_raw(c)])
207 #define board_atxy(b_, x, y) ((b_)->b[(x) + board_size(b_) * (y)])
209 #define group_at(b_, c) ((b_)->g[coord_raw(c)])
210 #define group_atxy(b_, x, y) ((b_)->g[(x) + board_size(b_) * (y)])
212 /* Warning! Neighbor count is kept up-to-date for S_NONE! */
213 #define neighbor_count_at(b_, coord, color) ((b_)->n[coord_raw(coord)].colors[(enum stone) color])
214 #define set_neighbor_count_at(b_, coord, color, count) (neighbor_count_at(b_, coord, color) = (count))
215 #define inc_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)++)
216 #define dec_neighbor_count_at(b_, coord, color) (neighbor_count_at(b_, coord, color)--)
217 #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))
219 #define trait_at(b_, coord, color) (b_)->t[coord][(color) - 1]
221 #define groupnext_at(b_, c) ((b_)->p[coord_raw(c)])
222 #define groupnext_atxy(b_, x, y) ((b_)->p[(x) + board_size(b_) * (y)])
224 #define group_base(g_) (g_)
225 #define board_group_info(b_, g_) ((b_)->gi[(g_)])
226 #define board_group_captured(b_, g_) (board_group_info(b_, g_).libs == 0)
227 #define group_is_onestone(b_, g_) (groupnext_at(b_, group_base(g_)) == 0)
229 #define hash_at(b_, coord, color) ((b_)->h[((color) == S_BLACK ? board_size2(b_) : 0) + coord_raw(coord)])
231 struct board *board_init(void);
232 struct board *board_copy(struct board *board2, struct board *board1);
233 void board_done_noalloc(struct board *board);
234 void board_done(struct board *board);
235 /* size here is without the S_OFFBOARD margin. */
236 void board_resize(struct board *board, int size);
237 void board_clear(struct board *board);
239 struct FILE;
240 typedef void (*board_cprint)(struct board *b, coord_t c, FILE *f);
241 void board_print(struct board *board, FILE *f);
242 void board_print_custom(struct board *board, FILE *f, board_cprint cprint);
244 /* Place given handicap on the board; coordinates are printed to f. */
245 void board_handicap(struct board *board, int stones, FILE *f);
247 /* Returns group id, 0 on allowed suicide, pass or resign, -1 on error */
248 int board_play(struct board *board, struct move *m);
249 /* Like above, but plays random move; the move coordinate is recorded
250 * to *coord. This method will never fill your own eye. pass is played
251 * when no move can be played. You can impose extra restrictions if you
252 * supply your own permit function. */
253 typedef bool (*ppr_permit)(void *data, struct board *b, struct move *m);
254 void board_play_random(struct board *b, enum stone color, coord_t *coord, ppr_permit permit, void *permit_data);
256 /* Returns true if given move can be played. */
257 static bool board_is_valid_move(struct board *b, struct move *m);
258 /* Returns true if ko was just taken. */
259 static bool board_playing_ko_threat(struct board *b);
260 /* Returns 0 or ID of neighboring group in atari. */
261 static group_t board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color);
263 /* Adjust symmetry information as if given coordinate has been played. */
264 void board_symmetry_update(struct board *b, struct board_symmetry *symmetry, coord_t c);
266 /* Returns true if given coordinate has all neighbors of given color or the edge. */
267 static bool board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
268 /* Returns true if given coordinate could be a false eye; this check makes
269 * sense only if you already know the coordinate is_eyelike(). */
270 bool board_is_false_eyelike(struct board *board, coord_t *coord, enum stone eye_color);
271 /* Returns true if given coordinate is a 1-pt eye (checks against false eyes, or
272 * at least tries to). */
273 bool board_is_one_point_eye(struct board *board, coord_t *c, enum stone eye_color);
274 /* Returns color of a 1pt eye owner, S_NONE if not an eye. */
275 enum stone board_get_one_point_eye(struct board *board, coord_t *c);
277 /* board_official_score() is the scoring method for yielding score suitable
278 * for external presentation. For fast scoring of entirely filled boards
279 * (e.g. playouts), use board_fast_score(). */
280 /* Positive: W wins */
281 /* Compare number of stones + 1pt eyes. */
282 float board_fast_score(struct board *board);
283 /* Tromp-Taylor scoring, assuming given groups are actually dead. */
284 struct move_queue;
285 float board_official_score(struct board *board, struct move_queue *mq);
287 /** Iterators */
289 #define foreach_point(board_) \
290 do { \
291 coord_t c; coord_pos(c, 0, (board_)); \
292 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
293 #define foreach_point_and_pass(board_) \
294 do { \
295 coord_t c; coord_pos(c, -1, (board_)); \
296 for (; coord_raw(c) < board_size(board_) * board_size(board_); coord_raw(c)++)
297 #define foreach_point_end \
298 } while (0)
300 #define foreach_in_group(board_, group_) \
301 do { \
302 struct board *board__ = board_; \
303 coord_t c = group_base(group_); \
304 coord_t c2 = c; coord_raw(c2) = groupnext_at(board__, c2); \
305 do {
306 #define foreach_in_group_end \
307 c = c2; coord_raw(c2) = groupnext_at(board__, c2); \
308 } while (coord_raw(c) != 0); \
309 } while (0)
311 /* NOT VALID inside of foreach_point() or another foreach_neighbor(), or rather
312 * on S_OFFBOARD coordinates. */
313 #define foreach_neighbor(board_, coord_, loop_body) \
314 do { \
315 struct board *board__ = board_; \
316 coord_t coord__ = coord_; \
317 coord_t c; \
318 coord_pos(c, coord_raw(coord__) - 1, (board__)); do { loop_body } while (0); \
319 coord_pos(c, coord_raw(coord__) - board_size(board__), (board__)); do { loop_body } while (0); \
320 coord_pos(c, coord_raw(coord__) + 1, (board__)); do { loop_body } while (0); \
321 coord_pos(c, coord_raw(coord__) + board_size(board__), (board__)); do { loop_body } while (0); \
322 } while (0)
324 #define foreach_8neighbor(board_, coord_) \
325 do { \
326 int fn__i; \
327 coord_t c = (coord_); \
328 for (fn__i = 0; fn__i < 8; fn__i++) { \
329 c += (board_)->nei8[fn__i];
330 #define foreach_8neighbor_end \
332 } while (0)
334 #define foreach_diag_neighbor(board_, coord_) \
335 do { \
336 int fn__i; \
337 coord_t c = (coord_); \
338 for (fn__i = 0; fn__i < 4; fn__i++) { \
339 c += (board_)->dnei[fn__i];
340 #define foreach_diag_neighbor_end \
342 } while (0)
345 static inline bool
346 board_is_eyelike(struct board *board, coord_t *coord, enum stone eye_color)
348 return (neighbor_count_at(board, *coord, eye_color)
349 + neighbor_count_at(board, *coord, S_OFFBOARD)) == 4;
352 static inline bool
353 board_is_valid_move(struct board *board, struct move *m)
355 if (board_at(board, m->coord) != S_NONE)
356 return false;
357 if (!board_is_eyelike(board, &m->coord, stone_other(m->color)))
358 return true;
359 /* Play within {true,false} eye-ish formation */
360 if (board->ko.coord == m->coord && board->ko.color == m->color)
361 return false;
362 int groups_in_atari = 0;
363 foreach_neighbor(board, m->coord, {
364 group_t g = group_at(board, c);
365 groups_in_atari += (board_group_info(board, g).libs == 1);
367 return !!groups_in_atari;
370 static inline bool
371 board_playing_ko_threat(struct board *b)
373 return !is_pass(b->ko.coord);
376 static inline group_t
377 board_get_atari_neighbor(struct board *b, coord_t coord, enum stone group_color)
379 #ifdef BOARD_TRAITS
380 if (!trait_at(b, coord, stone_other(group_color)).cap) return 0;
381 #endif
382 foreach_neighbor(b, coord, {
383 group_t g = group_at(b, c);
384 if (g && board_at(b, c) == group_color && board_group_info(b, g).libs == 1)
385 return g;
386 /* We return first match. */
388 return 0;
391 #endif