/* C source for CHESS. Revision: 5-23-88 Copyright (C) 1986, 1987, 1988 Free Software Foundation, Inc. Copyright (c) 1988 John Stanback This file is part of CHESS. CHESS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. No author or distributor accepts responsibility to anyone for the consequences of using it or for whether it serves any particular purpose or works at all, unless he says so in writing. Refer to the CHESS General Public License for full details. Everyone is granted permission to copy, modify and redistribute CHESS, but only under the conditions described in the CHESS General Public License. A copy of this license is supposed to have been given to you along with CHESS so you can know your rights and responsibilities. It should be in a file named COPYING. Among other things, the copyright notice and this notice must be preserved on all copies. */ #include "plugin.h" #include "gnuchess.h" #include "opening.h" #include #define ttblsz 4096 #define ctlP 0x4000 #define ctlN 0x2800 #define ctlB 0x1800 #define ctlR 0x0400 #define ctlQ 0x0200 #define ctlK 0x0100 #define ctlBQ 0x1200 #define ctlRQ 0x0600 #define ctlNN 0x2000 #define pxx " PNBRQK" #define qxx " pnbrqk" #define rxx "12345678" #define cxx "abcdefgh" #define check 0x0001 #define capture 0x0002 #define draw 0x0004 #define promote 0x0008 #define cstlmask 0x0010 #define epmask 0x0020 #define exact 0x0040 #define pwnthrt 0x0080 #define truescore 0x0001 #define lowerbound 0x0002 #define upperbound 0x0004 #define maxdepth 30 #define true 1 #define false 0 #define absv(x) ((x) < 0 ? -(x) : (x)) #define taxicab(a,b) (abs(column[a]-column[b]) + abs(row[a]-row[b])) /* ---- Chess datatypes and variables ---- */ struct leaf { short f,t,score,reply; unsigned short flags; }; struct BookEntry { struct BookEntry *next; unsigned short *mv; }; struct hashval { unsigned long bd; unsigned short key; }; struct hashentry { unsigned long hashbd; unsigned short mv,flags; short score,depth; }; char mvstr1[5],mvstr2[5],mvstr3[6]; struct leaf Tree[1500],*root; short TrPnt[maxdepth],board[64],color[64]; short row[64],column[64],locn[8][8],Pindex[64],svalue[64]; short PieceList[2][16],PieceCnt[2],atak[2][64],PawnCnt[2][8]; short castld[2],kingmoved[2],mtl[2],pmtl[2],emtl[2],hung[2]; short c1,c2,*atk1,*atk2,*PC1,*PC2,EnemyKing; short mate,post,opponent,computer,Sdepth,Awindow,Bwindow,dither; bool withbook ; long ResponseTime,ExtraTime,Level,et,et0,time0,cputimer,ft; long NodeCnt,evrate,ETnodes,EvalNodes,HashCnt; short quit,reverse,bothsides,hashflag,InChk,player,force,easy,beep; short wking,bking,FROMsquare,TOsquare,timeout,Zscore,zwndw,xwndw,slk; short INCscore; short HasPawn[2],HasKnight[2],HasBishop[2],HasRook[2],HasQueen[2]; short ChkFlag[maxdepth],CptrFlag[maxdepth],PawnThreat[maxdepth]; short Pscore[maxdepth],Tscore[maxdepth],Threat[maxdepth]; struct GameRec GameList[240]; short GameCnt,Game50,epsquare,lpost,rcptr,contempt; short MaxSearchDepth,Xscore; struct TimeControlRec TimeControl; short TCflag,TCmoves,TCminutes,OperatorTime; short otherside[3]={1,0,2}; short rank7[3]={6,1,0}; short map[64]= {0,1,2,3,4,5,6,7, 0x10,0x11,0x12,0x13,0x14,0x15,0x16,0x17, 0x20,0x21,0x22,0x23,0x24,0x25,0x26,0x27, 0x30,0x31,0x32,0x33,0x34,0x35,0x36,0x37, 0x40,0x41,0x42,0x43,0x44,0x45,0x46,0x47, 0x50,0x51,0x52,0x53,0x54,0x55,0x56,0x57, 0x60,0x61,0x62,0x63,0x64,0x65,0x66,0x67, 0x70,0x71,0x72,0x73,0x74,0x75,0x76,0x77}; short unmap[120]= {0,1,2,3,4,5,6,7,-1,-1,-1,-1,-1,-1,-1,-1, 8,9,10,11,12,13,14,15,-1,-1,-1,-1,-1,-1,-1,-1, 16,17,18,19,20,21,22,23,-1,-1,-1,-1,-1,-1,-1,-1, 24,25,26,27,28,29,30,31,-1,-1,-1,-1,-1,-1,-1,-1, 32,33,34,35,36,37,38,39,-1,-1,-1,-1,-1,-1,-1,-1, 40,41,42,43,44,45,46,47,-1,-1,-1,-1,-1,-1,-1,-1, 48,49,50,51,52,53,54,55,-1,-1,-1,-1,-1,-1,-1,-1, 56,57,58,59,60,61,62,63}; short Dcode[120]= {0,1,1,1,1,1,1,1,0,0,0,0,0,0,0x0E,0x0F, 0x10,0x11,0x12,0,0,0,0,0,0,0,0,0,0,0,0x0F,0x1F, 0x10,0x21,0x11,0,0,0,0,0,0,0,0,0,0,0x0F,0,0, 0x10,0,0,0x11,0,0,0,0,0,0,0,0,0x0F,0,0,0, 0x10,0,0,0,0x11,0,0,0,0,0,0,0x0F,0,0,0,0, 0x10,0,0,0,0,0x11,0,0,0,0,0x0F,0,0,0,0,0, 0x10,0,0,0,0,0,0x11,0,0,0x0F,0,0,0,0,0,0, 0x10,0,0,0,0,0,0,0x11}; short Stboard[64]= {rook,knight,bishop,queen,king,bishop,knight,rook, pawn,pawn,pawn,pawn,pawn,pawn,pawn,pawn, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, pawn,pawn,pawn,pawn,pawn,pawn,pawn,pawn, rook,knight,bishop,queen,king,bishop,knight,rook}; short Stcolor[64]= {white,white,white,white,white,white,white,white, white,white,white,white,white,white,white,white, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, black,black,black,black,black,black,black,black, black,black,black,black,black,black,black,black}; short sweep[7]= {false,false,false,true,true,true,false}; short Dpwn[3]={4,6,0}; short Dstart[7]={6,4,8,4,0,0,0}; short Dstop[7]={7,5,15,7,3,7,7}; short Dir[16]={1,0x10,-1,-0x10,0x0F,0x11,-0x0F,-0x11, 0x0E,-0x0E,0x12,-0x12,0x1F,-0x1F,0x21,-0x21}; short Pdir[34]={0,0x38,0,0,0,0,0,0,0,0,0,0,0,0,0x02,0x35, 0x38,0x35,0x02,0,0,0,0,0,0,0,0,0,0,0,0,0x02, 0,0x02}; short pbit[7]={0,0x01,0x02,0x04,0x08,0x10,0x20}; unsigned short killr0[maxdepth],killr1[maxdepth],killr2[maxdepth]; unsigned short killr3[maxdepth],PrVar[maxdepth]; unsigned short PV,hint,Swag0,Swag1,Swag2,Swag3,Swag4; unsigned short hashkey; unsigned long hashbd; struct hashval hashcode[2][7][64]; struct hashentry ttable[ttblsz]; struct hashentry *ptbl; unsigned char history[8192]; short Mwpawn[64],Mbpawn[64],Mknight[2][64],Mbishop[2][64]; short Mking[2][64],Kfield[2][64]; short value[7]={0,valueP,valueN,valueB,valueR,valueQ,valueK}; short control[7]={0,ctlP,ctlN,ctlB,ctlR,ctlQ,ctlK}; short PassedPawn0[8]={0,60,80,120,200,360,600,800}; short PassedPawn1[8]={0,30,40,60,100,180,300,800}; short PassedPawn2[8]={0,15,25,35,50,90,140,800}; short PassedPawn3[8]={0,5,10,15,20,30,140,800}; short ISOLANI[8] = {-12,-16,-20,-24,-24,-20,-16,-12}; short BACKWARD[8] = {-6,-10,-15,-21,-28,-28,-28,-28}; short BMBLTY[14] = {-2,0,2,4,6,8,10,12,13,14,15,16,16,16}; short RMBLTY[14] = {0,2,4,6,8,10,11,12,13,14,14,14,14,14}; short Kthreat[16] = {0,-8,-20,-36,-52,-68,-80,-80,-80,-80,-80,-80, -80,-80,-80,-80}; short KNIGHTPOST,KNIGHTSTRONG,BISHOPSTRONG,KATAK,KBNKsq; short PEDRNK2B,PWEAKH,PADVNCM,PADVNCI,PAWNSHIELD,PDOUBLED,PBLOK; short RHOPN,RHOPNX,KHOPN,KHOPNX,KSFTY; short ATAKD,HUNGP,HUNGX,KCASTLD,KMOVD,XRAY,PINVAL; short stage,stage2,Zwmtl,Zbmtl,Developed[2],PawnStorm; short PawnBonus,BishopBonus,RookBonus; short KingOpening[64]= { 0, 0, -4,-10,-10, -4, 0, 0, -4, -4, -8,-12,-12, -8, -4, -4, -12,-16,-20,-20,-20,-20,-16,-12, -16,-20,-24,-24,-24,-24,-20,-16, -16,-20,-24,-24,-24,-24,-20,-16, -12,-16,-20,-20,-20,-20,-16,-12, -4, -4, -8,-12,-12, -8, -4, -4, 0, 0, -4,-10,-10, -4, 0, 0}; short KingEnding[64]= { 0, 4, 8,12,12, 8, 4, 0, 4,16,20,24,24,20,16, 4, 8,20,28,32,32,28,20, 8, 12,24,32,36,36,32,24,12, 12,24,32,36,36,32,24,12, 8,20,28,32,32,28,20, 8, 4,16,20,24,24,20,16, 4, 0, 4, 8,12,12, 8, 4, 0}; short KBNK[64]= {99,90,80,70,60,50,40,40, 90,80,60,50,40,30,20,40, 80,60,40,30,20,10,30,50, 70,50,30,10, 0,20,40,60, 60,40,20, 0,10,30,50,70, 50,30,10,20,30,40,60,80, 40,20,30,40,50,60,80,90, 40,40,50,60,70,80,90,99}; short pknight[64]= { 0, 4, 8,10,10, 8, 4, 0, 4, 8,16,20,20,16, 8, 4, 8,16,24,28,28,24,16, 8, 10,20,28,32,32,28,20,10, 10,20,28,32,32,28,20,10, 8,16,24,28,28,24,16, 8, 4, 8,16,20,20,16, 8, 4, 0, 4, 8,10,10, 8, 4, 0}; short pbishop[64]= {14,14,14,14,14,14,14,14, 14,22,18,18,18,18,22,14, 14,18,22,22,22,22,18,14, 14,18,22,22,22,22,18,14, 14,18,22,22,22,22,18,14, 14,18,22,22,22,22,18,14, 14,22,18,18,18,18,22,14, 14,14,14,14,14,14,14,14}; short PawnAdvance[64]= { 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 4, 4, 4, 6, 8, 2,10,10, 2, 8, 6, 6, 8,12,16,16,12, 8, 6, 8,12,16,24,24,16,12, 8, 12,16,24,32,32,24,16,12, 12,16,24,32,32,24,16,12, 0, 0, 0, 0, 0, 0, 0, 0}; /* ............ prototypes ............ */ void ScorePosition( short side, short *score ); void ScoreLoneKing( short side, short *score ); int ScoreKPK( short side, short winner, short loser, short king1, short king2, short sq ); int ScoreKBNK( short winner, short king1, short king2 ); int SqValue( short sq, short side ); void KingScan( short sq, short *s ); void BRscan( short sq, short *s, short *mob ); int trapped( short sq, short piece ); void ExaminePosition( void ); void UpdateWeights( void ); int distance( short a, short b ); void BlendBoard( short a[64] , short b[64] , short c[64] ); void CopyBoard( short a[64] , short b[64] ); void OpeningBook ( void ); int search ( short side, short ply, short depth, short alpha, short beta, unsigned short bstline[], short *rpt, void (*callback)(void) ); int evaluate ( short side, short xside, short ply, short depth, short alpha, short beta ); int ProbeTTable ( short side, short depth, short *alpha, short *beta, short *score); void PutInTTable ( short side, short score, short depth, short alpha, short beta, unsigned short mv ); void ZeroTTable ( void ); void MoveList ( short side, short ply ); void GenMoves ( short ply, short sq, short side, short xside ); void LinkMove ( short ply, short f, short t, short xside ); void CaptureList ( short side, short xside, short ply ); int castle ( short side, short kf, short kt, short iop ); void EnPassant ( short xside, short f, short t, short iop ); void MakeMove ( short side, struct leaf *node, short *tempb, short *tempc, short *tempsf, short *tempst ); void UnmakeMove ( short side, struct leaf *node, short *tempb, short *tempc, short *tempsf, short *tempst ); void UpdateHashbd ( short side, short piece, short f, short t ); void UpdatePieceList ( short side, short sq, short iop ); void InitializeStats ( void ); void pick ( short p1, short p2 ); void repetition ( short *cnt ); int SqAtakd ( short sq, short side ); void ataks ( short side, short *a ); void algbr ( short f, short t, short flag ); void ElapsedTime( short iop); void NewGame(void); /* ............ POSITIONAL EVALUATION ROUTINES ............ */ void ScorePosition(side,score) short side,*score; /* Perform normal static evaluation of board position. A score is generated for each piece and these are summed to get a score for each side. */ { register short sq,s,i,xside; short pscore[3]; wking = PieceList[white][0]; bking = PieceList[black][0]; UpdateWeights(); xside = otherside[side]; pscore[white] = pscore[black] = 0; for (c1 = white; c1 <= black; c1++) { c2 = otherside[c1]; if (c1 == white) EnemyKing = bking; else EnemyKing = wking; atk1 = atak[c1]; atk2 = atak[c2]; PC1 = PawnCnt[c1]; PC2 = PawnCnt[c2]; for (i = 0; i <= PieceCnt[c1]; i++) { sq = PieceList[c1][i]; s = SqValue(sq,side); pscore[c1] += s; svalue[sq] = s; } } if (hung[side] > 1) pscore[side] += HUNGX; if (hung[xside] > 1) pscore[xside] += HUNGX; *score = mtl[side] - mtl[xside] + pscore[side] - pscore[xside] + 10; if (dither) *score += rb->rand() % dither; if (*score > 0 && pmtl[side] == 0) { if (emtl[side] < valueR) { *score = 0; } else { if (*score < valueR) *score /= 2; } } if (*score < 0 && pmtl[xside] == 0) { if (emtl[xside] < valueR) { *score = 0; } else { if (-*score < valueR) *score /= 2; } } if (mtl[xside] == valueK && emtl[side] > valueB) *score += 200; if (mtl[side] == valueK && emtl[xside] > valueB) *score -= 200; } void ScoreLoneKing(side,score) short side,*score; /* Static evaluation when loser has only a king and winner has no pawns or no pieces. */ { register short winner,loser,king1,king2,s,i; UpdateWeights(); if (mtl[white] > mtl[black]) winner = white; else winner = black; loser = otherside[winner]; king1 = PieceList[winner][0]; king2 = PieceList[loser][0]; s = 0; if (pmtl[winner] > 0) for (i = 1; i <= PieceCnt[winner]; i++) s += ScoreKPK(side,winner,loser,king1,king2,PieceList[winner][i]); else if (emtl[winner] == valueB+valueN) s = ScoreKBNK(winner,king1,king2); else if (emtl[winner] > valueB) s = 500 + emtl[winner] - 2*KingEnding[king2] - 2*distance(king1,king2); if (side == winner) *score = s; else *score = -s; } int ScoreKPK(side,winner,loser,king1,king2,sq) short side,winner,loser,king1,king2,sq; /* Score King and Pawns versus King endings. */ { register short s,r; if (PieceCnt[winner] == 1) s = 50; else s = 120; if (winner == white) { if (side == loser) r = row[sq]-1; else r = row[sq]; if (row[king2] >= r && distance(sq,king2) < 8-r) s += 10*row[sq]; else s = 500+50*row[sq]; if (row[sq] < 6) sq += 16; else sq += 8; } else { if (side == loser) r = row[sq]+1; else r = row[sq]; if (row[king2] <= r && distance(sq,king2) < r+1) s += 10*(7-row[sq]); else s = 500+50*(7-row[sq]); if (row[sq] > 1) sq -= 16; else sq -= 8; } s += 8*(taxicab(king2,sq) - taxicab(king1,sq)); return(s); } int ScoreKBNK(winner,king1,king2) short winner,king1,king2; /* Score King+Bishop+Knight versus King endings. This doesn't work all that well but it's better than nothing. */ { register short s; s = emtl[winner] - 300; if (KBNKsq == 0) s += KBNK[king2]; else s += KBNK[locn[row[king2]][7-column[king2]]]; s -= taxicab(king1,king2); s -= distance(PieceList[winner][1],king2); s -= distance(PieceList[winner][2],king2); return(s); } int SqValue(sq,side) short sq,side; /* Calculate the positional value for the piece on 'sq'. */ { register short j,fyle,rank,a1,a2; short s,piece,in_square,r,mob,e,c; piece = board[sq]; a1 = (atk1[sq] & 0x4FFF); a2 = (atk2[sq] & 0x4FFF); rank = row[sq]; fyle = column[sq]; s = 0; if (piece == pawn && c1 == white) { s = Mwpawn[sq]; if (sq == 11 || sq == 12) if (color[sq+8] != neutral) s += PEDRNK2B; if ((fyle == 0 || PC1[fyle-1] == 0) && (fyle == 7 || PC1[fyle+1] == 0)) s += ISOLANI[fyle]; else if (PC1[fyle] > 1) s += PDOUBLED; if (a1 < ctlP && atk1[sq+8] < ctlP) { s += BACKWARD[a2 & 0xFF]; if (PC2[fyle] == 0) s += PWEAKH; if (color[sq+8] != neutral) s += PBLOK; } if (PC2[fyle] == 0) { if (side == black) r = rank-1; else r = rank; in_square = (row[bking] >= r && distance(sq,bking) < 8-r); if (a2 == 0 || side == white) e = 0; else e = 1; for (j = sq+8; j < 64; j += 8) if (atk2[j] >= ctlP) { e = 2; break; } else if (atk2[j] > 0 || color[j] != neutral) e = 1; if (e == 2) s += (stage*PassedPawn3[rank]) / 10; else if (in_square || e == 1) s += (stage*PassedPawn2[rank]) / 10; else if (emtl[black] > 0) s += (stage*PassedPawn1[rank]) / 10; else s += PassedPawn0[rank]; } } else if (piece == pawn && c1 == black) { s = Mbpawn[sq]; if (sq == 51 || sq == 52) if (color[sq-8] != neutral) s += PEDRNK2B; if ((fyle == 0 || PC1[fyle-1] == 0) && (fyle == 7 || PC1[fyle+1] == 0)) s += ISOLANI[fyle]; else if (PC1[fyle] > 1) s += PDOUBLED; if (a1 < ctlP && atk1[sq-8] < ctlP) { s += BACKWARD[a2 & 0xFF]; if (PC2[fyle] == 0) s += PWEAKH; if (color[sq-8] != neutral) s += PBLOK; } if (PC2[fyle] == 0) { if (side == white) r = rank+1; else r = rank; in_square = (row[wking] <= r && distance(sq,wking) < r+1); if (a2 == 0 || side == black) e = 0; else e = 1; for (j = sq-8; j >= 0; j -= 8) if (atk2[j] >= ctlP) { e = 2; break; } else if (atk2[j] > 0 || color[j] != neutral) e = 1; if (e == 2) s += (stage*PassedPawn3[7-rank]) / 10; else if (in_square || e == 1) s += (stage*PassedPawn2[7-rank]) / 10; else if (emtl[white] > 0) s += (stage*PassedPawn1[7-rank]) / 10; else s += PassedPawn0[7-rank]; } } else if (piece == knight) { s = Mknight[c1][sq]; } else if (piece == bishop) { s = Mbishop[c1][sq]; BRscan(sq,&s,&mob); s += BMBLTY[mob]; } else if (piece == rook) { s += RookBonus; BRscan(sq,&s,&mob); s += RMBLTY[mob]; if (PC1[fyle] == 0) s += RHOPN; if (PC2[fyle] == 0) s += RHOPNX; if (rank == rank7[c1] && pmtl[c2] > 100) s += 10; if (stage > 2) s += 14 - taxicab(sq,EnemyKing); } else if (piece == queen) { if (stage > 2) s += 14 - taxicab(sq,EnemyKing); if (distance(sq,EnemyKing) < 3) s += 12; } else if (piece == king) { s = Mking[c1][sq]; if (KSFTY > 0) if (Developed[c2] || stage > 0) KingScan(sq,&s); if (castld[c1]) s += KCASTLD; else if (kingmoved[c1]) s += KMOVD; if (PC1[fyle] == 0) s += KHOPN; if (PC2[fyle] == 0) s += KHOPNX; if (fyle == 1 || fyle == 2 || fyle == 3 || fyle == 7) { if (PC1[fyle-1] == 0) s += KHOPN; if (PC2[fyle-1] == 0) s += KHOPNX; } if (fyle == 4 || fyle == 5 || fyle == 6 || fyle == 0) { if (PC1[fyle+1] == 0) s += KHOPN; if (PC2[fyle+1] == 0) s += KHOPNX; } if (fyle == 2) { if (PC1[0] == 0) s += KHOPN; if (PC2[0] == 0) s += KHOPNX; } if (fyle == 5) { if (PC1[7] == 0) s += KHOPN; if (PC2[7] == 0) s += KHOPNX; } } if (a2 > 0) { c = (control[piece] & 0x4FFF); if (a1 == 0 || a2 > c+1) { s += HUNGP; ++hung[c1]; if (piece != king && trapped(sq,piece)) ++hung[c1]; } else if (piece != pawn || a2 > a1) if (a2 >= c || a1 < ctlP) s += ATAKD; } return(s); } void KingScan(sq,s) short sq,*s; /* Assign penalties if king can be threatened by checks, if squares near the king are controlled by the enemy (especially the queen), or if there are no pawns near the king. */ #define ScoreThreat\ if (color[u] != c2) {\ if (atk1[u] == 0 || (atk2[u] & 0xFF) > 1) {\ ++cnt;\ } else {\ *s -= 3; \ }\ } { register short m,u,d,i,m0,cnt,ok; cnt = 0; m0 = map[sq]; if (HasBishop[c2] || HasQueen[c2]) for (i = Dstart[bishop]; i <= Dstop[bishop]; i++) { d = Dir[i]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; if (atk2[u] & ctlBQ) ScoreThreat if (color[u] != neutral) break; m += d; } } if (HasRook[c2] || HasQueen[c2]) for (i = Dstart[rook]; i <= Dstop[rook]; i++) { d = Dir[i]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; if (atk2[u] & ctlRQ) ScoreThreat if (color[u] != neutral) break; m += d; } } if (HasKnight[c2]) for (i = Dstart[knight]; i <= Dstop[knight]; i++) if (!((m = m0+Dir[i]) & 0x88)) { u = unmap[m]; if (atk2[u] & ctlNN) ScoreThreat } *s += (KSFTY*Kthreat[cnt]) / 16; cnt = 0; ok = false; m0 = map[sq]; for (i = Dstart[king]; i <= Dstop[king]; i++) if (!((m = m0+Dir[i]) & 0x88)) { u = unmap[m]; if (board[u] == pawn) ok = true; if (atk2[u] > atk1[u]) { ++cnt; if (atk2[u] & ctlQ) if (atk2[u] > ctlQ+1 && atk1[u] < ctlQ) *s -= 4*KSFTY; } } if (!ok) *s -= KSFTY; if (cnt > 1) *s -= KSFTY; } void BRscan(sq,s,mob) short sq,*s,*mob; /* Find Bishop and Rook mobility, XRAY attacks, and pins. Increment the hung[] array if a pin is found. */ { register short m,u,d,m0,j,piece,pin; short *Kf; Kf = Kfield[c1]; *mob = 0; m0 = map[sq]; piece = board[sq]; for (j = Dstart[piece]; j <= Dstop[piece]; j++) { pin = -1; d = Dir[j]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; *s += Kf[u]; if (color[u] == neutral) { (*mob)++; m += d; } else if (pin < 0) { if (board[u] == pawn || board[u] == king) break; pin = u; m += d; } else if (color[u] == c2 && (board[u] > piece || atk2[u] == 0)) { if (color[pin] == c2) { *s += PINVAL; if (atk2[pin] == 0 || atk1[pin] > control[board[pin]]+1) ++hung[c2]; } else *s += XRAY; break; } else break; } } } int trapped(sq,piece) short sq,piece; /* See if the attacked piece has unattacked squares to move to. */ { register short u,m,d,i,m0; m0 = map[sq]; if (sweep[piece]) for (i = Dstart[piece]; i <= Dstop[piece]; i++) { d = Dir[i]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; if (color[u] == c1) break; if (atk2[u] == 0 || board[u] >= piece) return(false); if (color[u] == c2) break; m += d; } } else if (piece == pawn) { if (c1 == white) u = sq+8; else u = sq-8; if (color[u] == neutral && atk1[u] >= atk2[u]) return(false); if (!((m = m0+Dir[Dpwn[c1]]) & 0x88)) if (color[unmap[m]] == c2) return(false); if (!((m = m0+Dir[Dpwn[c1]+1]) & 0x88)) if (color[unmap[m]] == c2) return(false); } else { for (i = Dstart[piece]; i <= Dstop[piece]; i++) if (!((m = m0+Dir[i]) & 0x88)) { u = unmap[m]; if (color[u] != c1) if (atk2[u] == 0 || board[u] >= piece) return(false); } } return(true); } void ExaminePosition() /* This is done one time before the search is started. Set up arrays Mwpawn, Mbpawn, Mknight, Mbishop, Mking which are used in the SqValue() function to determine the positional value of each piece. */ { register short i,sq; short wpadv,bpadv,wstrong,bstrong,z,side,pp,j,val,Pd,fyle,rank; wking = PieceList[white][0]; bking = PieceList[black][0]; ataks(white,atak[white]); ataks(black,atak[black]); Zwmtl = Zbmtl = 0; UpdateWeights(); HasPawn[white] = HasPawn[black] = 0; HasKnight[white] = HasKnight[black] = 0; HasBishop[white] = HasBishop[black] = 0; HasRook[white] = HasRook[black] = 0; HasQueen[white] = HasQueen[black] = 0; for (side = white; side <= black; side++) for (i = 0; i <= PieceCnt[side]; i++) switch (board[PieceList[side][i]]) { case pawn : ++HasPawn[side]; break; case knight : ++HasKnight[side]; break; case bishop : ++HasBishop[side]; break; case rook : ++HasRook[side]; break; case queen : ++HasQueen[side]; break; } if (!Developed[white]) Developed[white] = (board[1] != knight && board[2] != bishop && board[5] != bishop && board[6] != knight); if (!Developed[black]) Developed[black] = (board[57] != knight && board[58] != bishop && board[61] != bishop && board[62] != knight); if (!PawnStorm && stage < 5) PawnStorm = ((column[wking] < 3 && column[bking] > 4) || (column[wking] > 4 && column[bking] < 3)); CopyBoard(pknight,Mknight[white]); CopyBoard(pknight,Mknight[black]); CopyBoard(pbishop,Mbishop[white]); CopyBoard(pbishop,Mbishop[black]); BlendBoard(KingOpening,KingEnding,Mking[white]); BlendBoard(KingOpening,KingEnding,Mking[black]); for (sq = 0; sq < 64; sq++) { fyle = column[sq]; rank = row[sq]; wstrong = bstrong = true; for (i = sq; i < 64; i += 8) if (atak[black][i] >= ctlP) wstrong = false; for (i = sq; i >= 0; i -= 8) if (atak[white][i] >= ctlP) bstrong = false; wpadv = bpadv = PADVNCM; if ((fyle == 0 || PawnCnt[white][fyle-1] == 0) && (fyle == 7 || PawnCnt[white][fyle+1] == 0)) wpadv = PADVNCI; if ((fyle == 0 || PawnCnt[black][fyle-1] == 0) && (fyle == 7 || PawnCnt[black][fyle+1] == 0)) bpadv = PADVNCI; Mwpawn[sq] = (wpadv*PawnAdvance[sq]) / 10; Mbpawn[sq] = (bpadv*PawnAdvance[63-sq]) / 10; Mwpawn[sq] += PawnBonus; Mbpawn[sq] += PawnBonus; if (castld[white] || kingmoved[white]) { if ((fyle < 3 || fyle > 4) && distance(sq,wking) < 3) Mwpawn[sq] += PAWNSHIELD; } else if (rank < 3 && (fyle < 2 || fyle > 5)) Mwpawn[sq] += PAWNSHIELD / 2; if (castld[black] || kingmoved[black]) { if ((fyle < 3 || fyle > 4) && distance(sq,bking) < 3) Mbpawn[sq] += PAWNSHIELD; } else if (rank > 4 && (fyle < 2 || fyle > 5)) Mbpawn[sq] += PAWNSHIELD / 2; if (PawnStorm) { if ((column[wking] < 4 && fyle > 4) || (column[wking] > 3 && fyle < 3)) Mwpawn[sq] += 3*rank - 21; if ((column[bking] < 4 && fyle > 4) || (column[bking] > 3 && fyle < 3)) Mbpawn[sq] -= 3*rank; } Mknight[white][sq] += 5 - distance(sq,bking); Mknight[white][sq] += 5 - distance(sq,wking); Mknight[black][sq] += 5 - distance(sq,wking); Mknight[black][sq] += 5 - distance(sq,bking); Mbishop[white][sq] += BishopBonus; Mbishop[black][sq] += BishopBonus; for (i = 0; i <= PieceCnt[black]; i++) if (distance(sq,PieceList[black][i]) < 3) Mknight[white][sq] += KNIGHTPOST; for (i = 0; i <= PieceCnt[white]; i++) if (distance(sq,PieceList[white][i]) < 3) Mknight[black][sq] += KNIGHTPOST; if (wstrong) Mknight[white][sq] += KNIGHTSTRONG; if (bstrong) Mknight[black][sq] += KNIGHTSTRONG; if (wstrong) Mbishop[white][sq] += BISHOPSTRONG; if (bstrong) Mbishop[black][sq] += BISHOPSTRONG; if (HasBishop[white] == 2) Mbishop[white][sq] += 8; if (HasBishop[black] == 2) Mbishop[black][sq] += 8; if (HasKnight[white] == 2) Mknight[white][sq] += 5; if (HasKnight[black] == 2) Mknight[black][sq] += 5; if (board[sq] == bishop) { if (rank % 2 == fyle % 2) { KBNKsq = 0; } else { KBNKsq = 7; } } Kfield[white][sq] = Kfield[black][sq] = 0; if (distance(sq,wking) == 1) Kfield[black][sq] = KATAK; if (distance(sq,bking) == 1) Kfield[white][sq] = KATAK; Pd = 0; for (i = 0; i < 64; i++) if (board[i] == pawn) { if (color[i] == white) { pp = true; if (row[i] == 6) z = i+8; else z = i+16; for (j = i+8; j < 64; j += 8) if (atak[black][j] > ctlP || board[j] == pawn) pp = false; } else { pp = true; if (row[i] == 1) z = i-8; else z = i-16; for (j = i-8; j >= 0; j -= 8) if (atak[white][j] > ctlP || board[j] == pawn) pp = false; } if (pp) Pd += 5*taxicab(sq,z); else Pd += taxicab(sq,z); } if (Pd != 0) { val = (Pd*stage2) / 10; Mking[white][sq] -= val; Mking[black][sq] -= val; } } } void UpdateWeights() /* If material balance has changed, determine the values for the positional evaluation terms. */ { register short tmtl; if (mtl[white] != Zwmtl || mtl[black] != Zbmtl) { Zwmtl = mtl[white]; Zbmtl = mtl[black]; emtl[white] = Zwmtl - pmtl[white] - valueK; emtl[black] = Zbmtl - pmtl[black] - valueK; tmtl = emtl[white] + emtl[black]; if (tmtl > 6600) stage = 0; else if (tmtl < 1400) stage = 10; else stage = (6600-tmtl) / 520; if (tmtl > 3600) stage2 = 0; else if (tmtl < 1400) stage2 = 10; else stage2 = (3600-tmtl) / 220; PEDRNK2B = -15; /* centre pawn on 2nd rank & blocked */ PBLOK = -4; /* blocked backward pawn */ PDOUBLED = -14; /* doubled pawn */ PWEAKH = -4; /* weak pawn on half open file */ PAWNSHIELD = 10-stage; /* pawn near friendly king */ PADVNCM = 10; /* advanced pawn multiplier */ PADVNCI = 7; /* muliplier for isolated pawn */ PawnBonus = stage; KNIGHTPOST = (stage+2)/3; /* knight near enemy pieces */ KNIGHTSTRONG = (stage+6)/2; /* occupies pawn hole */ BISHOPSTRONG = (stage+6)/2; /* occupies pawn hole */ BishopBonus = 2*stage; RHOPN = 10; /* rook on half open file */ RHOPNX = 4; RookBonus = 6*stage; XRAY = 8; /* Xray attack on piece */ PINVAL = 10; /* Pin */ KHOPN = (3*stage-30) / 2; /* king on half open file */ KHOPNX = KHOPN / 2; KCASTLD = 10 - stage; KMOVD = -40 / (stage+1); /* king moved before castling */ KATAK = (10-stage) / 2; /* B,R attacks near enemy king */ if (stage < 8) KSFTY = 16-2*stage; else KSFTY = 0; ATAKD = -6; /* defender > attacker */ HUNGP = -8; /* each hung piece */ HUNGX = -12; /* extra for >1 hung piece */ } } int distance(a,b) short a,b; { register short d1,d2; d1 = abs(column[a]-column[b]); d2 = abs(row[a]-row[b]); if (d1 > d2) return(d1); else return(d2); } void BlendBoard(a,b,c) short a[64],b[64],c[64]; { register int sq; for (sq = 0; sq < 64; sq++) c[sq] = (a[sq]*(10-stage) + b[sq]*stage) / 10; } void CopyBoard(a,b) short a[64],b[64]; { register int sq; for (sq = 0; sq < 64; sq++) b[sq] = a[sq]; } /* ............ MOVE GENERATION & SEARCH ROUTINES .............. */ int SelectMove( short side, short iop , void (*callback)(void), char* move_buffer) /* Select a move by calling function search() at progressively deeper ply until time is up or a mate or draw is reached. An alpha-beta window of -90 to +90 points is set around the score returned from the previous iteration. If Sdepth != 0 then the program has correctly predicted the opponents move and the search will start at a depth of Sdepth+1 rather than a depth of 1. */ { static short i,alpha,beta,score,tempb,tempc,tempsf,tempst,xside,rpt; timeout = false; xside = otherside[side]; if (iop != 2) player = side; if (TCflag) { ResponseTime = (TimeControl.clock[side]) / (TimeControl.moves[side] + 3) - OperatorTime; ResponseTime += (ResponseTime*TimeControl.moves[side])/(2*TCmoves+1); } else ResponseTime = Level; if (iop == 2) ResponseTime = 999; if (Sdepth > 0 && root->score > Zscore-zwndw) ResponseTime -= ft; else if (ResponseTime < 1) ResponseTime = 1; ExtraTime = 0; ExaminePosition(); ScorePosition(side,&score); Pscore[0] = -score; if (Sdepth == 0) { ZeroTTable(); /*SearchStartStuff(side);*/ for (i = 0; i < 8192; i++) history[i] = 0; FROMsquare = TOsquare = -1; PV = 0; if (iop != 2) hint = 0; for (i = 0; i < maxdepth; i++) PrVar[i] = killr0[i] = killr1[i] = killr2[i] = killr3[i] = 0; alpha = -9000; beta = 9000; rpt = 0; TrPnt[1] = 0; root = &Tree[0]; MoveList(side,1); for (i = TrPnt[1]; i < TrPnt[2]; i++) pick(i,TrPnt[2]-1); if (withbook) OpeningBook(); if (withbook) timeout = true; NodeCnt = ETnodes = EvalNodes = HashCnt = 0; Zscore = 0; zwndw = 20; } while (!timeout && Sdepth < MaxSearchDepth) { Sdepth++; /*ShowDepth(' ');*/ score = search(side,1,Sdepth,alpha,beta,PrVar,&rpt,callback); for (i = 1; i <= Sdepth; i++) killr0[i] = PrVar[i]; if (score < alpha && !timeout) { /*ShowDepth('-');*/ ExtraTime = 10*ResponseTime; ZeroTTable(); score = search(side,1,Sdepth,-9000,beta,PrVar,&rpt,callback); } if (score > beta && !timeout && !(root->flags & exact)) { /*ShowDepth('+');*/ ExtraTime = 0; ZeroTTable(); score = search(side,1,Sdepth,alpha,9000,PrVar,&rpt,callback); } score = root->score; if (!timeout) for (i = TrPnt[1]+1; i < TrPnt[2]; i++) pick(i,TrPnt[2]-1); /*ShowResults(score,PrVar,'.');*/ for (i = 1; i <= Sdepth; i++) killr0[i] = PrVar[i]; if (score > Zscore-zwndw && score > Tree[1].score+250) ExtraTime = 0; else if (score > Zscore-3*zwndw) ExtraTime = ResponseTime; else ExtraTime = 3*ResponseTime; if (root->flags & exact) timeout = true; if (Tree[1].score < -9000) timeout = true; if (4*et > 2*ResponseTime + ExtraTime) timeout = true; if (!timeout) { Tscore[0] = score; if (Zscore == 0) Zscore = score; else Zscore = (Zscore+score)/2; } zwndw = 20+abs(Zscore/12); beta = score + Bwindow; if (Zscore < score) alpha = Zscore - Awindow - zwndw; else alpha = score - Awindow - zwndw; } score = root->score; if (rpt >= 2 || score < -12000) root->flags |= draw; if (iop == 2) return(0); if (!withbook) hint = PrVar[2]; ElapsedTime(1); if (score > -9999 && rpt <= 2) { MakeMove(side,root,&tempb,&tempc,&tempsf,&tempst); algbr(root->f,root->t,root->flags & cstlmask); } else mvstr1[0] = '\0'; /*OutputMove();*/ short index; for (index=0;index<5;index++){ move_buffer[index] = mvstr1[index]; } if (score == -9999 || score == 9998) mate = true; if (mate) hint = 0; if (root->flags & cstlmask) Game50 = GameCnt; else if (board[root->t] == pawn || (root->flags & capture)) Game50 = GameCnt; GameList[GameCnt].score = score; GameList[GameCnt].nodes = NodeCnt; GameList[GameCnt].time = (short)et; GameList[GameCnt].depth = Sdepth; if (TCflag) { TimeControl.clock[side] -= (et + OperatorTime); if (--TimeControl.moves[side] == 0) SetTimeControl(); } if ((root->flags & draw) && bothsides) quit = true; if (GameCnt > 238) quit = true; player = xside; Sdepth = 0; return(0); } void OpeningBook() /* Go thru each of the opening lines of play and check for a match with the current game listing. If a match occurs, generate a random number. If this number is the largest generated so far then the next move in this line becomes the current "candidate". After all lines are checked, the candidate move is put at the top of the Tree[] array and will be played by the program. Note that the program does not handle book transpositions. */ { short j,pnt; unsigned short m; unsigned r,r0; int o_c=0 , m_c=0 ; rb->srand ( *rb->current_tick ) ; r0 = 0; m = 0; while ( o_c < MAX_OPENING ) { m_c = 0 ; for (j = 0; j <= GameCnt; j++) { if ( GameList[j].gmove != OBook[o_c][m_c] ) break; m_c++; } /* I added ( m != OBook[o_c][m_c] ) trying to get more random games */ if ( ( j > GameCnt ) && ( m != OBook[o_c][m_c] ) ) { r=rb->rand(); if ( r > r0 ) { r0 = r; m = OBook[o_c][m_c]; hint = OBook[o_c][m_c+1]; } } o_c++; } for (pnt = TrPnt[1]; pnt < TrPnt[2]; pnt++) if ((Tree[pnt].f<<8) + Tree[pnt].t == m) Tree[pnt].score = 0; pick(TrPnt[1],TrPnt[2]-1); if (Tree[TrPnt[1]].score < 0) withbook = false; } #define UpdateSearchStatus \ {\ if (pnt > TrPnt[1])\ {\ d = best-Zscore; e = best-node->score;\ if (best < alpha) ExtraTime = 10*ResponseTime;\ else if (d > -zwndw && e > 4*zwndw) ExtraTime = -ResponseTime/3;\ else if (d > -zwndw) ExtraTime = 0;\ else if (d > -3*zwndw) ExtraTime = ResponseTime;\ else if (d > -9*zwndw) ExtraTime = 3*ResponseTime;\ else ExtraTime = 5*ResponseTime;\ }\ } int search( short side, short ply, short depth, short alpha, short beta, unsigned short bstline[], short *rpt, void (*callback)(void) ) /* Perform an alpha-beta search to determine the score for the current board position. If depth <= 0 only capturing moves, pawn promotions and responses to check are generated and searched, otherwise all moves are processed. The search depth is modified for check evasions, certain re-captures and threats. Extensions may continue for up to 11 ply beyond the nominal search depth. */ #define prune (cf && score+node->score < alpha) #define ReCapture (rcptr && score > alpha && score < beta &&\ ply > 2 && CptrFlag[ply-1] && CptrFlag[ply-2] &&\ depth == Sdepth-ply+1) #define Parry (hung[side] > 1 && ply == Sdepth+1) #define MateThreat (ply < Sdepth+4 && ply > 4 &&\ ChkFlag[ply-2] && ChkFlag[ply-4] &&\ ChkFlag[ply-2] != ChkFlag[ply-4]) { register short j,pnt; short best,tempb,tempc,tempsf,tempst; short xside,pbst,d,e,cf,score,rcnt; unsigned short mv,nxtline[maxdepth]; struct leaf *node,tmp; /* this is the only place we need to yield */ rb->yield(); /* and check for user interaction */ callback(); NodeCnt++; xside = otherside[side]; if (ply <= Sdepth+3) repetition(rpt); else *rpt = 0; if (*rpt >= 2) return(0); score = evaluate(side,xside,ply,depth,alpha,beta); if (score > 9000) return(score); if (depth > 0) { if (InChk || PawnThreat[ply-1] || ReCapture) ++depth; } else { if (score >= alpha && (InChk || PawnThreat[ply-1] || Parry)) depth = 1; else if (score <= beta && MateThreat) depth = 1; } PV = 0; if (depth > 0 && hashflag && ply > 1) { ProbeTTable(side,depth,&alpha,&beta,&score); bstline[ply] = PV; bstline[ply+1] = 0; if (beta == -20000) return(score); if (alpha > beta) return(alpha); } if (Sdepth == 1) d = 7; else d = 11; if (ply > Sdepth+d || (depth <= 0 && score > beta)) return(score); if (ply > 1) { if (depth > 0) { MoveList(side,ply); } else { CaptureList(side,xside,ply); } } if (TrPnt[ply] == TrPnt[ply+1]) return(score); cf = (depth < 1 && ply > Sdepth+1 && !ChkFlag[ply-2] && !slk); if (depth > 0) best = -12000; else best = score; if (best > alpha) alpha = best; for (pnt = pbst = TrPnt[ply]; pnt < TrPnt[ply+1] && best <= beta; pnt++) { if (ply > 1) pick(pnt,TrPnt[ply+1]-1); node = &Tree[pnt]; mv = (node->f << 8) + node->t; nxtline[ply+1] = 0; if (prune) break; if (ply == 1) UpdateSearchStatus; if (!(node->flags & exact)) { MakeMove(side,node,&tempb,&tempc,&tempsf,&tempst); CptrFlag[ply] = (node->flags & capture); PawnThreat[ply] = (node->flags & pwnthrt); Tscore[ply] = node->score; node->score = -search(xside,ply+1,depth-1,-beta,-alpha, nxtline,&rcnt,callback); if (abs(node->score) > 9000) node->flags |= exact; else if (rcnt == 1) node->score /= 2; if (rcnt >= 2 || GameCnt-Game50 > 99 || (node->score == 9999-ply && !ChkFlag[ply])) { node->flags |= draw; node->flags |= exact; if (side == computer) node->score = contempt; else node->score = -contempt; } UnmakeMove(side,node,&tempb,&tempc,&tempsf,&tempst); } if (node->score > best && !timeout) { if (depth > 0) if (node->score > alpha && !(node->flags & exact)) node->score += depth; best = node->score; pbst = pnt; if (best > alpha) alpha = best; for (j = ply+1; nxtline[j] > 0; j++) bstline[j] = nxtline[j]; bstline[j] = 0; bstline[ply] = mv; if (ply == 1) { if (best == alpha) { tmp = Tree[pnt]; for (j = pnt-1; j >= 0; j--) Tree[j+1] = Tree[j]; Tree[0] = tmp; pbst = 0; } /*if (Sdepth > 2) if (best > beta) ShowResults(best,bstline,'+'); else if (best < alpha) ShowResults(best,bstline,'-'); else ShowResults(best,bstline,'&');*/ } } if (NodeCnt > ETnodes) ElapsedTime(0); if (timeout) return(-Tscore[ply-1]); } node = &Tree[pbst]; mv = (node->f<<8) + node->t; if (hashflag && ply <= Sdepth && *rpt == 0 && best == alpha) PutInTTable(side,best,depth,alpha,beta,mv); if (depth > 0) { j = (node->f<<6) + node->t; if (side == black) j |= 0x1000; if (history[j] < 150) history[j] += 2*depth; if (node->t != (GameList[GameCnt].gmove & 0xFF)) { if (best <= beta) { killr3[ply] = mv; } else { if (mv != killr1[ply]) { killr2[ply] = killr1[ply]; killr1[ply] = mv; } } } if (best > 9000) killr0[ply] = mv; else killr0[ply] = 0; } return(best); } int evaluate(side,xside,ply,depth,alpha,beta) short side,xside,ply,depth,alpha,beta; /* Compute an estimate of the score by adding the positional score from the previous ply to the material difference. If this score falls inside a window which is 180 points wider than the alpha-beta window (or within a 50 point window during quiescence search) call ScorePosition() to determine a score, otherwise return the estimated score. If one side has only a king and the other either has no pawns or no pieces then the function ScoreLoneKing() is called. */ { register short evflag; Xscore = -Pscore[ply-1] - INCscore + mtl[side] - mtl[xside]; hung[white] = hung[black] = 0; slk = ((mtl[white] == valueK && (pmtl[black] == 0 || emtl[black] == 0)) || (mtl[black] == valueK && (pmtl[white] == 0 || emtl[white] == 0))); if (slk) evflag = false; else evflag = (ply == 1 || ply < Sdepth || (depth == 0 && Xscore > alpha-xwndw && Xscore < beta+xwndw) || (depth < 0 && Xscore > alpha-25 && Xscore < beta+25)); if (evflag) { EvalNodes++; ataks(side,atak[side]); if (atak[side][PieceList[xside][0]] > 0) return(10001-ply); ataks(xside,atak[xside]); InChk = (atak[xside][PieceList[side][0]] > 0); ScorePosition(side,&Xscore); } else { if (SqAtakd(PieceList[xside][0],side)) return(10001-ply); InChk = SqAtakd(PieceList[side][0],xside); if (slk) ScoreLoneKing(side,&Xscore); } Pscore[ply] = Xscore - mtl[side] + mtl[xside]; if (InChk) ChkFlag[ply-1] = Pindex[TOsquare]; else ChkFlag[ply-1] = 0; return(Xscore); } int ProbeTTable(side,depth,alpha,beta,score) short side,depth,*alpha,*beta,*score; /* Look for the current board position in the transposition table. */ { short hindx; if (side == white) hashkey |= 1; else hashkey &= 0xFFFE; hindx = (hashkey & (ttblsz-1)); ptbl = (ttable + hindx); if (ptbl->depth >= depth && ptbl->hashbd == hashbd) { HashCnt++; PV = ptbl->mv; if (ptbl->flags & truescore) { *score = ptbl->score; *beta = -20000; return(true); } /* else if (ptbl->flags & upperbound) { if (ptbl->score < *beta) *beta = ptbl->score+1; } */ else if (ptbl->flags & lowerbound) { if (ptbl->score > *alpha) *alpha = ptbl->score-1; } } return(false); } void PutInTTable(side,score,depth,alpha,beta,mv) short side,score,depth,alpha,beta; unsigned short mv; /* Store the current board position in the transposition table. */ { short hindx; if (side == white) hashkey |= 1; else hashkey &= 0xFFFE; hindx = (hashkey & (ttblsz-1)); ptbl = (ttable + hindx); ptbl->hashbd = hashbd; ptbl->depth = depth; ptbl->score = score; ptbl->mv = mv; ptbl->flags = 0; if (score < alpha) ptbl->flags |= upperbound; else if (score > beta) ptbl->flags |= lowerbound; else ptbl->flags |= truescore; } void ZeroTTable() { int i; if (hashflag) for (i = 0; i < ttblsz; i++) { ptbl = (ttable + i); ptbl->depth = 0; } } void MoveList(side,ply) short side,ply; /* Fill the array Tree[] with all available moves for side to play. Array TrPnt[ply] contains the index into Tree[] of the first move at a ply. */ { register short i,xside,f; xside = otherside[side]; if (PV == 0) Swag0 = killr0[ply]; else Swag0 = PV; Swag1 = killr1[ply]; Swag2 = killr2[ply]; Swag3 = killr3[ply]; Swag4 = 0; if (ply > 2) Swag4 = killr1[ply-2]; TrPnt[ply+1] = TrPnt[ply]; Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1; for (i = PieceCnt[side]; i >= 0; i--) GenMoves(ply,PieceList[side][i],side,xside); if (kingmoved[side] == 0 && !castld[side]) { f = PieceList[side][0]; if (castle(side,f,f+2,0)) { LinkMove(ply,f,f+2,xside); Tree[TrPnt[ply+1]-1].flags |= cstlmask; } if (castle(side,f,f-2,0)) { LinkMove(ply,f,f-2,xside); Tree[TrPnt[ply+1]-1].flags |= cstlmask; } } } void GenMoves(ply,sq,side,xside) short ply,sq,side,xside; /* Generate moves for a piece. The from square is mapped onto a special board and offsets (taken from array Dir[]) are added to the mapped location. The newly generated square is tested to see if it falls off the board by ANDing the square with 88 HEX. Legal moves are linked into the tree. */ { register short m,u,d,i,m0,piece; piece = board[sq]; m0 = map[sq]; if (sweep[piece]) for (i = Dstart[piece]; i <= Dstop[piece]; i++) { d = Dir[i]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; if (color[u] == neutral) { LinkMove(ply,sq,u,xside); m += d; } else if (color[u] == xside) { LinkMove(ply,sq,u,xside); break; } else break; } } else if (piece == pawn) { if (side == white && color[sq+8] == neutral) { LinkMove(ply,sq,sq+8,xside); if (row[sq] == 1) if (color[sq+16] == neutral) LinkMove(ply,sq,sq+16,xside); } else if (side == black && color[sq-8] == neutral) { LinkMove(ply,sq,sq-8,xside); if (row[sq] == 6) if (color[sq-16] == neutral) LinkMove(ply,sq,sq-16,xside); } for (i = Dstart[piece]; i <= Dstop[piece]; i++) if (!((m = m0+Dir[i]) & 0x88)) { u = unmap[m]; if (color[u] == xside || u == epsquare) LinkMove(ply,sq,u,xside); } } else { for (i = Dstart[piece]; i <= Dstop[piece]; i++) if (!((m = m0+Dir[i]) & 0x88)) { u = unmap[m]; if (color[u] != side) LinkMove(ply,sq,u,xside); } } } void LinkMove(ply,f,t,xside) short ply,f,t,xside; /* Add a move to the tree. Assign a bonus to order the moves as follows: 1. Principle variation 2. Capture of last moved piece 3. Other captures (major pieces first) 4. Killer moves 5. "history" killers */ { register short s,z; register unsigned short mv; struct leaf *node; node = &Tree[TrPnt[ply+1]]; ++TrPnt[ply+1]; node->flags = 0; node->f = f; node->t = t; mv = (f<<8) + t; s = 0; if (mv == Swag0) s = 2000; else if (mv == Swag1) s = 60; else if (mv == Swag2) s = 50; else if (mv == Swag3) s = 40; else if (mv == Swag4) s = 30; if (color[t] != neutral) { node->flags |= capture; if (t == TOsquare) s += 500; s += value[board[t]] - board[f]; } if (board[f] == pawn) { if (row[t] == 0 || row[t] == 7) { node->flags |= promote; s += 800; } else { if (row[t] == 1 || row[t] == 6) { node->flags |= pwnthrt; s += 600; } else { if (t == epsquare) node->flags |= epmask; } } } z = (f<<6) + t; if (xside == white) z |= 0x1000; s += history[z]; node->score = s - 20000; } void CaptureList(side,xside,ply) short side,xside,ply; /* Generate captures and Pawn promotions only. */ #define LinkCapture \ {\ node->f = sq; node->t = u;\ node->flags = capture;\ node->score = value[board[u]] + svalue[board[u]] - piece;\ if (piece == pawn && (u < 8 || u > 55))\ {\ node->flags |= promote;\ node->score = valueQ;\ }\ ++node;\ ++TrPnt[ply+1];\ } { register short m,u,d,sq,m0; short i,j,j1,j2,r7,d0,piece,*PL; struct leaf *node; TrPnt[ply+1] = TrPnt[ply]; node = &Tree[TrPnt[ply]]; Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1; if (side == white) { r7 = 6; d0 = 8; } else { r7 = 1; d0 = -8; } PL = PieceList[side]; for (i = 0; i <= PieceCnt[side]; i++) { sq = PL[i]; m0 = map[sq]; piece = board[sq]; j1 = Dstart[piece]; j2 = Dstop[piece]; if (sweep[piece]) for (j = j1; j <= j2; j++) { d = Dir[j]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; if (color[u] == neutral) m += d; else { if (color[u] == xside) LinkCapture; break; } } } else { for (j = j1; j <= j2; j++) if (!((m = m0+Dir[j]) & 0x88)) { u = unmap[m]; if (color[u] == xside) LinkCapture; } if (piece == pawn && row[sq] == r7) { u = sq+d0; if (color[u] == neutral) LinkCapture; } } } } int castle(side,kf,kt,iop) short side,kf,kt,iop; /* Make or Unmake a castling move. */ { register short rf,rt,d,t0,xside; xside = otherside[side]; if (kt > kf) { rf = kf+3; rt = kt-1; d = 1; } else { rf = kf-4; rt = kt+1; d = -1; } if (iop == 0) { if (board[kf] != king || board[rf] != rook || color[rf] != side) return(false); if (color[kt] != neutral || color[rt] != neutral) return(false); if (d == -1 && color[kt+d] != neutral) return(false); if (SqAtakd(kf,xside)) return(false); if (SqAtakd(kt,xside)) return(false); if (SqAtakd(kf+d,xside)) return(false); } else { if (iop == 1) castld[side] = true; else castld[side] = false; if (iop == 2) { t0 = kt; kt = kf; kf = t0; t0 = rt; rt = rf; rf = t0; } board[kt] = king; color[kt] = side; Pindex[kt] = 0; board[kf] = no_piece; color[kf] = neutral; board[rt] = rook; color[rt] = side; Pindex[rt] = Pindex[rf]; board[rf] = no_piece; color[rf] = neutral; PieceList[side][Pindex[kt]] = kt; PieceList[side][Pindex[rt]] = rt; if (hashflag) { UpdateHashbd(side,king,kf,kt); UpdateHashbd(side,rook,rf,rt); } } return(true); } void EnPassant(xside,f,t,iop) short xside,f,t,iop; /* Make or unmake an en passant move. */ { register short l; if (t > f) l = t-8; else l = t+8; if (iop == 1) { board[l] = no_piece; color[l] = neutral; } else { board[l] = pawn; color[l] = xside; } InitializeStats(); } void MakeMove(side,node,tempb,tempc,tempsf,tempst) short side,*tempc,*tempb,*tempsf,*tempst; struct leaf *node; /* Update Arrays board[], color[], and Pindex[] to reflect the new board position obtained after making the move pointed to by node. Also update miscellaneous stuff that changes when a move is made. */ { register short f,t,xside,ct,cf; xside = otherside[side]; f = node->f; t = node->t; epsquare = -1; FROMsquare = f; TOsquare = t; INCscore = 0; GameList[++GameCnt].gmove = (f<<8) + t; if (node->flags & cstlmask) { GameList[GameCnt].piece = no_piece; GameList[GameCnt].color = side; castle(side,f,t,1); } else { *tempc = color[t]; *tempb = board[t]; *tempsf = svalue[f]; *tempst = svalue[t]; GameList[GameCnt].piece = *tempb; GameList[GameCnt].color = *tempc; if (*tempc != neutral) { UpdatePieceList(*tempc,t,1); if (*tempb == pawn) --PawnCnt[*tempc][column[t]]; if (board[f] == pawn) { --PawnCnt[side][column[f]]; ++PawnCnt[side][column[t]]; cf = column[f]; ct = column[t]; if (PawnCnt[side][ct] > 1+PawnCnt[side][cf]) INCscore -= 15; else if (PawnCnt[side][ct] < 1+PawnCnt[side][cf]) INCscore += 15; else if (ct == 0 || ct == 7 || PawnCnt[side][ct+ct-cf] == 0) INCscore -= 15; } mtl[xside] -= value[*tempb]; if (*tempb == pawn) pmtl[xside] -= valueP; if (hashflag) UpdateHashbd(xside,*tempb,-1,t); INCscore += *tempst; } color[t] = color[f]; board[t] = board[f]; svalue[t] = svalue[f]; Pindex[t] = Pindex[f]; PieceList[side][Pindex[t]] = t; color[f] = neutral; board[f] = no_piece; if (board[t] == pawn) { if (t-f == 16) { epsquare = f+8; } else { if (f-t == 16) epsquare = f-8; } } if (node->flags & promote) { board[t] = queen; --PawnCnt[side][column[t]]; mtl[side] += valueQ - valueP; pmtl[side] -= valueP; HasQueen[side] = true; if (hashflag) { UpdateHashbd(side,pawn,f,-1); UpdateHashbd(side,queen,f,-1); } INCscore -= *tempsf; } if (board[t] == king) ++kingmoved[side]; if (node->flags & epmask) EnPassant(xside,f,t,1); else if (hashflag) UpdateHashbd(side,board[t],f,t); } } void UnmakeMove(side,node,tempb,tempc,tempsf,tempst) short side,*tempc,*tempb,*tempsf,*tempst; struct leaf *node; /* Take back a move. */ { register short f,t,xside; xside = otherside[side]; f = node->f; t = node->t; epsquare = -1; GameCnt--; if (node->flags & cstlmask) castle(side,f,t,2); else { color[f] = color[t]; board[f] = board[t]; svalue[f] = *tempsf; Pindex[f] = Pindex[t]; PieceList[side][Pindex[f]] = f; color[t] = *tempc; board[t] = *tempb; svalue[t] = *tempst; if (node->flags & promote) { board[f] = pawn; ++PawnCnt[side][column[t]]; mtl[side] += valueP - valueQ; pmtl[side] += valueP; if (hashflag) { UpdateHashbd(side,queen,-1,t); UpdateHashbd(side,pawn,-1,t); } } if (*tempc != neutral) { UpdatePieceList(*tempc,t,2); if (*tempb == pawn) ++PawnCnt[*tempc][column[t]]; if (board[f] == pawn) { --PawnCnt[side][column[t]]; ++PawnCnt[side][column[f]]; } mtl[xside] += value[*tempb]; if (*tempb == pawn) pmtl[xside] += valueP; if (hashflag) UpdateHashbd(xside,*tempb,-1,t); } if (board[f] == king) --kingmoved[side]; if (node->flags & epmask) EnPassant(xside,f,t,2); else if (hashflag) UpdateHashbd(side,board[f],f,t); } } void UpdateHashbd(side,piece,f,t) short side,piece,f,t; /* hashbd contains a 32 bit "signature" of the board position. hashkey contains a 16 bit code used to address the hash table. When a move is made, XOR'ing the hashcode of moved piece on the from and to squares with the hashbd and hashkey values keeps things current. */ { if (f >= 0) { hashbd ^= hashcode[side][piece][f].bd; hashkey ^= hashcode[side][piece][f].key; } if (t >= 0) { hashbd ^= hashcode[side][piece][t].bd; hashkey ^= hashcode[side][piece][t].key; } } void UpdatePieceList(side,sq,iop) short side,sq,iop; /* Update the PieceList and Pindex arrays when a piece is captured or when a capture is unmade. */ { register short i; if (iop == 1) { PieceCnt[side]--; for (i = Pindex[sq]; i <= PieceCnt[side]; i++) { PieceList[side][i] = PieceList[side][i+1]; Pindex[PieceList[side][i]] = i; } } else { PieceCnt[side]++; PieceList[side][PieceCnt[side]] = sq; Pindex[sq] = PieceCnt[side]; } } void InitializeStats() /* Scan thru the board seeing what's on each square. If a piece is found, update the variables PieceCnt, PawnCnt, Pindex and PieceList. Also determine the material for each side and set the hashkey and hashbd variables to represent the current board position. Array PieceList[side][indx] contains the location of all the pieces of either side. Array Pindex[sq] contains the indx into PieceList for a given square. */ { register short i,sq; epsquare = -1; for (i = 0; i < 8; i++) PawnCnt[white][i] = PawnCnt[black][i] = 0; mtl[white] = mtl[black] = pmtl[white] = pmtl[black] = 0; PieceCnt[white] = PieceCnt[black] = 0; hashbd = hashkey = 0; for (sq = 0; sq < 64; sq++) if (color[sq] != neutral) { mtl[color[sq]] += value[board[sq]]; if (board[sq] == pawn) { pmtl[color[sq]] += valueP; ++PawnCnt[color[sq]][column[sq]]; } if (board[sq] == king) Pindex[sq] = 0; else Pindex[sq] = ++PieceCnt[color[sq]]; PieceList[color[sq]][Pindex[sq]] = sq; hashbd ^= hashcode[color[sq]][board[sq]][sq].bd; hashkey ^= hashcode[color[sq]][board[sq]][sq].key; } } void pick(p1,p2) short p1,p2; /* Find the best move in the tree between indexes p1 and p2. Swap the best move into the p1 element. */ { register short p,s,p0,s0; struct leaf temp; s0 = Tree[p1].score; p0 = p1; for (p = p1+1; p <= p2; p++) if ((s = Tree[p].score) > s0) { s0 = s; p0 = p; } if (p0 != p1) { temp = Tree[p1]; Tree[p1] = Tree[p0]; Tree[p0] = temp; } } void repetition(cnt) short *cnt; /* Check for draw by threefold repetition. */ { register short i,c,f,t; short b[64]; unsigned short m; *cnt = c = 0; if (GameCnt > Game50+3) { for (i = 0; i < 64; b[i++] = 0); for (i = GameCnt; i > Game50; i--) { m = GameList[i].gmove; f = m>>8; t = m & 0xFF; if (++b[f] == 0) c--; else c++; if (--b[t] == 0) c--; else c++; if (c == 0) (*cnt)++; } } } int SqAtakd(sq,side) short sq,side; /* See if any piece with color 'side' ataks sq. First check for pawns or king, then try other pieces. Array Dcode is used to check for knight attacks or R,B,Q co-linearity. */ { register short m,d,m0,m1,i,loc,piece,*PL; m1 = map[sq]; if (side == white) m = m1-0x0F; else m = m1+0x0F; if (!(m & 0x88)) if (board[unmap[m]] == pawn && color[unmap[m]] == side) return(true); if (side == white) m = m1-0x11; else m = m1+0x11; if (!(m & 0x88)) if (board[unmap[m]] == pawn && color[unmap[m]] == side) return(true); if (distance(sq,PieceList[side][0]) == 1) return(true); PL = PieceList[side]; for (i = 1; i <= PieceCnt[side]; i++) { loc = PL[i]; piece = board[loc]; if (piece == pawn) continue; m0 = map[loc]; d = Dcode[abs(m1-m0)]; if (d == 0 || (Pdir[d] & pbit[piece]) == 0) continue; if (piece == knight) return(true); else { if (m1 < m0) d = -d; for (m = m0+d; m != m1; m += d) if (color[unmap[m]] != neutral) break; if (m == m1) return(true); } } return(false); } void ataks(side,a) short side,*a; /* Fill array atak[][] with info about ataks to a square. Bits 8-15 are set if the piece (king..pawn) ataks the square. Bits 0-7 contain a count of total ataks to the square. */ { register short u,m,d,c,m0; short j,j1,j2,piece,i,sq,*PL; for (u = 0; u < 64; a[u++] = 0); Dstart[pawn] = Dpwn[side]; Dstop[pawn] = Dstart[pawn] + 1; PL = PieceList[side]; for (i = 0; i <= PieceCnt[side]; i++) { sq = PL[i]; m0 = map[sq]; piece = board[sq]; c = control[piece]; j1 = Dstart[piece]; j2 = Dstop[piece]; if (sweep[piece]) for (j = j1; j <= j2; j++) { d = Dir[j]; m = m0+d; while (!(m & 0x88)) { u = unmap[m]; a[u] = ++a[u] | c; if (color[u] == neutral) m += d; else break; } } else for (j = j1; j <= j2; j++) if (!((m = m0+Dir[j]) & 0x88)) { u = unmap[m]; a[u] = ++a[u] | c; } } } void ElapsedTime(iop) /* Determine the time that has passed since the search was started. If the elapsed time exceeds the target (ResponseTime+ExtraTime) then set timeout to true which will terminate the search. */ short iop; { /*et = time((long *)0) - time0;*/ et = *(rb->current_tick) / HZ - time0; if (et < 0) et = 0; ETnodes += 50; if (et > et0 || iop == 1) { if (et > ResponseTime+ExtraTime && Sdepth > 1) timeout = true; et0 = et; if (iop == 1) { /*time0 = time((long *)0);*/ time0 = *(rb->current_tick) / HZ ; et0 = 0; } /*(void) times(&tmbuf2); cputimer = 100*(tmbuf2.tms_utime - tmbuf1.tms_utime) / HZ; if (cputimer > 0) evrate = (100*NodeCnt)/(cputimer+100*ft); else evrate = 0;*/ ETnodes = NodeCnt + 50; /*UpdateClocks();*/ } } void SetTimeControl( void ) { if (TCflag) { TimeControl.moves[white] = TimeControl.moves[black] = TCmoves; TimeControl.clock[white] = TimeControl.clock[black] = 60*(long)TCminutes; } else { TimeControl.moves[white] = TimeControl.moves[black] = 0; TimeControl.clock[white] = TimeControl.clock[black] = 0; Level = 60*(long)TCminutes; } et = 0; ElapsedTime(1); } /* ............ INTERFACE ROUTINES ........................... */ /*static void VoidFunction ( void ) { while (!(quit)) { if (bothsides && !mate) SelectMove(opponent,1); else InputCommand(); if (!(quit || mate || force)) SelectMove(computer,1); } ExitChess(); }*/ int VerifyMove(short player, char s[],short iop,unsigned short *mv, char *move_buffer) /* Compare the string 's' to the list of legal moves available for the player. If a match is found, make the move on the board. This was originally fixed for the opponent, but allowing the player to be specified will make possible to use GnuChess as a human vs human game verifier. It also allows the PGN functions to verify checkmates. */ { static short pnt,tempb,tempc,tempsf,tempst,cnt; static struct leaf xnode; struct leaf *node; short opponent_player = (player == white)?black:white; *mv = 0; if (iop == 2) { UnmakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst); return(false); } cnt = 0; MoveList(player,2); pnt = TrPnt[2]; while (pnt < TrPnt[3]) { node = &Tree[pnt++]; algbr(node->f,node->t,node->flags & cstlmask); if (rb->strcmp(s,mvstr1) == 0 || rb->strcmp(s,mvstr2) == 0 || rb->strcmp(s,mvstr3) == 0) { cnt++; xnode = *node; } } if (cnt == 1) { MakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst); if (SqAtakd(PieceList[player][0],opponent_player)) { UnmakeMove(player,&xnode,&tempb,&tempc,&tempsf,&tempst); /*ShowMessage("Illegal Move!!");*/ return(false); } else { if (iop == 1) return(true); /*if (xnode.flags & epmask) UpdateDisplay(0,0,1,0); else UpdateDisplay(xnode.f,xnode.t,0,xnode.flags & cstlmask);*/ if (xnode.flags & cstlmask) Game50 = GameCnt; else if (board[xnode.t] == pawn || (xnode.flags & capture)) Game50 = GameCnt; GameList[GameCnt].depth = GameList[GameCnt].score = 0; GameList[GameCnt].nodes = 0; ElapsedTime(1); GameList[GameCnt].time = (short)et; TimeControl.clock[player] -= et; --TimeControl.moves[player]; *mv = (xnode.f << 8) + xnode.t; algbr(xnode.f,xnode.t,false); short index; for (index=0;index<5;index++){ move_buffer[index] = mvstr1[index]; } if (SqAtakd(PieceList[opponent_player][0],player)){ move_buffer[4] = '+'; move_buffer[5] = '\0'; } return(true); } } /*if (cnt > 1) ShowMessage("Ambiguous Move!");*/ return(false); } /* ---- Reset the board and other variables to start a new game. ---- */ void NewGame() { short l,r,c,p; mate = quit = reverse = bothsides = post = false; hashflag = force = PawnStorm = false; easy = beep = rcptr = true; lpost = NodeCnt = epsquare = et0 = 0; dither = 0; Awindow = 90; Bwindow = 90; xwndw = 90; MaxSearchDepth = 29; contempt = 0; GameCnt = -1; Game50 = 0; Zwmtl = Zbmtl = 0; Developed[white] = Developed[black] = false; castld[white] = castld[black] = false; kingmoved[white] = kingmoved[black] = 0; PawnThreat[0] = CptrFlag[0] = Threat[0] = false; Pscore[0] = 12000; Tscore[0] = 12000; opponent = white; computer = black; for (r = 0; r < 8; r++) for (c = 0; c < 8; c++) { l = 8*r+c; locn[r][c] = l; row[l] = r; column[l] = c; board[l] = Stboard[l]; color[l] = Stcolor[l]; } for (c = white; c <= black; c++) for (p = pawn; p <= king; p++) for (l = 0; l < 64; l++) { hashcode[c][p][l].key = (unsigned short)rb->rand(); hashcode[c][p][l].bd = ((unsigned long)rb->rand() << 16) + (unsigned long)rb->rand(); } if (TCflag) SetTimeControl(); /*else if (Level == 0) SelectLevel();*/ /*UpdateDisplay(0,0,1,0);*/ InitializeStats(); /*time0 = time((long *)0);*/ time0 = *(rb->current_tick) / HZ ; ElapsedTime(1); withbook = true; } /* ---- Initialize variables and reset board ---- */ void GNUChess_Initialize ( void ) { /*ttable = (struct hashentry *)malloc(ttblsz * (unsigned long)sizeof(struct hashentry));*/ /* no malloc, statically allocated */ Level = 1; OperatorTime = 0; TCmoves = 60; TCminutes = 5; TCflag = true; NewGame(); MaxSearchDepth = 29 ; } void algbr(f,t,flag) short f,t,flag; { mvstr1[0] = cxx[column[f]]; mvstr1[1] = rxx[row[f]]; mvstr1[2] = cxx[column[t]]; mvstr1[3] = rxx[row[t]]; mvstr2[0] = qxx[board[f]]; mvstr2[1] = mvstr1[2]; mvstr2[2] = mvstr1[3]; mvstr1[4] = '\0'; mvstr2[3] = '\0'; if (flag) { if (t > f) { rb->strcpy(mvstr2,"o-o"); } else { rb->strcpy(mvstr2,"o-o-o"); } } if (board[f] == pawn) mvstr3[0] = mvstr1[0]; else mvstr3[0] = qxx[board[f]]; if (color[t] != neutral) { mvstr3[1] = ':'; mvstr3[2] = mvstr1[2]; mvstr3[3] = mvstr1[3]; mvstr3[4] = '\0'; } else if (board[f] == pawn) { mvstr3[1] = mvstr1[3]; mvstr3[2] = '\0'; } else { mvstr3[1] = mvstr1[0]; mvstr3[2] = mvstr1[1]; mvstr3[3] = mvstr1[2]; mvstr3[4] = mvstr1[3]; mvstr3[5] = '\0'; } }