| 1 | /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\ |
| 2 | * This is GNU Go, a Go program. Contact gnugo@gnu.org, or see * |
| 3 | * http://www.gnu.org/software/gnugo/ for more information. * |
| 4 | * * |
| 5 | * Copyright 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, * |
| 6 | * 2008 and 2009 by the Free Software Foundation. * |
| 7 | * * |
| 8 | * This program is free software; you can redistribute it and/or * |
| 9 | * modify it under the terms of the GNU General Public License as * |
| 10 | * published by the Free Software Foundation - version 3 or * |
| 11 | * (at your option) any later version. * |
| 12 | * * |
| 13 | * This program is distributed in the hope that it will be useful, * |
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * |
| 16 | * GNU General Public License in file COPYING for more details. * |
| 17 | * * |
| 18 | * You should have received a copy of the GNU General Public * |
| 19 | * License along with this program; if not, write to the Free * |
| 20 | * Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * |
| 21 | * Boston, MA 02111, USA. * |
| 22 | \* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ |
| 23 | |
| 24 | |
| 25 | #include "gnugo.h" |
| 26 | |
| 27 | #include <stdio.h> |
| 28 | #include <stdlib.h> |
| 29 | #include <string.h> |
| 30 | #include "liberty.h" |
| 31 | |
| 32 | static int do_aftermath_genmove(int color, |
| 33 | int under_control[BOARDMAX], |
| 34 | int do_capture_dead_stones); |
| 35 | |
| 36 | |
| 37 | static int |
| 38 | all_own_neighbors_inessential(int pos, int color) |
| 39 | { |
| 40 | int k; |
| 41 | for (k = 0; k < 4; k++) |
| 42 | if (board[pos + delta[k]] == color |
| 43 | && DRAGON2(pos + delta[k]).safety != INESSENTIAL |
| 44 | && (DRAGON2(pos + delta[k]).safety != ALIVE |
| 45 | || DRAGON2(pos + delta[k]).owl_status != DEAD)) |
| 46 | return 0; |
| 47 | |
| 48 | return 1; |
| 49 | } |
| 50 | |
| 51 | /* Does a move by color at pos make one of the neighboring points into |
| 52 | * a solid one-point eye? |
| 53 | */ |
| 54 | static int make_solid_eye(int pos, int color) |
| 55 | { |
| 56 | int k; |
| 57 | int r; |
| 58 | for (k = 0; k < 4; k++) { |
| 59 | int eyepos = pos + delta[k]; |
| 60 | if (board[eyepos] == EMPTY |
| 61 | || (board[eyepos] == OTHER_COLOR(color) |
| 62 | && countlib(eyepos) == 1)) { |
| 63 | /* For a solid one-point eye all four neighbors must be own |
| 64 | * stones. But one is about to be played so we need three in the |
| 65 | * center, two on the edge and one in the corner. |
| 66 | * |
| 67 | * We also need a sufficient number of own diagonals; three in |
| 68 | * the center, two on the edge, and one in the corner. |
| 69 | * |
| 70 | * Notice that the same numbers are needed for both neighbors |
| 71 | * and diagonals and if we start counting at 2 in the corner and |
| 72 | * at 1 on the edge, we need to reach 3 everywhere on the board. |
| 73 | */ |
| 74 | int own_neighbors = is_edge_vertex(pos) + is_corner_vertex(pos); |
| 75 | int own_diagonals = own_neighbors; |
| 76 | for (r = 0; r < 8; r++) { |
| 77 | if (board[eyepos + delta[r]] == color) { |
| 78 | if (r < 4) |
| 79 | own_neighbors++; |
| 80 | else |
| 81 | own_diagonals++; |
| 82 | } |
| 83 | } |
| 84 | if (own_neighbors == 3 && own_diagonals >= 3) |
| 85 | return 1; |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | return 0; |
| 90 | } |
| 91 | |
| 92 | /* External interface to do_aftermath_genmove(). |
| 93 | * |
| 94 | * If the suggested move turns out not to be allowed we just return |
| 95 | * pass. This is not ideal but also not a big deal. If |
| 96 | * do_aftermath_genmove() is ever redesigned that would be a good time |
| 97 | * to integrate allowed_moves. |
| 98 | */ |
| 99 | |
| 100 | int |
| 101 | aftermath_genmove(int color, int do_capture_dead_stones, |
| 102 | int allowed_moves[BOARDMAX]) |
| 103 | { |
| 104 | int move = do_aftermath_genmove(color, NULL, do_capture_dead_stones); |
| 105 | if (move != PASS_MOVE && allowed_moves && !allowed_moves[move]) |
| 106 | move = PASS_MOVE; |
| 107 | |
| 108 | return move; |
| 109 | } |
| 110 | |
| 111 | |
| 112 | /* Generate a move to definitely settle the position after the game |
| 113 | * has been finished. The purpose of this is to robustly determine |
| 114 | * life and death status and to distinguish between life in seki and |
| 115 | * life with territory. |
| 116 | * |
| 117 | * The strategy is basically to turn all own living stones into |
| 118 | * invincible ones and remove from the board all dead opponent stones. |
| 119 | * Stones which cannot be removed, nor turned invincible, are alive in |
| 120 | * seki. |
| 121 | * |
| 122 | * If do_capture_dead_stones is 0, opponent stones are not necessarily |
| 123 | * removed from the board. This happens if they become unconditionally |
| 124 | * dead anyway. |
| 125 | * |
| 126 | * Moves are generated in the following order of priority: |
| 127 | * -1. Play a move which is listed as a replacement for an |
| 128 | * unconditionally meaningless move. This is guaranteed to extend |
| 129 | * the unconditionally settled part of the board. Only do this if |
| 130 | * the meaningless move is not connected through open space to an |
| 131 | * invincible string. |
| 132 | * 0. Play edge liberties in certain positions. This is not really |
| 133 | * necessary, but often it can simplify the tactical and strategical |
| 134 | * reading substantially, making subsequent moves faster to generate. |
| 135 | * 1a. Capture an opponent string in atari and adjacent to own invincible |
| 136 | * string. Moves leading to ko or snapback are excluded. |
| 137 | * 1b. If do_capture_dead_stones, play a non-self-atari move adjacent |
| 138 | * to an unconditionally dead opponent string. |
| 139 | * 1c. If do_capture_dead_stones, play a liberty of an opponent string |
| 140 | * where the liberty is adjacent to own invincible string. |
| 141 | * 2. Extend an invincible string to a liberty of an opponent string. |
| 142 | * 3. Connect a non-invincible string to an invincible string. |
| 143 | * 4. Extend an invincible string towards an opponent string or an own |
| 144 | * non-invincible string. |
| 145 | * 5. Split a big eyespace of an alive own dragon without invincible |
| 146 | * strings into smaller pieces. Do not play self-atari here. |
| 147 | * 6. Play a liberty of a dead opponent dragon. |
| 148 | * |
| 149 | * Steps 2--4 are interleaved to try to optimize the efficiency of the |
| 150 | * moves. In step 5 too, efforts are made to play efficient moves. By |
| 151 | * efficient we here mean moves which are effectively settling the |
| 152 | * position and simplify the tactical and strategical reading for |
| 153 | * subsequent moves. |
| 154 | * |
| 155 | * Steps 1--4 are guaranteed to be completely safe. Step 0 and 5 |
| 156 | * should also be risk-free. Step 6 on the other hand definitely |
| 157 | * isn't. Consider for example this position: |
| 158 | * |
| 159 | * .XXXXX. |
| 160 | * XXOOOXX |
| 161 | * XOO.OOX |
| 162 | * XOXXXOX |
| 163 | * XO.XXOX |
| 164 | * ------- |
| 165 | * |
| 166 | * In order to remove the O stones, it is necessary to play on one of |
| 167 | * the inner liberties, but one of them lets O live. Thus we have to |
| 168 | * check carefully for blunders at this step. |
| 169 | * |
| 170 | * Update: Step 0 is only safe against blunders if care is taken not |
| 171 | * to get into a shortage of liberties. |
| 172 | * Step 5 also has some risks. Consider this position: |
| 173 | * |
| 174 | * |XXXXX. |
| 175 | * |OOOOXX |
| 176 | * |..O.OX |
| 177 | * |OX*OOX |
| 178 | * +------ |
| 179 | * |
| 180 | * Playing at * allows X to make seki. |
| 181 | * |
| 182 | * IMPORTANT RESTRICTION: |
| 183 | * Before calling this function it is mandatory to call genmove() or |
| 184 | * genmove_conservative(). For this function to be meaningful, the |
| 185 | * genmove() call should return pass. |
| 186 | */ |
| 187 | static int |
| 188 | do_aftermath_genmove(int color, |
| 189 | int under_control[BOARDMAX], |
| 190 | int do_capture_dead_stones) |
| 191 | { |
| 192 | int k; |
| 193 | int other = OTHER_COLOR(color); |
| 194 | int distance[BOARDMAX]; |
| 195 | int score[BOARDMAX]; |
| 196 | float owl_hotspot[BOARDMAX]; |
| 197 | float reading_hotspot[BOARDMAX]; |
| 198 | int dragons[BOARDMAX]; |
| 199 | int something_found; |
| 200 | int closest_opponent = NO_MOVE; |
| 201 | int closest_own = NO_MOVE; |
| 202 | int d; |
| 203 | int move = NO_MOVE; |
| 204 | int pos = NO_MOVE; |
| 205 | int best_score; |
| 206 | int best_scoring_move; |
| 207 | |
| 208 | owl_hotspots(owl_hotspot); |
| 209 | reading_hotspots(reading_hotspot); |
| 210 | |
| 211 | /* As a preparation we compute a distance map to the invincible strings. */ |
| 212 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 213 | if (!ON_BOARD(pos)) |
| 214 | continue; |
| 215 | else if (board[pos] == color && worm[pos].invincible) |
| 216 | distance[pos] = 0; |
| 217 | else if (!do_capture_dead_stones |
| 218 | && ((board[pos] == other |
| 219 | && worm[pos].unconditional_status == DEAD) |
| 220 | || (board[pos] == color |
| 221 | && worm[pos].unconditional_status == ALIVE))) |
| 222 | distance[pos] = 0; |
| 223 | else |
| 224 | distance[pos] = -1; |
| 225 | } |
| 226 | |
| 227 | d = 0; |
| 228 | do { |
| 229 | something_found = 0; |
| 230 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 231 | if (ON_BOARD(pos) && distance[pos] == -1) { |
| 232 | for (k = 0; k < 4; k++) { |
| 233 | int pos2 = pos + delta[k]; |
| 234 | if (!ON_BOARD(pos2)) |
| 235 | continue; |
| 236 | if ((d == 0 || board[pos2] == EMPTY) |
| 237 | && distance[pos2] == d) { |
| 238 | if (d > 0 && board[pos] == other) { |
| 239 | distance[pos] = d + 1; |
| 240 | if (closest_opponent == NO_MOVE) |
| 241 | closest_opponent = pos; |
| 242 | } |
| 243 | else if (d > 0 && board[pos] == color) { |
| 244 | distance[pos] = d + 1; |
| 245 | if (closest_own == NO_MOVE) |
| 246 | closest_own = pos; |
| 247 | } |
| 248 | else if (board[pos] == EMPTY) { |
| 249 | distance[pos] = d + 1; |
| 250 | something_found = 1; |
| 251 | } |
| 252 | break; |
| 253 | } |
| 254 | } |
| 255 | } |
| 256 | } |
| 257 | d++; |
| 258 | } while (something_found); |
| 259 | |
| 260 | if (under_control) { |
| 261 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 262 | if (!ON_BOARD(pos)) |
| 263 | continue; |
| 264 | else if (distance[pos] == -1) |
| 265 | under_control[pos] = 0; |
| 266 | else |
| 267 | under_control[pos] = 1; |
| 268 | } |
| 269 | } |
| 270 | |
| 271 | if (debug & DEBUG_AFTERMATH) { |
| 272 | int m, n; |
| 273 | for (m = 0; m < board_size; m++) { |
| 274 | for (n = 0; n < board_size; n++) { |
| 275 | pos = POS(m, n); |
| 276 | if (distance[pos] > 0) |
| 277 | fprintf(stderr, "%2d", distance[pos]); |
| 278 | else if (distance[pos] == 0) { |
| 279 | if (board[pos] == WHITE) |
| 280 | gprintf(" o"); |
| 281 | else if (board[pos] == BLACK) |
| 282 | gprintf(" x"); |
| 283 | else |
| 284 | gprintf(" ?"); |
| 285 | } |
| 286 | else { |
| 287 | if (board[pos] == WHITE) |
| 288 | gprintf(" O"); |
| 289 | else if (board[pos] == BLACK) |
| 290 | gprintf(" X"); |
| 291 | else |
| 292 | gprintf(" ."); |
| 293 | } |
| 294 | } |
| 295 | gprintf("\n"); |
| 296 | } |
| 297 | |
| 298 | gprintf("Closest opponent %1m", closest_opponent); |
| 299 | if (closest_opponent != NO_MOVE) |
| 300 | gprintf(", distance %d\n", distance[closest_opponent]); |
| 301 | else |
| 302 | gprintf("\n"); |
| 303 | |
| 304 | gprintf("Closest own %1m", closest_own); |
| 305 | if (closest_own != NO_MOVE) |
| 306 | gprintf(", distance %d\n", distance[closest_own]); |
| 307 | else |
| 308 | gprintf("\n"); |
| 309 | } |
| 310 | |
| 311 | /* Case -1. */ |
| 312 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 313 | int replacement_move; |
| 314 | if (board[pos] == EMPTY |
| 315 | && distance[pos] == -1 |
| 316 | && unconditionally_meaningless_move(pos, color, &replacement_move) |
| 317 | && replacement_move != NO_MOVE) { |
| 318 | DEBUG(DEBUG_AFTERMATH, "Replacement move for %1m at %1m\n", pos, |
| 319 | replacement_move); |
| 320 | return replacement_move; |
| 321 | } |
| 322 | } |
| 323 | |
| 324 | /* Case 0. This is a special measure to avoid a certain kind of |
| 325 | * tactical reading inefficiency. |
| 326 | * |
| 327 | * Here we play on edge liberties in the configuration |
| 328 | * |
| 329 | * XO. |
| 330 | * .*. |
| 331 | * --- |
| 332 | * |
| 333 | * to stop X from "leaking" out along the edge. Sometimes this can |
| 334 | * save huge amounts of tactical reading for later moves. |
| 335 | */ |
| 336 | best_scoring_move = NO_MOVE; |
| 337 | best_score = 5; |
| 338 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 339 | int libs; |
| 340 | if (board[pos] != EMPTY |
| 341 | || distance[pos] == 0) |
| 342 | continue; |
| 343 | |
| 344 | libs = approxlib(pos, color, 3, NULL); |
| 345 | if (libs < 3) |
| 346 | continue; |
| 347 | |
| 348 | if (is_self_atari(pos, other)) |
| 349 | continue; |
| 350 | |
| 351 | for (k = 0; k < 4; k++) { |
| 352 | int dir = delta[k]; |
| 353 | int right = delta[(k+1)%4]; |
| 354 | if (!ON_BOARD(pos - dir) |
| 355 | && board[pos + dir] == color |
| 356 | && board[pos + dir + right] == other |
| 357 | && board[pos + dir - right] == other |
| 358 | && (libs > countlib(pos + dir) |
| 359 | || (libs > 4 |
| 360 | && libs == countlib(pos + dir))) |
| 361 | && (DRAGON2(pos + dir).safety == INVINCIBLE |
| 362 | || DRAGON2(pos + dir).safety == STRONGLY_ALIVE)) { |
| 363 | int this_score = 20 * (owl_hotspot[pos] + reading_hotspot[pos]); |
| 364 | if (this_score > best_score) { |
| 365 | best_score = this_score; |
| 366 | best_scoring_move = pos; |
| 367 | } |
| 368 | } |
| 369 | } |
| 370 | } |
| 371 | |
| 372 | if (best_scoring_move != NO_MOVE |
| 373 | && safe_move(best_scoring_move, color) == WIN) { |
| 374 | DEBUG(DEBUG_AFTERMATH, "Closing edge at %1m\n", best_scoring_move); |
| 375 | return best_scoring_move; |
| 376 | } |
| 377 | |
| 378 | /* Case 1a. */ |
| 379 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 380 | int lib; |
| 381 | if (board[pos] == other |
| 382 | && worm[pos].unconditional_status != DEAD |
| 383 | && countlib(pos) == 1 |
| 384 | && ((ON_BOARD(SOUTH(pos)) && distance[SOUTH(pos)] == 0) |
| 385 | || (ON_BOARD(WEST(pos)) && distance[WEST(pos)] == 0) |
| 386 | || (ON_BOARD(NORTH(pos)) && distance[NORTH(pos)] == 0) |
| 387 | || (ON_BOARD(EAST(pos)) && distance[EAST(pos)] == 0))) { |
| 388 | findlib(pos, 1, &lib); |
| 389 | /* Make sure we don't play into a ko or a (proper) snapback. */ |
| 390 | if (countstones(pos) > 1 || !is_self_atari(lib, color)) { |
| 391 | return lib; |
| 392 | } |
| 393 | } |
| 394 | } |
| 395 | |
| 396 | /* Case 1b. Play liberties of unconditionally dead stones, but never |
| 397 | * self-atari. For efficiency against stubborn opponents, we want to |
| 398 | * split up the empty space as much as possible. Therefore we look |
| 399 | * among this class of moves for one with a maximum number of |
| 400 | * adjacent empty spaces and opponent stones. |
| 401 | */ |
| 402 | if (do_capture_dead_stones) { |
| 403 | best_score = 0; |
| 404 | best_scoring_move = NO_MOVE; |
| 405 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 406 | /* Look at empty points which are connectable to some invincible |
| 407 | * string through empty space. |
| 408 | */ |
| 409 | if (board[pos] == EMPTY |
| 410 | && distance[pos] >= 0) { |
| 411 | int valid_move = 0; |
| 412 | int this_score = 0; |
| 413 | for (k = 0; k < 4; k++) { |
| 414 | int pos2 = pos + delta[k]; |
| 415 | if (board[pos2] == EMPTY) |
| 416 | this_score += 2; |
| 417 | else if (board[pos2] == other |
| 418 | && worm[pos2].unconditional_status == DEAD) { |
| 419 | this_score++; |
| 420 | valid_move = 1; |
| 421 | } |
| 422 | } |
| 423 | if (valid_move |
| 424 | && this_score > best_score |
| 425 | && !is_self_atari(pos, color)) { |
| 426 | best_score = this_score; |
| 427 | best_scoring_move = pos; |
| 428 | } |
| 429 | } |
| 430 | } |
| 431 | if (best_score > 0) |
| 432 | return best_scoring_move; |
| 433 | } |
| 434 | |
| 435 | /* Case 1c. */ |
| 436 | if (do_capture_dead_stones) { |
| 437 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 438 | if (board[pos] == EMPTY |
| 439 | && distance[pos] == 1 |
| 440 | && has_neighbor(pos, other)) { |
| 441 | return pos; |
| 442 | } |
| 443 | } |
| 444 | } |
| 445 | |
| 446 | /* Cases 2--4. */ |
| 447 | if (closest_opponent != NO_MOVE || closest_own != NO_MOVE) { |
| 448 | if (closest_own == NO_MOVE |
| 449 | || (capture_all_dead |
| 450 | && closest_opponent != NO_MOVE |
| 451 | && distance[closest_opponent] < distance[closest_own])) |
| 452 | move = closest_opponent; |
| 453 | else |
| 454 | move = closest_own; |
| 455 | |
| 456 | /* if we're about to play at distance 1, try to optimize the move. */ |
| 457 | if (distance[move] == 2) { |
| 458 | signed char mx[BOARDMAX]; |
| 459 | signed char mark = 0; |
| 460 | memset(mx, 0, sizeof(mx)); |
| 461 | best_score = 0; |
| 462 | best_scoring_move = move; |
| 463 | |
| 464 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 465 | int score = 0; |
| 466 | int move_ok = 0; |
| 467 | if (!ON_BOARD(pos) || distance[pos] != 1) |
| 468 | continue; |
| 469 | mark++; |
| 470 | for (k = 0; k < 4; k++) { |
| 471 | int pos2 = pos + delta[k]; |
| 472 | if (!ON_BOARD(pos2)) |
| 473 | continue; |
| 474 | if (distance[pos2] < 1) |
| 475 | score--; |
| 476 | else if (board[pos2] == EMPTY) |
| 477 | score++; |
| 478 | else if (mx[pos2] == mark) |
| 479 | score--; |
| 480 | else { |
| 481 | if (board[pos2] == color) { |
| 482 | move_ok = 1; |
| 483 | score += 7; |
| 484 | if (countstones(pos2) > 2) |
| 485 | score++; |
| 486 | if (countstones(pos2) > 4) |
| 487 | score++; |
| 488 | if (countlib(pos2) < 4) |
| 489 | score++; |
| 490 | if (countlib(pos2) < 3) |
| 491 | score++; |
| 492 | } |
| 493 | else { |
| 494 | int deltalib = (approxlib(pos, other, MAXLIBS, NULL) |
| 495 | - countlib(pos2)); |
| 496 | move_ok = 1; |
| 497 | score++; |
| 498 | if (deltalib >= 0) |
| 499 | score++; |
| 500 | if (deltalib > 0) |
| 501 | score++; |
| 502 | } |
| 503 | mark_string(pos2, mx, mark); |
| 504 | } |
| 505 | } |
| 506 | if (is_suicide(pos, other)) |
| 507 | score -= 3; |
| 508 | |
| 509 | if (0) |
| 510 | gprintf("Score %1m = %d\n", pos, score); |
| 511 | |
| 512 | if (move_ok && score > best_score) { |
| 513 | best_score = score; |
| 514 | best_scoring_move = pos; |
| 515 | } |
| 516 | } |
| 517 | move = best_scoring_move; |
| 518 | } |
| 519 | |
| 520 | while (distance[move] > 1) { |
| 521 | for (k = 0; k < 4; k++) { |
| 522 | int pos2 = move + delta[k]; |
| 523 | if (ON_BOARD(pos2) |
| 524 | && board[pos2] == EMPTY |
| 525 | && distance[pos2] == distance[move] - 1) { |
| 526 | move = pos2; |
| 527 | break; |
| 528 | } |
| 529 | } |
| 530 | } |
| 531 | return move; |
| 532 | } |
| 533 | |
| 534 | /* Case 5. |
| 535 | * If we reach here, either all strings of a dragon are invincible |
| 536 | * or no string is. Next we try to make alive dragons invincible by |
| 537 | * splitting big eyes into smaller ones. Our strategy is to search |
| 538 | * for an empty vertex with as many eye points as possible adjacent |
| 539 | * and with at least one alive but not invincible stone adjacent or |
| 540 | * diagonal. |
| 541 | */ |
| 542 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 543 | int eyespace_neighbors = 0; |
| 544 | int own_neighbors = 0; |
| 545 | int own_diagonals = 0; |
| 546 | int opponent_dragons = 0; |
| 547 | int own_worms = 0; |
| 548 | int safety = UNKNOWN; |
| 549 | int bonus = 0; |
| 550 | int mx[BOARDMAX]; |
| 551 | score[pos] = 0; |
| 552 | |
| 553 | if (board[pos] != EMPTY || distance[pos] != -1) |
| 554 | continue; |
| 555 | |
| 556 | /* Do not play self-atari here. */ |
| 557 | if (is_self_atari(pos, color)) |
| 558 | continue; |
| 559 | |
| 560 | memset(mx, 0, sizeof(mx)); |
| 561 | |
| 562 | for (k = 0; k < 8; k++) { |
| 563 | int pos2 = pos + delta[k]; |
| 564 | if (!ON_BOARD(pos2)) |
| 565 | continue; |
| 566 | |
| 567 | if (board[pos2] == EMPTY) { |
| 568 | if (k < 4) |
| 569 | eyespace_neighbors++; |
| 570 | continue; |
| 571 | } |
| 572 | |
| 573 | if (board[pos2] == other) { |
| 574 | int origin = dragon[pos2].origin; |
| 575 | |
| 576 | if (k < 4) { |
| 577 | if (dragon[pos2].status == ALIVE) { |
| 578 | safety = DEAD; |
| 579 | break; |
| 580 | } |
| 581 | else if (!mx[origin]) { |
| 582 | eyespace_neighbors++; |
| 583 | opponent_dragons++; |
| 584 | } |
| 585 | } |
| 586 | |
| 587 | if (!mx[origin] && dragon[pos2].status == DEAD) { |
| 588 | bonus++; |
| 589 | if (k < 4 |
| 590 | && countlib(pos2) <= 2 |
| 591 | && countstones(pos2) >= 3) |
| 592 | bonus++; |
| 593 | |
| 594 | if (k < 4 && countlib(pos2) == 1) |
| 595 | bonus += 3; |
| 596 | } |
| 597 | mx[origin] = 1; |
| 598 | } |
| 599 | else if (board[pos2] == color) { |
| 600 | dragons[pos] = pos2; |
| 601 | |
| 602 | if (safety == UNKNOWN && dragon[pos2].status == ALIVE) |
| 603 | safety = ALIVE; |
| 604 | |
| 605 | if (DRAGON2(pos2).safety == INVINCIBLE) |
| 606 | safety = INVINCIBLE; |
| 607 | |
| 608 | if (k < 4) { |
| 609 | int apos = worm[pos2].origin; |
| 610 | |
| 611 | if (!mx[apos]) { |
| 612 | own_worms++; |
| 613 | if (countstones(apos) == 1) |
| 614 | bonus += 2; |
| 615 | if (countlib(apos) < 6 |
| 616 | && approxlib(pos, color, 5, NULL) < countlib(apos)) |
| 617 | bonus -= 5; |
| 618 | mx[apos] = 1; |
| 619 | } |
| 620 | |
| 621 | if (countlib(apos) <= 2) { |
| 622 | int r; |
| 623 | int important = 0; |
| 624 | int safe_atari = 0; |
| 625 | for (r = 0; r < 4; r++) { |
| 626 | d = delta[r]; |
| 627 | if (!ON_BOARD(apos+d)) |
| 628 | continue; |
| 629 | if (board[apos+d] == other |
| 630 | && dragon[apos+d].status == DEAD) |
| 631 | important = 1; |
| 632 | else if (board[apos+d] == EMPTY |
| 633 | && !is_self_atari(apos+d, other)) |
| 634 | safe_atari = 1; |
| 635 | } |
| 636 | if (approxlib(pos, color, 3, NULL) > 2) { |
| 637 | bonus++; |
| 638 | if (important) { |
| 639 | bonus += 2; |
| 640 | if (safe_atari) |
| 641 | bonus += 2; |
| 642 | } |
| 643 | } |
| 644 | } |
| 645 | |
| 646 | own_neighbors++; |
| 647 | } |
| 648 | else |
| 649 | own_diagonals++; |
| 650 | } |
| 651 | } |
| 652 | if (safety == DEAD || safety == UNKNOWN |
| 653 | || eyespace_neighbors == 0 |
| 654 | || (own_neighbors + own_diagonals) == 0) |
| 655 | continue; |
| 656 | |
| 657 | if (bonus < 0) |
| 658 | bonus = 0; |
| 659 | |
| 660 | /* Big bonus for making a small solid eye while splitting the |
| 661 | * eyespace. Don't bother optimizing for making two solid eyes, |
| 662 | * unconditional replacement moves (case -1) will take care of |
| 663 | * that. |
| 664 | * |
| 665 | * Additional bonus if adjacent to an opponent dragon and we are |
| 666 | * asked to remove all dead opponent stones. |
| 667 | */ |
| 668 | if (eyespace_neighbors >= 2) |
| 669 | if (make_solid_eye(pos, color)) { |
| 670 | bonus += 20; |
| 671 | if (do_capture_dead_stones && opponent_dragons > 0) |
| 672 | bonus += 10; |
| 673 | } |
| 674 | |
| 675 | score[pos] = 4 * eyespace_neighbors + bonus; |
| 676 | if (safety == INVINCIBLE) { |
| 677 | score[pos] += own_neighbors; |
| 678 | if (own_neighbors < 2) |
| 679 | score[pos] += own_diagonals; |
| 680 | if (own_worms > 1 && eyespace_neighbors >= 1) |
| 681 | score[pos] += 10 + 5 * (own_worms - 2); |
| 682 | } |
| 683 | else if (eyespace_neighbors > 2) |
| 684 | score[pos] += own_diagonals; |
| 685 | |
| 686 | /* Splitting bonus. */ |
| 687 | if (opponent_dragons > 1) |
| 688 | score[pos] += 10 * (opponent_dragons - 1); |
| 689 | |
| 690 | /* Hotspot bonus. */ |
| 691 | { |
| 692 | int owl_hotspot_bonus = (int) (20.0 * owl_hotspot[pos]); |
| 693 | int reading_hotspot_bonus = (int) (20.0 * reading_hotspot[pos]); |
| 694 | int hotspot_bonus = owl_hotspot_bonus + reading_hotspot_bonus; |
| 695 | |
| 696 | /* Don't allow the hotspot bonus to turn a positive score into |
| 697 | * a non-positive one. |
| 698 | */ |
| 699 | if (score[pos] > 0 && score[pos] + hotspot_bonus <= 0) |
| 700 | hotspot_bonus = 1 - score[pos]; |
| 701 | |
| 702 | score[pos] += hotspot_bonus; |
| 703 | |
| 704 | if (1 && (debug & DEBUG_AFTERMATH)) |
| 705 | gprintf("Score %1M = %d (hotspot bonus %d + %d)\n", pos, score[pos], |
| 706 | owl_hotspot_bonus, reading_hotspot_bonus); |
| 707 | } |
| 708 | |
| 709 | /* Avoid taking ko. */ |
| 710 | if (is_ko(pos, color, NULL)) |
| 711 | score[pos] = (score[pos] + 1) / 2; |
| 712 | } |
| 713 | |
| 714 | while (1) { |
| 715 | int bb; |
| 716 | best_score = 0; |
| 717 | move = NO_MOVE; |
| 718 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 719 | if (ON_BOARD(pos) && score[pos] > best_score) { |
| 720 | best_score = score[pos]; |
| 721 | move = pos; |
| 722 | } |
| 723 | } |
| 724 | |
| 725 | if (move == NO_MOVE) |
| 726 | break; |
| 727 | |
| 728 | bb = dragons[move]; |
| 729 | if (is_illegal_ko_capture(move, color) |
| 730 | || !safe_move(move, color) |
| 731 | || (DRAGON2(bb).safety != INVINCIBLE |
| 732 | && DRAGON2(bb).safety != STRONGLY_ALIVE |
| 733 | && owl_does_defend(move, bb, NULL) != WIN) |
| 734 | || (!confirm_safety(move, color, NULL, NULL))) { |
| 735 | score[move] = 0; |
| 736 | } |
| 737 | else { |
| 738 | /* If we're getting short of liberties, we must be more careful. |
| 739 | * Check that no adjacent string or dragon gets more alive by |
| 740 | * the move. |
| 741 | */ |
| 742 | int libs = approxlib(move, color, 5, NULL); |
| 743 | int move_ok = 1; |
| 744 | if (libs < 5) { |
| 745 | for (k = 0; k < 4; k++) { |
| 746 | if (board[move + delta[k]] == color |
| 747 | && countlib(move + delta[k]) > libs) |
| 748 | break; |
| 749 | } |
| 750 | if (k < 4) { |
| 751 | if (trymove(move, color, "aftermath-B", move + delta[k])) { |
| 752 | int adjs[MAXCHAIN]; |
| 753 | int neighbors; |
| 754 | int r; |
| 755 | neighbors = chainlinks(move, adjs); |
| 756 | for (r = 0; r < neighbors; r++) { |
| 757 | if (worm[adjs[r]].attack_codes[0] != 0 |
| 758 | && (find_defense(adjs[r], NULL) |
| 759 | > worm[adjs[r]].defense_codes[0])) { |
| 760 | DEBUG(DEBUG_AFTERMATH, |
| 761 | "Blunder: %1m becomes tactically safer after %1m\n", |
| 762 | adjs[r], move); |
| 763 | move_ok = 0; |
| 764 | } |
| 765 | } |
| 766 | popgo(); |
| 767 | for (r = 0; r < neighbors && move_ok; r++) { |
| 768 | if (dragon[adjs[r]].status == DEAD |
| 769 | && !owl_does_attack(move, adjs[r], NULL)) { |
| 770 | DEBUG(DEBUG_AFTERMATH, |
| 771 | "Blunder: %1m becomes more alive after %1m\n", |
| 772 | adjs[r], move); |
| 773 | move_ok = 0; |
| 774 | } |
| 775 | } |
| 776 | } |
| 777 | } |
| 778 | } |
| 779 | |
| 780 | if (!move_ok) |
| 781 | score[move] = 0; |
| 782 | else { |
| 783 | DEBUG(DEBUG_AFTERMATH, "Splitting eyespace at %1m\n", move); |
| 784 | return move; |
| 785 | } |
| 786 | } |
| 787 | } |
| 788 | |
| 789 | /* Case 6. |
| 790 | * Finally we try to play on liberties of remaining DEAD opponent |
| 791 | * dragons, carefully checking against mistakes. |
| 792 | */ |
| 793 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 794 | int target; |
| 795 | int cc = NO_MOVE; |
| 796 | int self_atari_ok = 0; |
| 797 | if (board[pos] != EMPTY || distance[pos] != -1) |
| 798 | continue; |
| 799 | target = NO_MOVE; |
| 800 | for (k = 0; k < 8; k++) { |
| 801 | int pos2 = pos + delta[k]; |
| 802 | if (!ON_BOARD(pos2)) |
| 803 | continue; |
| 804 | if (board[pos2] == other |
| 805 | && dragon[pos2].status != ALIVE |
| 806 | && dragon[pos2].status != UNKNOWN |
| 807 | && (do_capture_dead_stones |
| 808 | || worm[pos2].unconditional_status != DEAD) |
| 809 | && DRAGON2(pos2).safety != INESSENTIAL) { |
| 810 | if (k < 4 || all_own_neighbors_inessential(pos, color)) { |
| 811 | target = pos2; |
| 812 | break; |
| 813 | } |
| 814 | } |
| 815 | } |
| 816 | if (target == NO_MOVE) |
| 817 | continue; |
| 818 | |
| 819 | /* At this point, (pos) is a move that potentially may capture |
| 820 | * a dead opponent string at (target). |
| 821 | */ |
| 822 | |
| 823 | if (!trymove(pos, color, "aftermath-A", target)) |
| 824 | continue; |
| 825 | |
| 826 | /* It is frequently necessary to sacrifice own stones in order |
| 827 | * to force the opponent's stones to be removed from the board, |
| 828 | * e.g. by adding stones to fill up a nakade shape. However, we |
| 829 | * should only play into a self atari if the sacrificed stones |
| 830 | * are classified as INESSENTIAL. Thus it would be ok for O to |
| 831 | * try a self atari in this position: |
| 832 | * |
| 833 | * |OOOO |
| 834 | * |XXXO |
| 835 | * |..XO |
| 836 | * |OOXO |
| 837 | * +---- |
| 838 | * |
| 839 | * but not in this one: |
| 840 | * |
| 841 | * |XXX.. |
| 842 | * |OOXX. |
| 843 | * |.OOXX |
| 844 | * |XXOOX |
| 845 | * |.O.OX |
| 846 | * +----- |
| 847 | */ |
| 848 | |
| 849 | self_atari_ok = 1; |
| 850 | for (k = 0; k < 4; k++) { |
| 851 | if (board[pos + delta[k]] == color |
| 852 | && DRAGON2(pos + delta[k]).safety != INESSENTIAL) { |
| 853 | self_atari_ok = 0; |
| 854 | cc = pos + delta[k]; |
| 855 | break; |
| 856 | } |
| 857 | } |
| 858 | |
| 859 | /* Copy the potential move to (move). */ |
| 860 | move = pos; |
| 861 | |
| 862 | /* If the move is a self atari, but that isn't okay, try to |
| 863 | * recursively find a backfilling move which later makes the |
| 864 | * potential move possible. |
| 865 | */ |
| 866 | if (!self_atari_ok) { |
| 867 | while (countlib(pos) == 1) { |
| 868 | int lib; |
| 869 | findlib(pos, 1, &lib); |
| 870 | move = lib; |
| 871 | if (!trymove(move, color, "aftermath-B", target)) |
| 872 | break; |
| 873 | } |
| 874 | |
| 875 | if (countlib(pos) == 1) |
| 876 | move = NO_MOVE; |
| 877 | } |
| 878 | |
| 879 | while (stackp > 0) |
| 880 | popgo(); |
| 881 | |
| 882 | if (move == NO_MOVE) |
| 883 | continue; |
| 884 | |
| 885 | /* Make sure that the potential move really isn't a self |
| 886 | * atari. In the case of a move found after backfilling this |
| 887 | * could happen (because the backfilling moves happened to |
| 888 | * capture some stones). The position of the move may even be |
| 889 | * occupied. |
| 890 | */ |
| 891 | if (!self_atari_ok && (board[move] != EMPTY || is_self_atari(move, color))) |
| 892 | continue; |
| 893 | |
| 894 | /* Consult the owl code to determine whether the considered move |
| 895 | * really is effective. Blunders should be detected here. |
| 896 | */ |
| 897 | if (owl_does_attack(move, target, NULL) == WIN) { |
| 898 | /* If we have an adjacent own dragon, which is not inessential, |
| 899 | * verify that it remains safe. |
| 900 | */ |
| 901 | if (cc != NO_MOVE && !owl_does_defend(move, cc, NULL)) { |
| 902 | int resulta, resultb; |
| 903 | owl_analyze_semeai_after_move(move, color, target, cc, |
| 904 | &resulta, &resultb, NULL, 1, NULL, 1); |
| 905 | if (resulta != 0) |
| 906 | continue; |
| 907 | } |
| 908 | |
| 909 | /* If we don't allow self atari, also call confirm safety to |
| 910 | * avoid setting up combination attacks. |
| 911 | */ |
| 912 | if (!self_atari_ok && !confirm_safety(move, color, NULL, NULL)) |
| 913 | continue; |
| 914 | |
| 915 | DEBUG(DEBUG_AFTERMATH, "Filling opponent liberty at %1m\n", move); |
| 916 | return move; |
| 917 | } |
| 918 | } |
| 919 | |
| 920 | /* Case 7. |
| 921 | * In very rare cases it turns out we need yet another pass. An |
| 922 | * example is this position: |
| 923 | * |
| 924 | * |..... |
| 925 | * |OOOO. |
| 926 | * |XXXO. |
| 927 | * |.OXO. |
| 928 | * |O.XO. |
| 929 | * +----- |
| 930 | * |
| 931 | * Here the X stones are found tactically dead and therefore the |
| 932 | * corner O stones have been amalgamated with the surrounding |
| 933 | * stones. Since the previous case only allows sacrificing |
| 934 | * INESSENTIAL stones, it fails to take X off the board. |
| 935 | * |
| 936 | * The solution is to look for tactically attackable opponent stones |
| 937 | * that still remain on the board but should be removed. |
| 938 | */ |
| 939 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 940 | if (board[pos] == other |
| 941 | && (worm[pos].unconditional_status == UNKNOWN |
| 942 | || do_capture_dead_stones) |
| 943 | && (DRAGON2(pos).safety == DEAD |
| 944 | || DRAGON2(pos).safety == TACTICALLY_DEAD) |
| 945 | && worm[pos].attack_codes[0] != 0 |
| 946 | && !is_illegal_ko_capture(worm[pos].attack_points[0], color)) { |
| 947 | DEBUG(DEBUG_AFTERMATH, "Tactically attack %1m at %1m\n", |
| 948 | pos, worm[pos].attack_points[0]); |
| 949 | return worm[pos].attack_points[0]; |
| 950 | } |
| 951 | } |
| 952 | |
| 953 | /* No move found. */ |
| 954 | return PASS_MOVE; |
| 955 | } |
| 956 | |
| 957 | /* This is a substitute for genmove_conservative() which only does |
| 958 | * what is required when doing the aftermath. Notice though that this |
| 959 | * generates an "ordinary" move, in contrast to aftermath_genmove(). |
| 960 | * Usually this should turn up a pass, but when it doesn't it's |
| 961 | * important not to miss the move. |
| 962 | */ |
| 963 | static int |
| 964 | reduced_genmove(int color) |
| 965 | { |
| 966 | float value; |
| 967 | int save_verbose; |
| 968 | float our_score; |
| 969 | int move; |
| 970 | |
| 971 | /* no move is found yet. */ |
| 972 | move = PASS_MOVE; |
| 973 | value = 0.0; |
| 974 | |
| 975 | /* Prepare pattern matcher and reading code. */ |
| 976 | reset_engine(); |
| 977 | |
| 978 | /* Find out information about the worms and dragons. */ |
| 979 | examine_position(EXAMINE_ALL, 1); |
| 980 | |
| 981 | /* The score will be used to determine when we are safely |
| 982 | * ahead. So we want the most conservative score. |
| 983 | */ |
| 984 | if (color == WHITE) |
| 985 | our_score = black_score; |
| 986 | else |
| 987 | our_score = -white_score; |
| 988 | |
| 989 | gg_assert(stackp == 0); |
| 990 | |
| 991 | /* |
| 992 | * Ok, information gathering is complete. Now start to find some moves! |
| 993 | */ |
| 994 | |
| 995 | /* Pick up moves that we know of already. */ |
| 996 | save_verbose = verbose; |
| 997 | if (verbose > 0) |
| 998 | verbose--; |
| 999 | collect_move_reasons(color); |
| 1000 | verbose = save_verbose; |
| 1001 | |
| 1002 | /* Look for combination attacks and defenses against them. */ |
| 1003 | combinations(color); |
| 1004 | gg_assert(stackp == 0); |
| 1005 | |
| 1006 | /* Review the move reasons and estimate move values. */ |
| 1007 | if (review_move_reasons(&move, &value, color, 0.0, our_score, NULL, 0)) |
| 1008 | TRACE("Move generation likes %1m with value %f\n", move, value); |
| 1009 | gg_assert(stackp == 0); |
| 1010 | |
| 1011 | /* If no move is found then pass. */ |
| 1012 | if (move == PASS_MOVE) |
| 1013 | TRACE("I pass.\n"); |
| 1014 | else |
| 1015 | TRACE("reduced_genmove() recommends %1m with value %f\n", move, value); |
| 1016 | |
| 1017 | return move; |
| 1018 | } |
| 1019 | |
| 1020 | /* Preliminary function for playing through the aftermath. */ |
| 1021 | static void |
| 1022 | do_play_aftermath(int color, struct aftermath_data *a, |
| 1023 | SGFTree *aftermath_sgftree) |
| 1024 | { |
| 1025 | int move; |
| 1026 | int pass = 0; |
| 1027 | int moves = 0; |
| 1028 | int color_to_play = color; |
| 1029 | DEBUG(DEBUG_AFTERMATH, "The aftermath starts.\n"); |
| 1030 | |
| 1031 | /* Disable computing worm and owl threats. */ |
| 1032 | disable_threat_computation = 1; |
| 1033 | /* Disable matching of endgame patterns. */ |
| 1034 | disable_endgame_patterns = 1; |
| 1035 | |
| 1036 | while (pass < 2 && moves < board_size * board_size) { |
| 1037 | int reading_nodes = get_reading_node_counter(); |
| 1038 | int owl_nodes = get_owl_node_counter(); |
| 1039 | move = reduced_genmove(color_to_play); |
| 1040 | if (move == PASS_MOVE) { |
| 1041 | int save_verbose = verbose; |
| 1042 | if (verbose > 0) |
| 1043 | verbose--; |
| 1044 | move = do_aftermath_genmove(color_to_play, |
| 1045 | (color_to_play == WHITE ? |
| 1046 | a->white_control : a->black_control), |
| 1047 | 0); |
| 1048 | verbose = save_verbose; |
| 1049 | } |
| 1050 | play_move(move, color_to_play); |
| 1051 | if (aftermath_sgftree) |
| 1052 | sgftreeAddPlay(aftermath_sgftree, color_to_play, I(move), J(move)); |
| 1053 | moves++; |
| 1054 | DEBUG(DEBUG_AFTERMATH, "%d %C move %1m (nodes %d, %d total %d, %d)\n", |
| 1055 | movenum, color_to_play, move, get_owl_node_counter() - owl_nodes, |
| 1056 | get_reading_node_counter() - reading_nodes, |
| 1057 | get_owl_node_counter(), get_reading_node_counter()); |
| 1058 | if (move != PASS_MOVE) |
| 1059 | pass = 0; |
| 1060 | else |
| 1061 | pass++; |
| 1062 | color_to_play = OTHER_COLOR(color_to_play); |
| 1063 | } |
| 1064 | |
| 1065 | /* Reenable worm and dragon threats and endgame patterns. */ |
| 1066 | disable_threat_computation = 0; |
| 1067 | disable_endgame_patterns = 0; |
| 1068 | } |
| 1069 | |
| 1070 | static struct aftermath_data aftermath; |
| 1071 | |
| 1072 | static void |
| 1073 | play_aftermath(int color, SGFTree *aftermath_sgftree) |
| 1074 | { |
| 1075 | int pos; |
| 1076 | struct board_state saved_board; |
| 1077 | struct aftermath_data *a = &aftermath; |
| 1078 | static int current_board[BOARDMAX]; |
| 1079 | static int current_color = EMPTY; |
| 1080 | int cached_board = 1; |
| 1081 | gg_assert(color == BLACK || color == WHITE); |
| 1082 | |
| 1083 | if (current_color != color) { |
| 1084 | current_color = color; |
| 1085 | cached_board = 0; |
| 1086 | } |
| 1087 | |
| 1088 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 1089 | if (ON_BOARD(pos) && board[pos] != current_board[pos]) { |
| 1090 | current_board[pos] = board[pos]; |
| 1091 | cached_board = 0; |
| 1092 | } |
| 1093 | } |
| 1094 | |
| 1095 | /* If this is exactly the same position as the one we analyzed the |
| 1096 | * last time, the content of the aftermath struct is up to date. |
| 1097 | */ |
| 1098 | if (cached_board) |
| 1099 | return; |
| 1100 | |
| 1101 | a->white_captured = white_captured; |
| 1102 | a->black_captured = black_captured; |
| 1103 | a->white_prisoners = 0; |
| 1104 | a->black_prisoners = 0; |
| 1105 | a->white_territory = 0; |
| 1106 | a->black_territory = 0; |
| 1107 | a->white_area = 0; |
| 1108 | a->black_area = 0; |
| 1109 | |
| 1110 | store_board(&saved_board); |
| 1111 | do_play_aftermath(color, a, aftermath_sgftree); |
| 1112 | restore_board(&saved_board); |
| 1113 | |
| 1114 | for (pos = BOARDMIN; pos < BOARDMAX; pos++) { |
| 1115 | if (!ON_BOARD(pos)) |
| 1116 | continue; |
| 1117 | if (a->black_control[pos]) { |
| 1118 | a->black_area++; |
| 1119 | if (board[pos] == WHITE) { |
| 1120 | a->black_territory++; |
| 1121 | a->white_prisoners++; |
| 1122 | a->final_status[pos] = DEAD; |
| 1123 | } |
| 1124 | else if (board[pos] == EMPTY) { |
| 1125 | a->black_territory++; |
| 1126 | a->final_status[pos] = BLACK_TERRITORY; |
| 1127 | } |
| 1128 | else |
| 1129 | a->final_status[pos] = ALIVE; |
| 1130 | } |
| 1131 | else if (a->white_control[pos]) { |
| 1132 | a->white_area++; |
| 1133 | if (board[pos] == BLACK) { |
| 1134 | a->white_territory++; |
| 1135 | a->black_prisoners++; |
| 1136 | a->final_status[pos] = DEAD; |
| 1137 | } |
| 1138 | else if (board[pos] == EMPTY) { |
| 1139 | a->white_territory++; |
| 1140 | a->final_status[pos] = WHITE_TERRITORY; |
| 1141 | } |
| 1142 | else |
| 1143 | a->final_status[pos] = ALIVE; |
| 1144 | } |
| 1145 | else { |
| 1146 | if (board[pos] == EMPTY) |
| 1147 | a->final_status[pos] = DAME; |
| 1148 | else { |
| 1149 | a->final_status[pos] = ALIVE_IN_SEKI; |
| 1150 | if (board[pos] == WHITE) |
| 1151 | a->white_area++; |
| 1152 | else |
| 1153 | a->black_area++; |
| 1154 | } |
| 1155 | } |
| 1156 | } |
| 1157 | |
| 1158 | if (debug & DEBUG_AFTERMATH) { |
| 1159 | gprintf("White captured: %d\n", a->white_captured); |
| 1160 | gprintf("Black captured: %d\n", a->black_captured); |
| 1161 | gprintf("White prisoners: %d\n", a->white_prisoners); |
| 1162 | gprintf("Black prisoners: %d\n", a->black_prisoners); |
| 1163 | gprintf("White territory: %d\n", a->white_territory); |
| 1164 | gprintf("Black territory: %d\n", a->black_territory); |
| 1165 | gprintf("White area: %d\n", a->white_area); |
| 1166 | gprintf("Black area: %d\n", a->black_area); |
| 1167 | } |
| 1168 | } |
| 1169 | |
| 1170 | float |
| 1171 | aftermath_compute_score(int color, SGFTree *tree) |
| 1172 | { |
| 1173 | struct aftermath_data *a = &aftermath; |
| 1174 | play_aftermath(color, tree); |
| 1175 | if (chinese_rules) |
| 1176 | return (a->white_area |
| 1177 | - a->black_area |
| 1178 | + komi |
| 1179 | + handicap); |
| 1180 | else |
| 1181 | return (a->white_territory |
| 1182 | + a->black_captured |
| 1183 | + a->black_prisoners |
| 1184 | - (a->black_territory |
| 1185 | + a->white_captured |
| 1186 | + a->white_prisoners) |
| 1187 | + komi); |
| 1188 | } |
| 1189 | |
| 1190 | /* Report the final status of a vertex on the board. |
| 1191 | * Possible results are ALIVE, DEAD, ALIVE_IN_SEKI, WHITE_TERRITORY, |
| 1192 | * BLACK_TERRITORY, and DAME. |
| 1193 | */ |
| 1194 | enum dragon_status |
| 1195 | aftermath_final_status(int color, int pos) |
| 1196 | { |
| 1197 | ASSERT_ON_BOARD1(pos); |
| 1198 | play_aftermath(color, NULL); |
| 1199 | return aftermath.final_status[pos]; |
| 1200 | } |
| 1201 | |
| 1202 | /* |
| 1203 | * Local Variables: |
| 1204 | * tab-width: 8 |
| 1205 | * c-basic-offset: 2 |
| 1206 | * End: |
| 1207 | */ |