Initial commit of GNU Go v3.8.
[sgk-go] / engine / aftermath.c
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *\
* This is GNU Go, a Go program. Contact gnugo@gnu.org, or see *
* http://www.gnu.org/software/gnugo/ for more information. *
* *
* Copyright 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007, *
* 2008 and 2009 by the Free Software Foundation. *
* *
* This program is free software; you can redistribute it and/or *
* modify it under the terms of the GNU General Public License as *
* published by the Free Software Foundation - version 3 or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License in file COPYING for more details. *
* *
* You should have received a copy of the GNU General Public *
* License along with this program; if not, write to the Free *
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor, *
* Boston, MA 02111, USA. *
\* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
#include "gnugo.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "liberty.h"
static int do_aftermath_genmove(int color,
int under_control[BOARDMAX],
int do_capture_dead_stones);
static int
all_own_neighbors_inessential(int pos, int color)
{
int k;
for (k = 0; k < 4; k++)
if (board[pos + delta[k]] == color
&& DRAGON2(pos + delta[k]).safety != INESSENTIAL
&& (DRAGON2(pos + delta[k]).safety != ALIVE
|| DRAGON2(pos + delta[k]).owl_status != DEAD))
return 0;
return 1;
}
/* Does a move by color at pos make one of the neighboring points into
* a solid one-point eye?
*/
static int make_solid_eye(int pos, int color)
{
int k;
int r;
for (k = 0; k < 4; k++) {
int eyepos = pos + delta[k];
if (board[eyepos] == EMPTY
|| (board[eyepos] == OTHER_COLOR(color)
&& countlib(eyepos) == 1)) {
/* For a solid one-point eye all four neighbors must be own
* stones. But one is about to be played so we need three in the
* center, two on the edge and one in the corner.
*
* We also need a sufficient number of own diagonals; three in
* the center, two on the edge, and one in the corner.
*
* Notice that the same numbers are needed for both neighbors
* and diagonals and if we start counting at 2 in the corner and
* at 1 on the edge, we need to reach 3 everywhere on the board.
*/
int own_neighbors = is_edge_vertex(pos) + is_corner_vertex(pos);
int own_diagonals = own_neighbors;
for (r = 0; r < 8; r++) {
if (board[eyepos + delta[r]] == color) {
if (r < 4)
own_neighbors++;
else
own_diagonals++;
}
}
if (own_neighbors == 3 && own_diagonals >= 3)
return 1;
}
}
return 0;
}
/* External interface to do_aftermath_genmove().
*
* If the suggested move turns out not to be allowed we just return
* pass. This is not ideal but also not a big deal. If
* do_aftermath_genmove() is ever redesigned that would be a good time
* to integrate allowed_moves.
*/
int
aftermath_genmove(int color, int do_capture_dead_stones,
int allowed_moves[BOARDMAX])
{
int move = do_aftermath_genmove(color, NULL, do_capture_dead_stones);
if (move != PASS_MOVE && allowed_moves && !allowed_moves[move])
move = PASS_MOVE;
return move;
}
/* Generate a move to definitely settle the position after the game
* has been finished. The purpose of this is to robustly determine
* life and death status and to distinguish between life in seki and
* life with territory.
*
* The strategy is basically to turn all own living stones into
* invincible ones and remove from the board all dead opponent stones.
* Stones which cannot be removed, nor turned invincible, are alive in
* seki.
*
* If do_capture_dead_stones is 0, opponent stones are not necessarily
* removed from the board. This happens if they become unconditionally
* dead anyway.
*
* Moves are generated in the following order of priority:
* -1. Play a move which is listed as a replacement for an
* unconditionally meaningless move. This is guaranteed to extend
* the unconditionally settled part of the board. Only do this if
* the meaningless move is not connected through open space to an
* invincible string.
* 0. Play edge liberties in certain positions. This is not really
* necessary, but often it can simplify the tactical and strategical
* reading substantially, making subsequent moves faster to generate.
* 1a. Capture an opponent string in atari and adjacent to own invincible
* string. Moves leading to ko or snapback are excluded.
* 1b. If do_capture_dead_stones, play a non-self-atari move adjacent
* to an unconditionally dead opponent string.
* 1c. If do_capture_dead_stones, play a liberty of an opponent string
* where the liberty is adjacent to own invincible string.
* 2. Extend an invincible string to a liberty of an opponent string.
* 3. Connect a non-invincible string to an invincible string.
* 4. Extend an invincible string towards an opponent string or an own
* non-invincible string.
* 5. Split a big eyespace of an alive own dragon without invincible
* strings into smaller pieces. Do not play self-atari here.
* 6. Play a liberty of a dead opponent dragon.
*
* Steps 2--4 are interleaved to try to optimize the efficiency of the
* moves. In step 5 too, efforts are made to play efficient moves. By
* efficient we here mean moves which are effectively settling the
* position and simplify the tactical and strategical reading for
* subsequent moves.
*
* Steps 1--4 are guaranteed to be completely safe. Step 0 and 5
* should also be risk-free. Step 6 on the other hand definitely
* isn't. Consider for example this position:
*
* .XXXXX.
* XXOOOXX
* XOO.OOX
* XOXXXOX
* XO.XXOX
* -------
*
* In order to remove the O stones, it is necessary to play on one of
* the inner liberties, but one of them lets O live. Thus we have to
* check carefully for blunders at this step.
*
* Update: Step 0 is only safe against blunders if care is taken not
* to get into a shortage of liberties.
* Step 5 also has some risks. Consider this position:
*
* |XXXXX.
* |OOOOXX
* |..O.OX
* |OX*OOX
* +------
*
* Playing at * allows X to make seki.
*
* IMPORTANT RESTRICTION:
* Before calling this function it is mandatory to call genmove() or
* genmove_conservative(). For this function to be meaningful, the
* genmove() call should return pass.
*/
static int
do_aftermath_genmove(int color,
int under_control[BOARDMAX],
int do_capture_dead_stones)
{
int k;
int other = OTHER_COLOR(color);
int distance[BOARDMAX];
int score[BOARDMAX];
float owl_hotspot[BOARDMAX];
float reading_hotspot[BOARDMAX];
int dragons[BOARDMAX];
int something_found;
int closest_opponent = NO_MOVE;
int closest_own = NO_MOVE;
int d;
int move = NO_MOVE;
int pos = NO_MOVE;
int best_score;
int best_scoring_move;
owl_hotspots(owl_hotspot);
reading_hotspots(reading_hotspot);
/* As a preparation we compute a distance map to the invincible strings. */
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (!ON_BOARD(pos))
continue;
else if (board[pos] == color && worm[pos].invincible)
distance[pos] = 0;
else if (!do_capture_dead_stones
&& ((board[pos] == other
&& worm[pos].unconditional_status == DEAD)
|| (board[pos] == color
&& worm[pos].unconditional_status == ALIVE)))
distance[pos] = 0;
else
distance[pos] = -1;
}
d = 0;
do {
something_found = 0;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (ON_BOARD(pos) && distance[pos] == -1) {
for (k = 0; k < 4; k++) {
int pos2 = pos + delta[k];
if (!ON_BOARD(pos2))
continue;
if ((d == 0 || board[pos2] == EMPTY)
&& distance[pos2] == d) {
if (d > 0 && board[pos] == other) {
distance[pos] = d + 1;
if (closest_opponent == NO_MOVE)
closest_opponent = pos;
}
else if (d > 0 && board[pos] == color) {
distance[pos] = d + 1;
if (closest_own == NO_MOVE)
closest_own = pos;
}
else if (board[pos] == EMPTY) {
distance[pos] = d + 1;
something_found = 1;
}
break;
}
}
}
}
d++;
} while (something_found);
if (under_control) {
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (!ON_BOARD(pos))
continue;
else if (distance[pos] == -1)
under_control[pos] = 0;
else
under_control[pos] = 1;
}
}
if (debug & DEBUG_AFTERMATH) {
int m, n;
for (m = 0; m < board_size; m++) {
for (n = 0; n < board_size; n++) {
pos = POS(m, n);
if (distance[pos] > 0)
fprintf(stderr, "%2d", distance[pos]);
else if (distance[pos] == 0) {
if (board[pos] == WHITE)
gprintf(" o");
else if (board[pos] == BLACK)
gprintf(" x");
else
gprintf(" ?");
}
else {
if (board[pos] == WHITE)
gprintf(" O");
else if (board[pos] == BLACK)
gprintf(" X");
else
gprintf(" .");
}
}
gprintf("\n");
}
gprintf("Closest opponent %1m", closest_opponent);
if (closest_opponent != NO_MOVE)
gprintf(", distance %d\n", distance[closest_opponent]);
else
gprintf("\n");
gprintf("Closest own %1m", closest_own);
if (closest_own != NO_MOVE)
gprintf(", distance %d\n", distance[closest_own]);
else
gprintf("\n");
}
/* Case -1. */
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int replacement_move;
if (board[pos] == EMPTY
&& distance[pos] == -1
&& unconditionally_meaningless_move(pos, color, &replacement_move)
&& replacement_move != NO_MOVE) {
DEBUG(DEBUG_AFTERMATH, "Replacement move for %1m at %1m\n", pos,
replacement_move);
return replacement_move;
}
}
/* Case 0. This is a special measure to avoid a certain kind of
* tactical reading inefficiency.
*
* Here we play on edge liberties in the configuration
*
* XO.
* .*.
* ---
*
* to stop X from "leaking" out along the edge. Sometimes this can
* save huge amounts of tactical reading for later moves.
*/
best_scoring_move = NO_MOVE;
best_score = 5;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int libs;
if (board[pos] != EMPTY
|| distance[pos] == 0)
continue;
libs = approxlib(pos, color, 3, NULL);
if (libs < 3)
continue;
if (is_self_atari(pos, other))
continue;
for (k = 0; k < 4; k++) {
int dir = delta[k];
int right = delta[(k+1)%4];
if (!ON_BOARD(pos - dir)
&& board[pos + dir] == color
&& board[pos + dir + right] == other
&& board[pos + dir - right] == other
&& (libs > countlib(pos + dir)
|| (libs > 4
&& libs == countlib(pos + dir)))
&& (DRAGON2(pos + dir).safety == INVINCIBLE
|| DRAGON2(pos + dir).safety == STRONGLY_ALIVE)) {
int this_score = 20 * (owl_hotspot[pos] + reading_hotspot[pos]);
if (this_score > best_score) {
best_score = this_score;
best_scoring_move = pos;
}
}
}
}
if (best_scoring_move != NO_MOVE
&& safe_move(best_scoring_move, color) == WIN) {
DEBUG(DEBUG_AFTERMATH, "Closing edge at %1m\n", best_scoring_move);
return best_scoring_move;
}
/* Case 1a. */
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int lib;
if (board[pos] == other
&& worm[pos].unconditional_status != DEAD
&& countlib(pos) == 1
&& ((ON_BOARD(SOUTH(pos)) && distance[SOUTH(pos)] == 0)
|| (ON_BOARD(WEST(pos)) && distance[WEST(pos)] == 0)
|| (ON_BOARD(NORTH(pos)) && distance[NORTH(pos)] == 0)
|| (ON_BOARD(EAST(pos)) && distance[EAST(pos)] == 0))) {
findlib(pos, 1, &lib);
/* Make sure we don't play into a ko or a (proper) snapback. */
if (countstones(pos) > 1 || !is_self_atari(lib, color)) {
return lib;
}
}
}
/* Case 1b. Play liberties of unconditionally dead stones, but never
* self-atari. For efficiency against stubborn opponents, we want to
* split up the empty space as much as possible. Therefore we look
* among this class of moves for one with a maximum number of
* adjacent empty spaces and opponent stones.
*/
if (do_capture_dead_stones) {
best_score = 0;
best_scoring_move = NO_MOVE;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
/* Look at empty points which are connectable to some invincible
* string through empty space.
*/
if (board[pos] == EMPTY
&& distance[pos] >= 0) {
int valid_move = 0;
int this_score = 0;
for (k = 0; k < 4; k++) {
int pos2 = pos + delta[k];
if (board[pos2] == EMPTY)
this_score += 2;
else if (board[pos2] == other
&& worm[pos2].unconditional_status == DEAD) {
this_score++;
valid_move = 1;
}
}
if (valid_move
&& this_score > best_score
&& !is_self_atari(pos, color)) {
best_score = this_score;
best_scoring_move = pos;
}
}
}
if (best_score > 0)
return best_scoring_move;
}
/* Case 1c. */
if (do_capture_dead_stones) {
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (board[pos] == EMPTY
&& distance[pos] == 1
&& has_neighbor(pos, other)) {
return pos;
}
}
}
/* Cases 2--4. */
if (closest_opponent != NO_MOVE || closest_own != NO_MOVE) {
if (closest_own == NO_MOVE
|| (capture_all_dead
&& closest_opponent != NO_MOVE
&& distance[closest_opponent] < distance[closest_own]))
move = closest_opponent;
else
move = closest_own;
/* if we're about to play at distance 1, try to optimize the move. */
if (distance[move] == 2) {
signed char mx[BOARDMAX];
signed char mark = 0;
memset(mx, 0, sizeof(mx));
best_score = 0;
best_scoring_move = move;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int score = 0;
int move_ok = 0;
if (!ON_BOARD(pos) || distance[pos] != 1)
continue;
mark++;
for (k = 0; k < 4; k++) {
int pos2 = pos + delta[k];
if (!ON_BOARD(pos2))
continue;
if (distance[pos2] < 1)
score--;
else if (board[pos2] == EMPTY)
score++;
else if (mx[pos2] == mark)
score--;
else {
if (board[pos2] == color) {
move_ok = 1;
score += 7;
if (countstones(pos2) > 2)
score++;
if (countstones(pos2) > 4)
score++;
if (countlib(pos2) < 4)
score++;
if (countlib(pos2) < 3)
score++;
}
else {
int deltalib = (approxlib(pos, other, MAXLIBS, NULL)
- countlib(pos2));
move_ok = 1;
score++;
if (deltalib >= 0)
score++;
if (deltalib > 0)
score++;
}
mark_string(pos2, mx, mark);
}
}
if (is_suicide(pos, other))
score -= 3;
if (0)
gprintf("Score %1m = %d\n", pos, score);
if (move_ok && score > best_score) {
best_score = score;
best_scoring_move = pos;
}
}
move = best_scoring_move;
}
while (distance[move] > 1) {
for (k = 0; k < 4; k++) {
int pos2 = move + delta[k];
if (ON_BOARD(pos2)
&& board[pos2] == EMPTY
&& distance[pos2] == distance[move] - 1) {
move = pos2;
break;
}
}
}
return move;
}
/* Case 5.
* If we reach here, either all strings of a dragon are invincible
* or no string is. Next we try to make alive dragons invincible by
* splitting big eyes into smaller ones. Our strategy is to search
* for an empty vertex with as many eye points as possible adjacent
* and with at least one alive but not invincible stone adjacent or
* diagonal.
*/
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int eyespace_neighbors = 0;
int own_neighbors = 0;
int own_diagonals = 0;
int opponent_dragons = 0;
int own_worms = 0;
int safety = UNKNOWN;
int bonus = 0;
int mx[BOARDMAX];
score[pos] = 0;
if (board[pos] != EMPTY || distance[pos] != -1)
continue;
/* Do not play self-atari here. */
if (is_self_atari(pos, color))
continue;
memset(mx, 0, sizeof(mx));
for (k = 0; k < 8; k++) {
int pos2 = pos + delta[k];
if (!ON_BOARD(pos2))
continue;
if (board[pos2] == EMPTY) {
if (k < 4)
eyespace_neighbors++;
continue;
}
if (board[pos2] == other) {
int origin = dragon[pos2].origin;
if (k < 4) {
if (dragon[pos2].status == ALIVE) {
safety = DEAD;
break;
}
else if (!mx[origin]) {
eyespace_neighbors++;
opponent_dragons++;
}
}
if (!mx[origin] && dragon[pos2].status == DEAD) {
bonus++;
if (k < 4
&& countlib(pos2) <= 2
&& countstones(pos2) >= 3)
bonus++;
if (k < 4 && countlib(pos2) == 1)
bonus += 3;
}
mx[origin] = 1;
}
else if (board[pos2] == color) {
dragons[pos] = pos2;
if (safety == UNKNOWN && dragon[pos2].status == ALIVE)
safety = ALIVE;
if (DRAGON2(pos2).safety == INVINCIBLE)
safety = INVINCIBLE;
if (k < 4) {
int apos = worm[pos2].origin;
if (!mx[apos]) {
own_worms++;
if (countstones(apos) == 1)
bonus += 2;
if (countlib(apos) < 6
&& approxlib(pos, color, 5, NULL) < countlib(apos))
bonus -= 5;
mx[apos] = 1;
}
if (countlib(apos) <= 2) {
int r;
int important = 0;
int safe_atari = 0;
for (r = 0; r < 4; r++) {
d = delta[r];
if (!ON_BOARD(apos+d))
continue;
if (board[apos+d] == other
&& dragon[apos+d].status == DEAD)
important = 1;
else if (board[apos+d] == EMPTY
&& !is_self_atari(apos+d, other))
safe_atari = 1;
}
if (approxlib(pos, color, 3, NULL) > 2) {
bonus++;
if (important) {
bonus += 2;
if (safe_atari)
bonus += 2;
}
}
}
own_neighbors++;
}
else
own_diagonals++;
}
}
if (safety == DEAD || safety == UNKNOWN
|| eyespace_neighbors == 0
|| (own_neighbors + own_diagonals) == 0)
continue;
if (bonus < 0)
bonus = 0;
/* Big bonus for making a small solid eye while splitting the
* eyespace. Don't bother optimizing for making two solid eyes,
* unconditional replacement moves (case -1) will take care of
* that.
*
* Additional bonus if adjacent to an opponent dragon and we are
* asked to remove all dead opponent stones.
*/
if (eyespace_neighbors >= 2)
if (make_solid_eye(pos, color)) {
bonus += 20;
if (do_capture_dead_stones && opponent_dragons > 0)
bonus += 10;
}
score[pos] = 4 * eyespace_neighbors + bonus;
if (safety == INVINCIBLE) {
score[pos] += own_neighbors;
if (own_neighbors < 2)
score[pos] += own_diagonals;
if (own_worms > 1 && eyespace_neighbors >= 1)
score[pos] += 10 + 5 * (own_worms - 2);
}
else if (eyespace_neighbors > 2)
score[pos] += own_diagonals;
/* Splitting bonus. */
if (opponent_dragons > 1)
score[pos] += 10 * (opponent_dragons - 1);
/* Hotspot bonus. */
{
int owl_hotspot_bonus = (int) (20.0 * owl_hotspot[pos]);
int reading_hotspot_bonus = (int) (20.0 * reading_hotspot[pos]);
int hotspot_bonus = owl_hotspot_bonus + reading_hotspot_bonus;
/* Don't allow the hotspot bonus to turn a positive score into
* a non-positive one.
*/
if (score[pos] > 0 && score[pos] + hotspot_bonus <= 0)
hotspot_bonus = 1 - score[pos];
score[pos] += hotspot_bonus;
if (1 && (debug & DEBUG_AFTERMATH))
gprintf("Score %1M = %d (hotspot bonus %d + %d)\n", pos, score[pos],
owl_hotspot_bonus, reading_hotspot_bonus);
}
/* Avoid taking ko. */
if (is_ko(pos, color, NULL))
score[pos] = (score[pos] + 1) / 2;
}
while (1) {
int bb;
best_score = 0;
move = NO_MOVE;
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (ON_BOARD(pos) && score[pos] > best_score) {
best_score = score[pos];
move = pos;
}
}
if (move == NO_MOVE)
break;
bb = dragons[move];
if (is_illegal_ko_capture(move, color)
|| !safe_move(move, color)
|| (DRAGON2(bb).safety != INVINCIBLE
&& DRAGON2(bb).safety != STRONGLY_ALIVE
&& owl_does_defend(move, bb, NULL) != WIN)
|| (!confirm_safety(move, color, NULL, NULL))) {
score[move] = 0;
}
else {
/* If we're getting short of liberties, we must be more careful.
* Check that no adjacent string or dragon gets more alive by
* the move.
*/
int libs = approxlib(move, color, 5, NULL);
int move_ok = 1;
if (libs < 5) {
for (k = 0; k < 4; k++) {
if (board[move + delta[k]] == color
&& countlib(move + delta[k]) > libs)
break;
}
if (k < 4) {
if (trymove(move, color, "aftermath-B", move + delta[k])) {
int adjs[MAXCHAIN];
int neighbors;
int r;
neighbors = chainlinks(move, adjs);
for (r = 0; r < neighbors; r++) {
if (worm[adjs[r]].attack_codes[0] != 0
&& (find_defense(adjs[r], NULL)
> worm[adjs[r]].defense_codes[0])) {
DEBUG(DEBUG_AFTERMATH,
"Blunder: %1m becomes tactically safer after %1m\n",
adjs[r], move);
move_ok = 0;
}
}
popgo();
for (r = 0; r < neighbors && move_ok; r++) {
if (dragon[adjs[r]].status == DEAD
&& !owl_does_attack(move, adjs[r], NULL)) {
DEBUG(DEBUG_AFTERMATH,
"Blunder: %1m becomes more alive after %1m\n",
adjs[r], move);
move_ok = 0;
}
}
}
}
}
if (!move_ok)
score[move] = 0;
else {
DEBUG(DEBUG_AFTERMATH, "Splitting eyespace at %1m\n", move);
return move;
}
}
}
/* Case 6.
* Finally we try to play on liberties of remaining DEAD opponent
* dragons, carefully checking against mistakes.
*/
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
int target;
int cc = NO_MOVE;
int self_atari_ok = 0;
if (board[pos] != EMPTY || distance[pos] != -1)
continue;
target = NO_MOVE;
for (k = 0; k < 8; k++) {
int pos2 = pos + delta[k];
if (!ON_BOARD(pos2))
continue;
if (board[pos2] == other
&& dragon[pos2].status != ALIVE
&& dragon[pos2].status != UNKNOWN
&& (do_capture_dead_stones
|| worm[pos2].unconditional_status != DEAD)
&& DRAGON2(pos2).safety != INESSENTIAL) {
if (k < 4 || all_own_neighbors_inessential(pos, color)) {
target = pos2;
break;
}
}
}
if (target == NO_MOVE)
continue;
/* At this point, (pos) is a move that potentially may capture
* a dead opponent string at (target).
*/
if (!trymove(pos, color, "aftermath-A", target))
continue;
/* It is frequently necessary to sacrifice own stones in order
* to force the opponent's stones to be removed from the board,
* e.g. by adding stones to fill up a nakade shape. However, we
* should only play into a self atari if the sacrificed stones
* are classified as INESSENTIAL. Thus it would be ok for O to
* try a self atari in this position:
*
* |OOOO
* |XXXO
* |..XO
* |OOXO
* +----
*
* but not in this one:
*
* |XXX..
* |OOXX.
* |.OOXX
* |XXOOX
* |.O.OX
* +-----
*/
self_atari_ok = 1;
for (k = 0; k < 4; k++) {
if (board[pos + delta[k]] == color
&& DRAGON2(pos + delta[k]).safety != INESSENTIAL) {
self_atari_ok = 0;
cc = pos + delta[k];
break;
}
}
/* Copy the potential move to (move). */
move = pos;
/* If the move is a self atari, but that isn't okay, try to
* recursively find a backfilling move which later makes the
* potential move possible.
*/
if (!self_atari_ok) {
while (countlib(pos) == 1) {
int lib;
findlib(pos, 1, &lib);
move = lib;
if (!trymove(move, color, "aftermath-B", target))
break;
}
if (countlib(pos) == 1)
move = NO_MOVE;
}
while (stackp > 0)
popgo();
if (move == NO_MOVE)
continue;
/* Make sure that the potential move really isn't a self
* atari. In the case of a move found after backfilling this
* could happen (because the backfilling moves happened to
* capture some stones). The position of the move may even be
* occupied.
*/
if (!self_atari_ok && (board[move] != EMPTY || is_self_atari(move, color)))
continue;
/* Consult the owl code to determine whether the considered move
* really is effective. Blunders should be detected here.
*/
if (owl_does_attack(move, target, NULL) == WIN) {
/* If we have an adjacent own dragon, which is not inessential,
* verify that it remains safe.
*/
if (cc != NO_MOVE && !owl_does_defend(move, cc, NULL)) {
int resulta, resultb;
owl_analyze_semeai_after_move(move, color, target, cc,
&resulta, &resultb, NULL, 1, NULL, 1);
if (resulta != 0)
continue;
}
/* If we don't allow self atari, also call confirm safety to
* avoid setting up combination attacks.
*/
if (!self_atari_ok && !confirm_safety(move, color, NULL, NULL))
continue;
DEBUG(DEBUG_AFTERMATH, "Filling opponent liberty at %1m\n", move);
return move;
}
}
/* Case 7.
* In very rare cases it turns out we need yet another pass. An
* example is this position:
*
* |.....
* |OOOO.
* |XXXO.
* |.OXO.
* |O.XO.
* +-----
*
* Here the X stones are found tactically dead and therefore the
* corner O stones have been amalgamated with the surrounding
* stones. Since the previous case only allows sacrificing
* INESSENTIAL stones, it fails to take X off the board.
*
* The solution is to look for tactically attackable opponent stones
* that still remain on the board but should be removed.
*/
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (board[pos] == other
&& (worm[pos].unconditional_status == UNKNOWN
|| do_capture_dead_stones)
&& (DRAGON2(pos).safety == DEAD
|| DRAGON2(pos).safety == TACTICALLY_DEAD)
&& worm[pos].attack_codes[0] != 0
&& !is_illegal_ko_capture(worm[pos].attack_points[0], color)) {
DEBUG(DEBUG_AFTERMATH, "Tactically attack %1m at %1m\n",
pos, worm[pos].attack_points[0]);
return worm[pos].attack_points[0];
}
}
/* No move found. */
return PASS_MOVE;
}
/* This is a substitute for genmove_conservative() which only does
* what is required when doing the aftermath. Notice though that this
* generates an "ordinary" move, in contrast to aftermath_genmove().
* Usually this should turn up a pass, but when it doesn't it's
* important not to miss the move.
*/
static int
reduced_genmove(int color)
{
float value;
int save_verbose;
float our_score;
int move;
/* no move is found yet. */
move = PASS_MOVE;
value = 0.0;
/* Prepare pattern matcher and reading code. */
reset_engine();
/* Find out information about the worms and dragons. */
examine_position(EXAMINE_ALL, 1);
/* The score will be used to determine when we are safely
* ahead. So we want the most conservative score.
*/
if (color == WHITE)
our_score = black_score;
else
our_score = -white_score;
gg_assert(stackp == 0);
/*
* Ok, information gathering is complete. Now start to find some moves!
*/
/* Pick up moves that we know of already. */
save_verbose = verbose;
if (verbose > 0)
verbose--;
collect_move_reasons(color);
verbose = save_verbose;
/* Look for combination attacks and defenses against them. */
combinations(color);
gg_assert(stackp == 0);
/* Review the move reasons and estimate move values. */
if (review_move_reasons(&move, &value, color, 0.0, our_score, NULL, 0))
TRACE("Move generation likes %1m with value %f\n", move, value);
gg_assert(stackp == 0);
/* If no move is found then pass. */
if (move == PASS_MOVE)
TRACE("I pass.\n");
else
TRACE("reduced_genmove() recommends %1m with value %f\n", move, value);
return move;
}
/* Preliminary function for playing through the aftermath. */
static void
do_play_aftermath(int color, struct aftermath_data *a,
SGFTree *aftermath_sgftree)
{
int move;
int pass = 0;
int moves = 0;
int color_to_play = color;
DEBUG(DEBUG_AFTERMATH, "The aftermath starts.\n");
/* Disable computing worm and owl threats. */
disable_threat_computation = 1;
/* Disable matching of endgame patterns. */
disable_endgame_patterns = 1;
while (pass < 2 && moves < board_size * board_size) {
int reading_nodes = get_reading_node_counter();
int owl_nodes = get_owl_node_counter();
move = reduced_genmove(color_to_play);
if (move == PASS_MOVE) {
int save_verbose = verbose;
if (verbose > 0)
verbose--;
move = do_aftermath_genmove(color_to_play,
(color_to_play == WHITE ?
a->white_control : a->black_control),
0);
verbose = save_verbose;
}
play_move(move, color_to_play);
if (aftermath_sgftree)
sgftreeAddPlay(aftermath_sgftree, color_to_play, I(move), J(move));
moves++;
DEBUG(DEBUG_AFTERMATH, "%d %C move %1m (nodes %d, %d total %d, %d)\n",
movenum, color_to_play, move, get_owl_node_counter() - owl_nodes,
get_reading_node_counter() - reading_nodes,
get_owl_node_counter(), get_reading_node_counter());
if (move != PASS_MOVE)
pass = 0;
else
pass++;
color_to_play = OTHER_COLOR(color_to_play);
}
/* Reenable worm and dragon threats and endgame patterns. */
disable_threat_computation = 0;
disable_endgame_patterns = 0;
}
static struct aftermath_data aftermath;
static void
play_aftermath(int color, SGFTree *aftermath_sgftree)
{
int pos;
struct board_state saved_board;
struct aftermath_data *a = &aftermath;
static int current_board[BOARDMAX];
static int current_color = EMPTY;
int cached_board = 1;
gg_assert(color == BLACK || color == WHITE);
if (current_color != color) {
current_color = color;
cached_board = 0;
}
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (ON_BOARD(pos) && board[pos] != current_board[pos]) {
current_board[pos] = board[pos];
cached_board = 0;
}
}
/* If this is exactly the same position as the one we analyzed the
* last time, the content of the aftermath struct is up to date.
*/
if (cached_board)
return;
a->white_captured = white_captured;
a->black_captured = black_captured;
a->white_prisoners = 0;
a->black_prisoners = 0;
a->white_territory = 0;
a->black_territory = 0;
a->white_area = 0;
a->black_area = 0;
store_board(&saved_board);
do_play_aftermath(color, a, aftermath_sgftree);
restore_board(&saved_board);
for (pos = BOARDMIN; pos < BOARDMAX; pos++) {
if (!ON_BOARD(pos))
continue;
if (a->black_control[pos]) {
a->black_area++;
if (board[pos] == WHITE) {
a->black_territory++;
a->white_prisoners++;
a->final_status[pos] = DEAD;
}
else if (board[pos] == EMPTY) {
a->black_territory++;
a->final_status[pos] = BLACK_TERRITORY;
}
else
a->final_status[pos] = ALIVE;
}
else if (a->white_control[pos]) {
a->white_area++;
if (board[pos] == BLACK) {
a->white_territory++;
a->black_prisoners++;
a->final_status[pos] = DEAD;
}
else if (board[pos] == EMPTY) {
a->white_territory++;
a->final_status[pos] = WHITE_TERRITORY;
}
else
a->final_status[pos] = ALIVE;
}
else {
if (board[pos] == EMPTY)
a->final_status[pos] = DAME;
else {
a->final_status[pos] = ALIVE_IN_SEKI;
if (board[pos] == WHITE)
a->white_area++;
else
a->black_area++;
}
}
}
if (debug & DEBUG_AFTERMATH) {
gprintf("White captured: %d\n", a->white_captured);
gprintf("Black captured: %d\n", a->black_captured);
gprintf("White prisoners: %d\n", a->white_prisoners);
gprintf("Black prisoners: %d\n", a->black_prisoners);
gprintf("White territory: %d\n", a->white_territory);
gprintf("Black territory: %d\n", a->black_territory);
gprintf("White area: %d\n", a->white_area);
gprintf("Black area: %d\n", a->black_area);
}
}
float
aftermath_compute_score(int color, SGFTree *tree)
{
struct aftermath_data *a = &aftermath;
play_aftermath(color, tree);
if (chinese_rules)
return (a->white_area
- a->black_area
+ komi
+ handicap);
else
return (a->white_territory
+ a->black_captured
+ a->black_prisoners
- (a->black_territory
+ a->white_captured
+ a->white_prisoners)
+ komi);
}
/* Report the final status of a vertex on the board.
* Possible results are ALIVE, DEAD, ALIVE_IN_SEKI, WHITE_TERRITORY,
* BLACK_TERRITORY, and DAME.
*/
enum dragon_status
aftermath_final_status(int color, int pos)
{
ASSERT_ON_BOARD1(pos);
play_aftermath(color, NULL);
return aftermath.final_status[pos];
}
/*
* Local Variables:
* tab-width: 8
* c-basic-offset: 2
* End:
*/