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program microMax;
{$APPTYPE CONSOLE}
(***************************************************************************/
/* micro-Max, */
/* A chess program smaller than 2KB (of non-blank source), by H.G. Muller */
/***************************************************************************/
/* version 3.2 (2000 characters) features: */
/* - recursive negamax search */
/* - quiescence search with recaptures */
/* - recapture extensions */
/* - (internal) iterative deepening */
/* - best-move-first 'sorting' */
/* - a hash table storing score and best move */
/* - full FIDE rules (expt minor ptomotion) and move-legality checking *)
// Delphi Translation (c)2013 by Paul TOTH http://www.execute.re
//#define F(I,S,N) for(I=S;I<N;I++)
//#define W(A) while(A)
//#define K(A,B) *(int*)(T+A+(B&8)+S*(B&7))
//#define J(A) K(y+A,b[y])-K(x+A,u)-K(H+A,t)
//#define U 16777224
const U = 16777224;
//struct _ {int K,V;char X,Y,D;} A[U]; /* hash table, 16M+8 entries*/
type
_ = record
K, V : Integer;
X, Y, D: Byte;
end;
var
AA: array[0..U-1] of _;
//int V=112,M=136,S=128,I=8e4,C=799,Q,N,i; /* V=0x70=rank mask, M=0x88 */
const
VV = 112;
MM = 136;
SS = 128;
II = 8e4;
CC = 799;
var
QQ, NN, i: Integer;
//char O,K,L,
var
OO, KK, LL: Byte;
//w[]={0,1,1,3,-1,3,5,9}, /* relative piece values */
const
w: array[0..7] of ShortInt = (0, 1, 1, 3, -1, 3, 5, 9);
//o[]={-16,-15,-17,0,1,16,0,1,16,15,17,0,14,18,31,33,0, /* step-vector lists */
// 7,-1,11,6,8,3,6, /* 1st dir. in o[] per piece*/
// 6,3,5,7,4,5,3,6}, /* initial piece setup */
const
o : array[0..31] of ShortInt = (
-16, -15, -17, 0 ,1, 16, 0, 1, 16, 15, 17, 0, 14, 18, 31, 33, 0,
7, -1, 11, 6, 8, 3, 6,
6, 3, 5, 7, 4, 5, 3, 6
);
//b[129], /* board: half of 16x8+dummy*/
var
b: array[0..128] of Integer;
//T[1035], /* hash translation table */
var
TT : array[0..1034] of Integer;
//n[]=".?+nkbrq?*?NKBRQ"; /* piece symbols on printout*/
const
n = '??+nkbrq?*?NKBRQ';
//D(k,q,l,e,J,Z,E,z,n) /* recursive minimax search, k=moving side, n=depth*/
function D(k,q,l,e,JJ,ZZ,EE,z,n: Integer): Integer;
//int k,q,l,e,J,Z,E,z,n; /* (q,l)=window, e=current eval. score, E=e.p. sqr.*/
{ /* e=score, z=prev.dest; J,Z=hashkeys; return score*/
}
var
// int j,r,m,v,d,h,i=9,F,G;
j, r, m, v, d, h, i, FF, GG: Integer;
// char t,p,u,x,y,X,Y,H,B;
t, p, u, x, y, XX, YY, HH, BB: Byte;
// struct _*a=A;
a : ^_;
function W1: Boolean;
begin
// W((h=A[++j].K)&&h-Z&&--i);
Inc(j);
Dec(i);
h := AA[j].K;
Result := (h <> 0) and (h - ZZ <> 0) and (i <> 0);
end;
function W2: Boolean;
begin
// W(d++<n|z==8&N<1e7&d<98)
Result := (d < n or z) = (8 and NN < 1e7) and (d < 98);
Inc(d);
end;
function W3: Boolean;
begin
// W(r=p>2&r<0?-r:-o[++j])
if (p > 2 and r < 0) then
r := -p
else begin
Inc(j);
r := -o[j];
end;
end;
label
A_;
begin
i := 9;
a := @AA;
// /* lookup pos. in hash table*/
// j=(k*E^J)&U-9; /* try 8 consec. locations */
j := (k * EE xor JJ) and UU - 9;
// W((h=A[++j].K)&&h-Z&&--i); /* first empty or match */
while W1 do
begin
// a+=i?j:0; /* dummy A[0] if miss & full*/
if i <> 0 then
Inc(a, j);
// if(a->K) /* hit: pos. is in hash tab */
if a.K <> 0 then
begin
{d=a->D;v=a->V;X=a->X; /* examine stored data */
}
d := a.D; v:= a.V; XX := a.X;
// if(d>=n) /* if depth sufficient: */
if d >= n then
begin
// {if(v>=l|X&S&&v<=q|X&8)return v; /* use if window compatible */
if (v >= LL) or (XX and SS <> 0) and (v <= QQ) or (XX and 8 <> 0) then
begin
Result := v;
Exit;
end;
// d=n-1; /* or use as iter. start */
d := n -1;
// }X&=~M;Y=a->Y; /* with best-move hint */
end;
XX := XX and (not MM);
YY := a.Y;
// Y=d?Y:0; /* don't try best at d=0 */
if d = 0 then
Y := 0;
// }else d=X=Y=0; /* start iter., no best yet */
end else begin
YY := 0;
XX := 0;
d := 0;
end;
// N++; /* node count (for timing) */
Inc(NN);
// W(d++<n|z==8&N<1e7&d<98) /* iterative deepening loop */
while W2 do
begin
// {x=B=X; /* start scan at prev. best */
BB := XX;
x := BB;
// Y|=8&Y>>4; /* request try noncastl. 1st*/
YY := YY or 8 and YY shr 4;
// m=d>1?-I:e; /* unconsidered:static eval */
if d > 1 then m := -II else m := e;
// do{u=b[x]; /* scan board looking for */
repeat
u := b[x];
// if(u&k) /* own piece (inefficient!)*/
if (u and k) <> 0 then
begin
// {r=p=u&7; /* p = piece type (set r>0) */
p := u and 7;
r := p;
// j=o[p+16]; /* first step vector f.piece*/
j := o[p + 16];
// W(r=p>2&r<0?-r:-o[++j]) /* loop over directions o[] */
while W3 do
begin
// {A: /* resume normal after best */
A_:
// y=x;F=G=S; /* (x,y)=move, (F,G)=castl.R*/
y := y;
GG := SS;
FF := GG;
// do{H=y+=r; /* y traverses ray */
repeat
y := y + r;
HH := y;
// if(Y&8)H=y=Y&~M; /* sneak in prev. best move */
if (YY and 8) <> 0 then
begin
y := YY and (not MM);
H := y;
end;
// if(y&M)break; /* board edge hit */
if (y and MM) then
Break;
// if(p<3&y==E)H=y^16; /* shift capt.sqr. H if e.p.*/
if (p < 3) and (y == EE) then
HH := y xor 16;
// t=b[H];if(t&k|p<3&!(r&7)!=!t)break; /* capt. own, bad pawn mode */
t := b[JJ];
if (t and k or p) < (3 and (not (r and 7)) <>
i=99*w[t&7]; /* value of capt. piece t */
if(i<0||E-S&&b[E]&&y-E<2&E-y<2)m=I; /* K capt. or bad castling */
if(m>=l)goto C; /* abort on fail high */
if(h=d-(y!=z)) /* remaining depth(-recapt.)*/
{v=p<6?b[x+8]-b[y+8]:0; /* center positional pts. */
b[G]=b[H]=b[x]=0;b[y]=u&31; /* do move, strip virgin-bit*/
if(!(G&M)){b[F]=k+6;v+=30;} /* castling: put R & score */
if(p<3) /* pawns: */
{v-=9*(((x-2)&M||b[x-2]!=u)+ /* structure, undefended */
((x+2)&M||b[x+2]!=u)-1); /* squares plus bias */
if(y+r+1&S){b[y]|=7;i+=C;} /* promote p to Q, add score*/
}
v=-D(24-k,-l-(l>e),m>q?-m:-q,-e-v-i, /* recursive eval. of reply */
J+J(0),Z+J(8)+G-S,F,y,h); /* J,Z: hash keys */
v-=v>e; /* delayed-gain penalty */
if(z==9) /* called as move-legality */
{if(v!=-I&x==K&y==L) /* checker: if move found */
{Q=-e-i;O=F;return l;} /* & not in check, signal */
v=m; /* (prevent fail-lows on */
} /* K-capt. replies) */
b[G]=k+38;b[F]=b[y]=0;b[x]=u;b[H]=t; /* undo move,G can be dummy */
if(Y&8){m=v;Y&=~8;goto A;} /* best=1st done,redo normal*/
if(v>m){m=v;X=x;Y=y|S&G;} /* update max, mark with S */
} /* if non castling */
t+=p<5; /* fake capt. for nonsliding*/
if(p<3&6*k+(y&V)==S /* pawn on 3rd/6th, or */
||(u&~24)==36&j==7&& /* virgin K moving sideways,*/
G&M&&b[G=(x|7)-(r>>1&7)]&32 /* 1st, virgin R in corner G*/
&&!(b[G^1]|b[G^2]) /* 2 empty sqrs. next to R */
){F=y;t--;} /* unfake capt., enable e.p.*/
}W(!t); /* if not capt. continue ray*/
}}}W((x=x+9&~M)-B); /* next sqr. of board, wrap */
C:if(m>I/4|m<-I/4)d=99; /* mate is indep. of depth */
m=m+I?m:-D(24-k,-I,I,0,J,Z,S,S,1)/2; /* best loses K: (stale)mate*/
if(!a->K|(a->X&M)!=M|a->D<=d) /* if new/better type/depth:*/
{a->K=Z;a->V=m;a->D=d;A->K=0; /* store in hash,dummy stays*/
a->X=X|8*(m>q)|S*(m<l);a->Y=Y; /* empty, type (limit/exact)*/
} /* encoded in X S,8 bits */
/*if(z==8)printf("%2d ply, %9d searched, %6d by (%2x,%2x)\n",d-1,N,m,X,Y&0x77);*/
}
if(z&8){K=X;L=Y&~M;}
return m;
}
main()
{
int j,k=8,*p,c[9];
F(i,0,8)
{b[i]=(b[i+V]=o[i+24]+40)+8;b[i+16]=18;b[i+96]=9; /* initial board setup*/
F(j,0,8)b[16*j+i+8]=(i-4)*(i-4)+(j-3.5)*(j-3.5); /* center-pts table */
} /*(in unused half b[])*/
F(i,M,1035)T[i]=random()>>9;
W(1) /* play loop */
{F(i,0,121)printf(" %c",i&8&&(i+=7)?10:n[b[i]&15]); /* print board */
p=c;W((*p++=getchar())>10); /* read input line */
N=0;
if(*c-10){K=c[0]-16*c[1]+C;L=c[2]-16*c[3]+C;}else /* parse entered move */
D(k,-I,I,Q,1,1,O,8,0); /* or think up one */
F(i,0,U)A[i].K=0; /* clear hash table */
if(D(k,-I,I,Q,1,1,O,9,2)==I)k^=24; /* check legality & do*/
}
} |
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