pachi_py/pachi/tactics/1lib.c (115 lines of code) (raw):
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#define DEBUG
#include "board.h"
#include "debug.h"
#include "mq.h"
#include "tactics/1lib.h"
#include "tactics/ladder.h"
#include "tactics/selfatari.h"
/* Whether to avoid capturing/atariing doomed groups (this is big
* performance hit and may reduce playouts balance; it does increase
* the strength, but not quite proportionally to the performance). */
//#define NO_DOOMED_GROUPS
static bool
can_play_on_lib(struct board *b, group_t g, enum stone to_play)
{
coord_t capture = board_group_info(b, g).lib[0];
if (DEBUGL(6))
fprintf(stderr, "can capture group %d (%s)?\n",
g, coord2sstr(capture, b));
/* Does playing on the liberty usefully capture the group? */
if (board_is_valid_play(b, to_play, capture)
&& !is_bad_selfatari(b, to_play, capture))
return true;
return false;
}
/* For given position @c, decide if this is a group that is in danger from
* @capturer and @to_play can do anything about it (play at the last
* liberty to either capture or escape). */
/* Note that @to_play is important; e.g. consider snapback, it's good
* to play at the last liberty by attacker, but not defender. */
static inline __attribute__((always_inline)) bool
capturable_group(struct board *b, enum stone capturer, coord_t c,
enum stone to_play)
{
group_t g = group_at(b, c);
if (likely(board_at(b, c) != stone_other(capturer)
|| board_group_info(b, g).libs > 1))
return false;
return can_play_on_lib(b, g, to_play);
}
bool
can_countercapture(struct board *b, enum stone owner, group_t g,
enum stone to_play, struct move_queue *q, int tag)
{
if (b->clen < 2)
return false;
unsigned int qmoves_prev = q ? q->moves : 0;
foreach_in_group(b, g) {
foreach_neighbor(b, c, {
if (!capturable_group(b, owner, c, to_play))
continue;
if (!q) {
return true;
}
mq_add(q, board_group_info(b, group_at(b, c)).lib[0], tag);
mq_nodup(q);
});
} foreach_in_group_end;
bool can = q ? q->moves > qmoves_prev : false;
return can;
}
#ifdef NO_DOOMED_GROUPS
static bool
can_be_rescued(struct board *b, group_t group, enum stone color, int tag)
{
/* Does playing on the liberty rescue the group? */
if (can_play_on_lib(b, group, color))
return true;
/* Then, maybe we can capture one of our neighbors? */
return can_countercapture(b, color, group, color, NULL, tag);
}
#endif
void
group_atari_check(unsigned int alwaysccaprate, struct board *b, group_t group, enum stone to_play,
struct move_queue *q, coord_t *ladder, bool middle_ladder, int tag)
{
enum stone color = board_at(b, group_base(group));
coord_t lib = board_group_info(b, group).lib[0];
assert(color != S_OFFBOARD && color != S_NONE);
if (DEBUGL(5))
fprintf(stderr, "[%s] atariiiiiiiii %s of color %d\n",
coord2sstr(group, b), coord2sstr(lib, b), color);
assert(board_at(b, lib) == S_NONE);
if (to_play != color) {
/* We are the attacker! In that case, do not try defending
* our group, since we can capture the culprit. */
#ifdef NO_DOOMED_GROUPS
/* Do not remove group that cannot be saved by the opponent. */
if (!can_be_rescued(b, group, color, tag))
return;
#endif
if (can_play_on_lib(b, group, to_play)) {
mq_add(q, lib, tag);
mq_nodup(q);
}
return;
}
/* Can we capture some neighbor? */
bool ccap = can_countercapture(b, color, group, to_play, q, tag);
if (ccap && !ladder && alwaysccaprate > fast_random(100))
return;
/* Otherwise, do not save kos. */
if (group_is_onestone(b, group)
&& neighbor_count_at(b, lib, color) + neighbor_count_at(b, lib, S_OFFBOARD) == 4) {
/* Except when the ko is for an eye! */
bool eyeconnect = false;
foreach_diag_neighbor(b, lib) {
if (board_at(b, c) == S_NONE && neighbor_count_at(b, c, color) + neighbor_count_at(b, c, S_OFFBOARD) == 4) {
eyeconnect = true;
break;
}
} foreach_diag_neighbor_end;
if (!eyeconnect)
return;
}
/* Do not suicide... */
if (!can_play_on_lib(b, group, to_play))
return;
if (DEBUGL(6))
fprintf(stderr, "...escape route valid\n");
/* ...or play out ladders (unless we can counter-capture anytime). */
if (!ccap) {
if (is_ladder(b, lib, group, middle_ladder)) {
/* Sometimes we want to keep the ladder move in the
* queue in order to discourage it. */
if (!ladder)
return;
else
*ladder = lib;
} else if (DEBUGL(6))
fprintf(stderr, "...no ladder\n");
}
mq_add(q, lib, tag);
mq_nodup(q);
}