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The input code just reads characters upto a newline,
and then combines first with second and third with fourth to get the move K,L.
The conversion from ASCII to a square number involves a constant that is so close to the
value of a Queen minus Pawn (799 in stead of (9-1)*99 = 792)
that is serves a double use and is stored in a variabe C.
Before parsing the move micro-Max checks, however, if the input consisted of a single newline,
in which case it thinks up a move itself by calling D()
with the invalid sqauare umber 8 in the capture square z.
This also puts a move in the global variablesK,L.
At any move the program is thus ready to accept either an input move in algabraic notation, or to start thinking and playing his own (on an empty input line). This makes it easy to set up a starting position, change sides during the game, or have the computer play against itself.
To execute the moves at the game level, be it from user input or from the engine, the same code is used as for do_move in the tree search. In fact, the search routine is called to do this. The difference is that the move is not taken back, as it would be in a normal search! To this end the recursive search routine has an exit point just before the normal move undo. It is used if the routine was called with the invalid square number 9 as recapture square z, and the move that was just searched equals the move held in global variablesK,L.
To make sure that moves that put the King in check are not accepted,
the call to D()
that performs the move should search to a depth of one ply,
(called with n==2
)
to make sure that all replies are considered and checked for King capture
(or illegal castling).
Fail-high cutoffs on ply 2 must be prevented,
or we could miss some King captures.
To this end m is artificially kept at minus infinity (-I
) during this search.
The move-legality check also has to know if e.p. capture is allowed (and where).
To this end the e.p. square is saved in global variable O when a move is accepted,
and passed to the next call to D()
(both for thinking up a move, and for later checking/performing it).
The same is done with the differentially updated evaluation score, in Q.
Below the code that implements the move-legality checking is highlighted:
/***************************************************************************/ /* micro-Max, */ /* A chess program smaller than 2KB (of non-blank source), by H.G. Muller */ /***************************************************************************/ /* version 3.1 (1997 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 */ #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 struct _ {int K,V;char X,Y,D;} A[U]; /* hash table, 16M+8 entries*/ int V=112,M=136,S=128,I=8e3,C=799,Q,N,i; /* V=0x70=rank mask, M=0x88 */ char O,K,L, w[]={0,1,1,3,-1,3,5,9}, /* relative piece values */ 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 */ b[129], /* board: half of 16x8+dummy*/ T[1035], /* hash translation table */ n[]=".?+nkbrq?*?NKBRQ"; /* piece symbols on printout*/ D(k,q,l,e,J,Z,E,z,n) /* recursive minimax search, k=moving side, n=depth*/ 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*/ int j,r,m,v,d,h,i=8,F,G; char t,p,u,x,y,X,Y,H,B; struct _*a=A; /* lookup pos. in hash table*/ j=(k*E^J)&U-9; /* try 8 consec. locations */ while((h=A[++j].K)&&h-Z&&--i); /* first empty or match */ a+=i?j:0; /* dummy A[0] if miss & full*/ if(a->K) /* hit: pos. is in hash tab */ {d=a->D;v=a->V;X=a->X; /* examine stored data */ if(d>=n) /* if depth sufficient: */ {if(v>=l|X&S&&v<=q|X&8)return v; /* use if window compatible */ d=n-1; /* or use as iter. start */ }X&=~M;Y=a->Y; /* with best-move hint */ Y=d?Y:0; /* don't try best at d=0 */ }else d=X=Y=0; /* start iter., no best yet */ N++; /* node count (for timing) */ W(d++<n|z==8&N<1e7&d<98) /* iterative deepening loop */ {x=B=X; /* start scan at prev. best */ Y|=8&Y>>4; /* request try noncastl. 1st*/ m=d>1?-I:e; /* unconsidered:static eval */ do{u=b[x]; /* scan board looking for */ if(u&k) /* own piece (inefficient!)*/ {r=p=u&7; /* p = piece type (set r>0) */ j=o[p+16]; /* first step vector f.piece*/ W(r=p>2&r<0?-r:-o[++j]) /* loop over directions o[] */ {A: /* resume normal after best */ y=x;F=G=S; /* (x,y)=move, (F,G)=castl.R*/ do{H=y+=r; /* y traverses ray */ if(Y&8)H=y=Y&~M; /* sneak in prev. best move */ if(y&M)break; /* board edge hit */ if(p<3&y==E)H=y^16; /* shift capt.sqr. H if e.p.*/ t=b[H];if(t&k|p<3&!(r&7)!=!t)break; /* capt. own, bad pawn mode */ 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,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+50; /* 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,K,S,z,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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