/usr/include/osl/checkmate/proofNumberTable.h is in libosl-dev 0.6.0-3.1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*/
#ifndef OSL_CHECKMATE_PROOF_NUMBER_TABLE_H
#define OSL_CHECKMATE_PROOF_NUMBER_TABLE_H
#include "osl/checkmate/king8Info.h"
#include "osl/checkmate/proofDisproof.h"
#include "osl/state/numEffectState.h"
#include "osl/effect_util/additionalEffect.h"
#include "osl/boardTable.h"
#include "osl/neighboring8.h"
#include "osl/misc/carray.h"
#include "osl/misc/carray2d.h"
#include "osl/misc/bitOp.h"
#include "osl/misc/cstdint.h"
#include <boost/scoped_ptr.hpp>
namespace osl
{
namespace checkmate
{
class ProofNumberTable
{
public:
struct Liberty
{
/** 玉の自由度の予測値. 空王手の場合は 0 のことがある.*/
uint8_t liberty;
/** false の場合は必ず空き王手 */
bool has_effect;
explicit Liberty(uint8_t l=0, bool e=false) : liberty(l), has_effect(e)
{
}
};
private:
struct Table
{
/** 一つの王手 -> Liberty:
* long なdirection は1マスあけた王手を意味する */
CArray2d<CArray<Liberty,DIRECTION_SIZE>,0x100u,PTYPE_SIZE> liberties;
/** 全ての有効drop -> 最小liberty.
* liberty 8bit + 有効drop 8bit + 最小値 -> ptype mask
*/
CArray2d<uint8_t,0x10000u,8> drop_liberty;
/** 龍や馬で王手をかけられる時のliberty: [liberty][move_mask] */
CArray2d<uint8_t,0x100u,0x100u> pmajor_liberty;
/** 王が1,2段目にいる時の移動王手によるliberty: [liberty][move_mask].
* それ以外でUに金類が移動できる場合もこれで良いか.
*/
CArray2d<uint8_t,0x100u,0x100u> promote_liberty;
/** それ以外の移動liberty: [liberty][move_mask] */
CArray2d<uint8_t,0x100u,0x100u> other_move_liberty;
Table();
};
boost::scoped_ptr<Table> table;
public:
ProofNumberTable();
/**
* dir 方向からの王手をかけた時のlibertyの予想
*/
const Liberty countLiberty(Ptype ptype, Direction d, unsigned int liberty_mask) const
{
assert((d != UUL) && (d != UUR));
assert(liberty_mask <= 0xff);
return (table->liberties)[liberty_mask][ptype][d];
}
/**
* 8近傍へのdropまたは取れない移動後のlibertyの予測値を返す.
* 玉は取り返せる時でも取り返さない値.
* 桂馬は表をひく必要がないので呼び出し側で処理する.
* @return 空王手の場合は 0 のことがある.
*/
const Liberty countLibertyShortNotKnight(Player player, Square to, Ptype ptype,
Square king, King8Info info) const
{
assert(Neighboring8::isNeighboring8(to, king));
assert(ptype != KNIGHT);
const unsigned int liberty_mask = info.liberty();
const Direction d =
(player == BLACK)
? Board_Table.getShort8<BLACK>(to, king)
: Board_Table.getShort8<WHITE>(to, king);
return countLiberty(ptype, d, liberty_mask);
}
const Liberty countLibertyLong(Player player, Square to, Ptype ptype,
Square king, King8Info info) const
{
assert(! Neighboring8::isNeighboring8(to, king));
const unsigned int liberty_mask = info.liberty();
const Offset32 offset32(king,to);
const Offset offset = Board_Table.getShortOffsetNotKnight(offset32);
if (offset.zero())
return Liberty(0, false);
if (to + offset + offset != king) // 2マス以上遠く
{
if (isMajor(ptype))
ptype = unpromote(ptype);
else if (ptype != LANCE)
return Liberty(0, false);
}
const Direction d =
(player == BLACK)
? Board_Table.getLongDirection<BLACK>(offset32)
: Board_Table.getLongDirection<WHITE>(offset32);
assert(isLong(d));
return countLiberty(ptype, d, liberty_mask);
}
/**
* move は王手である必要がある
*/
int countLiberty(const NumEffectState& state, int liberty_count,
Move move, Square king, King8Info info) const
{
assert(liberty_count == misc::BitOp::countBit(info.liberty()));
const Player attack = move.player();
const Player defense = alt(attack);
const Square to = move.to();
const Ptype ptype = move.ptype();
if (ptype == KNIGHT)
return std::max(1,liberty_count + state.countEffect(defense, to));
const bool neighboring = Neighboring8::isNeighboring8(to, king);
Liberty liberty = neighboring
? countLibertyShortNotKnight(attack, to, ptype, king, info)
: countLibertyLong(attack, to, ptype, king, info);
if (liberty.liberty == 0)
return std::max(liberty_count-1,1);
if (! neighboring && liberty.has_effect)
{
// TODO: 詰将棋と協調できるなら liberty.liberty <=
// liberty_count を保つように調整したい,が.
++liberty.liberty; // 合駒の分,もし両王手の場合は本来は不要
}
liberty.liberty += state.countEffect(defense, to);
if (move.isDrop())
{
if (neighboring)
{
if (state.countEffect(attack, to))
--liberty.liberty; // adjust king capture
}
assert(liberty.liberty);
return liberty.liberty;
}
// 移動: 銀のただすてなどは本当は利きをはずしたい
if (neighboring)
{
if (state.countEffect(attack, to) >= 2
|| effect_util::AdditionalEffect::hasEffect(state, to, attack))
--liberty.liberty; // adjust king capture
}
assert(liberty.liberty);
return liberty.liberty;
}
/** テスト用 */
int countLiberty(const NumEffectState& state, Move move) const;
/** drop のみ */
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
libertyAfterAllDrop(const NumEffectState& state) const;
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
libertyAfterAllDrop(const NumEffectState& state, Player attack,
King8Info info) const;
/** 移動 のみ */
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
libertyAfterAllMove(const NumEffectState& state) const;
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
libertyAfterAllMove(const NumEffectState& state, Player attack,
King8Info info, Square king) const;
/** 全て */
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
libertyAfterAllCheck(const NumEffectState& state) const;
int
#ifdef __GNUC__
__attribute__ ((pure))
#endif
disproofAfterAllCheck(const NumEffectState&, Player, King8Info) const;
/** 全て */
const ProofDisproof
#ifdef __GNUC__
__attribute__ ((pure))
#endif
attackEstimation(const NumEffectState& state) const;
const ProofDisproof
#ifdef __GNUC__
__attribute__ ((pure))
#endif
attackEstimation(const NumEffectState& state,
Player attack,
King8Info info, Square king) const;
};
extern const ProofNumberTable Proof_Number_Table;
}
}
#endif /* _CHECKMATE_IMMEDIATE_CHECKMATE_TABLE_H */
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End:
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