/usr/include/osl/eval/pieceEval.tcc is in libosl-dev 0.6.0-3.3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 | /* pieceEval.tcc
*/
#ifndef OSL_PIECEEVAL_TCC
#define OSL_PIECEEVAL_TCC
#include "osl/effect_action/storePtypeOSquare.h"
#include "osl/move_classifier/kingOpenMove.h"
#include "osl/eval/pieceEval.h"
#include "osl/container/pieceVector.h"
namespace osl
{
namespace eval
{
using container::PtypeOSquareVector;
/**
* 安全な指手を選ぶ.
* 単純な素抜きは考慮するが正確ではない
* @param P 指手を指すプレイヤ
*/
template <Player P>
struct SelectSafePieces
{
static void select(const NumEffectState& state, Square target,
const PtypeOSquareVector& src,
PtypeOSquareVector& out)
{
for (size_t i=0; i<src.size(); ++i)
{
assert(P == getOwner(src[i].first));
const Ptype ptype = getPtype(src[i].first);
const Square from = src[i].second;
if ((ptype == KING) // 王は無条件でいれておく
|| (! move_classifier::KingOpenMove<P>::
isMember(state,ptype,from,target)))
{
out.push_back(src[i]);
}
}
}
/**
* @param exceptFor ここからの利きは除外
*/
static void select(const NumEffectState& state, Square target,
const PtypeOSquareVector& src,
PtypeOSquareVector& out, Square except_for)
{
for (size_t i=0; i<src.size(); ++i)
{
assert(P == getOwner(src[i].first));
const Ptype ptype = getPtype(src[i].first);
const Square from = src[i].second;
if ((ptype == KING) // 王は無条件でいれておく
|| (! move_classifier::KingOpenMove<P>::
isMember(state,ptype,from,target,except_for)))
{
out.push_back(src[i]);
}
}
}
};
struct TakeBackValue
{
/** effectTo に利きのある駒を全て集める */
template <Player P>
static void findEffectPieces(const NumEffectState& state, Square effect_to,
PtypeOSquareVector& my_pieces,
PtypeOSquareVector& op_pieces)
{
typedef effect_action::StorePtypeOSquare store_t;
store_t op_pieces_store(&op_pieces, effect_to);
state.template forEachEffect<PlayerTraits<P>::opponent,store_t>
(effect_to, op_pieces_store);
if (! op_pieces.empty())
{
store_t my_pieces_store(&my_pieces, effect_to);
state.template forEachEffect<P,store_t>(effect_to, my_pieces_store);
}
}
/** move 後に move.to() に利きのある駒を全て集める */
template <Player P>
static void findEffectPiecesAfterMove(const NumEffectState& state, Move move,
PtypeOSquareVector& my_pieces,
PtypeOSquareVector& op_pieces)
{
using namespace effect_action;
const Square from=move.from();
const Square to=move.to();
const Player Opponent = PlayerTraits<P>::opponent;
StorePtypeOSquare my_pieces_store(&my_pieces, to);
StorePtypeOSquare op_pieces_store(&op_pieces, to);
{
// moveの結果目的のマスの利きが変わるのを調節
/** この部分は effectの種類によっては高速に求まるかもしれない */
/** offsetからshortを求める */
/** knight moveは0にしたいが,Board_Tableには対応するものはない */
Offset shortOffset=Board_Table.getShortOffsetNotKnight(Offset32(to,from));
// knightの場合は変わらない
if (! shortOffset.zero()){
Piece p;
for (Square pos=from-shortOffset; (p=state.pieceAt(pos)).isEmpty();
pos-=shortOffset)
;
if (p.isOnBoardByOwner<P>()){
// 利きあり
const int moveMask=Ptype_Table.getMoveMask(p.ptype());
Direction dir=Board_Table.getLongDirection<P>(Offset32(to,from));
if ((moveMask&dirToMask(dir))!=0){
my_pieces_store.store(p);
}
}
else if (p.isOnBoardByOwner<Opponent>()){
// 利きあり
const int moveMask=Ptype_Table.getMoveMask(p.ptype());
Direction dir=Board_Table.getLongDirection<P>(Offset32(from,to));
if ((moveMask&dirToMask(dir))!=0){
op_pieces_store.store(p);
}
}
}
}
state.template forEachEffect<PlayerTraits<P>::opponent,StorePtypeOSquare>
(to, op_pieces_store);
if (! op_pieces.empty())
{
const Piece movePiece=state.pieceAt(from);
state.template forEachEffectNotBy<P,StorePtypeOSquare>
(to, movePiece,my_pieces_store);
}
}
/**
* PtypeOSquareVector をもとに取り返し値を計算する
*
* FIXME: 利きを延ばすコードを入れる前に PtypeOSquareVector を
* PtypeO,Square のベクタに変更する必要がある.
* computeDiffAfterMoveMulti などで駒を動かさずに,
* move 後の取り合いを考えている時に,piece.square() が必ずしも
* 取り合いのためのposition ではないため.
*
* @param P alt(P) からの取り返し
* @param target ここに関する取り返し
* @param ptypeo target にあると想定される駒
*/
template <Player P>
static int computeValue(Square target, PtypeO ptypeO,
const PtypeOSquareVector& my_pieces,
const PtypeOSquareVector& op_pieces)
{
int val = 0;
CArray<int,Piece::SIZE> vals;
const Player Opponent = PlayerTraits<P>::opponent;
size_t i;
for (i=0;i<op_pieces.size();i++)
{
vals[i*2]=val;
// opponentMove
val+=Ptype_Eval_Table.captureValue(ptypeO);
{
ptypeO = op_pieces[i].first;
const bool promotable = canPromote(ptypeO)
&& (target.canPromote<Opponent>()
|| op_pieces[i].second.canPromote<Opponent>());
if (promotable)
{
ptypeO=promote(ptypeO);
val+=Ptype_Eval_Table.promoteValue(ptypeO);
}
}
vals[i*2+1]=val;
// myMove
if (i>=my_pieces.size()){
break;
}
val+=Ptype_Eval_Table.captureValue(ptypeO);
{
ptypeO=my_pieces[i].first;
const bool promotable = canPromote(ptypeO)
&& (target.canPromote<P>()
|| my_pieces[i].second.canPromote<P>());
if (promotable)
{
ptypeO=promote(ptypeO);
val+=Ptype_Eval_Table.promoteValue(ptypeO);
}
}
}
for (int j=i-1;j>=0;j--)
{
val=EvalTraits<P>::max(val,vals[j*2+1]);
val=EvalTraits<Opponent>::max(val,vals[j*2]);
}
return val;
}
};
/** P が PTYPE の駒を取った時の値 */
template <Ptype PTYPE> inline int captureVal(Player P)
{
// unpromote(PTYPE) を定数で求められれば即値に出来る
return Ptype_Eval_Table.captureValue(newPtypeO(alt(P),PTYPE));
}
} // namespace eval
} // namespace osl
template<osl::Player P>
int osl::PieceEval::
computeDiffAfterMove(const NumEffectState& state, Move move)
{
assert(P == state.turn());
assert(state.isAlmostValidMove(move));
/** move.to() に利きのある駒を集める */
PtypeOSquareVector my_pieces,op_pieces;
/**
* moveの結果, 延びる効きがあるか
*/
const Square from=move.from();
const Square to=move.to();
int val=0;
/**
* 現状で自分を除くすべての駒
*/
if (from.isPieceStand()) // drop moveは簡単
{
TakeBackValue::findEffectPieces<P>(state, to,
my_pieces, op_pieces);
}
else
{
val+=diffWithMove(state,move);
TakeBackValue::
findEffectPiecesAfterMove<P>(state, move, my_pieces, op_pieces);
}
if (op_pieces.empty())
return val;
PtypeOSquareVector my_safe_pieces, op_safe_pieces;
if (from.isPieceStand())
{
SelectSafePieces<P>::
select(state, to, my_pieces, my_safe_pieces);
SelectSafePieces<PlayerTraits<P>::opponent>::
select(state, to, op_pieces, op_safe_pieces);
}
else
{
SelectSafePieces<P>::
select(state, to, my_pieces, my_safe_pieces, from);
SelectSafePieces<PlayerTraits<P>::opponent>::
select(state, to, op_pieces, op_safe_pieces, from);
}
my_safe_pieces.sort();
op_safe_pieces.sort();
return val + TakeBackValue::
computeValue<P>(to, move.ptypeO(), my_safe_pieces, op_safe_pieces);
}
#endif /* OSL_PIECEEVAL_TCC */
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End:
|