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[/] [connect-6/] [trunk/] [XILINX/] [BUILD_SCC_SRCH/] [synth_src/] [search_bfs.cpp] - Blame information for rev 17

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Line No. Rev Author Line
1 17 sumanta.ch
 
2
/*
3
 
4
connectk -- UMN CSci 5512W project
5
 
6
*/
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8
//#include "config.h"
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//#include <string.h>
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//#include <glib.h>
11
//#include <iostream>
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//#include <stdio.h>
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#include "./shared.h"
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#include "pico.h"
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//#include "../connectk.h"
16
 
17
/* Variables required to check for cache hits */
18
//static int cache_id = -1, cache_depth = -1, cache_branch = -1;
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//static SEARCH cache_search = -1;
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//static AIMoves *cache_moves = NULL;
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//static AIWEIGHT cache_best;
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//static Player *cache_player;
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//static AIFunc cache_func;
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//static BCOORD cache_size;
25
 
26
int ai_stop=0;
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int mini(int x,int y){
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        return (x<=y)?x:y;
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}
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int maxi(int x,int y){
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        return (x>=y)?x:y;
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}
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int mod2(int x){
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#pragma bitsize x 5
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int ans[16]={0,1,0,1,0,1,0,1,0,1,0,1,0,1,0,1};
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return ans[x];
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}
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int mod5(int x){
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#pragma bitsize x 5
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int ans[16]={0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0};
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return ans[x];
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}
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/*static*/ AIWEIGHT df_search(Board *b, AIMoves *moves,/*index_array *index,*/ Player *player,int depth, int cache_index, PIECE searched, AIWEIGHT alpha, AIWEIGHT beta)
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/* Depth is in _moves_ */
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{
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                #pragma internal_fast index
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        int i, j;
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        #pragma bitsize i 16
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        #pragma bitsize j 16
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        Board b_next[2][16];
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        #pragma internal_blockram b_next
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        AIMoves moves_next[2][16];
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        #pragma internal_fast moves_next
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        #pragma unpacked moves_next
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        AIWEIGHT utility[5][16];
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        #pragma internal_blockram utility
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        PIECE turn[5]={b->turn};
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        int branch=player->branch;
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60
        board_copy(b, &b_next[0][0]);
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        ai_threats(b_next,0,0,moves_next/*,index*/);
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        utility[0][0]=moves_next[0][0].utility;
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        turn[0]=b->turn;
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        for(i=0;i<branch;i++){
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        moves->data[i].x=moves_next[0][0].data[i].x;
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        moves->data[i].y=moves_next[0][0].data[i].y;
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        //moves->data[i].weight=moves_next[1][i].utility;
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        }
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        ///* Search only the top moves beyond the minimum */
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        ////aimoves_sort(moves);
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        //if (moves->len > player->branch) {
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        //        //for (i = player->branch; i < moves->len; i++)
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        //        //        if (moves->data[i].weight != moves->data[0].weight)
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        //        //                break;
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        //        //moves->len = i;
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        //        moves->len = player->branch;
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        //}
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        /* No moves left -- its a draw */
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82
        if (moves_next[0][0].len < 1)                //"(%s)", bcoords_to_string(aim->x, aim->y));
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84
                return AIW_DRAW;
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                //board_copy(b, &b_next[0][0]);
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87
        /* Search each move available in depth first order */
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        for(j=0;j<depth;j++){
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                int k,branches=1;
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                for(k=0;k<j+1;k++) branches*=branch;
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                //int branches=(player->branch)^j;
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                //printf("branches %d\n",branches);
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                //int current_j=j % 2;
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                //int next_j=(j+1) % 2;
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                int current_j=mod2(j);
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                int next_j=mod2(j+1);
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                if (b_next[current_j][0].moves_left <= 0) turn[j]=other_player(b_next[current_j][0].turn);
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                else turn[j]=b_next[current_j][0].turn;
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100
        for (i = 0; i < branches; i++) {
101
                //if(!(moves_next[j][i>>1].utility==AIW_WIN || moves_next[j][i>>1].utility==-AIW_WIN)){
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                if(!(utility[j][i>>1]==AIW_WIN || utility[j][i>>1]==-AIW_WIN)){
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                //AIMove aim = *(moves_next[current_j][i>>1].data + (i % branch));
104
                AIMove aim = *(moves_next[current_j][i>>1].data + mod2(i));
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                //printf ("aim->utility %d \n",utility[j][i>>1]);
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107
                board_copy(&b_next[current_j][i>>1], &b_next[next_j][i]);
108
                //if(moves_next[j][i/2].len<branch) printf ("caca");
109
                //printf("%d %d\n",aim.x,aim.y);
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111
                /* Did we get a bad move? */
112
                if (!piece_empty(piece_at(&b_next[next_j][i], aim.x, aim.y))) {
113
                        //g_warning("DFS utility function suggested a bad move "
114
                                  //"(%s)", bcoords_to_string(aim->x, aim->y));
115
                        //printf("bad move\n");
116
                        continue;
117
                }
118
 
119
                /* Already searched here? */
120
                ///////////////////////////if (piece_at(&b_next[j+1][i], aim->x, aim->y) == searched){
121
                ///////////////////////////     moves_next[j+1][i].utility=moves_next[j+1][i>>1].utility;
122
                ///////////////////////////        continue;
123
                ///////////////////////////}
124
                ///////////////////////////place_piece_type(&b_next[j+1][i], aim->x, aim->y, searched);
125
 
126
                //b_next = board_new();
127
                place_piece(&b_next[next_j][i], aim.x, aim.y);
128
                        AIWEIGHT next_alpha = alpha, next_beta = beta;
129
                        //AIFunc func;
130
 
131
 
132
                        /* Player has changed */
133
                //printf("depth %d branches %d turn %d \n\n",j,branches,turn[j]);
134
                        if (b_next[next_j][i].moves_left <= 0) {
135
                                b_next[next_j][i].moves_left = place_p;
136
                                b_next[next_j][i].turn = other_player(b_next[current_j][i].turn);
137
                                searched++;
138
                                next_alpha = -beta;
139
                                next_beta = -alpha;
140
                        }
141
                        b_next[next_j][i].moves_left--;
142
 
143
                /* Did we win? */
144
 
145
                if (check_win_full(&b_next[1][i], aim.x, aim.y,0,0,0,0)){
146
                        aim.weight = AIW_WIN;
147
                        moves_next[next_j][i].utility=AIW_WIN;
148
                        utility[j+1][i]=AIW_WIN;
149
 
150
 
151
                //}else if(moves_next[j][i>>1].utility==AIW_WIN || moves_next[j][i>>1].utility==-AIW_WIN ){
152
                }else if(utility[j][i>>1]==AIW_WIN || utility[j][i>>1]==-AIW_WIN ){
153
                        //moves_next[j+1][i].utility=AIW_WIN;
154
                        utility[j+1][i]=AIW_WIN;
155
                /* Otherwise, search deeper */
156
                }else  {
157
 
158
                        //func = ai(player->ai)->func;
159
                        //if (!func) {
160
                        //        g_warning("DFS player has no AI function");
161
                        //        return moves->utility;
162
                        //}
163
                        //moves_next = func(b_next);
164
                        ai_threats(b_next,next_j,i,moves_next/*,index*/);
165
                        utility[j+1][i]=moves_next[next_j][i].utility;
166
 
167
                        //aim->weight = df_search(&b_next, &moves_next, index,player,
168
                        //                        depth - 1, next_ci, searched,
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                        //                        next_alpha, next_beta);
170
                        //aimoves_free(moves_next);
171
                }
172
                        ////////////////////////////////////////////////////////////////////////if (b_next[next_j][i].turn != b->turn)
173
                                //moves_next[j+1][i].utility=-moves_next[j+1][i].utility;
174
                                ////////////////////////////////////////////////////////////////utility[j+1][i]=-moves_next[1][i].utility;
175
                        //if (moves_next[j+1][i].utility >= AIW_WIN)
176
                        //      moves_next[j+1][i].utility=AIW_WIN;
177
 
178
                /* Debug search */
179
                //if (opt_debug_dfsc) {
180
                //        for(j = MAX_DEPTH - depth; j > 0; j--)
181
                //                //g_print("-");
182
                //        //g_print("> d=%d, %s, u=%d, a=%d, b=%d %s\n",
183
                //        //        depth, bcoords_to_string(aim->x, aim->y),
184
                //        //        aim->weight, alpha, beta,
185
                //        //        piece_to_string(b->turn));
186
                //}
187
 
188
                //board_free(b_next);
189
                //if (aim->weight > alpha) {
190
                //        alpha = aim->weight;
191
                //        //cache_set(cache_index, aim);
192
 
193
                //        /* Victory abort */
194
                //        if (alpha >= AIW_WIN)
195
                //                return AIW_WIN;
196
 
197
                //        /* Alpha-beta pruning */
198
                //        if (alpha >= beta)
199
                //                return alpha;
200
                //}
201
        //printf("%d %d %d\n",j,i,moves_next[j+1][i].utility);
202
                }else //moves_next[j+1][i].utility=AIW_WIN;
203
                        utility[j+1][i]=AIW_WIN;
204
        }
205
        }
206
        for(j=depth-2;j>=0;j--){
207
                int k,branches=1;
208
                for(k=0;k<j+1;k++) branches*=branch;
209
                //int branches=(player->branch)^j;
210
                //printf("branches %d player %d\n",branches,b_next[j+1][i].turn);
211
        for (i = 0; i < branches; i=i+2) {
212
                //if (b_next[next_j][i].turn != b->turn)
213
                if (turn[j] != b->turn)
214
                //moves_next[j][i>>1].utility=mini(moves_next[j+1][i].utility,moves_next[j+1][i+1].utility);
215
                utility[j][i>>1]=mini(utility[j+1][i],utility[j+1][i+1]);
216
                else
217
                //moves_next[j][i>>1].utility=maxi(moves_next[j+1][i].utility,moves_next[j+1][i+1].utility);
218
                utility[j][i>>1]=maxi(utility[j+1][i],utility[j+1][i+1]);
219
 
220
        //printf("%d %d\n",moves_next[j+1][i].utility,moves_next[j+1][i+1].utility);
221
        }
222
        }
223
 
224
        //for(i=0;i<branch;i++){
225
        //moves_next[0][0].data[i].x=moves->data[i].x;
226
        //moves_next[0][0].data[i].y=moves->data[i].y;
227
        //moves_next[0][0].data[i].weight=moves->data[i].weight;
228
        //}
229
        //moves_next[0][0].utility=moves->utility;
230
        //moves_next[0][0].len=branch;
231
        for(i=0;i<branch;i++){
232
        //moves->data[i].x=moves_next[0][0].data[i].x;
233
        //moves->data[i].y=moves_next[0][0].data[i].y;
234
        //moves->data[i].weight=moves_next[1][i].utility;
235
        moves->data[i].weight=utility[1][i];
236
        }
237
        moves->len=branch;
238
 
239
        return alpha;
240
}
241
 
242
int  search(Board *b, AIMove *move, Player *player)
243
{
244
        AIMoves moves;
245
        #pragma internal_blockram moves
246
        moves.len=0;
247
        Board copy;
248
        #pragma internal_blockram copy
249
        /*index_array index={0};*/
250
                #pragma internal_fast index
251
        //AIFunc move_func = ai(player->ai)->func;
252
 
253
        /* Player is not configured to search */
254
        //if (player->search == SEARCH_NONE)
255
        //        return;
256
 
257
        /* Moves list does not need to be searched */
258
        //if (moves->len <= b->moves_left) {
259
        ////        if (opt_debug_dfsc)
260
        ////                g_debug("DFS no choice abort");
261
        //        return;
262
        //}
263
 
264
        ///* Board size changed, cache is invalidated */
265
        //if (board_size != cache_size)
266
        //        cache_moves = NULL;
267
        //cache_size = board_size;
268
 
269
        ///* Cache hit, last or same board */
270
        //if (player->cache && cache_moves && cache_moves->len &&
271
        //    cache_search == player->search &&
272
        //    cache_depth == player->depth &&
273
        //    cache_player == player &&
274
        //    cache_func == move_func &&
275
        //    cache_branch == player->branch) {
276
        //        if (b->parent && cache_id == b->parent->ac.id) {
277
        //                aimoves_remove(cache_moves, b->parent->move_x,
278
        //                               b->parent->move_y);
279
        //                cache_id = b->ac.id;
280
        //        }
281
        //        if (cache_id == b->ac.id && cache_moves->len) {
282
        //                if (cache_moves->len) {
283
        //                        aimoves_copy(cache_moves, moves);
284
        //                        if (opt_debug_dfsc)
285
        //                                g_debug("DFS cache HIT");
286
        //                        return;
287
        //                }
288
        //                aimoves_free(cache_moves);
289
        //                cache_moves = NULL;
290
        //        }
291
        //}
292
 
293
        /* Cache miss */
294
        //if (opt_debug_dfsc)
295
        //        g_debug("DFS cache MISS");
296
        //cache_id = b->ac.id;
297
        //if (!cache_moves)
298
        //        cache_moves = aimoves_new();
299
        //cache_moves->len = 0;
300
        //cache_best = AIW_MIN;
301
        //copy = board_new();
302
        board_copy(b, &copy);
303
        //ai_threats(&copy,&moves,&index);
304
 
305
        //if (player->search == SEARCH_DFS) {
306
                df_search(&copy, &moves, /*&index,*/player, player->depth, 0,
307
                          PIECE_SEARCHED, AIW_LOSE, AIW_WIN);
308
        //printf("FINAL WEIGHTS %d %d \n\n",moves.data[0].weight,moves.data[1].weight);
309
        int ret_val;
310
        ret_val=aimoves_choose(&moves, move/*,&index*/);
311
        if (!ret_val)
312
                return 0;
313
        else return 1;
314
          //      if (cache_moves->len)
315
          //              aimoves_copy(cache_moves, moves);
316
        //} else {
317
        //        board_free(copy);
318
        //        g_warning("Unsupported search type %d", player->search);
319
        //        return;
320
        //}
321
        //board_free(copy);
322
 
323
        ///* Debug DFS search */
324
        //if (opt_debug_dfsc)
325
        //        dfs_cache_dump();
326
 
327
        ///* Save params so we can check if we have a hit later */
328
        //cache_player = player;
329
        //cache_search = player->search;
330
        //cache_depth = player->depth;
331
        //cache_branch = player->branch;
332
        //cache_func = move_func;
333
}

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