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  • pachi 学习

    修改

    Makefile
      DCNN=1  -> DCNN=0 // 禁用DCNN
      #BOARD_SIZE=19  -> BOARD_SIZE=19 // 棋盘大小19x19
      OPT ?= -O3  -> OPT ?= -O0 // 优化gcc编译选项
    运行参数: prior=eqex=0,dynkomi=none


    参数
    pachi.c
      int debug_level = 3; -> int debug_level = 5;  // 内部debug等级,主要用来打印相关信息
    uct.c
      u->fast_alloc = true; -> u->fast_alloc = false; // 不预先生成树节点

    方法:
    board.c
      board_init_data
      
      if(size % 2){
       board->symmetry.d = 1;
       board->symmetry.x1 = board->symmetry.y1 = board_size(board) / 2;
       board->symmetry.x2 = board->symmetry.y2 = board_size(board) - 1;
       board->symmetry.type = SYM_FULL;
      }
      ->
      if(size % 2){
      board->symmetry.d = 0;
       board->symmetry.x1 = board->symmetry.y1 = 1;
       board->symmetry.x2 = board->symmetry.y2 = board_size(board) - 1;
       board->symmetry.type = SYM_NONE;
      }
    文件:
      joseki19.pdict -> joseki19.pdict.bak

    数据结构

    函数

    算法

    流程

     命令 gtp.c

    protocol_version
    name
    echo
    version
    list_commands
    known_command
    quit
    boardsize
    clear_board
    komi
    play
    genmove
    time_left
    time_settings
    set_free_handicap
    place_free_handicap
    fixed_handicap
    final_score
    final_status_list
    undo
    kgs-game_over
    kgs-rules
    kgs-genmove_cleanup
    kgs-time_settings
    kgs-chat
    pachi-predict
    pachi-tunit
    pachi-gentbook
    pachi-dumptbook
    pachi-evaluate
    pachi-result
    predict
    tunit
    gogui-analyze_commands
        gogui-best_moves        gfx/gfx Best Moves
        gogui-winrates            gfx/gfx Winrates
        gogui-ownermap            gfx/gfx Influence
        gogui-score_est            gfx/gfx Score Est
        gogui-livegfx best_moves    gfx/Live gfx = Best Moves
        gogui-livegfx best_seq        gfx/Live gfx = Best Sequence
        gogui-livegfx winrate        gfx/Live gfx = Winrates/gogui-livegfx winrates
        gogui-livegfx            gfx/Live gfx = None
        final_score            string/Final Score

    数据结构

    internal

    /* How many games to consider at minimum before judging groups. */
    #define GJ_MINGAMES 500 

    playout

    // Maximal simulation length
    #define
    MAX_GAMELEN 600

    struct playout_policy {
    int debug_level; //
    // We call setboard when we start new playout
    // We call choose when we ask policy about next move
    // We call assess when we ask policy about how good given move is.
    // We call permit when we ask policy if we can make a randomly chosen move
    playoutp_setboard setboard;
    playoutp_choose choose;
    playoutp_assess assess;
    playoutp_permit permit;
    playoutp_done done;
    // By default,with setboard set we will refuse to make(random)
    // moves outside of the *choose routine in order not to mess up
    // state tracking.If you use *setboard but do not track state
    // (e.g. you just initialize some per-playout data,like the Moggy policy),set setboard_randomok too.
    bool setboard_randomok;
    // particular playout policy's internal data
    void *data;
    };

    struct playout_amafmap{
      // We keep record of the game so tha we can examine nakade moves;really going out of our way to
    // implement nakade AMAF properly turns out to be crucial when reading some tactical positions in
    // depth(even if they are just one-stone-snapback)
      coord_t game[MAX_GAMELEN];
      bool is_ko_capture[MAX_GAMELEN];
      int gamelen;
      // Our current position in the game sequence;in AMAF, we search the range [game_baselen,gamelen[
      int game_baselen;
    };

    struct playout_setup {
      unsigned int gamelen; // Maximal # of moves in playout
      int mercymin; //Minimal difference between captures to terminate the playout.0 means don't check
      void *hook_data; // for hook to reference its state
      playouth_prepolicy prepolicy_hook;
      playouth_postpolicy postpolicy_hook;
    };

    stone

    // 棋子
    enum
    stone { S_NONE=0; // 没有棋子 S_WHITE=1; // 白棋 S_BLACK=2; // 黑棋 S_OFFBOARD=3; // 边缘 S_MAX=4; // };

    board

    // 围棋规则
    enum go_ruleset{
    RULES_CHINESE=0; // 默认规则
    RULES_AGA=1,
    RULES_NEW_ZEALAND=2,
    RULES_JAPANESE=3,
    RULES_STONES_ONLY=4,
    RULES_SIMING=5;
    };

    //
    enum e_sym{
      SYM_FULL=0,
      SYM_DIAG_UP=1,
      SYM_DIAG_DOWN=2,
      SYM_HORIZ=3,
      SYM_VERT=4,
      SYM_NONE=5
    };

    //
    struct group {
      coord_t lib[10];  // 气上限
    int libs;
    };

    //
    struct board_symmetry{
    int x1,x2,y1,y2;
    int d;
    enum e_sym type;
    };

    // board
    struct
    board{
      
    int size;  // 棋盘大小包含边缘 21 int size2;  // 21*21 int bits2;  //
    int captures[4];  //
    float komi;  // 贴目
      int handicap;  // 让子
    enum go_ruleset rules; // 围棋规则

    char *fbookfile;  //
    struct fbook *fbook;  //

    int moves;  // 走了多少步
    struct move last_move;
    struct move last_move2;
    struct move last_move3;
    struct move last_move4;

    _Bool superko_violation
      
    // 初始化 x=S_OFFBOARD,0=S_NONE
    // x(420) x x x(440)
    // x 0(400) 0(418) x
    // x 0(22) 0(40) x
    // x(0) x x x(20)
    enum stone b[441];  // stones played on the board

    // 初始化
    // 0(420) 0 0(440)
    // 0 0 0
    // 0(0) 0 0(20)
    group_t g[441];  // 围棋所属的groupid,为0表示没有group

    // 初始化
    // 0(420) 0 0(440)
    // 0 0 0
    // 0(0) 0 0(20)
    coord_t p[441];  // Positions of next stones in the stone group; 0 == last stone

    // 初始化 0=S_NONE,1=S_BLACK,2=S_WHITE,3=S_OFFBOARD
    // [0,0,0,0](420) [0,0,0,0] [0,0,0,0] [0,0,0,0](440)
    // [0,0,0,0] [2,0,0,2] [2,0,0,2] [0,0,0,0]
    // [0,0,0,0] [3,0,0,1] [3,0,0,1] [0,0,0,0]
    // [0,0,0,0] [2,0,0,2] [2,0,0,2] [0,0,0,0]
    // [0,0,0,0](0) [0,0,0,0] [0,0,0,0] [0,0,0,0](20)
    struct neighbor_colors n[441];  // 上下左右 邻居的不同颜色的棋子的个数 0:没有,1:黑,2:白,3:边缘

    hash3_t pat3[441];  // pat3 格式化

    struct group gi[441];  //

    // 初始化
    // 0(361) 0(440)
    // 418(360)
    //
    // 22(0) 42(20)
    coord_t f[441];  // 可以移动的位置 [0]=22,[360]=418

    int flen;  // 19x19 = 361

    // 初始化
    // 0(420) 0 0 0(440)
    // 0 359 360 0
    // 0 0 1 0
    // 0(0) 0 0 0(20)
       int fmap[441];  // 将可以移动的位置映射到列表索引 边缘为0,其余 0~360

    group_t c[240];  // 可以捕捉的group队列
       int clen;

    struct board_symmetry symmetry;  //


    struct move last_ko;  // 最后一个劫
    int last_ko_age;  //

    struct move ko;  // 劫

    void *es;  // Engine-specific state;
    void *ps;  // Playout-specific state;

    hash_t history_hash[4096];
    hash_t hash;  // Hash of current board position;
    hash_t qhash[4];  // Hash of current board position quadrants
    };

    // 邻居颜色
    struct neighbor_colors {
    char colors[S_MAX];
    };

    struct board_statics{
      int size;
      int nei8[8],dnei[4];
      hash_t h[BOARD_MAX_COORDS][2];    // zobrist hash 黑,白
      unit8 coord[BOARD_MAX_COORDS][2];  // x,y 坐标 0,0 ~ 20,20
    };

    move

    #define pass -1
    #define resign -2

    //
    落子 struct move { coord_t coord; enum stone color; };

    stats

    /* Move statistics; we track how good value each move has. */
    /* These operations are supposed to be atomic - reasonably
     * safe to perform by multiple threads at once on the same stats.
     * What this means in practice is that perhaps the value will get
     * slightly wrong, but not drastically corrupted. */

    // 移动统计 struct move_stats{ floating_t value; // BLACK wins/playouts; int playouts; // # of playouts };

    tree


    // 树节点
    struct tree_node{
    hash_t hash;  // hash is used only for debugging. it is very likely(but not guaranteed) to be unique
    struct tree_node *parent,*sibling,*children;
    struct move_stats u;
    struct move_stats prior;
    struct move_stats amaf;
    struct move_stats pu;
    struct move_stats winner_owner;  // owner == winner
    struct move_stats black_owner;  // owner == black
    short coord;
    unsigned short depth;  //
    signed char descents;  // 下降 Number of parallel descents going through this node at the moment.Used for virtual loss computation.
    unsigend char d;  //
    unsigend char hints;  //

    /* In case multiple threads walk the tree, is_expanded is set
       * atomically. Only the first thread setting it expands the node.
    * The node goes through 3 states:
    * 1) children == null, is_expanded == false: leaf node
    * 2) children == null, is_expanded == true: one thread currently expanding
    * 2) children != null, is_expanded == true: fully expanded node */
    bool is_expaned;  //
    };

    // 树
    struct tree{
      struct board *board;
    struct tree_node *root;
    struct board_symmetry root_symmetry;
    enum stone root_color;  // 树根上的旗子状态
    bool use_extr_komi;  //

    /* A single-move-valid flag that marks a tree that is potentially
    * badly skewed and should be used with care. Currently, we never
    * resign on untrustworthy_tree and do not reuse the tree on next
    * move. */
    bool untrustworthy_tree;  // 不值得信任的树

    floating_t extra_komi;  //

    struct move_stats avg_score;  // 平均分

    // We merge local (non-tenuki) sequences for both colors,occuring anywhere in the tree;nodes are created on-demand,special 'pass' nodes
    // represent tenuki.Only u move_stats are used,prior and amaf is ignored.Values in root node are ignored

      // The value corresponds to black-to-play as usual;i.e. if white succeeds in its replies,the values will be low
    struct tree_node *ltree_black;
    // ltree_white has white-first sequences as children
      struct tree_node *ltree_white;
    // Aging factor; 2 means halve all playout values after each turn.1 means don't age at all
      floating_t ltree_aging;

      /* Hash table used when working as slave for the distributed engine.
    * Maps coordinate path to tree node. */
    struct tree_hash *htable;
    int hbits;

    int max_depth;
    volatile size_t nodes_size;  // byte size of all allocated nodes
      size_t max_tree_size;  // maximum byte size for entire tree, > 0 only for fast_alloc
    size_t max_pruned_size;
    size_t pruning_threshold;
    void *nodes;  // nodes buffer,only for fast_alloc
    };

    uct

    #define MC_GAMELEN MAX_GAMELEN // MAximal simulation length


    internal 

    
    
    struct uct {
        int debug_level;    // debug等级
        enum uct_reporting {
    UR_TEXT,
    UR_JSON,
    UR_JSON_BIG
    } reporting; // int reportfreq; // int games; // int gamelen; // float resign_threshold; // float sure_win_threshold; // double best2_ratio; // double bestr_ratio; // float max_maintime_ratio; // _Bool pass_all_alive; // _Bool allow_losing_pass; // _Bool territory_scoring; // int expand_p; // _Bool playout_amaf; // _Bool amaf_prior; // int playout_amaf_cutoff; // double dumpthres; // int force_seed; // _Bool no_tbook; // _Bool fast_alloc; // size_t max_tree_size; // size_t max_pruned_size; // size_t pruning_threshold;
    int mercymin;
    int significant_threshold;

    int threads;
    enum uct_thread_model {
    TM_TREE,  // Tree parallelization w/o virtual loss
    TM_TREEVL, // Tree parallelization with virtual loos.
    } thread_model;
    int virtual_loss;
    bool pondering_opt;  // User wants pondering
    bool pondering;  // Actually pondering now
    bool slave;  // act as slave in distributed engine
    int max_slaves; // optional, -1 if not set
    enum stone my_color;

    int fuseki_end;
    int yose_start;

    int dynkomi_mask;
    int dynkomi_interval;
    struct uct_dynkomi *dynkomi;
    floating_t initial_extra_komi;

    floating_t val_scale;
    int val_points;
    bool val_extra;
    bool val_byavg;
    bool val_bytemp;
    floating_t val_bytemp_min;

    int random_policy_chance;
    bool local_tree;
    int tenuki_d;
    floating_t local_tree_aging;
      #define LTREE_PLAYOUTS_MULTIPLIER 100
    floating_t local_tree_depth_decay;
    bool local_tree_allseq;
    bool local_tree_neival;
    enum {
    LTE_ROOT,
    LTE_EACH,
    LTE_TOTAL
    } local_tree_eval;
    bool local_tree_rootchoose;

    struct {
    int level;
    int playouts;
    } debug_after;
    
    
        char *banner;

    struct uct_policy *policy;
    struct uct_policy *random_policy;
    struct playout_policy *playout;
    struct uct_prior *prior;
    struct uct_pluginset *plugins;
    struct joseki_dict *jdict;

    struct pattern_setup pat;
    bool want_pat; // Various modules (prior,policy,...) set this if they want pattern database to be loaded
    
    
        // used within frame of single genmove
      struct board_ownermap ownermap;
    
    
       int stas_hbits;  // Used for coordination among slaves of the distributed engine. 未用到
    int shared_nodes;
    int shared_levels;
    double stats_delay;
    int played_own;
    int played_all;


    // Saved dead groups,for final_status_list dead;
      struct move_queue dead_groups;
      int dead_groups_move;

    struct tree *t;  // Game State - maintained by setup_state(),reset_state(); };

    struct
    uct_policy { struct uct *uct; uctp_choose choose; uctp_winner winner; uctp_evaluate evaluate; uctp_descend descend; uctp_update update; uctp_prior prior; uctp_done done; bool wants_amaf; void *data; }; // This is the state used for descending the tree;we use this wrapper // structure in order to be able to easily descend in multiple trees // in parallel(e.g. main tree and local tree) or compute cummulative // "path value" throughout the tree descent struct uct_descend { // Active tree nodes struct tree_node *node; // Main tree struct tree_node *lnode // local tree // Value of main tree node (with all value factors,but unbiased - // without exploration factor),from black's perspective struct move_stats value; };

    ownermap

    struct board_ownermap {
        sig_atomic_t playouts;
        sig_atomic_t map[441][4];
    };

    policy

    moggy

    // Move queue tags.Some may be even undesirable - these moves then receive
    // a penalty;penalty tags should be used only when it is certain the move would 
    // be considered anyway
    enum mq_tag {
        MQ_KO=0,
        MQ_LATARI,
        MQ_L2LIB,
        #define MQ_LADDER MQ_L2LIB
        MQ_LNLIB,
        MQ_PAT3,
        MQ_GATARI,
        MQ_JOSEKI,
        MQ_NAKADE,
        MQ_MAX  
    };
    
    #define PAT3_N 15
    
    struct moggy_policy {
        unsigend int lcapturerate,atarirate,nlibrate,ladderrate,capturerate,patternrate,korate,josekirate,nakaderate,eyefixrate;
    unsigned int selfatarirate,eyefillrate,alwaysccapture;
    unsigned int fillboardtries;
    int koage;
    // whether to look for patterns around second-to-last move
    bool pattern2;
    // whether,when self-atari attempt is detected, to  play the other  group's liberty if that is non-self-atari
    bool selfatari_other;
    // whether to read out ladders elsewhere than near the board in the playouts.note that such ladder testing is currently a fairly expensive operation
    bool middle_ladder;
    // 1lib settings:
    // whether to always pick from moves capturing all groups in global_atari_check()
    bool capcheckall;
    // Prior stone weighting. weight of each stone between  cap_stone_min and cap_stone_max is (assess*100)/cap_stone_denom
    int cap_stone_min,cap_stone_max;
    int cap_stone_denom;
    // 2lib settings
    bool atari_def_no_hopeless;
    bool atari_miaisafe;
    // nlib settings
    int nlib_count;
    
    struct joseki_dict *jdict;
    struct pattern3s patterns;
    
    double pat3_gammas[PAT3_N];

    bool fullchoose;
    double mq_prob[MQ_MAX], tenuki_prob; };

    prior

    struct uct_prior{
        // Equivalent experience for prior knowledge. MoGo paper recommands
       // 50 playouts per source;in practice, esp. with RAVE, about 6 playouts
        // per source seems best
        int eqex;
        int even_eqex,policy_eqex,b19_eqex,eye_eqex,ko_eqex,plugin_eqex,joseki_eqex,pattern_eqex;
        int dcnn_eqex;
        int cfgdn;
        int *cfgd_eqex;
        bool prune_ladders;
    };

    struct prior_map {
      struct board *b;
      enum stone to_play;
      int parity;
      // [board_size2(b)] array,move_stats are the prior values to be assigned to individual moves;
      // move_stats.value is not updated
      struct move_stats *prior;
      // [board_size2(b)] array,whether to compute prior for the given value.
      bool *consider;
      // [board_size2(b)] array from cfg_distances()
      int *distances;
    };

    ucb1amaf 

    // This implements the UCB1 policy with an extra AMAF heuristics
    struct ucb1_policy_amaf {
        // this is what the modification  of UCT with patterns in monte carlo go paper
       //  calls 'p'. Original UCB has this on 2,but this seems  to produce way too
       // wide searches; reduce this to get deeper  and narrower readouts - try 0.2
        floating_t explore_p;
       // rescale virtual loss value to square root of #threads. This mitigates the number
      // of virtual losses added in case of a large amount of threads; it seems that with 
       // linear virtual losses, overly diverse exploration caused by this may cause a wrong
       // mean value computed for the parent node.
      bool vloss_sqrt;
      // in distributed mode,encourage different slaves to work on different parts of the 
      // tree by adding virtual wins to different nodes
      int virtual_win;
      int root_virtual_win;
        int vwin_min_playouts;
        // First Play Urgency - if set to less than infinity( the MoGo paper above reports 1.0 as
       //  the best), new branches are explored only if none of the existing ones has higher 
       // urgency than fpu.
       floating_t fpu;   
        unsigned int equiv_rave;
        bool sylvain_rave;
       /* Give more weight to moves played earlier */
        int distance_rave;
        // Give 0 or negative rave bonus to ko threats before taking the ko.
       // 1=normal bonus, 0= no bonus,-1= invert rave bonus,-2= double penalty
        int threat_rave;
        // Coefficient of local tree  values embedded in RAVE
        floating_t ltree_rave;
        // Coefficient of criticality embedded in RAVE
         floating_t crit_rave;
        int crit_min_playouts;
        floating_t crit_plthres_coef;
        bool crit_negative;
        bool crit_negflip;
        bool crit_amaf;
        bool crit_lvalue;
    };

    pattern

    struct pattern_config {
        
        unsigned int bdist_max;
        unsigned int spat_min,spat_max;
    bool spat_largest;
    struct spatial_dict *spat_dict;  // the spatial patterns dictionary used by FEAT_SPATIAL };

    patternsp

    // Maximum spatial pattern diameter 
    #define MAX_PATTERN_DIST 7
    // Maximum number of points in spatial pattern(upper bound)
    #define MAX_PATTERN_AREA (MAX_PATTERN_DIST*MAX_PATTERN_DIST)
    
    
    struct spatial {
        // Gridcular radius of matched pattern
        unsigned char dist;
        unsigned char points[MAX_PATTERN_AREA/4];
    };

    struct spatial_dict {
    unsigned int nspatials;
    struct spatial *spatials;
    uint32 hash[1 << spatial_hash_bits];
    int fills,collisions;
    };

    dynkomi

    struct uct_dynkomi {
        struct uct *uct;
        uctd_permove permove;
        uctd_persim persim;
        uctd_done done;
        void *data;
    
        // Game state for dynkomi use:
        // Information on average score at the simulation end (black's perspective)
       //  since last dynkomi adjustment
       struct move_stats score;
       // Information on average winrate of simulations since last dynkomi adjustment
       struct move_stats value;
    };

    josekibase

    // single joseki situation - moves for S_BLACK-1,S_WHITE-1
    struct joseki_pattern {
        coord_t *moves[2]; // moves[] is a pass-terminated list or NULL
    };
    
    struct joseki_dict {
        int bisze;
        #define joseki_hash_bits 20 // 8M w/ 32-bit pointers
        #define joseki_hash_maks ((1 << joseki_hash_bits) - 1)
        struct joseki_pattern *patterns;
    };

    slave

    /* Hash table entry mapping path to node */
    struct tree_hash{
        path_t coord_path;
        struct tree_node *node;
    };

    fbook

    struct fbook{
        int bsize;
        int handicap;
        int movecnt;
        coord_t moves[1048576];
        hash_t hashes[1048576];
    };

    util

    // likely(x)等价于x,即if(likely(x))等价于if(x),但是它告诉gcc,x取1的可能性比较大。
    // unlikely(x)等价于x,即if(unlikely(x))等价于if(x),但是它告诉gcc,x取0的可能性比较大
    #define
    likely(x) __builtin_expect(!!(x),1) #define unlikely(x) __builtin_expect((x),0)

    函数

    pachi

    static struct engine *init_engine(enum engine_id engine,char *e_arg,struct board *b);

    board

    struct board *board_init(char *fbookfile);
    static void board_setup(struct board *b); void board_clear(struct board *board); void board_done_noalloc(struct board *board); static void board_init_data(struct board *board); static void board_statics_init(struct board *board);


    int board_play(struct board *board,struct move *m);
    static int board_play_(struct board *board,struct move *m,struct board_undo *u);
    static int __attribute__((flatten)) board_play_f(struct board *board,struct move *m,int f,struct board_undo *u);
    static group_t profiling_noinline board_play_outside(struct board *board,struct move *m,int f,struct board_undo *u);
    static inline void board_rmf(struct board *b,int f);
    static group_t profiling_noinline new_group(struct board *board,coord_t coord,struct board_undo *u);
    static void profiling_noinline board_hash_update(struct board *board,coord_t coord,enum stone color);

    static inline bool board_is_eyelike(struct board *board,coord_t coord,enum stone eye_color);

    uct

    struct engine *engine_uct_init(char *arg,struct board *b);
    struct uct *uct_state_init(char *arg,struct board *b);

    static char *uct_notify_play(struct engine *e,struct board *b,struct move *m,char *enginearg);
    void uct_prepare_move(struct uct *u,struct board *b,enum stone color);
    // 主要设置 uct->t
    // uct->t = tree_init;
    static void setup_state(struct uct *u,struct board *b,enum stone color);


    static void uct_board_print(struct engine *e,struct board *b,FILE *f);
    static char *uct_notify_play(struct engine *e,struct board *b,struct move *m,char *enginearg);

    static char *uct_undo(struct engine *e,struct board *b);
    static char *uct_result(struct engine *e,struct board *b);
    static coord_t uct_genmove(struct engine *e,struct board *b,struct time_info *ti,enum stone color,bool pass_all_alive);
    char *uct_genmoves(struct engine *e,struct board *b,struct time_info *ti,enum stone_color,char *args,bool pass_all_alive,void **stats_buf,int *stats_size);
    void uct_evaluate(struct engine *e,struct board *b,struct time_info *ti,floating_t *vals,enum stone color);
    static void uct_dead_group_list(struct engine *e,struct board *b,struct move_queue *mq);
    static void uct_stop(struct engine *e);
    static void uct_done(struct engine *e);
    static struct board_ownermap *uct_ownermap(struct engine *e,struct board *b);

    tree

    // 创建一个新的树

    struct
    tree *tree_init(struct board *board,enum stone color,size_t max_tree_size,size_t max_pruned_size,size_t pruning_threshold,floating_t ltree_aging,int hbits);

    static struct tree_node *tree_init_node(struct tree *t,coord_t coord,int depth,bool fast_alloc);
    static struct tree_node *tree_alloc_node(struct tree *t,int count,bool fast_alloc);
    static void tree_setup_node(struct tree *t,struct tree_node *n,coord_t coord,int depth);

    bool tree_promote_at(struct tree *tree,struct board *b,coord_t c);
    void tree_promote_node(struct tree *tree,struct tree_node **node);

    static void tree_fix_symmetry(struct tree *tree,struct board *b,coord_t c);
    static void tree_fix_node_symmetry(struct board *b,struct tree_node *node,bool flip_horiz,bool flip_vert,int flip_diag);

    generic

    struct tree_node *uctp_generic_choose(struct uct_policy *p,struct tree_node *node,struct board *b,enum stone color,coord_t exclude);
    void uctp_generic_winner(struct uct_policy *p,struct tree *tree,struct uct_descent *descent);

    ucb1amaf

    void ucb1amaf_done(struct uct_policy *p);
    static inline foating_t ucb1rave_evaluate(struct uct_policy *p,struct tree *tree,struct uct_descent *descent,int parity);
    void ucb1rave_descend(struct uct_policy *p,struct tree *tree,struct uct_descent *descent,int parity,bool allow_pass);
    void ucb1amaf_update(struct uct_policy *p,struct tree *tree,struct tree_node *node,enum stone node_color,enum stone player_color,struct playout_amafmap *map,struct board *final_board,floating_t result);

    moggy

    struct playout_policy *playout_moggy_init(char *arg,struct board *b,struct joseki_dict *jdict);
    static void playout_moggy_setboard(struct playout_policy *playout_policy,struct board *b);
    static coord_t playout_moggy_seqchoose(struct playout_policy *p,struct playout_setup *s,struct board *b,enum stone to_play);
    static void playout_moggy_assess(struct playout_policy *p,struct prior_map *map,int games);
    static bool playout_moggy_permit(struct playout_policy *p,struct board *b,struct move *m,bool alt);

    pattern

    static inline hash3_t pattern3_hash(struct board *b,coord_t c);

    josekibase

    struct joseki_dict *joseki_load(int bsize);

    算法

    流程

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  • 原文地址:https://www.cnblogs.com/revoid/p/8692539.html
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