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solve.c
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solve.c
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#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include "solve.h"
typedef struct {
Move* moves; // pointer to malloc'd array
int32_t size; // current length of the list
} MovesList;
static void alloc_list(MovesList* list) {
// There can be at most X*Y moves in a game, since there are X*Y
// pieces in the beginning and each move removes a piece.
Move* ptr = malloc(X * Y * sizeof(Move));
if (ptr == NULL) {
perror("malloc");
exit(EXIT_FAILURE);
}
list->moves = ptr;
list->size = 0;
}
static void free_list(MovesList* list) {
free(list->moves);
}
static void add_move(MovesList* list, const Move* move) {
list->moves[list->size] = *move;
list->size += 1;
}
static void print_move(const Move* move, const State color) {
char start_col = 'a' + (char) move->start_col;
char end_col = 'a' + (char) move->end_col;
switch (color) {
case BLACK:
printf(" B %c%i %c%i\n", start_col, move->start_row, end_col, move->end_row);
break;
case WHITE:
printf(" W %c%i %c%i\n", start_col, move->start_row, end_col, move->end_row);
break;
default:
printf("Invalid color %i in %s\n", color, __func__);
exit(EXIT_FAILURE);
}
}
static void print_list(const MovesList* list, State color, int32_t score) {
for (int32_t i = list->size - 1; i >= 0; --i) {
print_move(&list->moves[i], color);
color = !color;
}
if (score < 0) {
score = -score;
}
switch (color) {
case BLACK:
printf(" W wins by %i\n", score - 1);
break;
case WHITE:
printf(" B wins by %i\n", score - 1);
break;
default:
printf("Invalid color %i in %s\n", color, __func__);
exit(EXIT_FAILURE);
}
}
// Count the number of moves for this player.
static int32_t count_moves(const State board[Y][X], const State color) {
int32_t count = 0;
for (int32_t i = 0; i < Y; ++i) {
for (int32_t j = 0; j < X; ++j) {
if (board[i][j] != color) continue;
// Search up
for (int32_t k = i; k >= 2; k -= 2) {
if (board[k - 1][j] == !color && board[k - 2][j] == EMPTY) {
++count;
} else
break;
}
// Search right
for (int32_t k = j; k < X - 2; k += 2) {
if (board[i][k + 1] == !color && board[i][k + 2] == EMPTY) {
++count;
} else
break;
}
// Search left
for (int32_t k = j; k >= 2; k -= 2) {
if (board[i][k - 1] == !color && board[i][k - 2] == EMPTY) {
++count;
} else
break;
}
// Search down
for (int32_t k = i; k < Y - 2; k += 2) {
if (board[k + 1][j] == !color && board[k + 2][j] == EMPTY) {
++count;
} else
break;
}
}
}
return count;
}
// alpha is the current lower bound on my possible score (eg. -oo)
// beta is the current upper bound on my possible score (eg. +oo)
// the other player is going to minimize my best scores. If one of my
// possible moves is better than a choice the opponent can already pick,
// they won't pick this move, so bail out early.
static int32_t negamax(const State board[Y][X], const State color, int32_t a, int32_t b, MovesList* list) {
// Set the list to NULL at the beginning
list->moves = NULL;
int32_t score = LOSE - 1;
MovesList newlist;
State newboard[Y][X];
for (int32_t i = 0; i < Y; ++i) {
for (int32_t j = 0; j < X; ++j) {
if (board[i][j] != color) continue;
// Search up
board_copy(newboard, board);
for (int32_t k = i; k >= 2; k -= 2) {
if (board[k - 1][j] == !color && board[k - 2][j] == EMPTY) {
newboard[k][j] = EMPTY;
newboard[k - 1][j] = EMPTY;
newboard[k - 2][j] = color;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move move = {i, j, k - 2, j};
add_move(list, &move);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
} else
break;
}
// Search right
board_copy(newboard, board);
for (int32_t k = j; k < X - 2; k += 2) {
if (board[i][k + 1] == !color && board[i][k + 2] == EMPTY) {
newboard[i][k] = EMPTY;
newboard[i][k + 1] = EMPTY;
newboard[i][k + 2] = color;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move move = {i, j, i, k + 2};
add_move(list, &move);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
} else
break;
}
// Search left
board_copy(newboard, board);
for (int32_t k = j; k >= 2; k -= 2) {
if (board[i][k - 1] == !color && board[i][k - 2] == EMPTY) {
newboard[i][k] = EMPTY;
newboard[i][k - 1] = EMPTY;
newboard[i][k - 2] = color;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move move = {i, j, i, k - 2};
add_move(list, &move);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
} else
break;
}
// Search down
board_copy(newboard, board);
for (int32_t k = i; k < Y - 2; k += 2) {
if (board[k + 1][j] == !color && board[k + 2][j] == EMPTY) {
newboard[k][j] = EMPTY;
newboard[k + 1][j] = EMPTY;
newboard[k + 2][j] = color;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move move = {i, j, k + 2, j};
add_move(list, &move);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
} else
break;
}
}
}
if (score == LOSE - 1) {
// We cannot make any moves, so the other player has won.
// Count how many moves they have left, and that is the final score.
score = -count_moves(board, !color) - 1;
// Also create a new empty list
alloc_list(list);
}
return score;
}
static int32_t second_turn(const State board[Y][X], const Move* move, const State color, int32_t a, int32_t b, MovesList* list) {
list->moves = NULL;
MovesList newlist;
State newboard[Y][X];
int32_t score = LOSE - 1;
const int32_t row = move->start_row;
const int32_t col = move->start_col;
// Move up
if (row != 0) {
board_copy(newboard, board);
newboard[row - 1][col] = EMPTY;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move newmove = {row - 1, col, row - 1, col};
add_move(list, &newmove);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
}
// Move right
if (col < X - 1) {
board_copy(newboard, board);
newboard[row][col + 1] = EMPTY;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move newmove = {row, col + 1, row, col + 1};
add_move(list, &newmove);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
}
// Move left
if (col != 0) {
board_copy(newboard, board);
newboard[row][col - 1] = EMPTY;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move newmove = {row, col - 1, row, col - 1};
add_move(list, &newmove);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
}
// Move down
if (row < Y - 1) {
board_copy(newboard, board);
newboard[row + 1][col] = EMPTY;
int32_t val = -negamax(newboard, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
Move newmove = {row + 1, col, row + 1, col};
add_move(list, &newmove);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
}
if (score == LOSE - 1) {
// In this case we have a 1x1 board, and we have lost
score = -1;
// Also create a new empty list
alloc_list(list);
}
return score;
}
static int32_t first_turn(const State board[Y][X], const State color, MovesList* list) {
list->moves = NULL;
MovesList newlist;
State newboard[Y][X];
int32_t score = LOSE - 1;
int32_t a = LOSE - 1;
int32_t b = WIN + 1;
for (int32_t i = 0; i < Y; ++i) {
for (int32_t j = 0; j < X; ++j) {
if (board[i][j] != color) continue;
board_copy(newboard, board);
newboard[i][j] = EMPTY;
Move newmove = {i, j, i, j};
int32_t val = -second_turn(newboard, &newmove, !color, -b, -a, &newlist);
if (val > score) {
score = val;
// Free the old list of moves, because this one is better
free_list(list);
*list = newlist;
add_move(list, &newmove);
} else {
// Otherwise we don't use this list, so just ignore it
free_list(&newlist);
}
if (score > a)
a = score;
if (a >= b)
return score;
}
}
if (score == LOSE - 1) {
// In this case we are playing white on a 1x1 board, and we have lost
score = -1;
// Also create a new empty list
alloc_list(list);
}
return score;
}
void solve_start(const State board[Y][X], const State color) {
MovesList list;
const int32_t score = first_turn(board, color, &list);
print_list(&list, color, score);
free_list(&list);
}
void solve(const State board[Y][X], const State color) {
puts("Solving, type ^C to cancel");
MovesList list;
const int32_t score = negamax(board, color, LOSE - 1, WIN + 1, &list);
print_list(&list, color, score);
free_list(&list);
}