23 proof_pieces = proof_pieces.
max(child);
30 auto target_king =
state.kingSquare(
alt(P));
46template <osl::Player P>
52 typedef FixedDefenseHelper<P,SetProofPieces,true> helper_t;
55 helper_t helper(*
this, depth+1, pdp, proof_pieces);
57 check_move = helper.best_move;
92template <osl::Player P>
104 if (
state->template isAlmostValidMove<false>(guide)
111template <osl::Player P>
118template <osl::Player P>
const Move newCapture(Piece capture) const
bool isNormal() const
INVALID でも PASS でもない.
const Square from() const
void add(Ptype type, unsigned int num=1)
const PieceStand max(PieceStand other) const
種類毎に this と other の持駒の多い方を取る
const PieceStand stand(Player P) const
const ProofDisproof attack(int depth, Move &best_move, PieceStand &proof_pieces)
const ProofDisproof defense(Move last_move, int depth, PieceStand &proof_pieces)
const ProofDisproof hasEscapeByMove(Move next_move, int depth, Move &check_move, PieceStand &proof_pieces)
next_move を指して逃げられるかどうかを調べる
const ProofDisproof hasCheckmateMove(int depth, Move &best_move, PieceStand &proof_pieces)
stateがPから詰む局面かを返す.
const ProofDisproof hasCheckmateWithGuide(int depth, Move &guide, PieceStand &proof_pieces)
guide を最初に試す. guide.isNormal() である必要はあるが,その局面でvalid でなくても良い
const ProofDisproof hasEscapeByMoveOfTurn(Move next_move, int depth, Move &check_move, PieceStand &proof_pieces)
const ProofDisproof hasCheckmateMoveOfTurn(int depth, Move &best_move, PieceStand &proof_pieces)
const ProofDisproof hasEscapeMove(Move last_move, int depth, PieceStand &proof_pieces)
stateがPによって詰んでいる局面かを返す.
const ProofDisproof hasCheckmateWithGuideOfTurn(int depth, Move &guide, PieceStand &proof_pieces)
証明数(proof number)と反証数(disproof number).
ProofNumberTable Proof_Number_Table
constexpr Player alt(Player player)
static void updateMax(PieceStand child, PieceStand &proof_pieces)
static void clear(PieceStand &proof_pieces)
static void setAttackLeaf(Move best_move, PieceStand &proof_pieces)
static ProofDisproof attackEstimation(const NumEffectState &state, Player P, King8Info info)
static void setLeaf(const NumEffectState &state, Player P, PieceStand stand, PieceStand &proof_pieces)
static void attack(Move best_move, PieceStand stand, PieceStand &proof_pieces)
static void addMonopolizedPieces(const NumEffectState &state, Player P, PieceStand stand, PieceStand &proof_pieces)
static void addMonopolizedPieces(const SimpleState &state, Player player, const PieceStand max, PieceStand &out)
alt(player) が持っていない種類の持駒を playerが持っていたら out に独占分を加算する.
static const PieceStand leaf(const NumEffectState &state, Player attacker, const PieceStand max)
static const PieceStand attack(const PieceStand prev, Move move, const PieceStand max)