depth: 调整 placingDepthTable 数组排列顺序
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@ -90,9 +90,9 @@ depth_t AIAlgorithm::changeDepth(depth_t origDepth)
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};
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#else
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const depth_t placingDepthTable[] = {
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6, 14, 15, 16, /* 0 ~ 3 */
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17, 16, 16, 14, /* 4 ~ 7 */
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12, 12, 10, 7, 1 /* 8 ~ 12 */
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1, 7, 10, 12, /* 0 ~ 3 */
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12, 14, 16, 16, /* 4 ~ 7 */
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17, 16, 15, 14, 6 /* 8 ~ 12 */
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};
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const depth_t movingDepthTable[] = {
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@ -120,7 +120,7 @@ depth_t AIAlgorithm::changeDepth(depth_t origDepth)
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#endif /* ENDGAME_LEARNING */
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if (tempGame.position.phase & PHASE_PLACING) {
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d = placingDepthTable[tempGame.getPiecesInHandCount(BLACK)];
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d = placingDepthTable[rule.nTotalPiecesEachSide - tempGame.getPiecesInHandCount(BLACK)];
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}
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if (tempGame.position.phase & PHASE_MOVING) {
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