/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
&& !pos.can_castle(ANY_CASTLING))
{
StateInfo st;
+ ASSERT_ALIGNED(&st, Eval::NNUE::kCacheLineSize);
+
Position p;
p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
Tablebases::ProbeState s1, s2;
std::memset(this, 0, sizeof(Position));
std::memset(si, 0, sizeof(StateInfo));
- std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
st = si;
ss >> std::noskipws;
else if (token == '/')
sq += 2 * SOUTH;
- else if ((idx = PieceToChar.find(token)) != string::npos)
- {
+ else if ((idx = PieceToChar.find(token)) != string::npos) {
put_piece(Piece(idx), sq);
++sq;
}
chess960 = isChess960;
thisThread = th;
set_state(st);
+ st->accumulator.state[WHITE] = Eval::NNUE::INIT;
+ st->accumulator.state[BLACK] = Eval::NNUE::INIT;
assert(pos_is_ok());
++st->rule50;
++st->pliesFromNull;
+ // Used by NNUE
+ st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+ st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
+ auto& dp = st->dirtyPiece;
+ dp.dirty_num = 1;
+
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
else
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
+ if (Eval::useNNUE)
+ {
+ dp.dirty_num = 2; // 1 piece moved, 1 piece captured
+ dp.piece[1] = captured;
+ dp.from[1] = capsq;
+ dp.to[1] = SQ_NONE;
+ }
+
// Update board and piece lists
remove_piece(capsq);
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
+ {
+ if (Eval::useNNUE)
+ {
+ dp.piece[0] = pc;
+ dp.from[0] = from;
+ dp.to[0] = to;
+ }
+
move_piece(from, to);
+ }
// If the moving piece is a pawn do some special extra work
if (type_of(pc) == PAWN)
remove_piece(to);
put_piece(promotion, to);
+ if (Eval::useNNUE)
+ {
+ // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
+ dp.to[0] = SQ_NONE;
+ dp.piece[dp.dirty_num] = promotion;
+ dp.from[dp.dirty_num] = SQ_NONE;
+ dp.to[dp.dirty_num] = to;
+ dp.dirty_num++;
+ }
+
// Update hash keys
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
st->pawnKey ^= Zobrist::psq[pc][to];
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ if (Do && Eval::useNNUE)
+ {
+ auto& dp = st->dirtyPiece;
+ dp.piece[0] = make_piece(us, KING);
+ dp.from[0] = from;
+ dp.to[0] = to;
+ dp.piece[1] = make_piece(us, ROOK);
+ dp.from[1] = rfrom;
+ dp.to[1] = rto;
+ dp.dirty_num = 2;
+ }
+
// Remove both pieces first since squares could overlap in Chess960
remove_piece(Do ? from : to);
remove_piece(Do ? rfrom : rto);
assert(!checkers());
assert(&newSt != st);
- std::memcpy(&newSt, st, sizeof(StateInfo));
+ std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
+
newSt.previous = st;
st = &newSt;
+ st->dirtyPiece.dirty_num = 0;
+ st->dirtyPiece.piece[0] = NO_PIECE; // Avoid checks in UpdateAccumulator()
+ st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+ st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
+
if (st->epSquare != SQ_NONE)
{
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
// Don't allow pinned pieces to attack (except the king) as long as
// there are pinners on their original square.
- if (st->pinners[~stm] & occupied)
- stmAttackers &= ~st->blockersForKing[stm];
+ if (pinners(~stm) & occupied)
+ stmAttackers &= ~blockers_for_king(stm);
if (!stmAttackers)
break;
assert(0 && "pos_is_ok: Bitboards");
StateInfo si = *st;
+ ASSERT_ALIGNED(&si, Eval::NNUE::kCacheLineSize);
+
set_state(&si);
if (std::memcmp(&si, st, sizeof(StateInfo)))
assert(0 && "pos_is_ok: State");
for (Piece pc : Pieces)
- {
if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
|| pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
assert(0 && "pos_is_ok: Pieces");
- for (int i = 0; i < pieceCount[pc]; ++i)
- if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
- assert(0 && "pos_is_ok: Index");
- }
-
for (Color c : { WHITE, BLACK })
for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
{