/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
-////
-//// Includes
-////
-
#include <algorithm>
#include <cassert>
#include <cstring>
-#include <fstream>
-#include <map>
-#include <iostream>
+#include <iomanip>
#include <sstream>
#include "bitcount.h"
-#include "mersenne.h"
#include "movegen.h"
-#include "movepick.h"
+#include "notation.h"
#include "position.h"
#include "psqtab.h"
-#include "san.h"
+#include "rkiss.h"
+#include "thread.h"
#include "tt.h"
-#include "ucioption.h"
using std::string;
-using std::cout;
-using std::endl;
-static inline bool isZero(char c) { return c == '0'; }
+static const string PieceToChar(" PNBRQK pnbrqk");
-struct PieceLetters : public std::map<char, Piece> {
+CACHE_LINE_ALIGNMENT
- PieceLetters() {
+Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+Value PieceValue[PHASE_NB][PIECE_NB] = {
+{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
+{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
- operator[]('K') = WK; operator[]('k') = BK;
- operator[]('Q') = WQ; operator[]('q') = BQ;
- operator[]('R') = WR; operator[]('r') = BR;
- operator[]('B') = WB; operator[]('b') = BB;
- operator[]('N') = WN; operator[]('n') = BN;
- operator[]('P') = WP; operator[]('p') = BP;
- operator[](' ') = PIECE_NONE; operator[]('.') = PIECE_NONE_DARK_SQ;
- }
+namespace Zobrist {
- char from_piece(Piece p) const {
+ Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+ Key enpassant[FILE_NB];
+ Key castle[CASTLE_RIGHT_NB];
+ Key side;
+ Key exclusion;
+}
- std::map<char, Piece>::const_iterator it;
- for (it = begin(); it != end(); ++it)
- if (it->second == p)
- return it->first;
+Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion;}
- assert(false);
- return 0;
- }
-};
+namespace {
+// min_attacker() is an helper function used by see() to locate the least
+// valuable attacker for the side to move, remove the attacker we just found
+// from the bitboards and scan for new X-ray attacks behind it.
-////
-//// Constants and variables
-////
+template<int Pt> FORCE_INLINE
+PieceType min_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+ Bitboard& occupied, Bitboard& attackers) {
-/// Bonus for having the side to move (modified by Joona Kiiski)
+ Bitboard b = stmAttackers & bb[Pt];
+ if (!b)
+ return min_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
-static const Score TempoValue = make_score(48, 22);
+ occupied ^= b & ~(b - 1);
+ if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
+ attackers |= attacks_bb<BISHOP>(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
-Key Position::zobrist[2][8][64];
-Key Position::zobEp[64];
-Key Position::zobCastle[16];
-Key Position::zobSideToMove;
-Key Position::zobExclusion;
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
-Score Position::PieceSquareTable[16][64];
+ attackers &= occupied; // After X-ray that may add already processed pieces
+ return (PieceType)Pt;
+}
-static PieceLetters pieceLetters;
+template<> FORCE_INLINE
+PieceType min_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+ return KING; // No need to update bitboards, it is the last cycle
+}
+} // namespace
-/// Constructors
-CheckInfo::CheckInfo(const Position& pos) {
+/// CheckInfo c'tor
- Color us = pos.side_to_move();
- Color them = opposite_color(us);
+CheckInfo::CheckInfo(const Position& pos) {
+ Color them = ~pos.side_to_move();
ksq = pos.king_square(them);
- dcCandidates = pos.discovered_check_candidates(us);
- checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
+ pinned = pos.pinned_pieces(pos.side_to_move());
+ dcCandidates = pos.discovered_check_candidates();
+
+ checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
checkSq[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
checkSq[BISHOP] = pos.attacks_from<BISHOP>(ksq);
- checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
- checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
- checkSq[KING] = EmptyBoardBB;
+ checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
+ checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
+ checkSq[KING] = 0;
}
-/// Position c'tors. Here we always create a copy of the original position
-/// or the FEN string, we want the new born Position object do not depend
-/// on any external data so we detach state pointer from the source one.
+/// Position::init() initializes at startup the various arrays used to compute
+/// hash keys and the piece square tables. The latter is a two-step operation:
+/// First, the white halves of the tables are copied from PSQT[] tables. Second,
+/// the black halves of the tables are initialized by flipping and changing the
+/// sign of the white scores.
-Position::Position(int th) : threadID(th) {}
+void Position::init() {
-Position::Position(const Position& pos, int th) {
+ RKISS rk;
- memcpy(this, &pos, sizeof(Position));
- detach(); // Always detach() in copy c'tor to avoid surprises
- threadID = th;
-}
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ for (Square s = SQ_A1; s <= SQ_H8; ++s)
+ Zobrist::psq[c][pt][s] = rk.rand<Key>();
-Position::Position(const string& fen, int th) {
+ for (File f = FILE_A; f <= FILE_H; ++f)
+ Zobrist::enpassant[f] = rk.rand<Key>();
- from_fen(fen);
- threadID = th;
+ for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; ++cr)
+ {
+ Bitboard b = cr;
+ while (b)
+ {
+ Key k = Zobrist::castle[1ULL << pop_lsb(&b)];
+ Zobrist::castle[cr] ^= k ? k : rk.rand<Key>();
+ }
+ }
+
+ Zobrist::side = rk.rand<Key>();
+ Zobrist::exclusion = rk.rand<Key>();
+
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ {
+ PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
+ PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
+
+ Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
+
+ for (Square s = SQ_A1; s <= SQ_H8; ++s)
+ {
+ psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
+ psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
+ }
+ }
}
-/// Position::detach() copies the content of the current state and castling
-/// masks inside the position itself. This is needed when the st pointee could
-/// become stale, as example because the caller is about to going out of scope.
+/// Position::operator=() creates a copy of 'pos'. We want the new born Position
+/// object do not depend on any external data so we detach state pointer from
+/// the source one.
-void Position::detach() {
+Position& Position::operator=(const Position& pos) {
+ std::memcpy(this, &pos, sizeof(Position));
startState = *st;
st = &startState;
- st->previous = NULL; // as a safe guard
+ nodes = 0;
+
+ assert(pos_is_ok());
+
+ return *this;
}
-/// Position::from_fen() initializes the position object with the given FEN
-/// string. This function is not very robust - make sure that input FENs are
-/// correct (this is assumed to be the responsibility of the GUI).
+/// Position::set() initializes the position object with the given FEN string.
+/// This function is not very robust - make sure that input FENs are correct,
+/// this is assumed to be the responsibility of the GUI.
-void Position::from_fen(const string& fen) {
+void Position::set(const string& fenStr, bool isChess960, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
- A FEN string contains six fields. The separator between fields is a space. The fields are:
+ A FEN string contains six fields separated by a space. The fields are:
- 1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending
- with rank 1; within each rank, the contents of each square are described from file a through file h.
- Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken
- from the standard English names. White pieces are designated using upper-case letters ("PNBRQK")
- while Black take lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number
- of blank squares), and "/" separate ranks.
+ 1) Piece placement (from white's perspective). Each rank is described, starting
+ with rank 8 and ending with rank 1; within each rank, the contents of each
+ square are described from file A through file H. Following the Standard
+ Algebraic Notation (SAN), each piece is identified by a single letter taken
+ from the standard English names. White pieces are designated using upper-case
+ letters ("PNBRQK") while Black take lowercase ("pnbrqk"). Blank squares are
+ noted using digits 1 through 8 (the number of blank squares), and "/"
+ separates ranks.
2) Active color. "w" means white moves next, "b" means black.
- 3) Castling availability. If neither side can castle, this is "-". Otherwise, this has one or more
- letters: "K" (White can castle kingside), "Q" (White can castle queenside), "k" (Black can castle
- kingside), and/or "q" (Black can castle queenside).
+ 3) Castling availability. If neither side can castle, this is "-". Otherwise,
+ this has one or more letters: "K" (White can castle kingside), "Q" (White
+ can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
+ can castle queenside).
- 4) En passant target square in algebraic notation. If there's no en passant target square, this is "-".
- If a pawn has just made a 2-square move, this is the position "behind" the pawn. This is recorded
- regardless of whether there is a pawn in position to make an en passant capture.
+ 4) En passant target square (in algebraic notation). If there's no en passant
+ target square, this is "-". If a pawn has just made a 2-square move, this
+ is the position "behind" the pawn. This is recorded regardless of whether
+ there is a pawn in position to make an en passant capture.
- 5) Halfmove clock: This is the number of halfmoves since the last pawn advance or capture. This is used
- to determine if a draw can be claimed under the fifty-move rule.
+ 5) Halfmove clock. This is the number of halfmoves since the last pawn advance
+ or capture. This is used to determine if a draw can be claimed under the
+ fifty-move rule.
- 6) Fullmove number: The number of the full move. It starts at 1, and is incremented after Black's move.
+ 6) Fullmove number. The number of the full move. It starts at 1, and is
+ incremented after Black's move.
*/
- char token;
- std::istringstream ss(fen);
- Rank rank = RANK_8;
- File file = FILE_A;
+ char col, row, token;
+ size_t p;
+ Square sq = SQ_A8;
+ std::istringstream ss(fenStr);
clear();
+ ss >> std::noskipws;
- // 1. Piece placement field
- while (ss.get(token) && token != ' ')
+ // 1. Piece placement
+ while ((ss >> token) && !isspace(token))
{
if (isdigit(token))
- {
- file += File(token - '0'); // Skip the given number of files
- continue;
- }
+ sq += Square(token - '0'); // Advance the given number of files
+
else if (token == '/')
+ sq -= Square(16);
+
+ else if ((p = PieceToChar.find(token)) != string::npos)
{
- file = FILE_A;
- rank--;
- continue;
+ put_piece(sq, color_of(Piece(p)), type_of(Piece(p)));
+ ++sq;
}
-
- if (pieceLetters.find(token) == pieceLetters.end())
- goto incorrect_fen;
-
- put_piece(pieceLetters[token], make_square(file, rank));
- file++;
}
// 2. Active color
- if (!ss.get(token) || (token != 'w' && token != 'b'))
- goto incorrect_fen;
-
+ ss >> token;
sideToMove = (token == 'w' ? WHITE : BLACK);
+ ss >> token;
+
+ // 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
+ // Shredder-FEN that uses the letters of the columns on which the rooks began
+ // the game instead of KQkq and also X-FEN standard that, in case of Chess960,
+ // if an inner rook is associated with the castling right, the castling tag is
+ // replaced by the file letter of the involved rook, as for the Shredder-FEN.
+ while ((ss >> token) && !isspace(token))
+ {
+ Square rsq;
+ Color c = islower(token) ? BLACK : WHITE;
- if (!ss.get(token) || token != ' ')
- goto incorrect_fen;
+ token = char(toupper(token));
- // 3. Castling availability
- while (ss.get(token) && token != ' ')
- {
- if (token == '-')
+ if (token == 'K')
+ for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
+
+ else if (token == 'Q')
+ for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
+
+ else if (token >= 'A' && token <= 'H')
+ rsq = File(token - 'A') | relative_rank(c, RANK_1);
+
+ else
continue;
- if (!set_castling_rights(token))
- goto incorrect_fen;
+ set_castle_right(c, rsq);
}
- // 4. En passant square -- ignore if no capture is possible
- char col, row;
- if ( (ss.get(col) && (col >= 'a' && col <= 'h'))
- && (ss.get(row) && (row == '3' || row == '6')))
+ // 4. En passant square. Ignore if no pawn capture is possible
+ if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
+ && ((ss >> row) && (row == '3' || row == '6')))
{
- Square fenEpSquare = make_square(file_from_char(col), rank_from_char(row));
- Color them = opposite_color(sideToMove);
+ st->epSquare = File(col - 'a') | Rank(row - '1');
- if (attacks_from<PAWN>(fenEpSquare, them) & pieces(PAWN, sideToMove))
- st->epSquare = fenEpSquare;
+ if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
+ st->epSquare = SQ_NONE;
}
- // 5-6. Halfmove clock and fullmove number are not parsed
-
- // Various initialisations
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= WHITE_OO | WHITE_OOO;
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= BLACK_OO | BLACK_OOO;
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ // 5-6. Halfmove clock and fullmove number
+ ss >> std::skipws >> st->rule50 >> gamePly;
- isChess960 = initialKFile != FILE_E
- || initialQRFile != FILE_A
- || initialKRFile != FILE_H;
-
- find_checkers();
+ // Convert from fullmove starting from 1 to ply starting from 0,
+ // handle also common incorrect FEN with fullmove = 0.
+ gamePly = std::max(2 * (gamePly - 1), 0) + int(sideToMove == BLACK);
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->value = compute_value();
+ st->psq = compute_psq_score();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
- return;
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
+ chess960 = isChess960;
+ thisThread = th;
-incorrect_fen:
- cout << "Error in FEN string: " << fen << endl;
+ assert(pos_is_ok());
}
-/// Position::set_castling_rights() sets castling parameters castling avaiability.
-/// This function is compatible with 3 standards: Normal FEN standard, Shredder-FEN
-/// that uses the letters of the columns on which the rooks began the game instead
-/// of KQkq and also X-FEN standard that, in case of Chess960, if an inner Rook is
-/// associated with the castling right, the traditional castling tag will be replaced
-/// by the file letter of the involved rook as for the Shredder-FEN.
-
-bool Position::set_castling_rights(char token) {
-
- Color c = token >= 'a' ? BLACK : WHITE;
- Square sqA = (c == WHITE ? SQ_A1 : SQ_A8);
- Square sqH = (c == WHITE ? SQ_H1 : SQ_H8);
- Piece rook = (c == WHITE ? WR : BR);
-
- initialKFile = square_file(king_square(c));
- token = char(toupper(token));
-
- if (token == 'K')
- {
- for (Square sq = sqH; sq >= sqA; sq--)
- if (piece_on(sq) == rook)
- {
- allow_oo(c);
- initialKRFile = square_file(sq);
- break;
- }
- }
- else if (token == 'Q')
- {
- for (Square sq = sqA; sq <= sqH; sq++)
- if (piece_on(sq) == rook)
- {
- allow_ooo(c);
- initialQRFile = square_file(sq);
- break;
- }
- }
- else if (token >= 'A' && token <= 'H')
- {
- File rookFile = File(token - 'A') + FILE_A;
- if (rookFile < initialKFile)
- {
- allow_ooo(c);
- initialQRFile = rookFile;
- }
- else
- {
- allow_oo(c);
- initialKRFile = rookFile;
- }
- }
- else return false;
+/// Position::set_castle_right() is an helper function used to set castling
+/// rights given the corresponding color and the rook starting square.
- return true;
-}
+void Position::set_castle_right(Color c, Square rfrom) {
+ Square kfrom = king_square(c);
+ CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
+ CastleRight cr = make_castle_right(c, cs);
-/// Position::to_fen() returns a FEN representation of the position. In case
-/// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function.
+ st->castleRights |= cr;
+ castleRightsMask[kfrom] |= cr;
+ castleRightsMask[rfrom] |= cr;
+ castleRookSquare[c][cs] = rfrom;
-const string Position::to_fen() const {
+ Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
+ Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
- string fen;
- Square sq;
- char emptyCnt = '0';
-
- for (Rank rank = RANK_8; rank >= RANK_1; rank--)
- {
- for (File file = FILE_A; file <= FILE_H; file++)
- {
- sq = make_square(file, rank);
+ for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
+ if (s != kfrom && s != rfrom)
+ castlePath[c][cs] |= s;
- if (square_is_occupied(sq))
- {
- fen += emptyCnt;
- fen += pieceLetters.from_piece(piece_on(sq));
- emptyCnt = '0';
- } else
- emptyCnt++;
- }
- fen += emptyCnt;
- fen += '/';
- emptyCnt = '0';
- }
-
- fen.erase(std::remove_if(fen.begin(), fen.end(), isZero), fen.end());
- fen.erase(--fen.end());
- fen += (sideToMove == WHITE ? " w " : " b ");
-
- if (st->castleRights != CASTLES_NONE)
- {
- if (can_castle_kingside(WHITE))
- fen += isChess960 ? char(toupper(file_to_char(initialKRFile))) : 'K';
-
- if (can_castle_queenside(WHITE))
- fen += isChess960 ? char(toupper(file_to_char(initialQRFile))) : 'Q';
-
- if (can_castle_kingside(BLACK))
- fen += isChess960 ? file_to_char(initialKRFile) : 'k';
-
- if (can_castle_queenside(BLACK))
- fen += isChess960 ? file_to_char(initialQRFile) : 'q';
- } else
- fen += '-';
-
- fen += (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()));
- return fen;
+ for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
+ if (s != kfrom && s != rfrom)
+ castlePath[c][cs] |= s;
}
-/// Position::print() prints an ASCII representation of the position to
-/// the standard output. If a move is given then also the san is print.
-
-void Position::print(Move move) const {
-
- const char* dottedLine = "\n+---+---+---+---+---+---+---+---+\n";
- static bool requestPending = false;
-
- // Check for reentrancy, as example when called from inside
- // MovePicker that is used also here in move_to_san()
- if (requestPending)
- return;
+/// Position::fen() returns a FEN representation of the position. In case
+/// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function.
- requestPending = true;
+const string Position::fen() const {
- if (move)
- {
- Position p(*this, thread());
- string dd = (color_of_piece_on(move_from(move)) == BLACK ? ".." : "");
- cout << "\nMove is: " << dd << move_to_san(p, move);
- }
+ std::ostringstream ss;
- for (Rank rank = RANK_8; rank >= RANK_1; rank--)
+ for (Rank rank = RANK_8; rank >= RANK_1; --rank)
{
- cout << dottedLine << '|';
- for (File file = FILE_A; file <= FILE_H; file++)
+ for (File file = FILE_A; file <= FILE_H; ++file)
{
- Square sq = make_square(file, rank);
- char c = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
- Piece piece = piece_on(sq);
+ Square sq = file | rank;
- if (piece == PIECE_NONE && square_color(sq) == DARK)
- piece = PIECE_NONE_DARK_SQ;
+ if (empty(sq))
+ {
+ int emptyCnt = 1;
- cout << c << pieceLetters.from_piece(piece) << c << '|';
- }
- }
- cout << dottedLine << "Fen is: " << to_fen() << "\nKey is: " << st->key << endl;
- requestPending = false;
-}
+ for ( ; file < FILE_H && empty(++sq); ++file)
+ ++emptyCnt;
+ ss << emptyCnt;
+ }
+ else
+ ss << PieceToChar[piece_on(sq)];
+ }
-/// Position:hidden_checkers<>() returns a bitboard of all pinned (against the
-/// king) pieces for the given color and for the given pinner type. Or, when
-/// template parameter FindPinned is false, the pieces of the given color
-/// candidate for a discovery check against the enemy king.
-/// Bitboard checkersBB must be already updated when looking for pinners.
+ if (rank > RANK_1)
+ ss << '/';
+ }
-template<bool FindPinned>
-Bitboard Position::hidden_checkers(Color c) const {
+ ss << (sideToMove == WHITE ? " w " : " b ");
- Bitboard result = EmptyBoardBB;
- Bitboard pinners = pieces_of_color(FindPinned ? opposite_color(c) : c);
+ if (can_castle(WHITE_OO))
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE)), false) : 'K');
- // Pinned pieces protect our king, dicovery checks attack
- // the enemy king.
- Square ksq = king_square(FindPinned ? c : opposite_color(c));
+ if (can_castle(WHITE_OOO))
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q');
- // Pinners are sliders, not checkers, that give check when candidate pinned is removed
- pinners &= (pieces(ROOK, QUEEN) & RookPseudoAttacks[ksq]) | (pieces(BISHOP, QUEEN) & BishopPseudoAttacks[ksq]);
+ if (can_castle(BLACK_OO))
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE)), true) : 'k');
- if (FindPinned && pinners)
- pinners &= ~st->checkersBB;
+ if (can_castle(BLACK_OOO))
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE)), true) : 'q');
- while (pinners)
- {
- Square s = pop_1st_bit(&pinners);
- Bitboard b = squares_between(s, ksq) & occupied_squares();
+ if (st->castleRights == CASTLES_NONE)
+ ss << '-';
- assert(b);
+ ss << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
+ << st->rule50 << " " << 1 + (gamePly - int(sideToMove == BLACK)) / 2;
- if ( !(b & (b - 1)) // Only one bit set?
- && (b & pieces_of_color(c))) // Is an our piece?
- result |= b;
- }
- return result;
+ return ss.str();
}
-/// Position:pinned_pieces() returns a bitboard of all pinned (against the
-/// king) pieces for the given color. Note that checkersBB bitboard must
-/// be already updated.
-
-Bitboard Position::pinned_pieces(Color c) const {
-
- return hidden_checkers<true>(c);
-}
-
+/// Position::pretty() returns an ASCII representation of the position to be
+/// printed to the standard output together with the move's san notation.
-/// Position:discovered_check_candidates() returns a bitboard containing all
-/// pieces for the given side which are candidates for giving a discovered
-/// check. Contrary to pinned_pieces() here there is no need of checkersBB
-/// to be already updated.
+const string Position::pretty(Move move) const {
-Bitboard Position::discovered_check_candidates(Color c) const {
+ const string dottedLine = "\n+---+---+---+---+---+---+---+---+";
+ const string twoRows = dottedLine + "\n| | . | | . | | . | | . |"
+ + dottedLine + "\n| . | | . | | . | | . | |";
- return hidden_checkers<false>(c);
-}
+ string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
-/// Position::attackers_to() computes a bitboard containing all pieces which
-/// attacks a given square.
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ brd[513 - 68 * rank_of(s) + 4 * file_of(s)] = PieceToChar[piece_on(s)];
+ }
-Bitboard Position::attackers_to(Square s) const {
+ std::ostringstream ss;
- return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
- | (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
- | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (attacks_from<ROOK>(s) & pieces(ROOK, QUEEN))
- | (attacks_from<BISHOP>(s) & pieces(BISHOP, QUEEN))
- | (attacks_from<KING>(s) & pieces(KING));
-}
+ if (move)
+ ss << "\nMove: " << (sideToMove == BLACK ? ".." : "")
+ << move_to_san(*const_cast<Position*>(this), move);
-/// Position::attacks_from() computes a bitboard of all attacks
-/// of a given piece put in a given square.
+ ss << brd << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase
+ << std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
-Bitboard Position::attacks_from(Piece p, Square s) const {
+ for (Bitboard b = checkers(); b; )
+ ss << square_to_string(pop_lsb(&b)) << " ";
- assert(square_is_ok(s));
+ ss << "\nLegal moves: ";
+ for (MoveList<LEGAL> it(*this); *it; ++it)
+ ss << move_to_san(*const_cast<Position*>(this), *it) << " ";
- switch (p)
- {
- case WP: return attacks_from<PAWN>(s, WHITE);
- case BP: return attacks_from<PAWN>(s, BLACK);
- case WN: case BN: return attacks_from<KNIGHT>(s);
- case WB: case BB: return attacks_from<BISHOP>(s);
- case WR: case BR: return attacks_from<ROOK>(s);
- case WQ: case BQ: return attacks_from<QUEEN>(s);
- case WK: case BK: return attacks_from<KING>(s);
- default: break;
- }
- return false;
+ return ss.str();
}
-/// Position::move_attacks_square() tests whether a move from the current
-/// position attacks a given square.
+/// Position:hidden_checkers() returns a bitboard of all pinned / discovery check
+/// pieces, according to the call parameters. Pinned pieces protect our king,
+/// discovery check pieces attack the enemy king.
-bool Position::move_attacks_square(Move m, Square s) const {
+Bitboard Position::hidden_checkers(Square ksq, Color c, Color toMove) const {
- assert(move_is_ok(m));
- assert(square_is_ok(s));
+ Bitboard b, pinners, result = 0;
- Square f = move_from(m), t = move_to(m);
+ // Pinners are sliders that give check when pinned piece is removed
+ pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
+ | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(c);
- assert(square_is_occupied(f));
-
- if (bit_is_set(attacks_from(piece_on(f), t), s))
- return true;
+ while (pinners)
+ {
+ b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
- // Move the piece and scan for X-ray attacks behind it
- Bitboard occ = occupied_squares();
- Color us = color_of_piece_on(f);
- clear_bit(&occ, f);
- set_bit(&occ, t);
- Bitboard xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
- |(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN))) & pieces_of_color(us);
-
- // If we have attacks we need to verify that are caused by our move
- // and are not already existent ones.
- return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
+ if (!more_than_one(b))
+ result |= b & pieces(toMove);
+ }
+ return result;
}
-/// Position::find_checkers() computes the checkersBB bitboard, which
-/// contains a nonzero bit for each checking piece (0, 1 or 2). It
-/// currently works by calling Position::attackers_to, which is probably
-/// inefficient. Consider rewriting this function to use the last move
-/// played, like in non-bitboard versions of Glaurung.
+/// Position::attackers_to() computes a bitboard of all pieces which attack a
+/// given square. Slider attacks use occ bitboard as occupancy.
-void Position::find_checkers() {
+Bitboard Position::attackers_to(Square s, Bitboard occ) const {
- Color us = side_to_move();
- st->checkersBB = attackers_to(king_square(us)) & pieces_of_color(opposite_color(us));
+ return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
+ | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
+ | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
+ | (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN))
+ | (attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN))
+ | (attacks_from<KING>(s) & pieces(KING));
}
-/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
-
-bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
+/// Position::legal() tests whether a pseudo-legal move is legal
- assert(is_ok());
- assert(move_is_ok(m));
- assert(pinned == pinned_pieces(side_to_move()));
+bool Position::legal(Move m, Bitboard pinned) const {
- // Castling moves are checked for legality during move generation.
- if (move_is_castle(m))
- return true;
+ assert(is_ok(m));
+ assert(pinned == pinned_pieces(sideToMove));
- Color us = side_to_move();
- Square from = move_from(m);
+ Color us = sideToMove;
+ Square from = from_sq(m);
- assert(color_of_piece_on(from) == us);
- assert(piece_on(king_square(us)) == piece_of_color_and_type(us, KING));
+ assert(color_of(moved_piece(m)) == us);
+ assert(piece_on(king_square(us)) == make_piece(us, KING));
- // En passant captures are a tricky special case. Because they are
- // rather uncommon, we do it simply by testing whether the king is attacked
- // after the move is made
- if (move_is_ep(m))
+ // En passant captures are a tricky special case. Because they are rather
+ // uncommon, we do it simply by testing whether the king is attacked after
+ // the move is made.
+ if (type_of(m) == ENPASSANT)
{
- Color them = opposite_color(us);
- Square to = move_to(m);
- Square capsq = make_square(square_file(to), square_rank(from));
- Bitboard b = occupied_squares();
+ Color them = ~us;
+ Square to = to_sq(m);
+ Square capsq = to + pawn_push(them);
Square ksq = king_square(us);
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
- assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- assert(piece_on(to) == PIECE_NONE);
+ assert(moved_piece(m) == make_piece(us, PAWN));
+ assert(piece_on(capsq) == make_piece(them, PAWN));
+ assert(piece_on(to) == NO_PIECE);
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
-
- return !(rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, them))
- && !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
+ return !(attacks_bb< ROOK>(ksq, b) & pieces(them, QUEEN, ROOK))
+ && !(attacks_bb<BISHOP>(ksq, b) & pieces(them, QUEEN, BISHOP));
}
// If the moving piece is a king, check whether the destination
- // square is attacked by the opponent.
- if (type_of_piece_on(from) == KING)
- return !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
+ // square is attacked by the opponent. Castling moves are checked
+ // for legality during move generation.
+ if (type_of(piece_on(from)) == KING)
+ return type_of(m) == CASTLE || !(attackers_to(to_sq(m)) & pieces(~us));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- return ( !pinned
- || !bit_is_set(pinned, from)
- || (direction_between_squares(from, king_square(us)) == direction_between_squares(move_to(m), king_square(us))));
+ return !pinned
+ || !(pinned & from)
+ || aligned(from, to_sq(m), king_square(us));
}
-/// Position::pl_move_is_evasion() tests whether a pseudo-legal move is a legal evasion
+/// Position::pseudo_legal() takes a random move and tests whether the move is
+/// pseudo legal. It is used to validate moves from TT that can be corrupted
+/// due to SMP concurrent access or hash position key aliasing.
-bool Position::pl_move_is_evasion(Move m, Bitboard pinned) const
-{
- assert(is_check());
+bool Position::pseudo_legal(const Move m) const {
- Color us = side_to_move();
- Square from = move_from(m);
- Square to = move_to(m);
+ Color us = sideToMove;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ Piece pc = moved_piece(m);
- // King moves and en-passant captures are verified in pl_move_is_legal()
- if (type_of_piece_on(from) == KING || move_is_ep(m))
- return pl_move_is_legal(m, pinned);
+ // Use a slower but simpler function for uncommon cases
+ if (type_of(m) != NORMAL)
+ return MoveList<LEGAL>(*this).contains(m);
- Bitboard target = checkers();
- Square checksq = pop_1st_bit(&target);
+ // Is not a promotion, so promotion piece must be empty
+ if (promotion_type(m) - 2 != NO_PIECE_TYPE)
+ return false;
- if (target) // double check ?
+ // If the from square is not occupied by a piece belonging to the side to
+ // move, the move is obviously not legal.
+ if (pc == NO_PIECE || color_of(pc) != us)
return false;
- // Our move must be a blocking evasion or a capture of the checking piece
- target = squares_between(checksq, king_square(us)) | checkers();
- return bit_is_set(target, to) && pl_move_is_legal(m, pinned);
-}
+ // The destination square cannot be occupied by a friendly piece
+ if (pieces(us) & to)
+ return false;
+ // Handle the special case of a pawn move
+ if (type_of(pc) == PAWN)
+ {
+ // Move direction must be compatible with pawn color
+ int direction = to - from;
+ if ((us == WHITE) != (direction > 0))
+ return false;
-/// Position::move_is_check() tests whether a pseudo-legal move is a check
+ // We have already handled promotion moves, so destination
+ // cannot be on the 8/1th rank.
+ if (rank_of(to) == RANK_8 || rank_of(to) == RANK_1)
+ return false;
+
+ // Proceed according to the square delta between the origin and
+ // destination squares.
+ switch (direction)
+ {
+ case DELTA_NW:
+ case DELTA_NE:
+ case DELTA_SW:
+ case DELTA_SE:
+ // Capture. The destination square must be occupied by an enemy
+ // piece (en passant captures was handled earlier).
+ if (piece_on(to) == NO_PIECE || color_of(piece_on(to)) != ~us)
+ return false;
+
+ // From and to files must be one file apart, avoids a7h5
+ if (abs(file_of(from) - file_of(to)) != 1)
+ return false;
+ break;
+
+ case DELTA_N:
+ case DELTA_S:
+ // Pawn push. The destination square must be empty.
+ if (!empty(to))
+ return false;
+ break;
+
+ case DELTA_NN:
+ // Double white pawn push. The destination square must be on the fourth
+ // rank, and both the destination square and the square between the
+ // source and destination squares must be empty.
+ if ( rank_of(to) != RANK_4
+ || !empty(to)
+ || !empty(from + DELTA_N))
+ return false;
+ break;
+
+ case DELTA_SS:
+ // Double black pawn push. The destination square must be on the fifth
+ // rank, and both the destination square and the square between the
+ // source and destination squares must be empty.
+ if ( rank_of(to) != RANK_5
+ || !empty(to)
+ || !empty(from + DELTA_S))
+ return false;
+ break;
+
+ default:
+ return false;
+ }
+ }
+ else if (!(attacks_from(pc, from) & to))
+ return false;
-bool Position::move_is_check(Move m) const {
+ // Evasions generator already takes care to avoid some kind of illegal moves
+ // and pl_move_is_legal() relies on this. So we have to take care that the
+ // same kind of moves are filtered out here.
+ if (checkers())
+ {
+ if (type_of(pc) != KING)
+ {
+ // Double check? In this case a king move is required
+ if (more_than_one(checkers()))
+ return false;
- return move_is_check(m, CheckInfo(*this));
+ // Our move must be a blocking evasion or a capture of the checking piece
+ if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
+ return false;
+ }
+ // In case of king moves under check we have to remove king so to catch
+ // as invalid moves like b1a1 when opposite queen is on c1.
+ else if (attackers_to(to, pieces() ^ from) & pieces(~us))
+ return false;
+ }
+
+ return true;
}
-bool Position::move_is_check(Move m, const CheckInfo& ci) const {
- assert(is_ok());
- assert(move_is_ok(m));
- assert(ci.dcCandidates == discovered_check_candidates(side_to_move()));
- assert(color_of_piece_on(move_from(m)) == side_to_move());
- assert(piece_on(ci.ksq) == piece_of_color_and_type(opposite_color(side_to_move()), KING));
+/// Position::move_gives_check() tests whether a pseudo-legal move gives a check
+
+bool Position::gives_check(Move m, const CheckInfo& ci) const {
- Square from = move_from(m);
- Square to = move_to(m);
- PieceType pt = type_of_piece_on(from);
+ assert(is_ok(m));
+ assert(ci.dcCandidates == discovered_check_candidates());
+ assert(color_of(moved_piece(m)) == sideToMove);
+
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ PieceType pt = type_of(piece_on(from));
// Direct check ?
- if (bit_is_set(ci.checkSq[pt], to))
+ if (ci.checkSq[pt] & to)
return true;
- // Discovery check ?
- if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
- {
- // For pawn and king moves we need to verify also direction
- if ( (pt != PAWN && pt != KING)
- ||(direction_between_squares(from, ci.ksq) != direction_between_squares(to, ci.ksq)))
- return true;
- }
+ // Discovered check ?
+ if ( unlikely(ci.dcCandidates)
+ && (ci.dcCandidates & from)
+ && !aligned(from, to, king_square(~sideToMove)))
+ return true;
// Can we skip the ugly special cases ?
- if (!move_is_special(m))
+ if (type_of(m) == NORMAL)
return false;
- Color us = side_to_move();
- Bitboard b = occupied_squares();
+ Color us = sideToMove;
+ Square ksq = king_square(~us);
- // Promotion with check ?
- if (move_is_promotion(m))
+ switch (type_of(m))
{
- clear_bit(&b, from);
-
- switch (move_promotion_piece(m))
- {
- case KNIGHT:
- return bit_is_set(attacks_from<KNIGHT>(to), ci.ksq);
- case BISHOP:
- return bit_is_set(bishop_attacks_bb(to, b), ci.ksq);
- case ROOK:
- return bit_is_set(rook_attacks_bb(to, b), ci.ksq);
- case QUEEN:
- return bit_is_set(queen_attacks_bb(to, b), ci.ksq);
- default:
- assert(false);
- }
- }
+ case PROMOTION:
+ return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ksq;
// En passant capture with check ? We have already handled the case
// of direct checks and ordinary discovered check, the only case we
// need to handle is the unusual case of a discovered check through
// the captured pawn.
- if (move_is_ep(m))
+ case ENPASSANT:
{
- Square capsq = make_square(square_file(to), square_rank(from));
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
- return (rook_attacks_bb(ci.ksq, b) & pieces(ROOK, QUEEN, us))
- ||(bishop_attacks_bb(ci.ksq, b) & pieces(BISHOP, QUEEN, us));
- }
+ Square capsq = file_of(to) | rank_of(from);
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
- // Castling with check ?
- if (move_is_castle(m))
+ return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK))
+ | (attacks_bb<BISHOP>(ksq, b) & pieces(us, QUEEN, BISHOP));
+ }
+ case CASTLE:
{
- Square kfrom, kto, rfrom, rto;
- kfrom = from;
- rfrom = to;
+ Square kfrom = from;
+ Square rfrom = to; // 'King captures the rook' notation
+ Square kto = relative_square(us, rfrom > kfrom ? SQ_G1 : SQ_C1);
+ Square rto = relative_square(us, rfrom > kfrom ? SQ_F1 : SQ_D1);
- if (rfrom > kfrom)
- {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else {
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
- clear_bit(&b, kfrom);
- clear_bit(&b, rfrom);
- set_bit(&b, rto);
- set_bit(&b, kto);
- return bit_is_set(rook_attacks_bb(rto, b), ci.ksq);
+ return (PseudoAttacks[ROOK][rto] & ksq)
+ && (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & ksq);
+ }
+ default:
+ assert(false);
+ return false;
}
-
- return false;
}
/// Position::do_move() makes a move, and saves all information necessary
-/// to a StateInfo object. The move is assumed to be legal.
-/// Pseudo-legal moves should be filtered out before this function is called.
+/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
+/// moves should be filtered out before this function is called.
void Position::do_move(Move m, StateInfo& newSt) {
CheckInfo ci(*this);
- do_move(m, newSt, ci, move_is_check(m, ci));
+ do_move(m, newSt, ci, gives_check(m, ci));
}
void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
- assert(is_ok());
- assert(move_is_ok(m));
+ assert(is_ok(m));
+ assert(&newSt != st);
- Key key = st->key;
+ ++nodes;
+ Key k = st->key;
- // Copy some fields of old state to our new StateInfo object except the
- // ones which are recalculated from scratch anyway, then switch our state
+ // Copy some fields of old state to our new StateInfo object except the ones
+ // which are going to be recalculated from scratch anyway, then switch our state
// pointer to point to the new, ready to be updated, state.
- struct ReducedStateInfo {
- Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
- Value npMaterial[2];
- };
-
- memcpy(&newSt, st, sizeof(ReducedStateInfo));
+ std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
+
newSt.previous = st;
st = &newSt;
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[st->gamePly++] = key;
-
// Update side to move
- key ^= zobSideToMove;
+ k ^= Zobrist::side;
+
+ // Increment ply counters.In particular rule50 will be later reset it to zero
+ // in case of a capture or a pawn move.
+ ++gamePly;
+ ++st->rule50;
+ ++st->pliesFromNull;
+
+ Color us = sideToMove;
+ Color them = ~us;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ Piece pc = piece_on(from);
+ PieceType pt = type_of(pc);
+ PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
+
+ assert(color_of(pc) == us);
+ assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
+ assert(captured != KING);
+
+ if (type_of(m) == CASTLE)
+ {
+ assert(pc == make_piece(us, KING));
- // Increment the 50 moves rule draw counter. Resetting it to zero in the
- // case of non-reversible moves is taken care of later.
- st->rule50++;
- st->pliesFromNull++;
+ bool kingSide = to > from;
+ Square rfrom = to; // Castle is encoded as "king captures friendly rook"
+ Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ captured = NO_PIECE_TYPE;
- if (move_is_castle(m))
- {
- st->key = key;
- do_castle_move(m);
- return;
+ do_castle(from, to, rfrom, rto);
+
+ st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
+ k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
}
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
- bool ep = move_is_ep(m);
- bool pm = move_is_promotion(m);
+ if (captured)
+ {
+ Square capsq = to;
+
+ // If the captured piece is a pawn, update pawn hash key, otherwise
+ // update non-pawn material.
+ if (captured == PAWN)
+ {
+ if (type_of(m) == ENPASSANT)
+ {
+ capsq += pawn_push(them);
+
+ assert(pt == PAWN);
+ assert(to == st->epSquare);
+ assert(relative_rank(us, to) == RANK_6);
+ assert(piece_on(to) == NO_PIECE);
+ assert(piece_on(capsq) == make_piece(them, PAWN));
+
+ board[capsq] = NO_PIECE;
+ }
+
+ st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
+ }
+ else
+ st->npMaterial[them] -= PieceValue[MG][captured];
- Piece piece = piece_on(from);
- PieceType pt = type_of_piece(piece);
- PieceType capture = ep ? PAWN : type_of_piece_on(to);
+ // Update board and piece lists
+ remove_piece(capsq, them, captured);
- assert(color_of_piece_on(from) == us);
- assert(color_of_piece_on(to) == them || square_is_empty(to));
- assert(!(ep || pm) || piece == piece_of_color_and_type(us, PAWN));
- assert(!pm || relative_rank(us, to) == RANK_8);
+ // Update material hash key and prefetch access to materialTable
+ k ^= Zobrist::psq[them][captured][capsq];
+ st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
+ prefetch((char*)thisThread->materialTable[st->materialKey]);
- if (capture)
- do_capture_move(key, capture, them, to, ep);
+ // Update incremental scores
+ st->psq -= psq[them][captured][capsq];
+
+ // Reset rule 50 counter
+ st->rule50 = 0;
+ }
// Update hash key
- key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
+ k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
- key ^= zobEp[st->epSquare];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
- // Update castle rights, try to shortcut a common case
- int cm = castleRightsMask[from] & castleRightsMask[to];
- if (cm != ALL_CASTLES && ((cm & st->castleRights) != st->castleRights))
+ // Update castle rights if needed
+ if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
{
- key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[from];
- st->castleRights &= castleRightsMask[to];
- key ^= zobCastle[st->castleRights];
+ int cr = castleRightsMask[from] | castleRightsMask[to];
+ k ^= Zobrist::castle[st->castleRights & cr];
+ st->castleRights &= ~cr;
}
- // Prefetch TT access as soon as we know key is updated
- prefetch((char*)TT.first_entry(key));
+ // Prefetch TT access as soon as we know the new hash key
+ prefetch((char*)TT.first_entry(k));
- // Move the piece
- Bitboard move_bb = make_move_bb(from, to);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[pt]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
+ // Move the piece. The tricky Chess960 castle is handled earlier
+ if (type_of(m) != CASTLE)
+ move_piece(from, to, us, pt);
- board[to] = board[from];
- board[from] = PIECE_NONE;
-
- // Update piece lists, note that index[from] is not updated and
- // becomes stale. This works as long as index[] is accessed just
- // by known occupied squares.
- index[to] = index[from];
- pieceList[us][pt][index[to]] = to;
-
- // If the moving piece was a pawn do some special extra work
+ // If the moving piece is a pawn do some special extra work
if (pt == PAWN)
{
- // Reset rule 50 draw counter
- st->rule50 = 0;
-
- // Update pawn hash key and prefetch in L1/L2 cache
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- prefetchPawn(st->pawnKey, threadID);
-
- // Set en passant square, only if moved pawn can be captured
- if ((to ^ from) == 16)
+ // Set en-passant square, only if moved pawn can be captured
+ if ( (int(to) ^ int(from)) == 16
+ && (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
- if (attacks_from<PAWN>(from + (us == WHITE ? DELTA_N : DELTA_S), us) & pieces(PAWN, them))
- {
- st->epSquare = Square((int(from) + int(to)) / 2);
- key ^= zobEp[st->epSquare];
- }
+ st->epSquare = Square((from + to) / 2);
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
- if (pm) // promotion ?
+ if (type_of(m) == PROMOTION)
{
- PieceType promotion = move_promotion_piece(m);
+ PieceType promotion = promotion_type(m);
+ assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- // Insert promoted piece instead of pawn
- clear_bit(&(byTypeBB[PAWN]), to);
- set_bit(&(byTypeBB[promotion]), to);
- board[to] = piece_of_color_and_type(us, promotion);
-
- // Update piece counts
- pieceCount[us][promotion]++;
- pieceCount[us][PAWN]--;
-
- // Update material key
- st->materialKey ^= zobrist[us][PAWN][pieceCount[us][PAWN]];
- st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]-1];
+ remove_piece(to, us, PAWN);
+ put_piece(to, us, promotion);
- // Update piece lists, move the last pawn at index[to] position
- // and shrink the list. Add a new promotion piece to the list.
- Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
- index[lastPawnSquare] = index[to];
- pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
- pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
- index[to] = pieceCount[us][promotion] - 1;
- pieceList[us][promotion][index[to]] = to;
+ // Update hash keys
+ k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
+ st->pawnKey ^= Zobrist::psq[us][PAWN][to];
+ st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]-1]
+ ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
- // Partially revert hash keys update
- key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
- st->pawnKey ^= zobrist[us][PAWN][to];
-
- // Partially revert and update incremental scores
- st->value -= pst(us, PAWN, to);
- st->value += pst(us, promotion, to);
+ // Update incremental score
+ st->psq += psq[us][promotion][to] - psq[us][PAWN][to];
// Update material
- st->npMaterial[us] += PieceValueMidgame[promotion];
+ st->npMaterial[us] += PieceValue[MG][promotion];
}
+
+ // Update pawn hash key and prefetch access to pawnsTable
+ st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
+ prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
+
+ // Reset rule 50 draw counter
+ st->rule50 = 0;
}
// Update incremental scores
- st->value += pst_delta(piece, from, to);
+ st->psq += psq[us][pt][to] - psq[us][pt][from];
// Set capture piece
- st->capturedType = capture;
+ st->capturedType = captured;
// Update the key with the final value
- st->key = key;
+ st->key = k;
// Update checkers bitboard, piece must be already moved
- st->checkersBB = EmptyBoardBB;
+ st->checkersBB = 0;
if (moveIsCheck)
{
- if (ep | pm)
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
+ if (type_of(m) != NORMAL)
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
// Direct checks
- if (bit_is_set(ci.checkSq[pt], to))
- st->checkersBB = SetMaskBB[to];
+ if (ci.checkSq[pt] & to)
+ st->checkersBB |= to;
// Discovery checks
- if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
+ if (ci.dcCandidates && (ci.dcCandidates & from))
{
if (pt != ROOK)
- st->checkersBB |= (attacks_from<ROOK>(ci.ksq) & pieces(ROOK, QUEEN, us));
+ st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
if (pt != BISHOP)
- st->checkersBB |= (attacks_from<BISHOP>(ci.ksq) & pieces(BISHOP, QUEEN, us));
+ st->checkersBB |= attacks_from<BISHOP>(king_square(them)) & pieces(us, QUEEN, BISHOP);
}
}
}
- // Finish
- sideToMove = opposite_color(sideToMove);
- st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
-
- assert(is_ok());
-}
-
-
-/// Position::do_capture_move() is a private method used to update captured
-/// piece info. It is called from the main Position::do_move function.
-
-void Position::do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep) {
-
- assert(capture != KING);
-
- Square capsq = to;
-
- // If the captured piece was a pawn, update pawn hash key,
- // otherwise update non-pawn material.
- if (capture == PAWN)
- {
- if (ep) // en passant ?
- {
- capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
-
- assert(to == st->epSquare);
- assert(relative_rank(opposite_color(them), to) == RANK_6);
- assert(piece_on(to) == PIECE_NONE);
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
-
- board[capsq] = PIECE_NONE;
- }
- st->pawnKey ^= zobrist[them][PAWN][capsq];
- }
- else
- st->npMaterial[them] -= PieceValueMidgame[capture];
-
- // Remove captured piece
- clear_bit(&(byColorBB[them]), capsq);
- clear_bit(&(byTypeBB[capture]), capsq);
- clear_bit(&(byTypeBB[0]), capsq);
-
- // Update hash key
- key ^= zobrist[them][capture][capsq];
-
- // Update incremental scores
- st->value -= pst(them, capture, capsq);
-
- // Update piece count
- pieceCount[them][capture]--;
+ sideToMove = ~sideToMove;
- // Update material hash key
- st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
-
- // Update piece list, move the last piece at index[capsq] position
- //
- // WARNING: This is a not perfectly revresible operation. When we
- // will reinsert the captured piece in undo_move() we will put it
- // at the end of the list and not in its original place, it means
- // index[] and pieceList[] are not guaranteed to be invariant to a
- // do_move() + undo_move() sequence.
- Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
- index[lastPieceSquare] = index[capsq];
- pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
- pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
-
- // Reset rule 50 counter
- st->rule50 = 0;
-}
-
-
-/// Position::do_castle_move() is a private method used to make a castling
-/// move. It is called from the main Position::do_move function. Note that
-/// castling moves are encoded as "king captures friendly rook" moves, for
-/// instance white short castling in a non-Chess960 game is encoded as e1h1.
-
-void Position::do_castle_move(Move m) {
-
- assert(move_is_ok(m));
- assert(move_is_castle(m));
-
- Color us = side_to_move();
- Color them = opposite_color(us);
-
- // Reset capture field
- st->capturedType = PIECE_TYPE_NONE;
-
- // Find source squares for king and rook
- Square kfrom = move_from(m);
- Square rfrom = move_to(m); // HACK: See comment at beginning of function
- Square kto, rto;
-
- assert(piece_on(kfrom) == piece_of_color_and_type(us, KING));
- assert(piece_on(rfrom) == piece_of_color_and_type(us, ROOK));
-
- // Find destination squares for king and rook
- if (rfrom > kfrom) // O-O
- {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
-
- // Remove pieces from source squares:
- clear_bit(&(byColorBB[us]), kfrom);
- clear_bit(&(byTypeBB[KING]), kfrom);
- clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
- clear_bit(&(byColorBB[us]), rfrom);
- clear_bit(&(byTypeBB[ROOK]), rfrom);
- clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
-
- // Put pieces on destination squares:
- set_bit(&(byColorBB[us]), kto);
- set_bit(&(byTypeBB[KING]), kto);
- set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
- set_bit(&(byColorBB[us]), rto);
- set_bit(&(byTypeBB[ROOK]), rto);
- set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
-
- // Update board array
- Piece king = piece_of_color_and_type(us, KING);
- Piece rook = piece_of_color_and_type(us, ROOK);
- board[kfrom] = board[rfrom] = PIECE_NONE;
- board[kto] = king;
- board[rto] = rook;
-
- // Update piece lists
- pieceList[us][KING][index[kfrom]] = kto;
- pieceList[us][ROOK][index[rfrom]] = rto;
- int tmp = index[rfrom]; // In Chess960 could be rto == kfrom
- index[kto] = index[kfrom];
- index[rto] = tmp;
-
- // Update incremental scores
- st->value += pst_delta(king, kfrom, kto);
- st->value += pst_delta(rook, rfrom, rto);
-
- // Update hash key
- st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
-
- // Clear en passant square
- if (st->epSquare != SQ_NONE)
- {
- st->key ^= zobEp[st->epSquare];
- st->epSquare = SQ_NONE;
- }
-
- // Update castling rights
- st->key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[kfrom];
- st->key ^= zobCastle[st->castleRights];
-
- // Reset rule 50 counter
- st->rule50 = 0;
-
- // Update checkers BB
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
-
- // Finish
- sideToMove = opposite_color(sideToMove);
- st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
-
- assert(is_ok());
+ assert(pos_is_ok());
}
void Position::undo_move(Move m) {
- assert(is_ok());
- assert(move_is_ok(m));
-
- sideToMove = opposite_color(sideToMove);
-
- if (move_is_castle(m))
- {
- undo_castle_move(m);
- return;
- }
+ assert(is_ok(m));
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
- bool ep = move_is_ep(m);
- bool pm = move_is_promotion(m);
+ sideToMove = ~sideToMove;
- PieceType pt = type_of_piece_on(to);
+ Color us = sideToMove;
+ Color them = ~us;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ PieceType pt = type_of(piece_on(to));
+ PieceType captured = st->capturedType;
- assert(square_is_empty(from));
- assert(color_of_piece_on(to) == us);
- assert(!pm || relative_rank(us, to) == RANK_8);
- assert(!ep || to == st->previous->epSquare);
- assert(!ep || relative_rank(us, to) == RANK_6);
- assert(!ep || piece_on(to) == piece_of_color_and_type(us, PAWN));
+ assert(empty(from) || type_of(m) == CASTLE);
+ assert(captured != KING);
- if (pm) // promotion ?
+ if (type_of(m) == PROMOTION)
{
- PieceType promotion = move_promotion_piece(m);
- pt = PAWN;
+ PieceType promotion = promotion_type(m);
+ assert(promotion == pt);
+ assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- assert(piece_on(to) == piece_of_color_and_type(us, promotion));
-
- // Replace promoted piece with a pawn
- clear_bit(&(byTypeBB[promotion]), to);
- set_bit(&(byTypeBB[PAWN]), to);
-
- // Update piece counts
- pieceCount[us][promotion]--;
- pieceCount[us][PAWN]++;
-
- // Update piece list replacing promotion piece with a pawn
- Square lastPromotionSquare = pieceList[us][promotion][pieceCount[us][promotion]];
- index[lastPromotionSquare] = index[to];
- pieceList[us][promotion][index[lastPromotionSquare]] = lastPromotionSquare;
- pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
- index[to] = pieceCount[us][PAWN] - 1;
- pieceList[us][PAWN][index[to]] = to;
- }
-
- // Put the piece back at the source square
- Bitboard move_bb = make_move_bb(to, from);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[pt]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
- board[from] = piece_of_color_and_type(us, pt);
- board[to] = PIECE_NONE;
+ remove_piece(to, us, promotion);
+ put_piece(to, us, PAWN);
+ pt = PAWN;
+ }
- // Update piece list
- index[from] = index[to];
- pieceList[us][pt][index[from]] = from;
+ if (type_of(m) == CASTLE)
+ {
+ bool kingSide = to > from;
+ Square rfrom = to; // Castle is encoded as "king captures friendly rook"
+ Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ captured = NO_PIECE_TYPE;
+ pt = KING;
+ do_castle(to, from, rto, rfrom);
+ }
+ else
+ move_piece(to, from, us, pt); // Put the piece back at the source square
- if (st->capturedType)
+ if (captured)
{
Square capsq = to;
- if (ep)
- capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
-
- assert(st->capturedType != KING);
- assert(!ep || square_is_empty(capsq));
-
- // Restore the captured piece
- set_bit(&(byColorBB[them]), capsq);
- set_bit(&(byTypeBB[st->capturedType]), capsq);
- set_bit(&(byTypeBB[0]), capsq);
-
- board[capsq] = piece_of_color_and_type(them, st->capturedType);
+ if (type_of(m) == ENPASSANT)
+ {
+ capsq -= pawn_push(us);
- // Update piece count
- pieceCount[them][st->capturedType]++;
+ assert(pt == PAWN);
+ assert(to == st->previous->epSquare);
+ assert(relative_rank(us, to) == RANK_6);
+ assert(piece_on(capsq) == NO_PIECE);
+ }
- // Update piece list, add a new captured piece in capsq square
- index[capsq] = pieceCount[them][st->capturedType] - 1;
- pieceList[them][st->capturedType][index[capsq]] = capsq;
+ put_piece(capsq, them, captured); // Restore the captured piece
}
// Finally point our state pointer back to the previous state
st = st->previous;
+ --gamePly;
- assert(is_ok());
+ assert(pos_is_ok());
}
-/// Position::undo_castle_move() is a private method used to unmake a castling
-/// move. It is called from the main Position::undo_move function. Note that
-/// castling moves are encoded as "king captures friendly rook" moves, for
-/// instance white short castling in a non-Chess960 game is encoded as e1h1.
-
-void Position::undo_castle_move(Move m) {
-
- assert(move_is_ok(m));
- assert(move_is_castle(m));
-
- // When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
- // so the code below is correct.
- Color us = side_to_move();
-
- // Find source squares for king and rook
- Square kfrom = move_from(m);
- Square rfrom = move_to(m); // HACK: See comment at beginning of function
- Square kto, rto;
-
- // Find destination squares for king and rook
- if (rfrom > kfrom) // O-O
- {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
-
- assert(piece_on(kto) == piece_of_color_and_type(us, KING));
- assert(piece_on(rto) == piece_of_color_and_type(us, ROOK));
-
- // Remove pieces from destination squares:
- clear_bit(&(byColorBB[us]), kto);
- clear_bit(&(byTypeBB[KING]), kto);
- clear_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
- clear_bit(&(byColorBB[us]), rto);
- clear_bit(&(byTypeBB[ROOK]), rto);
- clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
-
- // Put pieces on source squares:
- set_bit(&(byColorBB[us]), kfrom);
- set_bit(&(byTypeBB[KING]), kfrom);
- set_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
- set_bit(&(byColorBB[us]), rfrom);
- set_bit(&(byTypeBB[ROOK]), rfrom);
- set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
-
- // Update board
- board[rto] = board[kto] = PIECE_NONE;
- board[rfrom] = piece_of_color_and_type(us, ROOK);
- board[kfrom] = piece_of_color_and_type(us, KING);
-
- // Update piece lists
- pieceList[us][KING][index[kto]] = kfrom;
- pieceList[us][ROOK][index[rto]] = rfrom;
- int tmp = index[rto]; // In Chess960 could be rto == kfrom
- index[kfrom] = index[kto];
- index[rfrom] = tmp;
+/// Position::do_castle() is a helper used to do/undo a castling move. This
+/// is a bit tricky, especially in Chess960.
- // Finally point our state pointer back to the previous state
- st = st->previous;
+void Position::do_castle(Square kfrom, Square kto, Square rfrom, Square rto) {
- assert(is_ok());
+ // Remove both pieces first since squares could overlap in Chess960
+ remove_piece(kfrom, sideToMove, KING);
+ remove_piece(rfrom, sideToMove, ROOK);
+ board[kfrom] = board[rfrom] = NO_PIECE; // Since remove_piece doesn't do it for us
+ put_piece(kto, sideToMove, KING);
+ put_piece(rto, sideToMove, ROOK);
}
-/// Position::do_null_move makes() a "null move": It switches the side to move
-/// and updates the hash key without executing any move on the board.
+/// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips
+/// the side to move without executing any move on the board.
-void Position::do_null_move(StateInfo& backupSt) {
+void Position::do_null_move(StateInfo& newSt) {
- assert(is_ok());
- assert(!is_check());
+ assert(!checkers());
- // Back up the information necessary to undo the null move to the supplied
- // StateInfo object.
- // Note that differently from normal case here backupSt is actually used as
- // a backup storage not as a new state to be used.
- backupSt.key = st->key;
- backupSt.epSquare = st->epSquare;
- backupSt.value = st->value;
- backupSt.previous = st->previous;
- backupSt.pliesFromNull = st->pliesFromNull;
- st->previous = &backupSt;
+ std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[st->gamePly++] = st->key;
+ newSt.previous = st;
+ st = &newSt;
- // Update the necessary information
if (st->epSquare != SQ_NONE)
- st->key ^= zobEp[st->epSquare];
+ {
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
+ st->epSquare = SQ_NONE;
+ }
- st->key ^= zobSideToMove;
+ st->key ^= Zobrist::side;
prefetch((char*)TT.first_entry(st->key));
- sideToMove = opposite_color(sideToMove);
- st->epSquare = SQ_NONE;
- st->rule50++;
+ ++st->rule50;
st->pliesFromNull = 0;
- st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
-}
-
-/// Position::undo_null_move() unmakes a "null move".
+ sideToMove = ~sideToMove;
-void Position::undo_null_move() {
-
- assert(is_ok());
- assert(!is_check());
-
- // Restore information from the our backup StateInfo object
- StateInfo* backupSt = st->previous;
- st->key = backupSt->key;
- st->epSquare = backupSt->epSquare;
- st->value = backupSt->value;
- st->previous = backupSt->previous;
- st->pliesFromNull = backupSt->pliesFromNull;
-
- // Update the necessary information
- sideToMove = opposite_color(sideToMove);
- st->rule50--;
- st->gamePly--;
+ assert(pos_is_ok());
}
+void Position::undo_null_move() {
-/// Position::see() is a static exchange evaluator: It tries to estimate the
-/// material gain or loss resulting from a move. There are three versions of
-/// this function: One which takes a destination square as input, one takes a
-/// move, and one which takes a 'from' and a 'to' square. The function does
-/// not yet understand promotions captures.
-
-int Position::see(Square to) const {
+ assert(!checkers());
- assert(square_is_ok(to));
- return see(SQ_NONE, to);
+ st = st->previous;
+ sideToMove = ~sideToMove;
}
-int Position::see(Move m) const {
- assert(move_is_ok(m));
- return see(move_from(m), move_to(m));
-}
+/// Position::see() is a static exchange evaluator: It tries to estimate the
+/// material gain or loss resulting from a move. Parameter 'asymmThreshold' takes
+/// tempi into account. If the side who initiated the capturing sequence does the
+/// last capture, he loses a tempo and if the result is below 'asymmThreshold'
+/// the capturing sequence is considered bad.
int Position::see_sign(Move m) const {
- assert(move_is_ok(m));
-
- Square from = move_from(m);
- Square to = move_to(m);
+ assert(is_ok(m));
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
- if (midgame_value_of_piece_on(to) >= midgame_value_of_piece_on(from))
+ if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
return 1;
- return see(from, to);
+ return see(m);
}
-int Position::see(Square from, Square to) const {
-
- // Material values
- static const int seeValues[18] = {
- 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
- 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
- 0, 0
- };
+int Position::see(Move m, int asymmThreshold) const {
- Bitboard attackers, stmAttackers, b;
+ Square from, to;
+ Bitboard occupied, attackers, stmAttackers;
+ int swapList[32], slIndex = 1;
+ PieceType captured;
+ Color stm;
- assert(square_is_ok(from) || from == SQ_NONE);
- assert(square_is_ok(to));
+ assert(is_ok(m));
- // Initialize colors
- Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
- Color them = opposite_color(us);
+ from = from_sq(m);
+ to = to_sq(m);
+ swapList[0] = PieceValue[MG][piece_on(to)];
+ stm = color_of(piece_on(from));
+ occupied = pieces() ^ from;
- // Initialize pieces
- Piece piece = piece_on(from);
- Piece capture = piece_on(to);
- Bitboard occ = occupied_squares();
+ // Castle moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply return 0 that is always the correct value
+ // unless in the rare case the rook ends up under attack.
+ if (type_of(m) == CASTLE)
+ return 0;
- // King cannot be recaptured
- if (type_of_piece(piece) == KING)
- return seeValues[capture];
-
- // Handle en passant moves
- if (st->epSquare == to && type_of_piece_on(from) == PAWN)
+ if (type_of(m) == ENPASSANT)
{
- assert(capture == PIECE_NONE);
-
- Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S);
- capture = piece_on(capQq);
- assert(type_of_piece_on(capQq) == PAWN);
-
- // Remove the captured pawn
- clear_bit(&occ, capQq);
+ occupied ^= to - pawn_push(stm); // Remove the captured pawn
+ swapList[0] = PieceValue[MG][PAWN];
}
- while (true)
- {
- // Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it.
- clear_bit(&occ, from);
- attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
- | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
- | (attacks_from<KNIGHT>(to) & pieces(KNIGHT))
- | (attacks_from<KING>(to) & pieces(KING))
- | (attacks_from<PAWN>(to, WHITE) & pieces(PAWN, BLACK))
- | (attacks_from<PAWN>(to, BLACK) & pieces(PAWN, WHITE));
-
- if (from != SQ_NONE)
- break;
-
- // If we don't have any attacker we are finished
- if ((attackers & pieces_of_color(us)) == EmptyBoardBB)
- return 0;
-
- // Locate the least valuable attacker to the destination square
- // and use it to initialize from square.
- stmAttackers = attackers & pieces_of_color(us);
- PieceType pt;
- for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
- assert(pt < KING);
-
- from = first_1(stmAttackers & pieces(pt));
- piece = piece_on(from);
- }
+ // Find all attackers to the destination square, with the moving piece
+ // removed, but possibly an X-ray attacker added behind it.
+ attackers = attackers_to(to, occupied) & occupied;
// If the opponent has no attackers we are finished
- stmAttackers = attackers & pieces_of_color(them);
+ stm = ~stm;
+ stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return seeValues[capture];
-
- attackers &= occ; // Remove the moving piece
+ return swapList[0];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
- int lastCapturingPieceValue = seeValues[piece];
- int swapList[32], n = 1;
- Color c = them;
- PieceType pt;
-
- swapList[0] = seeValues[capture];
+ captured = type_of(piece_on(from));
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
- assert(pt < KING);
+ assert(slIndex < 32);
- // Remove the attacker we just found from the 'attackers' bitboard,
- // and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces(pt);
- occ ^= (b & (~b + 1));
- attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
- | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN));
+ // Add the new entry to the swap list
+ swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
+ ++slIndex;
- attackers &= occ;
+ // Locate and remove the next least valuable attacker
+ captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+ stm = ~stm;
+ stmAttackers = attackers & pieces(stm);
- // Add the new entry to the swap list
- assert(n < 32);
- swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
- n++;
-
- // Remember the value of the capturing piece, and change the side to move
- // before beginning the next iteration
- lastCapturingPieceValue = seeValues[pt];
- c = opposite_color(c);
- stmAttackers = attackers & pieces_of_color(c);
-
- // Stop after a king capture
- if (pt == KING && stmAttackers)
+ // Stop before processing a king capture
+ if (captured == KING && stmAttackers)
{
- assert(n < 32);
- swapList[n++] = QueenValueMidgame*10;
+ swapList[slIndex++] = QueenValueMg * 16;
break;
}
+
} while (stmAttackers);
+ // If we are doing asymmetric SEE evaluation and the same side does the first
+ // and the last capture, he loses a tempo and gain must be at least worth
+ // 'asymmThreshold', otherwise we replace the score with a very low value,
+ // before negamaxing.
+ if (asymmThreshold)
+ for (int i = 0; i < slIndex; i += 2)
+ if (swapList[i] < asymmThreshold)
+ swapList[i] = - QueenValueMg * 16;
+
// Having built the swap list, we negamax through it to find the best
- // achievable score from the point of view of the side to move
- while (--n)
- swapList[n-1] = Min(-swapList[n], swapList[n-1]);
+ // achievable score from the point of view of the side to move.
+ while (--slIndex)
+ swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
return swapList[0];
}
void Position::clear() {
+ std::memset(this, 0, sizeof(Position));
+ startState.epSquare = SQ_NONE;
st = &startState;
- memset(st, 0, sizeof(StateInfo));
- st->epSquare = SQ_NONE;
- startPosPlyCounter = 0;
-
- memset(byColorBB, 0, sizeof(Bitboard) * 2);
- memset(byTypeBB, 0, sizeof(Bitboard) * 8);
- memset(pieceCount, 0, sizeof(int) * 2 * 8);
- memset(index, 0, sizeof(int) * 64);
-
- for (int i = 0; i < 64; i++)
- board[i] = PIECE_NONE;
-
- for (int i = 0; i < 8; i++)
- for (int j = 0; j < 16; j++)
- pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
-
- for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
- castleRightsMask[sq] = ALL_CASTLES;
- sideToMove = WHITE;
- initialKFile = FILE_E;
- initialKRFile = FILE_H;
- initialQRFile = FILE_A;
-}
-
-
-/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
-/// UCI interface code, whenever a non-reversible move is made in a
-/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
-/// for the program to handle games of arbitrary length, as long as the GUI
-/// handles draws by the 50 move rule correctly.
-
-void Position::reset_game_ply() {
-
- st->gamePly = 0;
-}
-
-void Position::inc_startpos_ply_counter() {
-
- startPosPlyCounter++;
-}
-
-/// Position::put_piece() puts a piece on the given square of the board,
-/// updating the board array, bitboards, and piece counts.
-
-void Position::put_piece(Piece p, Square s) {
-
- Color c = color_of_piece(p);
- PieceType pt = type_of_piece(p);
-
- board[s] = p;
- index[s] = pieceCount[c][pt];
- pieceList[c][pt][index[s]] = s;
-
- set_bit(&(byTypeBB[pt]), s);
- set_bit(&(byColorBB[c]), s);
- set_bit(&byTypeBB[0], s); // HACK: byTypeBB[0] contains all occupied squares.
-
- pieceCount[c][pt]++;
-}
-
-
-/// Position::allow_oo() gives the given side the right to castle kingside.
-/// Used when setting castling rights during parsing of FEN strings.
-
-void Position::allow_oo(Color c) {
-
- st->castleRights |= (1 + int(c));
-}
-
-
-/// Position::allow_ooo() gives the given side the right to castle queenside.
-/// Used when setting castling rights during parsing of FEN strings.
-
-void Position::allow_ooo(Color c) {
-
- st->castleRights |= (4 + 4*int(c));
+ for (int i = 0; i < PIECE_TYPE_NB; ++i)
+ for (int j = 0; j < 16; ++j)
+ pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
}
Key Position::compute_key() const {
- Key result = Key(0ULL);
+ Key k = Zobrist::castle[st->castleRights];
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (square_is_occupied(s))
- result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
+ }
if (ep_square() != SQ_NONE)
- result ^= zobEp[ep_square()];
+ k ^= Zobrist::enpassant[file_of(ep_square())];
- result ^= zobCastle[st->castleRights];
- if (side_to_move() == BLACK)
- result ^= zobSideToMove;
+ if (sideToMove == BLACK)
+ k ^= Zobrist::side;
- return result;
+ return k;
}
Key Position::compute_pawn_key() const {
- Key result = Key(0ULL);
- Bitboard b;
- Square s;
+ Key k = 0;
- for (Color c = WHITE; c <= BLACK; c++)
+ for (Bitboard b = pieces(PAWN); b; )
{
- b = pieces(PAWN, c);
- while (b)
- {
- s = pop_1st_bit(&b);
- result ^= zobrist[c][PAWN][s];
- }
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
}
- return result;
+
+ return k;
}
Key Position::compute_material_key() const {
- Key result = Key(0ULL);
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= QUEEN; pt++)
- {
- int count = piece_count(c, pt);
- for (int i = 0; i < count; i++)
- result ^= zobrist[c][pt][i];
- }
- return result;
+ Key k = 0;
+
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= QUEEN; ++pt)
+ for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
+ k ^= Zobrist::psq[c][pt][cnt];
+
+ return k;
}
-/// Position::compute_value() compute the incremental scores for the middle
+/// Position::compute_psq_score() computes the incremental scores for the middle
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
-Score Position::compute_value() const {
- Score result = SCORE_ZERO;
- Bitboard b;
- Square s;
+Score Position::compute_psq_score() const {
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- b = pieces(pt, c);
- while (b)
- {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += pst(c, pt, s);
- }
- }
+ Score score = SCORE_ZERO;
- result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
- return result;
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ Piece pc = piece_on(s);
+ score += psq[color_of(pc)][type_of(pc)][s];
+ }
+
+ return score;
}
/// Position::compute_non_pawn_material() computes the total non-pawn middle
-/// game material score for the given side. Material scores are updated
+/// game material value for the given side. Material values are updated
/// incrementally during the search, this function is only used while
/// initializing a new Position object.
Value Position::compute_non_pawn_material(Color c) const {
- Value result = VALUE_ZERO;
+ Value value = VALUE_ZERO;
- for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- {
- Bitboard b = pieces(pt, c);
- while (b)
- {
- assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
+ for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
+ value += pieceCount[c][pt] * PieceValue[MG][pt];
- pop_1st_bit(&b);
- result += PieceValueMidgame[pt];
- }
- }
- return result;
+ return value;
}
/// Position::is_draw() tests whether the position is drawn by material,
/// repetition, or the 50 moves rule. It does not detect stalemates, this
/// must be done by the search.
-// FIXME: Currently we are not handling 50 move rule correctly when in check
-
bool Position::is_draw() const {
// Draw by material?
if ( !pieces(PAWN)
- && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
// Draw by the 50 moves rule?
- if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
+ if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
return true;
- // Draw by repetition?
- for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
- if (history[st->gamePly - i] == st->key)
- return true;
-
- return false;
-}
-
-
-/// Position::is_mate() returns true or false depending on whether the
-/// side to move is checkmated.
-
-bool Position::is_mate() const {
-
- MoveStack moves[256];
- return is_check() && (generate_moves(*this, moves) == moves);
-}
-
-
-/// Position::has_mate_threat() tests whether the side to move is under
-/// a threat of being mated in one from the current position.
-
-bool Position::has_mate_threat() {
-
- MoveStack mlist[256], *last, *cur;
- StateInfo st1, st2;
- bool mateFound = false;
+ int i = 4, e = std::min(st->rule50, st->pliesFromNull);
- // If we are under check it's up to evasions to do the job
- if (is_check())
- return false;
-
- // First pass the move to our opponent doing a null move
- do_null_move(st1);
-
- // Then generate pseudo-legal moves that give check
- last = generate_non_capture_checks(*this, mlist);
- last = generate_captures(*this, last);
-
- // Loop through the moves, and see if one of them gives mate
- Bitboard pinned = pinned_pieces(sideToMove);
- CheckInfo ci(*this);
- for (cur = mlist; cur != last && !mateFound; cur++)
+ if (i <= e)
{
- Move move = cur->move;
- if ( !pl_move_is_legal(move, pinned)
- || !move_is_check(move, ci))
- continue;
-
- do_move(move, st2, ci, true);
-
- if (is_mate())
- mateFound = true;
-
- undo_move(move);
- }
-
- undo_null_move();
- return mateFound;
-}
-
+ StateInfo* stp = st->previous->previous;
-/// Position::init_zobrist() is a static member function which initializes at
-/// startup the various arrays used to compute hash keys.
+ do {
+ stp = stp->previous->previous;
-void Position::init_zobrist() {
+ if (stp->key == st->key)
+ return true; // Draw after first repetition
- int i,j, k;
+ i += 2;
- for (i = 0; i < 2; i++) for (j = 0; j < 8; j++) for (k = 0; k < 64; k++)
- zobrist[i][j][k] = Key(genrand_int64());
-
- for (i = 0; i < 64; i++)
- zobEp[i] = Key(genrand_int64());
-
- for (i = 0; i < 16; i++)
- zobCastle[i] = Key(genrand_int64());
+ } while (i <= e);
+ }
- zobSideToMove = Key(genrand_int64());
- zobExclusion = Key(genrand_int64());
+ return false;
}
-/// Position::init_piece_square_tables() initializes the piece square tables.
-/// This is a two-step operation: First, the white halves of the tables are
-/// copied from the MgPST[][] and EgPST[][] arrays. Second, the black halves
-/// of the tables are initialized by mirroring and changing the sign of the
-/// corresponding white scores.
+/// Position::flip() flips position with the white and black sides reversed. This
+/// is only useful for debugging especially for finding evaluation symmetry bugs.
-void Position::init_piece_square_tables() {
-
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- for (Piece p = WP; p <= WK; p++)
- PieceSquareTable[p][s] = make_score(MgPST[p][s], EgPST[p][s]);
-
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- for (Piece p = BP; p <= BK; p++)
- PieceSquareTable[p][s] = -PieceSquareTable[p-8][flip_square(s)];
+static char toggle_case(char c) {
+ return char(islower(c) ? toupper(c) : tolower(c));
}
+void Position::flip() {
-/// Position::flipped_copy() makes a copy of the input position, but with
-/// the white and black sides reversed. This is only useful for debugging,
-/// especially for finding evaluation symmetry bugs.
-
-void Position::flipped_copy(const Position& pos) {
-
- assert(pos.is_ok());
-
- clear();
- threadID = pos.thread();
-
- // Board
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (!pos.square_is_empty(s))
- put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
-
- // Side to move
- sideToMove = opposite_color(pos.side_to_move());
-
- // Castling rights
- if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
- if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
- if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
- if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
+ string f, token;
+ std::stringstream ss(fen());
- initialKFile = pos.initialKFile;
- initialKRFile = pos.initialKRFile;
- initialQRFile = pos.initialQRFile;
+ for (Rank rank = RANK_8; rank >= RANK_1; --rank) // Piece placement
+ {
+ std::getline(ss, token, rank > RANK_1 ? '/' : ' ');
+ f.insert(0, token + (f.empty() ? " " : "/"));
+ }
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO);
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO);
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ ss >> token; // Active color
+ f += (token == "w" ? "B " : "W "); // Will be lowercased later
- // En passant square
- if (pos.st->epSquare != SQ_NONE)
- st->epSquare = flip_square(pos.st->epSquare);
+ ss >> token; // Castling availability
+ f += token + " ";
- // Checkers
- find_checkers();
+ std::transform(f.begin(), f.end(), f.begin(), toggle_case);
- // Hash keys
- st->key = compute_key();
- st->pawnKey = compute_pawn_key();
- st->materialKey = compute_material_key();
+ ss >> token; // En passant square
+ f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
- // Incremental scores
- st->value = compute_value();
+ std::getline(ss, token); // Half and full moves
+ f += token;
- // Material
- st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
- st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
+ set(f, is_chess960(), this_thread());
- assert(is_ok());
+ assert(pos_is_ok());
}
-/// Position::is_ok() performs some consitency checks for the position object.
+/// Position::pos_is_ok() performs some consitency checks for the position object.
/// This is meant to be helpful when debugging.
-bool Position::is_ok(int* failedStep) const {
+bool Position::pos_is_ok(int* failedStep) const {
- // What features of the position should be verified?
- static const bool debugBitboards = false;
- static const bool debugKingCount = false;
- static const bool debugKingCapture = false;
- static const bool debugCheckerCount = false;
- static const bool debugKey = false;
- static const bool debugMaterialKey = false;
- static const bool debugPawnKey = false;
- static const bool debugIncrementalEval = false;
- static const bool debugNonPawnMaterial = false;
- static const bool debugPieceCounts = false;
- static const bool debugPieceList = false;
- static const bool debugCastleSquares = false;
-
- if (failedStep) *failedStep = 1;
-
- // Side to move OK?
- if (!color_is_ok(side_to_move()))
- return false;
-
- // Are the king squares in the position correct?
- if (failedStep) (*failedStep)++;
- if (piece_on(king_square(WHITE)) != WK)
- return false;
+ int dummy, *step = failedStep ? failedStep : &dummy;
- if (failedStep) (*failedStep)++;
- if (piece_on(king_square(BLACK)) != BK)
+ // What features of the position should be verified?
+ const bool all = false;
+
+ const bool debugBitboards = all || false;
+ const bool debugKingCount = all || false;
+ const bool debugKingCapture = all || false;
+ const bool debugCheckerCount = all || false;
+ const bool debugKey = all || false;
+ const bool debugMaterialKey = all || false;
+ const bool debugPawnKey = all || false;
+ const bool debugIncrementalEval = all || false;
+ const bool debugNonPawnMaterial = all || false;
+ const bool debugPieceCounts = all || false;
+ const bool debugPieceList = all || false;
+ const bool debugCastleSquares = all || false;
+
+ *step = 1;
+
+ if (sideToMove != WHITE && sideToMove != BLACK)
return false;
- // Castle files OK?
- if (failedStep) (*failedStep)++;
- if (!file_is_ok(initialKRFile))
+ if ((*step)++, piece_on(king_square(WHITE)) != W_KING)
return false;
- if (!file_is_ok(initialQRFile))
+ if ((*step)++, piece_on(king_square(BLACK)) != B_KING)
return false;
- // Do both sides have exactly one king?
- if (failedStep) (*failedStep)++;
- if (debugKingCount)
+ if ((*step)++, debugKingCount)
{
- int kingCount[2] = {0, 0};
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (type_of_piece_on(s) == KING)
- kingCount[color_of_piece_on(s)]++;
+ int kingCount[COLOR_NB] = {};
+
+ for (Square s = SQ_A1; s <= SQ_H8; ++s)
+ if (type_of(piece_on(s)) == KING)
+ ++kingCount[color_of(piece_on(s))];
if (kingCount[0] != 1 || kingCount[1] != 1)
return false;
}
- // Can the side to move capture the opponent's king?
- if (failedStep) (*failedStep)++;
- if (debugKingCapture)
- {
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square ksq = king_square(them);
- if (attackers_to(ksq) & pieces_of_color(us))
+ if ((*step)++, debugKingCapture)
+ if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
return false;
- }
- // Is there more than 2 checkers?
- if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s(st->checkersBB) > 2)
+ if ((*step)++, debugCheckerCount && popcount<Full>(st->checkersBB) > 2)
return false;
- // Bitboards OK?
- if (failedStep) (*failedStep)++;
- if (debugBitboards)
+ if ((*step)++, debugBitboards)
{
// The intersection of the white and black pieces must be empty
- if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ if (pieces(WHITE) & pieces(BLACK))
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
- if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
+ if ((pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
// Separate piece type bitboards must have empty intersections
- for (PieceType p1 = PAWN; p1 <= KING; p1++)
- for (PieceType p2 = PAWN; p2 <= KING; p2++)
+ for (PieceType p1 = PAWN; p1 <= KING; ++p1)
+ for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
- // En passant square OK?
- if (failedStep) (*failedStep)++;
- if (ep_square() != SQ_NONE)
- {
- // The en passant square must be on rank 6, from the point of view of the
- // side to move.
- if (relative_rank(side_to_move(), ep_square()) != RANK_6)
- return false;
- }
-
- // Hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugKey && st->key != compute_key())
+ if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6)
return false;
- // Pawn hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugPawnKey && st->pawnKey != compute_pawn_key())
+ if ((*step)++, debugKey && st->key != compute_key())
return false;
- // Material hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugMaterialKey && st->materialKey != compute_material_key())
+ if ((*step)++, debugPawnKey && st->pawnKey != compute_pawn_key())
return false;
- // Incremental eval OK?
- if (failedStep) (*failedStep)++;
- if (debugIncrementalEval && st->value != compute_value())
+ if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key())
return false;
- // Non-pawn material OK?
- if (failedStep) (*failedStep)++;
- if (debugNonPawnMaterial)
- {
- if (st->npMaterial[WHITE] != compute_non_pawn_material(WHITE))
- return false;
+ if ((*step)++, debugIncrementalEval && st->psq != compute_psq_score())
+ return false;
- if (st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
+ if ((*step)++, debugNonPawnMaterial)
+ if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE)
+ || st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
return false;
- }
- // Piece counts OK?
- if (failedStep) (*failedStep)++;
- if (debugPieceCounts)
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != count_1s(pieces(pt, c)))
+ if ((*step)++, debugPieceCounts)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
return false;
- if (failedStep) (*failedStep)++;
- if (debugPieceList)
- {
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- for (int i = 0; i < pieceCount[c][pt]; i++)
- {
- if (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt))
+ if ((*step)++, debugPieceList)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ for (int i = 0; i < pieceCount[c][pt]; ++i)
+ if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
+ || index[pieceList[c][pt][i]] != i)
return false;
- if (index[piece_list(c, pt, i)] != i)
- return false;
- }
- }
+ if ((*step)++, debugCastleSquares)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
+ {
+ CastleRight cr = make_castle_right(c, s);
- if (failedStep) (*failedStep)++;
- if (debugCastleSquares) {
- for (Color c = WHITE; c <= BLACK; c++) {
- if (can_castle_kingside(c) && piece_on(initial_kr_square(c)) != piece_of_color_and_type(c, ROOK))
- return false;
- if (can_castle_queenside(c) && piece_on(initial_qr_square(c)) != piece_of_color_and_type(c, ROOK))
- return false;
- }
- if (castleRightsMask[initial_kr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OO))
- return false;
- if (castleRightsMask[initial_qr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OOO))
- return false;
- if (castleRightsMask[initial_kr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OO))
- return false;
- if (castleRightsMask[initial_qr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OOO))
- return false;
- }
+ if (!can_castle(cr))
+ continue;
+
+ if ( (castleRightsMask[king_square(c)] & cr) != cr
+ || piece_on(castleRookSquare[c][s]) != make_piece(c, ROOK)
+ || castleRightsMask[castleRookSquare[c][s]] != cr)
+ return false;
+ }
- if (failedStep) *failedStep = 0;
+ *step = 0;
return true;
}