2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
33 #include "ucioption.h"
39 Key Position::zobrist[2][8][64];
40 Key Position::zobEp[64];
41 Key Position::zobCastle[16];
42 Key Position::zobSideToMove;
43 Key Position::zobExclusion;
45 Score Position::pieceSquareTable[16][64];
47 // Material values arrays, indexed by Piece
48 const Value PieceValueMidgame[17] = {
50 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
51 RookValueMidgame, QueenValueMidgame,
52 VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
53 PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
54 RookValueMidgame, QueenValueMidgame
57 const Value PieceValueEndgame[17] = {
59 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
60 RookValueEndgame, QueenValueEndgame,
61 VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
62 PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
63 RookValueEndgame, QueenValueEndgame
69 // Bonus for having the side to move (modified by Joona Kiiski)
70 const Score TempoValue = make_score(48, 22);
72 // To convert a Piece to and from a FEN char
73 const string PieceToChar(".PNBRQK pnbrqk ");
79 CheckInfo::CheckInfo(const Position& pos) {
81 Color them = opposite_color(pos.side_to_move());
82 Square ksq = pos.king_square(them);
84 pinned = pos.pinned_pieces();
85 dcCandidates = pos.discovered_check_candidates();
87 checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
88 checkSq[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
89 checkSq[BISHOP] = pos.attacks_from<BISHOP>(ksq);
90 checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
91 checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
92 checkSq[KING] = EmptyBoardBB;
96 /// Position c'tors. Here we always create a copy of the original position
97 /// or the FEN string, we want the new born Position object do not depend
98 /// on any external data so we detach state pointer from the source one.
100 Position::Position(const Position& pos, int th) {
102 memcpy(this, &pos, sizeof(Position));
103 detach(); // Always detach() in copy c'tor to avoid surprises
108 Position::Position(const string& fen, bool isChess960, int th) {
110 from_fen(fen, isChess960);
115 /// Position::detach() copies the content of the current state and castling
116 /// masks inside the position itself. This is needed when the st pointee could
117 /// become stale, as example because the caller is about to going out of scope.
119 void Position::detach() {
123 st->previous = NULL; // As a safe guard
127 /// Position::from_fen() initializes the position object with the given FEN
128 /// string. This function is not very robust - make sure that input FENs are
129 /// correct (this is assumed to be the responsibility of the GUI).
131 void Position::from_fen(const string& fenStr, bool isChess960) {
133 A FEN string defines a particular position using only the ASCII character set.
135 A FEN string contains six fields. The separator between fields is a space. The fields are:
137 1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending
138 with rank 1; within each rank, the contents of each square are described from file A through file H.
139 Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken
140 from the standard English names. White pieces are designated using upper-case letters ("PNBRQK")
141 while Black take lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number
142 of blank squares), and "/" separate ranks.
144 2) Active color. "w" means white moves next, "b" means black.
146 3) Castling availability. If neither side can castle, this is "-". Otherwise, this has one or more
147 letters: "K" (White can castle kingside), "Q" (White can castle queenside), "k" (Black can castle
148 kingside), and/or "q" (Black can castle queenside).
150 4) En passant target square in algebraic notation. If there's no en passant target square, this is "-".
151 If a pawn has just made a 2-square move, this is the position "behind" the pawn. This is recorded
152 regardless of whether there is a pawn in position to make an en passant capture.
154 5) Halfmove clock: This is the number of halfmoves since the last pawn advance or capture. This is used
155 to determine if a draw can be claimed under the fifty-move rule.
157 6) Fullmove number: The number of the full move. It starts at 1, and is incremented after Black's move.
160 char col, row, token;
163 std::istringstream fen(fenStr);
166 fen >> std::noskipws;
168 // 1. Piece placement
169 while ((fen >> token) && !isspace(token))
172 sq -= Square(16); // Jump back of 2 rows
174 else if (isdigit(token))
175 sq += Square(token - '0'); // Skip the given number of files
177 else if ((p = PieceToChar.find(token)) != string::npos)
179 put_piece(Piece(p), sq);
186 sideToMove = (token == 'w' ? WHITE : BLACK);
189 // 3. Castling availability
190 while ((fen >> token) && !isspace(token))
191 set_castling_rights(token);
193 // 4. En passant square. Ignore if no pawn capture is possible
194 if ( ((fen >> col) && (col >= 'a' && col <= 'h'))
195 && ((fen >> row) && (row == '3' || row == '6')))
197 st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
198 Color them = opposite_color(sideToMove);
200 if (!(attacks_from<PAWN>(st->epSquare, them) & pieces(PAWN, sideToMove)))
201 st->epSquare = SQ_NONE;
204 // 5-6. Halfmove clock and fullmove number
205 fen >> std::skipws >> st->rule50 >> fullMoves;
207 // Various initialisations
208 chess960 = isChess960;
209 st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(opposite_color(sideToMove));
211 st->key = compute_key();
212 st->pawnKey = compute_pawn_key();
213 st->materialKey = compute_material_key();
214 st->value = compute_value();
215 st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
216 st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
220 /// Position::set_castle() is an helper function used to set
221 /// correct castling related flags.
223 void Position::set_castle(int f, Square ksq, Square rsq) {
225 st->castleRights |= f;
226 castleRightsMask[ksq] ^= f;
227 castleRightsMask[rsq] ^= f;
228 castleRookSquare[f] = rsq;
232 /// Position::set_castling_rights() sets castling parameters castling avaiability.
233 /// This function is compatible with 3 standards: Normal FEN standard, Shredder-FEN
234 /// that uses the letters of the columns on which the rooks began the game instead
235 /// of KQkq and also X-FEN standard that, in case of Chess960, if an inner Rook is
236 /// associated with the castling right, the traditional castling tag will be replaced
237 /// by the file letter of the involved rook as for the Shredder-FEN.
239 void Position::set_castling_rights(char token) {
241 Color c = islower(token) ? BLACK : WHITE;
243 Square sqA = relative_square(c, SQ_A1);
244 Square sqH = relative_square(c, SQ_H1);
245 Square rsq, ksq = king_square(c);
247 token = char(toupper(token));
250 for (rsq = sqH; piece_on(rsq) != make_piece(c, ROOK); rsq--) {}
252 else if (token == 'Q')
253 for (rsq = sqA; piece_on(rsq) != make_piece(c, ROOK); rsq++) {}
255 else if (token >= 'A' && token <= 'H')
256 rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
260 if (square_file(rsq) < square_file(ksq))
261 set_castle(WHITE_OOO << c, ksq, rsq);
263 set_castle(WHITE_OO << c, ksq, rsq);
267 /// Position::to_fen() returns a FEN representation of the position. In case
268 /// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function.
270 const string Position::to_fen() const {
272 std::ostringstream fen;
276 for (Rank rank = RANK_8; rank >= RANK_1; rank--)
280 for (File file = FILE_A; file <= FILE_H; file++)
282 sq = make_square(file, rank);
284 if (!square_is_empty(sq))
291 fen << PieceToChar[piece_on(sq)];
304 fen << (sideToMove == WHITE ? " w " : " b ");
306 if (st->castleRights != CASTLES_NONE)
308 if (can_castle(WHITE_OO))
309 fen << (chess960 ? char(toupper(file_to_char(square_file(castle_rook_square(WHITE_OO))))) : 'K');
311 if (can_castle(WHITE_OOO))
312 fen << (chess960 ? char(toupper(file_to_char(square_file(castle_rook_square(WHITE_OOO))))) : 'Q');
314 if (can_castle(BLACK_OO))
315 fen << (chess960 ? file_to_char(square_file(castle_rook_square(BLACK_OO))) : 'k');
317 if (can_castle(BLACK_OOO))
318 fen << (chess960 ? file_to_char(square_file(castle_rook_square(BLACK_OOO))) : 'q');
322 fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()))
323 << " " << st->rule50 << " " << fullMoves;
329 /// Position::print() prints an ASCII representation of the position to
330 /// the standard output. If a move is given then also the san is printed.
332 void Position::print(Move move) const {
334 const char* dottedLine = "\n+---+---+---+---+---+---+---+---+\n";
338 Position p(*this, thread());
339 string dd = (sideToMove == BLACK ? ".." : "");
340 cout << "\nMove is: " << dd << move_to_san(p, move);
343 for (Rank rank = RANK_8; rank >= RANK_1; rank--)
345 cout << dottedLine << '|';
346 for (File file = FILE_A; file <= FILE_H; file++)
348 Square sq = make_square(file, rank);
349 Piece piece = piece_on(sq);
351 if (piece == PIECE_NONE && square_color(sq) == DARK)
352 piece = PIECE_NONE_DARK_SQ;
354 char c = (piece_color(piece_on(sq)) == BLACK ? '=' : ' ');
355 cout << c << PieceToChar[piece] << c << '|';
358 cout << dottedLine << "Fen is: " << to_fen() << "\nKey is: " << st->key << endl;
362 /// Position:hidden_checkers<>() returns a bitboard of all pinned (against the
363 /// king) pieces for the given color. Or, when template parameter FindPinned is
364 /// false, the function return the pieces of the given color candidate for a
365 /// discovery check against the enemy king.
367 template<bool FindPinned>
368 Bitboard Position::hidden_checkers() const {
370 // Pinned pieces protect our king, dicovery checks attack the enemy king
371 Bitboard b, result = EmptyBoardBB;
372 Bitboard pinners = pieces(FindPinned ? opposite_color(sideToMove) : sideToMove);
373 Square ksq = king_square(FindPinned ? sideToMove : opposite_color(sideToMove));
375 // Pinners are sliders, that give check when candidate pinned is removed
376 pinners &= (pieces(ROOK, QUEEN) & RookPseudoAttacks[ksq])
377 | (pieces(BISHOP, QUEEN) & BishopPseudoAttacks[ksq]);
381 b = squares_between(ksq, pop_1st_bit(&pinners)) & occupied_squares();
383 // Only one bit set and is an our piece?
384 if (b && !(b & (b - 1)) && (b & pieces(sideToMove)))
391 /// Position:pinned_pieces() returns a bitboard of all pinned (against the
392 /// king) pieces for the side to move.
394 Bitboard Position::pinned_pieces() const {
396 return hidden_checkers<true>();
400 /// Position:discovered_check_candidates() returns a bitboard containing all
401 /// pieces for the side to move which are candidates for giving a discovered
404 Bitboard Position::discovered_check_candidates() const {
406 return hidden_checkers<false>();
409 /// Position::attackers_to() computes a bitboard containing all pieces which
410 /// attacks a given square.
412 Bitboard Position::attackers_to(Square s) const {
414 return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
415 | (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
416 | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
417 | (attacks_from<ROOK>(s) & pieces(ROOK, QUEEN))
418 | (attacks_from<BISHOP>(s) & pieces(BISHOP, QUEEN))
419 | (attacks_from<KING>(s) & pieces(KING));
422 Bitboard Position::attackers_to(Square s, Bitboard occ) const {
424 return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
425 | (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
426 | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
427 | (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
428 | (bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN))
429 | (attacks_from<KING>(s) & pieces(KING));
432 /// Position::attacks_from() computes a bitboard of all attacks
433 /// of a given piece put in a given square.
435 Bitboard Position::attacks_from(Piece p, Square s) const {
437 assert(square_is_ok(s));
441 case WB: case BB: return attacks_from<BISHOP>(s);
442 case WR: case BR: return attacks_from<ROOK>(s);
443 case WQ: case BQ: return attacks_from<QUEEN>(s);
444 default: return StepAttacksBB[p][s];
448 Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
450 assert(square_is_ok(s));
454 case WB: case BB: return bishop_attacks_bb(s, occ);
455 case WR: case BR: return rook_attacks_bb(s, occ);
456 case WQ: case BQ: return bishop_attacks_bb(s, occ) | rook_attacks_bb(s, occ);
457 default: return StepAttacksBB[p][s];
462 /// Position::move_attacks_square() tests whether a move from the current
463 /// position attacks a given square.
465 bool Position::move_attacks_square(Move m, Square s) const {
467 assert(move_is_ok(m));
468 assert(square_is_ok(s));
471 Square f = move_from(m), t = move_to(m);
473 assert(!square_is_empty(f));
475 if (bit_is_set(attacks_from(piece_on(f), t), s))
478 // Move the piece and scan for X-ray attacks behind it
479 occ = occupied_squares();
480 do_move_bb(&occ, make_move_bb(f, t));
481 xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
482 |(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN)))
483 & pieces(piece_color(piece_on(f)));
485 // If we have attacks we need to verify that are caused by our move
486 // and are not already existent ones.
487 return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
491 /// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
493 bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
496 assert(move_is_ok(m));
497 assert(pinned == pinned_pieces());
499 Color us = side_to_move();
500 Square from = move_from(m);
502 assert(piece_color(piece_on(from)) == us);
503 assert(piece_on(king_square(us)) == make_piece(us, KING));
505 // En passant captures are a tricky special case. Because they are rather
506 // uncommon, we do it simply by testing whether the king is attacked after
510 Color them = opposite_color(us);
511 Square to = move_to(m);
512 Square capsq = to + pawn_push(them);
513 Square ksq = king_square(us);
514 Bitboard b = occupied_squares();
516 assert(to == ep_square());
517 assert(piece_on(from) == make_piece(us, PAWN));
518 assert(piece_on(capsq) == make_piece(them, PAWN));
519 assert(piece_on(to) == PIECE_NONE);
522 clear_bit(&b, capsq);
525 return !(rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, them))
526 && !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
529 // If the moving piece is a king, check whether the destination
530 // square is attacked by the opponent. Castling moves are checked
531 // for legality during move generation.
532 if (piece_type(piece_on(from)) == KING)
533 return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces(opposite_color(us)));
535 // A non-king move is legal if and only if it is not pinned or it
536 // is moving along the ray towards or away from the king.
538 || !bit_is_set(pinned, from)
539 || squares_aligned(from, move_to(m), king_square(us));
543 /// Position::move_is_legal() takes a move and tests whether the move
544 /// is legal. This version is not very fast and should be used only
545 /// in non time-critical paths.
547 bool Position::move_is_legal(const Move m) const {
549 for (MoveList<MV_LEGAL> ml(*this); !ml.end(); ++ml)
557 /// Fast version of Position::move_is_pl() that takes a move and a bitboard
558 /// of pinned pieces as input, and tests whether the move is pseudo legal.
560 bool Position::move_is_pl(const Move m) const {
564 Color us = sideToMove;
565 Color them = opposite_color(sideToMove);
566 Square from = move_from(m);
567 Square to = move_to(m);
568 Piece pc = piece_on(from);
570 // Use a slower but simpler function for uncommon cases
571 if (move_is_special(m))
572 return move_is_legal(m);
574 // Is not a promotion, so promotion piece must be empty
575 if (promotion_piece_type(m) - 2 != PIECE_TYPE_NONE)
578 // If the from square is not occupied by a piece belonging to the side to
579 // move, the move is obviously not legal.
580 if (pc == PIECE_NONE || piece_color(pc) != us)
583 // The destination square cannot be occupied by a friendly piece
584 if (piece_color(piece_on(to)) == us)
587 // Handle the special case of a pawn move
588 if (piece_type(pc) == PAWN)
590 // Move direction must be compatible with pawn color
591 int direction = to - from;
592 if ((us == WHITE) != (direction > 0))
595 // We have already handled promotion moves, so destination
596 // cannot be on the 8/1th rank.
597 if (square_rank(to) == RANK_8 || square_rank(to) == RANK_1)
600 // Proceed according to the square delta between the origin and
601 // destination squares.
608 // Capture. The destination square must be occupied by an enemy
609 // piece (en passant captures was handled earlier).
610 if (piece_color(piece_on(to)) != them)
613 // From and to files must be one file apart, avoids a7h5
614 if (abs(square_file(from) - square_file(to)) != 1)
620 // Pawn push. The destination square must be empty.
621 if (!square_is_empty(to))
626 // Double white pawn push. The destination square must be on the fourth
627 // rank, and both the destination square and the square between the
628 // source and destination squares must be empty.
629 if ( square_rank(to) != RANK_4
630 || !square_is_empty(to)
631 || !square_is_empty(from + DELTA_N))
636 // Double black pawn push. The destination square must be on the fifth
637 // rank, and both the destination square and the square between the
638 // source and destination squares must be empty.
639 if ( square_rank(to) != RANK_5
640 || !square_is_empty(to)
641 || !square_is_empty(from + DELTA_S))
649 else if (!bit_is_set(attacks_from(pc, from), to))
654 // In case of king moves under check we have to remove king so to catch
655 // as invalid moves like b1a1 when opposite queen is on c1.
656 if (piece_type(piece_on(from)) == KING)
658 Bitboard b = occupied_squares();
660 if (attackers_to(move_to(m), b) & pieces(opposite_color(us)))
665 Bitboard target = checkers();
666 Square checksq = pop_1st_bit(&target);
668 if (target) // double check ? In this case a king move is required
671 // Our move must be a blocking evasion or a capture of the checking piece
672 target = squares_between(checksq, king_square(us)) | checkers();
673 if (!bit_is_set(target, move_to(m)))
682 /// Position::move_gives_check() tests whether a pseudo-legal move is a check
684 bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
687 assert(move_is_ok(m));
688 assert(ci.dcCandidates == discovered_check_candidates());
689 assert(piece_color(piece_on(move_from(m))) == side_to_move());
691 Square from = move_from(m);
692 Square to = move_to(m);
693 PieceType pt = piece_type(piece_on(from));
696 if (bit_is_set(ci.checkSq[pt], to))
700 if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
702 // For pawn and king moves we need to verify also direction
703 if ( (pt != PAWN && pt != KING)
704 || !squares_aligned(from, to, king_square(opposite_color(side_to_move()))))
708 // Can we skip the ugly special cases ?
709 if (!move_is_special(m))
712 Color us = side_to_move();
713 Bitboard b = occupied_squares();
714 Square ksq = king_square(opposite_color(us));
716 // Promotion with check ?
717 if (move_is_promotion(m))
721 switch (promotion_piece_type(m))
724 return bit_is_set(attacks_from<KNIGHT>(to), ksq);
726 return bit_is_set(bishop_attacks_bb(to, b), ksq);
728 return bit_is_set(rook_attacks_bb(to, b), ksq);
730 return bit_is_set(queen_attacks_bb(to, b), ksq);
736 // En passant capture with check ? We have already handled the case
737 // of direct checks and ordinary discovered check, the only case we
738 // need to handle is the unusual case of a discovered check through
739 // the captured pawn.
742 Square capsq = make_square(square_file(to), square_rank(from));
744 clear_bit(&b, capsq);
746 return (rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, us))
747 ||(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, us));
750 // Castling with check ?
751 if (move_is_castle(m))
753 Square kfrom, kto, rfrom, rto;
759 kto = relative_square(us, SQ_G1);
760 rto = relative_square(us, SQ_F1);
762 kto = relative_square(us, SQ_C1);
763 rto = relative_square(us, SQ_D1);
765 clear_bit(&b, kfrom);
766 clear_bit(&b, rfrom);
769 return bit_is_set(rook_attacks_bb(rto, b), ksq);
776 /// Position::do_setup_move() makes a permanent move on the board. It should
777 /// be used when setting up a position on board. You can't undo the move.
779 void Position::do_setup_move(Move m) {
783 // Update the number of full moves after black's move
784 if (sideToMove == BLACK)
789 // Reset "game ply" in case we made a non-reversible move.
790 // "game ply" is used for repetition detection.
794 // Our StateInfo newSt is about going out of scope so copy
795 // its content before it disappears.
800 /// Position::do_move() makes a move, and saves all information necessary
801 /// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
802 /// moves should be filtered out before this function is called.
804 void Position::do_move(Move m, StateInfo& newSt) {
807 do_move(m, newSt, ci, move_gives_check(m, ci));
810 void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
813 assert(move_is_ok(m));
814 assert(&newSt != st);
819 // Copy some fields of old state to our new StateInfo object except the
820 // ones which are recalculated from scratch anyway, then switch our state
821 // pointer to point to the new, ready to be updated, state.
822 struct ReducedStateInfo {
823 Key pawnKey, materialKey;
824 int castleRights, rule50, gamePly, pliesFromNull;
830 memcpy(&newSt, st, sizeof(ReducedStateInfo));
835 // Save the current key to the history[] array, in order to be able to
836 // detect repetition draws.
837 history[st->gamePly++] = key;
839 // Update side to move
840 key ^= zobSideToMove;
842 // Increment the 50 moves rule draw counter. Resetting it to zero in the
843 // case of non-reversible moves is taken care of later.
847 if (move_is_castle(m))
854 Color us = side_to_move();
855 Color them = opposite_color(us);
856 Square from = move_from(m);
857 Square to = move_to(m);
858 bool ep = move_is_ep(m);
859 bool pm = move_is_promotion(m);
861 Piece piece = piece_on(from);
862 PieceType pt = piece_type(piece);
863 PieceType capture = ep ? PAWN : piece_type(piece_on(to));
865 assert(piece_color(piece_on(from)) == us);
866 assert(piece_color(piece_on(to)) == them || square_is_empty(to));
867 assert(!(ep || pm) || piece == make_piece(us, PAWN));
868 assert(!pm || relative_rank(us, to) == RANK_8);
871 do_capture_move(key, capture, them, to, ep);
874 key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
876 // Reset en passant square
877 if (st->epSquare != SQ_NONE)
879 key ^= zobEp[st->epSquare];
880 st->epSquare = SQ_NONE;
883 // Update castle rights if needed
884 if ( st->castleRights != CASTLES_NONE
885 && (castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
887 key ^= zobCastle[st->castleRights];
888 st->castleRights &= castleRightsMask[from] & castleRightsMask[to];
889 key ^= zobCastle[st->castleRights];
892 // Prefetch TT access as soon as we know key is updated
893 prefetch((char*)TT.first_entry(key));
896 Bitboard move_bb = make_move_bb(from, to);
897 do_move_bb(&byColorBB[us], move_bb);
898 do_move_bb(&byTypeBB[pt], move_bb);
899 do_move_bb(&byTypeBB[0], move_bb); // HACK: byTypeBB[0] == occupied squares
901 board[to] = board[from];
902 board[from] = PIECE_NONE;
904 // Update piece lists, note that index[from] is not updated and
905 // becomes stale. This works as long as index[] is accessed just
906 // by known occupied squares.
907 index[to] = index[from];
908 pieceList[us][pt][index[to]] = to;
910 // If the moving piece was a pawn do some special extra work
913 // Reset rule 50 draw counter
916 // Update pawn hash key and prefetch in L1/L2 cache
917 st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
919 // Set en passant square, only if moved pawn can be captured
920 if ((to ^ from) == 16)
922 if (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them))
924 st->epSquare = Square((int(from) + int(to)) / 2);
925 key ^= zobEp[st->epSquare];
929 if (pm) // promotion ?
931 PieceType promotion = promotion_piece_type(m);
933 assert(promotion >= KNIGHT && promotion <= QUEEN);
935 // Insert promoted piece instead of pawn
936 clear_bit(&byTypeBB[PAWN], to);
937 set_bit(&byTypeBB[promotion], to);
938 board[to] = make_piece(us, promotion);
940 // Update piece counts
941 pieceCount[us][promotion]++;
942 pieceCount[us][PAWN]--;
944 // Update material key
945 st->materialKey ^= zobrist[us][PAWN][pieceCount[us][PAWN]];
946 st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]-1];
948 // Update piece lists, move the last pawn at index[to] position
949 // and shrink the list. Add a new promotion piece to the list.
950 Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
951 index[lastPawnSquare] = index[to];
952 pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
953 pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
954 index[to] = pieceCount[us][promotion] - 1;
955 pieceList[us][promotion][index[to]] = to;
957 // Partially revert hash keys update
958 key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
959 st->pawnKey ^= zobrist[us][PAWN][to];
961 // Partially revert and update incremental scores
962 st->value -= pst(make_piece(us, PAWN), to);
963 st->value += pst(make_piece(us, promotion), to);
966 st->npMaterial[us] += PieceValueMidgame[promotion];
970 // Prefetch pawn and material hash tables
971 Threads[threadID].pawnTable.prefetch(st->pawnKey);
972 Threads[threadID].materialTable.prefetch(st->materialKey);
974 // Update incremental scores
975 st->value += pst_delta(piece, from, to);
978 st->capturedType = capture;
980 // Update the key with the final value
983 // Update checkers bitboard, piece must be already moved
984 st->checkersBB = EmptyBoardBB;
989 st->checkersBB = attackers_to(king_square(them)) & pieces(us);
993 if (bit_is_set(ci.checkSq[pt], to))
994 st->checkersBB = SetMaskBB[to];
997 if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
1000 st->checkersBB |= (attacks_from<ROOK>(king_square(them)) & pieces(ROOK, QUEEN, us));
1003 st->checkersBB |= (attacks_from<BISHOP>(king_square(them)) & pieces(BISHOP, QUEEN, us));
1009 sideToMove = opposite_color(sideToMove);
1010 st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
1016 /// Position::do_capture_move() is a private method used to update captured
1017 /// piece info. It is called from the main Position::do_move function.
1019 void Position::do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep) {
1021 assert(capture != KING);
1025 // If the captured piece was a pawn, update pawn hash key,
1026 // otherwise update non-pawn material.
1027 if (capture == PAWN)
1029 if (ep) // en passant ?
1031 capsq = to + pawn_push(them);
1033 assert(to == st->epSquare);
1034 assert(relative_rank(opposite_color(them), to) == RANK_6);
1035 assert(piece_on(to) == PIECE_NONE);
1036 assert(piece_on(capsq) == make_piece(them, PAWN));
1038 board[capsq] = PIECE_NONE;
1040 st->pawnKey ^= zobrist[them][PAWN][capsq];
1043 st->npMaterial[them] -= PieceValueMidgame[capture];
1045 // Remove captured piece
1046 clear_bit(&byColorBB[them], capsq);
1047 clear_bit(&byTypeBB[capture], capsq);
1048 clear_bit(&byTypeBB[0], capsq);
1051 key ^= zobrist[them][capture][capsq];
1053 // Update incremental scores
1054 st->value -= pst(make_piece(them, capture), capsq);
1056 // Update piece count
1057 pieceCount[them][capture]--;
1059 // Update material hash key
1060 st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
1062 // Update piece list, move the last piece at index[capsq] position
1064 // WARNING: This is a not perfectly revresible operation. When we
1065 // will reinsert the captured piece in undo_move() we will put it
1066 // at the end of the list and not in its original place, it means
1067 // index[] and pieceList[] are not guaranteed to be invariant to a
1068 // do_move() + undo_move() sequence.
1069 Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
1070 index[lastPieceSquare] = index[capsq];
1071 pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
1072 pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
1074 // Reset rule 50 counter
1079 /// Position::do_castle_move() is a private method used to make a castling
1080 /// move. It is called from the main Position::do_move function. Note that
1081 /// castling moves are encoded as "king captures friendly rook" moves, for
1082 /// instance white short castling in a non-Chess960 game is encoded as e1h1.
1084 void Position::do_castle_move(Move m) {
1086 assert(move_is_ok(m));
1087 assert(move_is_castle(m));
1089 Color us = side_to_move();
1090 Color them = opposite_color(us);
1092 // Find source squares for king and rook
1093 Square kfrom = move_from(m);
1094 Square rfrom = move_to(m);
1097 assert(piece_on(kfrom) == make_piece(us, KING));
1098 assert(piece_on(rfrom) == make_piece(us, ROOK));
1100 // Find destination squares for king and rook
1101 if (rfrom > kfrom) // O-O
1103 kto = relative_square(us, SQ_G1);
1104 rto = relative_square(us, SQ_F1);
1108 kto = relative_square(us, SQ_C1);
1109 rto = relative_square(us, SQ_D1);
1112 // Remove pieces from source squares
1113 clear_bit(&byColorBB[us], kfrom);
1114 clear_bit(&byTypeBB[KING], kfrom);
1115 clear_bit(&byTypeBB[0], kfrom);
1116 clear_bit(&byColorBB[us], rfrom);
1117 clear_bit(&byTypeBB[ROOK], rfrom);
1118 clear_bit(&byTypeBB[0], rfrom);
1120 // Put pieces on destination squares
1121 set_bit(&byColorBB[us], kto);
1122 set_bit(&byTypeBB[KING], kto);
1123 set_bit(&byTypeBB[0], kto);
1124 set_bit(&byColorBB[us], rto);
1125 set_bit(&byTypeBB[ROOK], rto);
1126 set_bit(&byTypeBB[0], rto);
1129 Piece king = make_piece(us, KING);
1130 Piece rook = make_piece(us, ROOK);
1131 board[kfrom] = board[rfrom] = PIECE_NONE;
1135 // Update piece lists
1136 pieceList[us][KING][index[kfrom]] = kto;
1137 pieceList[us][ROOK][index[rfrom]] = rto;
1138 int tmp = index[rfrom]; // In Chess960 could be kto == rfrom
1139 index[kto] = index[kfrom];
1142 // Reset capture field
1143 st->capturedType = PIECE_TYPE_NONE;
1145 // Update incremental scores
1146 st->value += pst_delta(king, kfrom, kto);
1147 st->value += pst_delta(rook, rfrom, rto);
1150 st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
1151 st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
1153 // Clear en passant square
1154 if (st->epSquare != SQ_NONE)
1156 st->key ^= zobEp[st->epSquare];
1157 st->epSquare = SQ_NONE;
1160 // Update castling rights
1161 st->key ^= zobCastle[st->castleRights];
1162 st->castleRights &= castleRightsMask[kfrom];
1163 st->key ^= zobCastle[st->castleRights];
1165 // Reset rule 50 counter
1168 // Update checkers BB
1169 st->checkersBB = attackers_to(king_square(them)) & pieces(us);
1172 sideToMove = opposite_color(sideToMove);
1173 st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
1179 /// Position::undo_move() unmakes a move. When it returns, the position should
1180 /// be restored to exactly the same state as before the move was made.
1182 void Position::undo_move(Move m) {
1185 assert(move_is_ok(m));
1187 sideToMove = opposite_color(sideToMove);
1189 if (move_is_castle(m))
1191 undo_castle_move(m);
1195 Color us = side_to_move();
1196 Color them = opposite_color(us);
1197 Square from = move_from(m);
1198 Square to = move_to(m);
1199 bool ep = move_is_ep(m);
1200 bool pm = move_is_promotion(m);
1202 PieceType pt = piece_type(piece_on(to));
1204 assert(square_is_empty(from));
1205 assert(piece_color(piece_on(to)) == us);
1206 assert(!pm || relative_rank(us, to) == RANK_8);
1207 assert(!ep || to == st->previous->epSquare);
1208 assert(!ep || relative_rank(us, to) == RANK_6);
1209 assert(!ep || piece_on(to) == make_piece(us, PAWN));
1211 if (pm) // promotion ?
1213 PieceType promotion = promotion_piece_type(m);
1216 assert(promotion >= KNIGHT && promotion <= QUEEN);
1217 assert(piece_on(to) == make_piece(us, promotion));
1219 // Replace promoted piece with a pawn
1220 clear_bit(&byTypeBB[promotion], to);
1221 set_bit(&byTypeBB[PAWN], to);
1223 // Update piece counts
1224 pieceCount[us][promotion]--;
1225 pieceCount[us][PAWN]++;
1227 // Update piece list replacing promotion piece with a pawn
1228 Square lastPromotionSquare = pieceList[us][promotion][pieceCount[us][promotion]];
1229 index[lastPromotionSquare] = index[to];
1230 pieceList[us][promotion][index[lastPromotionSquare]] = lastPromotionSquare;
1231 pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
1232 index[to] = pieceCount[us][PAWN] - 1;
1233 pieceList[us][PAWN][index[to]] = to;
1236 // Put the piece back at the source square
1237 Bitboard move_bb = make_move_bb(to, from);
1238 do_move_bb(&byColorBB[us], move_bb);
1239 do_move_bb(&byTypeBB[pt], move_bb);
1240 do_move_bb(&byTypeBB[0], move_bb); // HACK: byTypeBB[0] == occupied squares
1242 board[from] = make_piece(us, pt);
1243 board[to] = PIECE_NONE;
1245 // Update piece list
1246 index[from] = index[to];
1247 pieceList[us][pt][index[from]] = from;
1249 if (st->capturedType)
1254 capsq = to - pawn_push(us);
1256 assert(st->capturedType != KING);
1257 assert(!ep || square_is_empty(capsq));
1259 // Restore the captured piece
1260 set_bit(&byColorBB[them], capsq);
1261 set_bit(&byTypeBB[st->capturedType], capsq);
1262 set_bit(&byTypeBB[0], capsq);
1264 board[capsq] = make_piece(them, st->capturedType);
1266 // Update piece count
1267 pieceCount[them][st->capturedType]++;
1269 // Update piece list, add a new captured piece in capsq square
1270 index[capsq] = pieceCount[them][st->capturedType] - 1;
1271 pieceList[them][st->capturedType][index[capsq]] = capsq;
1274 // Finally point our state pointer back to the previous state
1281 /// Position::undo_castle_move() is a private method used to unmake a castling
1282 /// move. It is called from the main Position::undo_move function. Note that
1283 /// castling moves are encoded as "king captures friendly rook" moves, for
1284 /// instance white short castling in a non-Chess960 game is encoded as e1h1.
1286 void Position::undo_castle_move(Move m) {
1288 assert(move_is_ok(m));
1289 assert(move_is_castle(m));
1291 // When we have arrived here, some work has already been done by
1292 // Position::undo_move. In particular, the side to move has been switched,
1293 // so the code below is correct.
1294 Color us = side_to_move();
1296 // Find source squares for king and rook
1297 Square kfrom = move_from(m);
1298 Square rfrom = move_to(m);
1301 // Find destination squares for king and rook
1302 if (rfrom > kfrom) // O-O
1304 kto = relative_square(us, SQ_G1);
1305 rto = relative_square(us, SQ_F1);
1309 kto = relative_square(us, SQ_C1);
1310 rto = relative_square(us, SQ_D1);
1313 assert(piece_on(kto) == make_piece(us, KING));
1314 assert(piece_on(rto) == make_piece(us, ROOK));
1316 // Remove pieces from destination squares
1317 clear_bit(&byColorBB[us], kto);
1318 clear_bit(&byTypeBB[KING], kto);
1319 clear_bit(&byTypeBB[0], kto);
1320 clear_bit(&byColorBB[us], rto);
1321 clear_bit(&byTypeBB[ROOK], rto);
1322 clear_bit(&byTypeBB[0], rto);
1324 // Put pieces on source squares
1325 set_bit(&byColorBB[us], kfrom);
1326 set_bit(&byTypeBB[KING], kfrom);
1327 set_bit(&byTypeBB[0], kfrom);
1328 set_bit(&byColorBB[us], rfrom);
1329 set_bit(&byTypeBB[ROOK], rfrom);
1330 set_bit(&byTypeBB[0], rfrom);
1333 Piece king = make_piece(us, KING);
1334 Piece rook = make_piece(us, ROOK);
1335 board[kto] = board[rto] = PIECE_NONE;
1336 board[kfrom] = king;
1337 board[rfrom] = rook;
1339 // Update piece lists
1340 pieceList[us][KING][index[kto]] = kfrom;
1341 pieceList[us][ROOK][index[rto]] = rfrom;
1342 int tmp = index[rto]; // In Chess960 could be rto == kfrom
1343 index[kfrom] = index[kto];
1346 // Finally point our state pointer back to the previous state
1353 /// Position::do_null_move makes() a "null move": It switches the side to move
1354 /// and updates the hash key without executing any move on the board.
1356 void Position::do_null_move(StateInfo& backupSt) {
1359 assert(!in_check());
1361 // Back up the information necessary to undo the null move to the supplied
1362 // StateInfo object.
1363 // Note that differently from normal case here backupSt is actually used as
1364 // a backup storage not as a new state to be used.
1365 backupSt.key = st->key;
1366 backupSt.epSquare = st->epSquare;
1367 backupSt.value = st->value;
1368 backupSt.previous = st->previous;
1369 backupSt.pliesFromNull = st->pliesFromNull;
1370 st->previous = &backupSt;
1372 // Save the current key to the history[] array, in order to be able to
1373 // detect repetition draws.
1374 history[st->gamePly++] = st->key;
1376 // Update the necessary information
1377 if (st->epSquare != SQ_NONE)
1378 st->key ^= zobEp[st->epSquare];
1380 st->key ^= zobSideToMove;
1381 prefetch((char*)TT.first_entry(st->key));
1383 sideToMove = opposite_color(sideToMove);
1384 st->epSquare = SQ_NONE;
1386 st->pliesFromNull = 0;
1387 st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
1391 /// Position::undo_null_move() unmakes a "null move".
1393 void Position::undo_null_move() {
1396 assert(!in_check());
1398 // Restore information from the our backup StateInfo object
1399 StateInfo* backupSt = st->previous;
1400 st->key = backupSt->key;
1401 st->epSquare = backupSt->epSquare;
1402 st->value = backupSt->value;
1403 st->previous = backupSt->previous;
1404 st->pliesFromNull = backupSt->pliesFromNull;
1406 // Update the necessary information
1407 sideToMove = opposite_color(sideToMove);
1413 /// Position::see() is a static exchange evaluator: It tries to estimate the
1414 /// material gain or loss resulting from a move. There are three versions of
1415 /// this function: One which takes a destination square as input, one takes a
1416 /// move, and one which takes a 'from' and a 'to' square. The function does
1417 /// not yet understand promotions captures.
1419 int Position::see_sign(Move m) const {
1421 assert(move_is_ok(m));
1423 Square from = move_from(m);
1424 Square to = move_to(m);
1426 // Early return if SEE cannot be negative because captured piece value
1427 // is not less then capturing one. Note that king moves always return
1428 // here because king midgame value is set to 0.
1429 if (piece_value_midgame(piece_on(to)) >= piece_value_midgame(piece_on(from)))
1435 int Position::see(Move m) const {
1438 Bitboard occupied, attackers, stmAttackers, b;
1439 int swapList[32], slIndex = 1;
1440 PieceType capturedType, pt;
1443 assert(move_is_ok(m));
1445 // As castle moves are implemented as capturing the rook, they have
1446 // SEE == RookValueMidgame most of the times (unless the rook is under
1448 if (move_is_castle(m))
1451 from = move_from(m);
1453 capturedType = piece_type(piece_on(to));
1454 occupied = occupied_squares();
1456 // Handle en passant moves
1457 if (st->epSquare == to && piece_type(piece_on(from)) == PAWN)
1459 Square capQq = to - pawn_push(side_to_move());
1461 assert(capturedType == PIECE_TYPE_NONE);
1462 assert(piece_type(piece_on(capQq)) == PAWN);
1464 // Remove the captured pawn
1465 clear_bit(&occupied, capQq);
1466 capturedType = PAWN;
1469 // Find all attackers to the destination square, with the moving piece
1470 // removed, but possibly an X-ray attacker added behind it.
1471 clear_bit(&occupied, from);
1472 attackers = attackers_to(to, occupied);
1474 // If the opponent has no attackers we are finished
1475 stm = opposite_color(piece_color(piece_on(from)));
1476 stmAttackers = attackers & pieces(stm);
1478 return PieceValueMidgame[capturedType];
1480 // The destination square is defended, which makes things rather more
1481 // difficult to compute. We proceed by building up a "swap list" containing
1482 // the material gain or loss at each stop in a sequence of captures to the
1483 // destination square, where the sides alternately capture, and always
1484 // capture with the least valuable piece. After each capture, we look for
1485 // new X-ray attacks from behind the capturing piece.
1486 swapList[0] = PieceValueMidgame[capturedType];
1487 capturedType = piece_type(piece_on(from));
1490 // Locate the least valuable attacker for the side to move. The loop
1491 // below looks like it is potentially infinite, but it isn't. We know
1492 // that the side to move still has at least one attacker left.
1493 for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
1496 // Remove the attacker we just found from the 'occupied' bitboard,
1497 // and scan for new X-ray attacks behind the attacker.
1498 b = stmAttackers & pieces(pt);
1499 occupied ^= (b & (~b + 1));
1500 attackers |= (rook_attacks_bb(to, occupied) & pieces(ROOK, QUEEN))
1501 | (bishop_attacks_bb(to, occupied) & pieces(BISHOP, QUEEN));
1503 attackers &= occupied; // Cut out pieces we've already done
1505 // Add the new entry to the swap list
1506 assert(slIndex < 32);
1507 swapList[slIndex] = -swapList[slIndex - 1] + PieceValueMidgame[capturedType];
1510 // Remember the value of the capturing piece, and change the side to
1511 // move before beginning the next iteration.
1513 stm = opposite_color(stm);
1514 stmAttackers = attackers & pieces(stm);
1516 // Stop before processing a king capture
1517 if (capturedType == KING && stmAttackers)
1519 assert(slIndex < 32);
1520 swapList[slIndex++] = QueenValueMidgame*10;
1523 } while (stmAttackers);
1525 // Having built the swap list, we negamax through it to find the best
1526 // achievable score from the point of view of the side to move.
1528 swapList[slIndex-1] = Min(-swapList[slIndex], swapList[slIndex-1]);
1534 /// Position::clear() erases the position object to a pristine state, with an
1535 /// empty board, white to move, and no castling rights.
1537 void Position::clear() {
1540 memset(st, 0, sizeof(StateInfo));
1541 st->epSquare = SQ_NONE;
1543 memset(byColorBB, 0, sizeof(Bitboard) * 2);
1544 memset(byTypeBB, 0, sizeof(Bitboard) * 8);
1545 memset(pieceCount, 0, sizeof(int) * 2 * 8);
1546 memset(index, 0, sizeof(int) * 64);
1548 for (int i = 0; i < 8; i++)
1549 for (int j = 0; j < 16; j++)
1550 pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
1552 for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
1554 board[sq] = PIECE_NONE;
1555 castleRightsMask[sq] = ALL_CASTLES;
1563 /// Position::put_piece() puts a piece on the given square of the board,
1564 /// updating the board array, pieces list, bitboards, and piece counts.
1566 void Position::put_piece(Piece p, Square s) {
1568 Color c = piece_color(p);
1569 PieceType pt = piece_type(p);
1572 index[s] = pieceCount[c][pt]++;
1573 pieceList[c][pt][index[s]] = s;
1575 set_bit(&byTypeBB[pt], s);
1576 set_bit(&byColorBB[c], s);
1577 set_bit(&byTypeBB[0], s); // HACK: byTypeBB[0] contains all occupied squares.
1581 /// Position::compute_key() computes the hash key of the position. The hash
1582 /// key is usually updated incrementally as moves are made and unmade, the
1583 /// compute_key() function is only used when a new position is set up, and
1584 /// to verify the correctness of the hash key when running in debug mode.
1586 Key Position::compute_key() const {
1588 Key result = zobCastle[st->castleRights];
1590 for (Square s = SQ_A1; s <= SQ_H8; s++)
1591 if (!square_is_empty(s))
1592 result ^= zobrist[piece_color(piece_on(s))][piece_type(piece_on(s))][s];
1594 if (ep_square() != SQ_NONE)
1595 result ^= zobEp[ep_square()];
1597 if (side_to_move() == BLACK)
1598 result ^= zobSideToMove;
1604 /// Position::compute_pawn_key() computes the hash key of the position. The
1605 /// hash key is usually updated incrementally as moves are made and unmade,
1606 /// the compute_pawn_key() function is only used when a new position is set
1607 /// up, and to verify the correctness of the pawn hash key when running in
1610 Key Position::compute_pawn_key() const {
1615 for (Color c = WHITE; c <= BLACK; c++)
1617 b = pieces(PAWN, c);
1619 result ^= zobrist[c][PAWN][pop_1st_bit(&b)];
1625 /// Position::compute_material_key() computes the hash key of the position.
1626 /// The hash key is usually updated incrementally as moves are made and unmade,
1627 /// the compute_material_key() function is only used when a new position is set
1628 /// up, and to verify the correctness of the material hash key when running in
1631 Key Position::compute_material_key() const {
1635 for (Color c = WHITE; c <= BLACK; c++)
1636 for (PieceType pt = PAWN; pt <= QUEEN; pt++)
1637 for (int i = 0, cnt = piece_count(c, pt); i < cnt; i++)
1638 result ^= zobrist[c][pt][i];
1644 /// Position::compute_value() compute the incremental scores for the middle
1645 /// game and the endgame. These functions are used to initialize the incremental
1646 /// scores when a new position is set up, and to verify that the scores are correctly
1647 /// updated by do_move and undo_move when the program is running in debug mode.
1648 Score Position::compute_value() const {
1651 Score result = SCORE_ZERO;
1653 for (Color c = WHITE; c <= BLACK; c++)
1654 for (PieceType pt = PAWN; pt <= KING; pt++)
1658 result += pst(make_piece(c, pt), pop_1st_bit(&b));
1661 result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
1666 /// Position::compute_non_pawn_material() computes the total non-pawn middle
1667 /// game material value for the given side. Material values are updated
1668 /// incrementally during the search, this function is only used while
1669 /// initializing a new Position object.
1671 Value Position::compute_non_pawn_material(Color c) const {
1673 Value result = VALUE_ZERO;
1675 for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
1676 result += piece_count(c, pt) * PieceValueMidgame[pt];
1682 /// Position::is_draw() tests whether the position is drawn by material,
1683 /// repetition, or the 50 moves rule. It does not detect stalemates, this
1684 /// must be done by the search.
1685 template<bool SkipRepetition>
1686 bool Position::is_draw() const {
1688 // Draw by material?
1690 && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
1693 // Draw by the 50 moves rule?
1694 if (st->rule50 > 99 && !is_mate())
1697 // Draw by repetition?
1698 if (!SkipRepetition)
1699 for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
1700 if (history[st->gamePly - i] == st->key)
1706 // Explicit template instantiations
1707 template bool Position::is_draw<false>() const;
1708 template bool Position::is_draw<true>() const;
1711 /// Position::is_mate() returns true or false depending on whether the
1712 /// side to move is checkmated.
1714 bool Position::is_mate() const {
1716 return in_check() && !MoveList<MV_LEGAL>(*this).size();
1720 /// Position::init() is a static member function which initializes at
1721 /// startup the various arrays used to compute hash keys and the piece
1722 /// square tables. The latter is a two-step operation: First, the white
1723 /// halves of the tables are copied from the MgPST[][] and EgPST[][] arrays.
1724 /// Second, the black halves of the tables are initialized by mirroring
1725 /// and changing the sign of the corresponding white scores.
1727 void Position::init() {
1731 for (Color c = WHITE; c <= BLACK; c++)
1732 for (PieceType pt = PAWN; pt <= KING; pt++)
1733 for (Square s = SQ_A1; s <= SQ_H8; s++)
1734 zobrist[c][pt][s] = rk.rand<Key>();
1736 for (Square s = SQ_A1; s <= SQ_H8; s++)
1737 zobEp[s] = rk.rand<Key>();
1739 for (int i = 0; i < 16; i++)
1740 zobCastle[i] = rk.rand<Key>();
1742 zobSideToMove = rk.rand<Key>();
1743 zobExclusion = rk.rand<Key>();
1745 for (Square s = SQ_A1; s <= SQ_H8; s++)
1746 for (Piece p = WP; p <= WK; p++)
1747 pieceSquareTable[p][s] = make_score(MgPST[p][s], EgPST[p][s]);
1749 for (Square s = SQ_A1; s <= SQ_H8; s++)
1750 for (Piece p = BP; p <= BK; p++)
1751 pieceSquareTable[p][s] = -pieceSquareTable[p-8][flip_square(s)];
1755 /// Position::flip() flips position with the white and black sides reversed. This
1756 /// is only useful for debugging especially for finding evaluation symmetry bugs.
1758 void Position::flip() {
1762 // Make a copy of current position before to start changing
1763 const Position pos(*this, threadID);
1766 threadID = pos.thread();
1769 for (Square s = SQ_A1; s <= SQ_H8; s++)
1770 if (!pos.square_is_empty(s))
1771 put_piece(Piece(pos.piece_on(s) ^ 8), flip_square(s));
1774 sideToMove = opposite_color(pos.side_to_move());
1777 if (pos.can_castle(WHITE_OO))
1778 set_castle(BLACK_OO, king_square(BLACK), flip_square(pos.castle_rook_square(WHITE_OO)));
1779 if (pos.can_castle(WHITE_OOO))
1780 set_castle(BLACK_OOO, king_square(BLACK), flip_square(pos.castle_rook_square(WHITE_OOO)));
1781 if (pos.can_castle(BLACK_OO))
1782 set_castle(WHITE_OO, king_square(WHITE), flip_square(pos.castle_rook_square(BLACK_OO)));
1783 if (pos.can_castle(BLACK_OOO))
1784 set_castle(WHITE_OOO, king_square(WHITE), flip_square(pos.castle_rook_square(BLACK_OOO)));
1786 // En passant square
1787 if (pos.st->epSquare != SQ_NONE)
1788 st->epSquare = flip_square(pos.st->epSquare);
1791 st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(opposite_color(sideToMove));
1794 st->key = compute_key();
1795 st->pawnKey = compute_pawn_key();
1796 st->materialKey = compute_material_key();
1798 // Incremental scores
1799 st->value = compute_value();
1802 st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
1803 st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
1809 /// Position::is_ok() performs some consitency checks for the position object.
1810 /// This is meant to be helpful when debugging.
1812 bool Position::is_ok(int* failedStep) const {
1814 // What features of the position should be verified?
1815 const bool debugAll = false;
1817 const bool debugBitboards = debugAll || false;
1818 const bool debugKingCount = debugAll || false;
1819 const bool debugKingCapture = debugAll || false;
1820 const bool debugCheckerCount = debugAll || false;
1821 const bool debugKey = debugAll || false;
1822 const bool debugMaterialKey = debugAll || false;
1823 const bool debugPawnKey = debugAll || false;
1824 const bool debugIncrementalEval = debugAll || false;
1825 const bool debugNonPawnMaterial = debugAll || false;
1826 const bool debugPieceCounts = debugAll || false;
1827 const bool debugPieceList = debugAll || false;
1828 const bool debugCastleSquares = debugAll || false;
1830 if (failedStep) *failedStep = 1;
1833 if (side_to_move() != WHITE && side_to_move() != BLACK)
1836 // Are the king squares in the position correct?
1837 if (failedStep) (*failedStep)++;
1838 if (piece_on(king_square(WHITE)) != WK)
1841 if (failedStep) (*failedStep)++;
1842 if (piece_on(king_square(BLACK)) != BK)
1845 // Do both sides have exactly one king?
1846 if (failedStep) (*failedStep)++;
1849 int kingCount[2] = {0, 0};
1850 for (Square s = SQ_A1; s <= SQ_H8; s++)
1851 if (piece_type(piece_on(s)) == KING)
1852 kingCount[piece_color(piece_on(s))]++;
1854 if (kingCount[0] != 1 || kingCount[1] != 1)
1858 // Can the side to move capture the opponent's king?
1859 if (failedStep) (*failedStep)++;
1860 if (debugKingCapture)
1862 Color us = side_to_move();
1863 Color them = opposite_color(us);
1864 Square ksq = king_square(them);
1865 if (attackers_to(ksq) & pieces(us))
1869 // Is there more than 2 checkers?
1870 if (failedStep) (*failedStep)++;
1871 if (debugCheckerCount && count_1s<CNT32>(st->checkersBB) > 2)
1875 if (failedStep) (*failedStep)++;
1878 // The intersection of the white and black pieces must be empty
1879 if ((pieces(WHITE) & pieces(BLACK)) != EmptyBoardBB)
1882 // The union of the white and black pieces must be equal to all
1884 if ((pieces(WHITE) | pieces(BLACK)) != occupied_squares())
1887 // Separate piece type bitboards must have empty intersections
1888 for (PieceType p1 = PAWN; p1 <= KING; p1++)
1889 for (PieceType p2 = PAWN; p2 <= KING; p2++)
1890 if (p1 != p2 && (pieces(p1) & pieces(p2)))
1894 // En passant square OK?
1895 if (failedStep) (*failedStep)++;
1896 if (ep_square() != SQ_NONE)
1898 // The en passant square must be on rank 6, from the point of view of the
1900 if (relative_rank(side_to_move(), ep_square()) != RANK_6)
1905 if (failedStep) (*failedStep)++;
1906 if (debugKey && st->key != compute_key())
1909 // Pawn hash key OK?
1910 if (failedStep) (*failedStep)++;
1911 if (debugPawnKey && st->pawnKey != compute_pawn_key())
1914 // Material hash key OK?
1915 if (failedStep) (*failedStep)++;
1916 if (debugMaterialKey && st->materialKey != compute_material_key())
1919 // Incremental eval OK?
1920 if (failedStep) (*failedStep)++;
1921 if (debugIncrementalEval && st->value != compute_value())
1924 // Non-pawn material OK?
1925 if (failedStep) (*failedStep)++;
1926 if (debugNonPawnMaterial)
1928 if (st->npMaterial[WHITE] != compute_non_pawn_material(WHITE))
1931 if (st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
1936 if (failedStep) (*failedStep)++;
1937 if (debugPieceCounts)
1938 for (Color c = WHITE; c <= BLACK; c++)
1939 for (PieceType pt = PAWN; pt <= KING; pt++)
1940 if (pieceCount[c][pt] != count_1s<CNT32>(pieces(pt, c)))
1943 if (failedStep) (*failedStep)++;
1945 for (Color c = WHITE; c <= BLACK; c++)
1946 for (PieceType pt = PAWN; pt <= KING; pt++)
1947 for (int i = 0; i < pieceCount[c][pt]; i++)
1949 if (piece_on(piece_list(c, pt)[i]) != make_piece(c, pt))
1952 if (index[piece_list(c, pt)[i]] != i)
1956 if (failedStep) (*failedStep)++;
1957 if (debugCastleSquares)
1958 for (CastleRight f = WHITE_OO; f <= BLACK_OOO; f = CastleRight(f << 1))
1963 Piece rook = (f & (WHITE_OO | WHITE_OOO) ? WR : BR);
1965 if ( castleRightsMask[castleRookSquare[f]] != (ALL_CASTLES ^ f)
1966 || piece_on(castleRookSquare[f]) != rook)
1970 if (failedStep) *failedStep = 0;