2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)
5 Stockfish is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Stockfish is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
21 #include <cstddef> // For offsetof()
22 #include <cstring> // For std::memset, std::memcmp
33 #include "syzygy/tbprobe.h"
39 Key psq[PIECE_NB][SQUARE_NB];
40 Key enpassant[FILE_NB];
41 Key castling[CASTLING_RIGHT_NB];
47 const string PieceToChar(" PNBRQK pnbrqk");
49 constexpr Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
50 B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
54 /// operator<<(Position) returns an ASCII representation of the position
56 std::ostream& operator<<(std::ostream& os, const Position& pos) {
58 os << "\n +---+---+---+---+---+---+---+---+\n";
60 for (Rank r = RANK_8; r >= RANK_1; --r)
62 for (File f = FILE_A; f <= FILE_H; ++f)
63 os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
65 os << " | " << (1 + r) << "\n +---+---+---+---+---+---+---+---+\n";
68 os << " a b c d e f g h\n"
69 << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
70 << std::setfill('0') << std::setw(16) << pos.key()
71 << std::setfill(' ') << std::dec << "\nCheckers: ";
73 for (Bitboard b = pos.checkers(); b; )
74 os << UCI::square(pop_lsb(&b)) << " ";
76 if ( int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
77 && !pos.can_castle(ANY_CASTLING))
80 ASSERT_ALIGNED(&st, Eval::NNUE::kCacheLineSize);
83 p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
84 Tablebases::ProbeState s1, s2;
85 Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
86 int dtz = Tablebases::probe_dtz(p, &s2);
87 os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
88 << "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
95 // Marcel van Kervinck's cuckoo algorithm for fast detection of "upcoming repetition"
96 // situations. Description of the algorithm in the following paper:
97 // https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
99 // First and second hash functions for indexing the cuckoo tables
100 inline int H1(Key h) { return h & 0x1fff; }
101 inline int H2(Key h) { return (h >> 16) & 0x1fff; }
103 // Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
105 Move cuckooMove[8192];
108 /// Position::init() initializes at startup the various arrays used to compute hash keys
110 void Position::init() {
114 for (Piece pc : Pieces)
115 for (Square s = SQ_A1; s <= SQ_H8; ++s)
116 Zobrist::psq[pc][s] = rng.rand<Key>();
118 for (File f = FILE_A; f <= FILE_H; ++f)
119 Zobrist::enpassant[f] = rng.rand<Key>();
121 for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
122 Zobrist::castling[cr] = rng.rand<Key>();
124 Zobrist::side = rng.rand<Key>();
125 Zobrist::noPawns = rng.rand<Key>();
127 // Prepare the cuckoo tables
128 std::memset(cuckoo, 0, sizeof(cuckoo));
129 std::memset(cuckooMove, 0, sizeof(cuckooMove));
131 for (Piece pc : Pieces)
132 for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
133 for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
134 if ((type_of(pc) != PAWN) && (attacks_bb(type_of(pc), s1, 0) & s2))
136 Move move = make_move(s1, s2);
137 Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
141 std::swap(cuckoo[i], key);
142 std::swap(cuckooMove[i], move);
143 if (move == MOVE_NONE) // Arrived at empty slot?
145 i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
149 assert(count == 3668);
153 /// Position::set() initializes the position object with the given FEN string.
154 /// This function is not very robust - make sure that input FENs are correct,
155 /// this is assumed to be the responsibility of the GUI.
157 Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
159 A FEN string defines a particular position using only the ASCII character set.
161 A FEN string contains six fields separated by a space. The fields are:
163 1) Piece placement (from white's perspective). Each rank is described, starting
164 with rank 8 and ending with rank 1. Within each rank, the contents of each
165 square are described from file A through file H. Following the Standard
166 Algebraic Notation (SAN), each piece is identified by a single letter taken
167 from the standard English names. White pieces are designated using upper-case
168 letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
169 noted using digits 1 through 8 (the number of blank squares), and "/"
172 2) Active color. "w" means white moves next, "b" means black.
174 3) Castling availability. If neither side can castle, this is "-". Otherwise,
175 this has one or more letters: "K" (White can castle kingside), "Q" (White
176 can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
177 can castle queenside).
179 4) En passant target square (in algebraic notation). If there's no en passant
180 target square, this is "-". If a pawn has just made a 2-square move, this
181 is the position "behind" the pawn. Following X-FEN standard, this is recorded only
182 if there is a pawn in position to make an en passant capture, and if there really
183 is a pawn that might have advanced two squares.
185 5) Halfmove clock. This is the number of halfmoves since the last pawn advance
186 or capture. This is used to determine if a draw can be claimed under the
189 6) Fullmove number. The number of the full move. It starts at 1, and is
190 incremented after Black's move.
193 unsigned char col, row, token;
196 std::istringstream ss(fenStr);
198 std::memset(this, 0, sizeof(Position));
199 std::memset(si, 0, sizeof(StateInfo));
204 // 1. Piece placement
205 while ((ss >> token) && !isspace(token))
208 sq += (token - '0') * EAST; // Advance the given number of files
210 else if (token == '/')
213 else if ((idx = PieceToChar.find(token)) != string::npos) {
214 put_piece(Piece(idx), sq);
221 sideToMove = (token == 'w' ? WHITE : BLACK);
224 // 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
225 // Shredder-FEN that uses the letters of the columns on which the rooks began
226 // the game instead of KQkq and also X-FEN standard that, in case of Chess960,
227 // if an inner rook is associated with the castling right, the castling tag is
228 // replaced by the file letter of the involved rook, as for the Shredder-FEN.
229 while ((ss >> token) && !isspace(token))
232 Color c = islower(token) ? BLACK : WHITE;
233 Piece rook = make_piece(c, ROOK);
235 token = char(toupper(token));
238 for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
240 else if (token == 'Q')
241 for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
243 else if (token >= 'A' && token <= 'H')
244 rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
249 set_castling_right(c, rsq);
252 // 4. En passant square.
253 // Ignore if square is invalid or not on side to move relative rank 6.
254 bool enpassant = false;
256 if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
257 && ((ss >> row) && (row == (sideToMove == WHITE ? '6' : '3'))))
259 st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
261 // En passant square will be considered only if
262 // a) side to move have a pawn threatening epSquare
263 // b) there is an enemy pawn in front of epSquare
264 // c) there is no piece on epSquare or behind epSquare
265 enpassant = pawn_attacks_bb(~sideToMove, st->epSquare) & pieces(sideToMove, PAWN)
266 && (pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove)))
267 && !(pieces() & (st->epSquare | (st->epSquare + pawn_push(sideToMove))));
271 st->epSquare = SQ_NONE;
273 // 5-6. Halfmove clock and fullmove number
274 ss >> std::skipws >> st->rule50 >> gamePly;
276 // Convert from fullmove starting from 1 to gamePly starting from 0,
277 // handle also common incorrect FEN with fullmove = 0.
278 gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
280 chess960 = isChess960;
283 st->accumulator.state[WHITE] = Eval::NNUE::INIT;
284 st->accumulator.state[BLACK] = Eval::NNUE::INIT;
292 /// Position::set_castling_right() is a helper function used to set castling
293 /// rights given the corresponding color and the rook starting square.
295 void Position::set_castling_right(Color c, Square rfrom) {
297 Square kfrom = square<KING>(c);
298 CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE: QUEEN_SIDE);
300 st->castlingRights |= cr;
301 castlingRightsMask[kfrom] |= cr;
302 castlingRightsMask[rfrom] |= cr;
303 castlingRookSquare[cr] = rfrom;
305 Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1);
306 Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1);
308 castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
313 /// Position::set_check_info() sets king attacks to detect if a move gives check
315 void Position::set_check_info(StateInfo* si) const {
317 si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
318 si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
320 Square ksq = square<KING>(~sideToMove);
322 si->checkSquares[PAWN] = pawn_attacks_bb(~sideToMove, ksq);
323 si->checkSquares[KNIGHT] = attacks_bb<KNIGHT>(ksq);
324 si->checkSquares[BISHOP] = attacks_bb<BISHOP>(ksq, pieces());
325 si->checkSquares[ROOK] = attacks_bb<ROOK>(ksq, pieces());
326 si->checkSquares[QUEEN] = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
327 si->checkSquares[KING] = 0;
331 /// Position::set_state() computes the hash keys of the position, and other
332 /// data that once computed is updated incrementally as moves are made.
333 /// The function is only used when a new position is set up, and to verify
334 /// the correctness of the StateInfo data when running in debug mode.
336 void Position::set_state(StateInfo* si) const {
338 si->key = si->materialKey = 0;
339 si->pawnKey = Zobrist::noPawns;
340 si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
341 si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
345 for (Bitboard b = pieces(); b; )
347 Square s = pop_lsb(&b);
348 Piece pc = piece_on(s);
349 si->key ^= Zobrist::psq[pc][s];
351 if (type_of(pc) == PAWN)
352 si->pawnKey ^= Zobrist::psq[pc][s];
354 else if (type_of(pc) != KING)
355 si->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc];
358 if (si->epSquare != SQ_NONE)
359 si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
361 if (sideToMove == BLACK)
362 si->key ^= Zobrist::side;
364 si->key ^= Zobrist::castling[si->castlingRights];
366 for (Piece pc : Pieces)
367 for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
368 si->materialKey ^= Zobrist::psq[pc][cnt];
372 /// Position::set() is an overload to initialize the position object with
373 /// the given endgame code string like "KBPKN". It is mainly a helper to
374 /// get the material key out of an endgame code.
376 Position& Position::set(const string& code, Color c, StateInfo* si) {
378 assert(code[0] == 'K');
380 string sides[] = { code.substr(code.find('K', 1)), // Weak
381 code.substr(0, std::min(code.find('v'), code.find('K', 1))) }; // Strong
383 assert(sides[0].length() > 0 && sides[0].length() < 8);
384 assert(sides[1].length() > 0 && sides[1].length() < 8);
386 std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
388 string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/"
389 + sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
391 return set(fenStr, false, si, nullptr);
395 /// Position::fen() returns a FEN representation of the position. In case of
396 /// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
398 const string Position::fen() const {
401 std::ostringstream ss;
403 for (Rank r = RANK_8; r >= RANK_1; --r)
405 for (File f = FILE_A; f <= FILE_H; ++f)
407 for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
414 ss << PieceToChar[piece_on(make_square(f, r))];
421 ss << (sideToMove == WHITE ? " w " : " b ");
423 if (can_castle(WHITE_OO))
424 ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO ))) : 'K');
426 if (can_castle(WHITE_OOO))
427 ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q');
429 if (can_castle(BLACK_OO))
430 ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO ))) : 'k');
432 if (can_castle(BLACK_OOO))
433 ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q');
435 if (!can_castle(ANY_CASTLING))
438 ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
439 << st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
445 /// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
446 /// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
447 /// slider if removing that piece from the board would result in a position where
448 /// square 's' is attacked. For example, a king-attack blocking piece can be either
449 /// a pinned or a discovered check piece, according if its color is the opposite
450 /// or the same of the color of the slider.
452 Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
454 Bitboard blockers = 0;
457 // Snipers are sliders that attack 's' when a piece and other snipers are removed
458 Bitboard snipers = ( (attacks_bb< ROOK>(s) & pieces(QUEEN, ROOK))
459 | (attacks_bb<BISHOP>(s) & pieces(QUEEN, BISHOP))) & sliders;
460 Bitboard occupancy = pieces() ^ snipers;
464 Square sniperSq = pop_lsb(&snipers);
465 Bitboard b = between_bb(s, sniperSq) & occupancy;
467 if (b && !more_than_one(b))
470 if (b & pieces(color_of(piece_on(s))))
478 /// Position::attackers_to() computes a bitboard of all pieces which attack a
479 /// given square. Slider attacks use the occupied bitboard to indicate occupancy.
481 Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
483 return (pawn_attacks_bb(BLACK, s) & pieces(WHITE, PAWN))
484 | (pawn_attacks_bb(WHITE, s) & pieces(BLACK, PAWN))
485 | (attacks_bb<KNIGHT>(s) & pieces(KNIGHT))
486 | (attacks_bb< ROOK>(s, occupied) & pieces( ROOK, QUEEN))
487 | (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
488 | (attacks_bb<KING>(s) & pieces(KING));
492 /// Position::legal() tests whether a pseudo-legal move is legal
494 bool Position::legal(Move m) const {
498 Color us = sideToMove;
499 Square from = from_sq(m);
500 Square to = to_sq(m);
502 assert(color_of(moved_piece(m)) == us);
503 assert(piece_on(square<KING>(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
508 if (type_of(m) == EN_PASSANT)
510 Square ksq = square<KING>(us);
511 Square capsq = to - pawn_push(us);
512 Bitboard occupied = (pieces() ^ from ^ capsq) | to;
514 assert(to == ep_square());
515 assert(moved_piece(m) == make_piece(us, PAWN));
516 assert(piece_on(capsq) == make_piece(~us, PAWN));
517 assert(piece_on(to) == NO_PIECE);
519 return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
520 && !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
523 // Castling moves generation does not check if the castling path is clear of
524 // enemy attacks, it is delayed at a later time: now!
525 if (type_of(m) == CASTLING)
527 // After castling, the rook and king final positions are the same in
528 // Chess960 as they would be in standard chess.
529 to = relative_square(us, to > from ? SQ_G1 : SQ_C1);
530 Direction step = to > from ? WEST : EAST;
532 for (Square s = to; s != from; s += step)
533 if (attackers_to(s) & pieces(~us))
536 // In case of Chess960, verify that when moving the castling rook we do
537 // not discover some hidden checker.
538 // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
540 || !(attacks_bb<ROOK>(to, pieces() ^ to_sq(m)) & pieces(~us, ROOK, QUEEN));
543 // If the moving piece is a king, check whether the destination square is
544 // attacked by the opponent.
545 if (type_of(piece_on(from)) == KING)
546 return !(attackers_to(to) & pieces(~us));
548 // A non-king move is legal if and only if it is not pinned or it
549 // is moving along the ray towards or away from the king.
550 return !(blockers_for_king(us) & from)
551 || aligned(from, to, square<KING>(us));
555 /// Position::pseudo_legal() takes a random move and tests whether the move is
556 /// pseudo legal. It is used to validate moves from TT that can be corrupted
557 /// due to SMP concurrent access or hash position key aliasing.
559 bool Position::pseudo_legal(const Move m) const {
561 Color us = sideToMove;
562 Square from = from_sq(m);
563 Square to = to_sq(m);
564 Piece pc = moved_piece(m);
566 // Use a slower but simpler function for uncommon cases
567 // yet we skip the legality check of MoveList<LEGAL>().
568 if (type_of(m) != NORMAL)
569 return checkers() ? MoveList< EVASIONS>(*this).contains(m)
570 : MoveList<NON_EVASIONS>(*this).contains(m);
572 // Is not a promotion, so promotion piece must be empty
573 if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
576 // If the 'from' square is not occupied by a piece belonging to the side to
577 // move, the move is obviously not legal.
578 if (pc == NO_PIECE || color_of(pc) != us)
581 // The destination square cannot be occupied by a friendly piece
585 // Handle the special case of a pawn move
586 if (type_of(pc) == PAWN)
588 // We have already handled promotion moves, so destination
589 // cannot be on the 8th/1st rank.
590 if ((Rank8BB | Rank1BB) & to)
593 if ( !(pawn_attacks_bb(us, from) & pieces(~us) & to) // Not a capture
594 && !((from + pawn_push(us) == to) && empty(to)) // Not a single push
595 && !( (from + 2 * pawn_push(us) == to) // Not a double push
596 && (relative_rank(us, from) == RANK_2)
598 && empty(to - pawn_push(us))))
601 else if (!(attacks_bb(type_of(pc), from, pieces()) & to))
604 // Evasions generator already takes care to avoid some kind of illegal moves
605 // and legal() relies on this. We therefore have to take care that the same
606 // kind of moves are filtered out here.
609 if (type_of(pc) != KING)
611 // Double check? In this case a king move is required
612 if (more_than_one(checkers()))
615 // Our move must be a blocking evasion or a capture of the checking piece
616 if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
619 // In case of king moves under check we have to remove king so as to catch
620 // invalid moves like b1a1 when opposite queen is on c1.
621 else if (attackers_to(to, pieces() ^ from) & pieces(~us))
629 /// Position::gives_check() tests whether a pseudo-legal move gives a check
631 bool Position::gives_check(Move m) const {
634 assert(color_of(moved_piece(m)) == sideToMove);
636 Square from = from_sq(m);
637 Square to = to_sq(m);
639 // Is there a direct check?
640 if (check_squares(type_of(piece_on(from))) & to)
643 // Is there a discovered check?
644 if ( (blockers_for_king(~sideToMove) & from)
645 && !aligned(from, to, square<KING>(~sideToMove)))
654 return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
656 // En passant capture with check? We have already handled the case
657 // of direct checks and ordinary discovered check, so the only case we
658 // need to handle is the unusual case of a discovered check through
659 // the captured pawn.
662 Square capsq = make_square(file_of(to), rank_of(from));
663 Bitboard b = (pieces() ^ from ^ capsq) | to;
665 return (attacks_bb< ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
666 | (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
670 // Castling is encoded as 'king captures the rook'
671 Square ksq = square<KING>(~sideToMove);
672 Square rto = relative_square(sideToMove, to > from ? SQ_F1 : SQ_D1);
674 return (attacks_bb<ROOK>(rto) & ksq)
675 && (attacks_bb<ROOK>(rto, pieces() ^ from ^ to) & ksq);
681 /// Position::do_move() makes a move, and saves all information necessary
682 /// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
683 /// moves should be filtered out before this function is called.
685 void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
688 assert(&newSt != st);
690 thisThread->nodes.fetch_add(1, std::memory_order_relaxed);
691 Key k = st->key ^ Zobrist::side;
693 // Copy some fields of the old state to our new StateInfo object except the
694 // ones which are going to be recalculated from scratch anyway and then switch
695 // our state pointer to point to the new (ready to be updated) state.
696 std::memcpy(&newSt, st, offsetof(StateInfo, key));
700 // Increment ply counters. In particular, rule50 will be reset to zero later on
701 // in case of a capture or a pawn move.
707 st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
708 st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
709 auto& dp = st->dirtyPiece;
712 Color us = sideToMove;
714 Square from = from_sq(m);
715 Square to = to_sq(m);
716 Piece pc = piece_on(from);
717 Piece captured = type_of(m) == EN_PASSANT ? make_piece(them, PAWN) : piece_on(to);
719 assert(color_of(pc) == us);
720 assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
721 assert(type_of(captured) != KING);
723 if (type_of(m) == CASTLING)
725 assert(pc == make_piece(us, KING));
726 assert(captured == make_piece(us, ROOK));
729 do_castling<true>(us, from, to, rfrom, rto);
731 k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
739 // If the captured piece is a pawn, update pawn hash key, otherwise
740 // update non-pawn material.
741 if (type_of(captured) == PAWN)
743 if (type_of(m) == EN_PASSANT)
745 capsq -= pawn_push(us);
747 assert(pc == make_piece(us, PAWN));
748 assert(to == st->epSquare);
749 assert(relative_rank(us, to) == RANK_6);
750 assert(piece_on(to) == NO_PIECE);
751 assert(piece_on(capsq) == make_piece(them, PAWN));
754 st->pawnKey ^= Zobrist::psq[captured][capsq];
757 st->nonPawnMaterial[them] -= PieceValue[MG][captured];
761 dp.dirty_num = 2; // 1 piece moved, 1 piece captured
762 dp.piece[1] = captured;
767 // Update board and piece lists
770 if (type_of(m) == EN_PASSANT)
771 board[capsq] = NO_PIECE;
773 // Update material hash key and prefetch access to materialTable
774 k ^= Zobrist::psq[captured][capsq];
775 st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
776 prefetch(thisThread->materialTable[st->materialKey]);
778 // Reset rule 50 counter
783 k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
785 // Reset en passant square
786 if (st->epSquare != SQ_NONE)
788 k ^= Zobrist::enpassant[file_of(st->epSquare)];
789 st->epSquare = SQ_NONE;
792 // Update castling rights if needed
793 if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
795 k ^= Zobrist::castling[st->castlingRights];
796 st->castlingRights &= ~(castlingRightsMask[from] | castlingRightsMask[to]);
797 k ^= Zobrist::castling[st->castlingRights];
800 // Move the piece. The tricky Chess960 castling is handled earlier
801 if (type_of(m) != CASTLING)
810 move_piece(from, to);
813 // If the moving piece is a pawn do some special extra work
814 if (type_of(pc) == PAWN)
816 // Set en passant square if the moved pawn can be captured
817 if ( (int(to) ^ int(from)) == 16
818 && (pawn_attacks_bb(us, to - pawn_push(us)) & pieces(them, PAWN)))
820 st->epSquare = to - pawn_push(us);
821 k ^= Zobrist::enpassant[file_of(st->epSquare)];
824 else if (type_of(m) == PROMOTION)
826 Piece promotion = make_piece(us, promotion_type(m));
828 assert(relative_rank(us, to) == RANK_8);
829 assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
832 put_piece(promotion, to);
836 // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
838 dp.piece[dp.dirty_num] = promotion;
839 dp.from[dp.dirty_num] = SQ_NONE;
840 dp.to[dp.dirty_num] = to;
845 k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
846 st->pawnKey ^= Zobrist::psq[pc][to];
847 st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
848 ^ Zobrist::psq[pc][pieceCount[pc]];
851 st->nonPawnMaterial[us] += PieceValue[MG][promotion];
854 // Update pawn hash key
855 st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
857 // Reset rule 50 draw counter
862 st->capturedPiece = captured;
864 // Update the key with the final value
867 // Calculate checkers bitboard (if move gives check)
868 st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
870 sideToMove = ~sideToMove;
872 // Update king attacks used for fast check detection
875 // Calculate the repetition info. It is the ply distance from the previous
876 // occurrence of the same position, negative in the 3-fold case, or zero
877 // if the position was not repeated.
879 int end = std::min(st->rule50, st->pliesFromNull);
882 StateInfo* stp = st->previous->previous;
883 for (int i = 4; i <= end; i += 2)
885 stp = stp->previous->previous;
886 if (stp->key == st->key)
888 st->repetition = stp->repetition ? -i : i;
898 /// Position::undo_move() unmakes a move. When it returns, the position should
899 /// be restored to exactly the same state as before the move was made.
901 void Position::undo_move(Move m) {
905 sideToMove = ~sideToMove;
907 Color us = sideToMove;
908 Square from = from_sq(m);
909 Square to = to_sq(m);
910 Piece pc = piece_on(to);
912 assert(empty(from) || type_of(m) == CASTLING);
913 assert(type_of(st->capturedPiece) != KING);
915 if (type_of(m) == PROMOTION)
917 assert(relative_rank(us, to) == RANK_8);
918 assert(type_of(pc) == promotion_type(m));
919 assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
922 pc = make_piece(us, PAWN);
926 if (type_of(m) == CASTLING)
929 do_castling<false>(us, from, to, rfrom, rto);
933 move_piece(to, from); // Put the piece back at the source square
935 if (st->capturedPiece)
939 if (type_of(m) == EN_PASSANT)
941 capsq -= pawn_push(us);
943 assert(type_of(pc) == PAWN);
944 assert(to == st->previous->epSquare);
945 assert(relative_rank(us, to) == RANK_6);
946 assert(piece_on(capsq) == NO_PIECE);
947 assert(st->capturedPiece == make_piece(~us, PAWN));
950 put_piece(st->capturedPiece, capsq); // Restore the captured piece
954 // Finally point our state pointer back to the previous state
962 /// Position::do_castling() is a helper used to do/undo a castling move. This
963 /// is a bit tricky in Chess960 where from/to squares can overlap.
965 void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
967 bool kingSide = to > from;
968 rfrom = to; // Castling is encoded as "king captures friendly rook"
969 rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
970 to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
972 if (Do && Eval::useNNUE)
974 auto& dp = st->dirtyPiece;
975 dp.piece[0] = make_piece(us, KING);
978 dp.piece[1] = make_piece(us, ROOK);
984 // Remove both pieces first since squares could overlap in Chess960
985 remove_piece(Do ? from : to);
986 remove_piece(Do ? rfrom : rto);
987 board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do this for us
988 put_piece(make_piece(us, KING), Do ? to : from);
989 put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
993 /// Position::do(undo)_null_move() is used to do(undo) a "null move": it flips
994 /// the side to move without executing any move on the board.
996 void Position::do_null_move(StateInfo& newSt) {
999 assert(&newSt != st);
1001 std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
1003 newSt.previous = st;
1006 st->dirtyPiece.dirty_num = 0;
1007 st->dirtyPiece.piece[0] = NO_PIECE; // Avoid checks in UpdateAccumulator()
1008 st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
1009 st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
1011 if (st->epSquare != SQ_NONE)
1013 st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
1014 st->epSquare = SQ_NONE;
1017 st->key ^= Zobrist::side;
1018 prefetch(TT.first_entry(key()));
1021 st->pliesFromNull = 0;
1023 sideToMove = ~sideToMove;
1029 assert(pos_is_ok());
1032 void Position::undo_null_move() {
1034 assert(!checkers());
1037 sideToMove = ~sideToMove;
1041 /// Position::key_after() computes the new hash key after the given move. Needed
1042 /// for speculative prefetch. It doesn't recognize special moves like castling,
1043 /// en passant and promotions.
1045 Key Position::key_after(Move m) const {
1047 Square from = from_sq(m);
1048 Square to = to_sq(m);
1049 Piece pc = piece_on(from);
1050 Piece captured = piece_on(to);
1051 Key k = st->key ^ Zobrist::side;
1054 k ^= Zobrist::psq[captured][to];
1056 return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
1060 /// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
1061 /// SEE value of move is greater or equal to the given threshold. We'll use an
1062 /// algorithm similar to alpha-beta pruning with a null window.
1064 bool Position::see_ge(Move m, Value threshold) const {
1068 // Only deal with normal moves, assume others pass a simple SEE
1069 if (type_of(m) != NORMAL)
1070 return VALUE_ZERO >= threshold;
1072 Square from = from_sq(m), to = to_sq(m);
1074 int swap = PieceValue[MG][piece_on(to)] - threshold;
1078 swap = PieceValue[MG][piece_on(from)] - swap;
1082 Bitboard occupied = pieces() ^ from ^ to;
1083 Color stm = color_of(piece_on(from));
1084 Bitboard attackers = attackers_to(to, occupied);
1085 Bitboard stmAttackers, bb;
1091 attackers &= occupied;
1093 // If stm has no more attackers then give up: stm loses
1094 if (!(stmAttackers = attackers & pieces(stm)))
1097 // Don't allow pinned pieces to attack (except the king) as long as
1098 // there are pinners on their original square.
1099 if (pinners(~stm) & occupied)
1100 stmAttackers &= ~blockers_for_king(stm);
1107 // Locate and remove the next least valuable attacker, and add to
1108 // the bitboard 'attackers' any X-ray attackers behind it.
1109 if ((bb = stmAttackers & pieces(PAWN)))
1111 if ((swap = PawnValueMg - swap) < res)
1114 occupied ^= lsb(bb);
1115 attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
1118 else if ((bb = stmAttackers & pieces(KNIGHT)))
1120 if ((swap = KnightValueMg - swap) < res)
1123 occupied ^= lsb(bb);
1126 else if ((bb = stmAttackers & pieces(BISHOP)))
1128 if ((swap = BishopValueMg - swap) < res)
1131 occupied ^= lsb(bb);
1132 attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
1135 else if ((bb = stmAttackers & pieces(ROOK)))
1137 if ((swap = RookValueMg - swap) < res)
1140 occupied ^= lsb(bb);
1141 attackers |= attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN);
1144 else if ((bb = stmAttackers & pieces(QUEEN)))
1146 if ((swap = QueenValueMg - swap) < res)
1149 occupied ^= lsb(bb);
1150 attackers |= (attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN))
1151 | (attacks_bb<ROOK >(to, occupied) & pieces(ROOK , QUEEN));
1155 // If we "capture" with the king but opponent still has attackers,
1156 // reverse the result.
1157 return (attackers & ~pieces(stm)) ? res ^ 1 : res;
1164 /// Position::is_draw() tests whether the position is drawn by 50-move rule
1165 /// or by repetition. It does not detect stalemates.
1167 bool Position::is_draw(int ply) const {
1169 if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
1172 // Return a draw score if a position repeats once earlier but strictly
1173 // after the root, or repeats twice before or at the root.
1174 return st->repetition && st->repetition < ply;
1178 // Position::has_repeated() tests whether there has been at least one repetition
1179 // of positions since the last capture or pawn move.
1181 bool Position::has_repeated() const {
1183 StateInfo* stc = st;
1184 int end = std::min(st->rule50, st->pliesFromNull);
1187 if (stc->repetition)
1190 stc = stc->previous;
1196 /// Position::has_game_cycle() tests if the position has a move which draws by repetition,
1197 /// or an earlier position has a move that directly reaches the current position.
1199 bool Position::has_game_cycle(int ply) const {
1203 int end = std::min(st->rule50, st->pliesFromNull);
1208 Key originalKey = st->key;
1209 StateInfo* stp = st->previous;
1211 for (int i = 3; i <= end; i += 2)
1213 stp = stp->previous->previous;
1215 Key moveKey = originalKey ^ stp->key;
1216 if ( (j = H1(moveKey), cuckoo[j] == moveKey)
1217 || (j = H2(moveKey), cuckoo[j] == moveKey))
1219 Move move = cuckooMove[j];
1220 Square s1 = from_sq(move);
1221 Square s2 = to_sq(move);
1223 if (!(between_bb(s1, s2) & pieces()))
1228 // For nodes before or at the root, check that the move is a
1229 // repetition rather than a move to the current position.
1230 // In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in
1231 // the same location, so we have to select which square to check.
1232 if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
1235 // For repetitions before or at the root, require one more
1236 if (stp->repetition)
1245 /// Position::flip() flips position with the white and black sides reversed. This
1246 /// is only useful for debugging e.g. for finding evaluation symmetry bugs.
1248 void Position::flip() {
1251 std::stringstream ss(fen());
1253 for (Rank r = RANK_8; r >= RANK_1; --r) // Piece placement
1255 std::getline(ss, token, r > RANK_1 ? '/' : ' ');
1256 f.insert(0, token + (f.empty() ? " " : "/"));
1259 ss >> token; // Active color
1260 f += (token == "w" ? "B " : "W "); // Will be lowercased later
1262 ss >> token; // Castling availability
1265 std::transform(f.begin(), f.end(), f.begin(),
1266 [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
1268 ss >> token; // En passant square
1269 f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
1271 std::getline(ss, token); // Half and full moves
1274 set(f, is_chess960(), st, this_thread());
1276 assert(pos_is_ok());
1280 /// Position::pos_is_ok() performs some consistency checks for the
1281 /// position object and raises an asserts if something wrong is detected.
1282 /// This is meant to be helpful when debugging.
1284 bool Position::pos_is_ok() const {
1286 constexpr bool Fast = true; // Quick (default) or full check?
1288 if ( (sideToMove != WHITE && sideToMove != BLACK)
1289 || piece_on(square<KING>(WHITE)) != W_KING
1290 || piece_on(square<KING>(BLACK)) != B_KING
1291 || ( ep_square() != SQ_NONE
1292 && relative_rank(sideToMove, ep_square()) != RANK_6))
1293 assert(0 && "pos_is_ok: Default");
1298 if ( pieceCount[W_KING] != 1
1299 || pieceCount[B_KING] != 1
1300 || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
1301 assert(0 && "pos_is_ok: Kings");
1303 if ( (pieces(PAWN) & (Rank1BB | Rank8BB))
1304 || pieceCount[W_PAWN] > 8
1305 || pieceCount[B_PAWN] > 8)
1306 assert(0 && "pos_is_ok: Pawns");
1308 if ( (pieces(WHITE) & pieces(BLACK))
1309 || (pieces(WHITE) | pieces(BLACK)) != pieces()
1310 || popcount(pieces(WHITE)) > 16
1311 || popcount(pieces(BLACK)) > 16)
1312 assert(0 && "pos_is_ok: Bitboards");
1314 for (PieceType p1 = PAWN; p1 <= KING; ++p1)
1315 for (PieceType p2 = PAWN; p2 <= KING; ++p2)
1316 if (p1 != p2 && (pieces(p1) & pieces(p2)))
1317 assert(0 && "pos_is_ok: Bitboards");
1320 ASSERT_ALIGNED(&si, Eval::NNUE::kCacheLineSize);
1323 if (std::memcmp(&si, st, sizeof(StateInfo)))
1324 assert(0 && "pos_is_ok: State");
1326 for (Piece pc : Pieces)
1327 if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
1328 || pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
1329 assert(0 && "pos_is_ok: Pieces");
1331 for (Color c : { WHITE, BLACK })
1332 for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
1334 if (!can_castle(cr))
1337 if ( piece_on(castlingRookSquare[cr]) != make_piece(c, ROOK)
1338 || castlingRightsMask[castlingRookSquare[cr]] != cr
1339 || (castlingRightsMask[square<KING>(c)] & cr) != cr)
1340 assert(0 && "pos_is_ok: Castling");