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 Marco Costalba
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/>.
21 #if !defined(POSITION_H_INCLUDED)
22 #define POSITION_H_INCLUDED
24 // Disable a silly and noisy warning from MSVC compiler
27 // Forcing value to bool 'true' or 'false' (performance warning)
28 #pragma warning(disable: 4800)
38 #include "direction.h"
50 /// FEN string for the initial position:
51 const std::string StartPosition =
52 "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
54 /// Maximum number of plies per game (220 should be enough, because the
55 /// maximum search depth is 100, and during position setup we reset the
56 /// move counter for every non-reversible move):
57 const int MaxGameLength = 220;
64 /// Castle rights, encoded as bit fields:
76 /// The UndoInfo struct stores information we need to restore a Position
77 /// object to its previous state when we retract a move. Whenever a move
78 /// is made on the board (by calling Position::do_move), an UndoInfo object
79 /// must be passed as a parameter. When the move is unmade (by calling
80 /// Position::undo_move), the same UndoInfo object must be passed again.
85 Bitboard checkersBB, pinners[2], pinned[2], dcCandidates[2];
86 Key key, pawnKey, materialKey;
89 Value mgValue, egValue;
94 /// The position data structure. A position consists of the following data:
96 /// * For each piece type, a bitboard representing the squares occupied
97 /// by pieces of that type.
98 /// * For each color, a bitboard representing the squares occupiecd by
99 /// pieces of that color.
100 /// * A bitboard of all occupied squares.
101 /// * A bitboard of all checking pieces.
102 /// * A 64-entry array of pieces, indexed by the squares of the board.
103 /// * The current side to move.
104 /// * Information about the castling rights for both sides.
105 /// * The initial files of the kings and both pairs of rooks. This is
106 /// used to implement the Chess960 castling rules.
107 /// * The en passant square (which is SQ_NONE if no en passant capture is
109 /// * The squares of the kings for both sides.
110 /// * The last move played.
111 /// * Hash keys for the position itself, the current pawn structure, and
112 /// the current material situation.
113 /// * Hash keys for all previous positions in the game (for detecting
114 /// repetition draws.
115 /// * A counter for detecting 50 move rule draws.
119 friend class MaterialInfo;
120 friend class EndgameFunctions;
125 Position(const Position& pos);
126 Position(const std::string& fen);
129 void from_fen(const std::string& fen);
130 const std::string to_fen() const;
131 void print(Move m = MOVE_NONE) const;
134 void copy(const Position &pos);
135 void flipped_copy(const Position &pos);
137 // The piece on a given square
138 Piece piece_on(Square s) const;
139 PieceType type_of_piece_on(Square s) const;
140 Color color_of_piece_on(Square s) const;
141 bool square_is_empty(Square s) const;
142 bool square_is_occupied(Square s) const;
143 Value midgame_value_of_piece_on(Square s) const;
144 Value endgame_value_of_piece_on(Square s) const;
147 Color side_to_move() const;
149 // Bitboard representation of the position
150 Bitboard empty_squares() const;
151 Bitboard occupied_squares() const;
152 Bitboard pieces_of_color(Color c) const;
153 Bitboard pieces_of_type(PieceType pt) const;
154 Bitboard pieces_of_color_and_type(Color c, PieceType pt) const;
155 Bitboard pawns() const;
156 Bitboard knights() const;
157 Bitboard bishops() const;
158 Bitboard rooks() const;
159 Bitboard queens() const;
160 Bitboard kings() const;
161 Bitboard rooks_and_queens() const;
162 Bitboard bishops_and_queens() const;
163 Bitboard sliders() const;
164 Bitboard pawns(Color c) const;
165 Bitboard knights(Color c) const;
166 Bitboard bishops(Color c) const;
167 Bitboard rooks(Color c) const;
168 Bitboard queens(Color c) const;
169 Bitboard kings(Color c) const;
170 Bitboard rooks_and_queens(Color c) const;
171 Bitboard bishops_and_queens(Color c) const;
172 Bitboard sliders_of_color(Color c) const;
174 // Number of pieces of each color and type
175 int piece_count(Color c, PieceType pt) const;
177 // The en passant square
178 Square ep_square() const;
180 // Current king position for each color
181 Square king_square(Color c) const;
184 bool can_castle_kingside(Color c) const;
185 bool can_castle_queenside(Color c) const;
186 bool can_castle(Color c) const;
187 Square initial_kr_square(Color c) const;
188 Square initial_qr_square(Color c) const;
191 Bitboard sliding_attacks(Square s, Direction d) const;
192 Bitboard ray_attacks(Square s, SignedDirection d) const;
193 Bitboard pawn_attacks(Color c, Square s) const;
196 Bitboard piece_attacks(Square s) const;
198 // Bitboards for pinned pieces and discovered check candidates
199 Bitboard discovered_check_candidates(Color c) const;
200 Bitboard pinned_pieces(Color c, Bitboard& p) const;
201 Bitboard pinned_pieces(Color c) const;
204 Bitboard checkers() const;
207 Square piece_list(Color c, PieceType pt, int index) const;
209 // Attack information for a given square
210 bool square_is_attacked(Square s, Color c) const;
211 Bitboard attacks_to(Square s) const;
212 Bitboard attacks_to(Square s, Color c) const;
213 bool is_check() const;
214 bool pawn_attacks_square(Color c, Square f, Square t) const;
217 Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
219 bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
221 // Properties of moves
222 bool pl_move_is_legal(Move m) const;
223 bool move_is_check(Move m) const;
224 bool move_is_capture(Move m) const;
225 bool move_is_deep_pawn_push(Move m) const;
226 bool move_is_pawn_push_to_7th(Move m) const;
227 bool move_is_passed_pawn_push(Move m) const;
228 bool move_was_passed_pawn_push(Move m) const;
229 bool move_attacks_square(Move m, Square s) const;
231 // Information about pawns
232 bool pawn_is_passed(Color c, Square s) const;
233 bool pawn_is_isolated(Color c, Square s) const;
234 bool pawn_is_doubled(Color c, Square s) const;
236 // Open and half-open files
237 bool file_is_open(File f) const;
238 bool file_is_half_open(Color c, File f) const;
241 bool square_is_weak(Square s, Color c) const;
243 // Doing and undoing moves
244 void backup(UndoInfo &u) const;
245 void restore(const UndoInfo &u);
246 void do_move(Move m, UndoInfo &u);
247 void undo_move(Move m, const UndoInfo &u);
248 void do_null_move(UndoInfo &u);
249 void undo_null_move(const UndoInfo &u);
251 // Static exchange evaluation
252 int see(Square from, Square to) const;
253 int see(Move m) const;
254 int see(Square to) const;
256 // Accessing hash keys
258 Key get_pawn_key() const;
259 Key get_material_key() const;
261 // Incremental evaluation
262 Value mg_value() const;
263 Value eg_value() const;
264 Value non_pawn_material(Color c) const;
265 Phase game_phase() const;
266 Value mg_pst_delta(Move m) const;
268 // Game termination checks
269 bool is_mate() const;
270 bool is_draw() const;
272 // Check if one side threatens a mate in one
273 bool has_mate_threat(Color c);
275 // Number of plies since the last non-reversible move
276 int rule_50_counter() const;
278 // Other properties of the position
279 bool opposite_colored_bishops() const;
280 bool has_pawn_on_7th(Color c) const;
282 // Reset the gamePly variable to 0
283 void reset_game_ply();
285 // Position consistency check, for debugging
286 bool is_ok(int* failedStep = NULL) const;
288 // Static member functions:
289 static void init_zobrist();
290 static void init_piece_square_tables();
293 // Initialization helper functions (used while setting up a position)
295 void put_piece(Piece p, Square s);
296 void allow_oo(Color c);
297 void allow_ooo(Color c);
299 // Helper functions for doing and undoing moves
300 void do_capture_move(Move m, PieceType capture, Color them, Square to);
301 void do_castle_move(Move m);
302 void do_promotion_move(Move m, UndoInfo &u);
303 void do_ep_move(Move m);
304 void undo_castle_move(Move m);
305 void undo_promotion_move(Move m, const UndoInfo &u);
306 void undo_ep_move(Move m);
307 void find_checkers();
309 template<PieceType Piece>
310 void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
312 template<PieceType Piece, bool FindPinned>
313 Bitboard hidden_checks(Color c, Square ksq, Bitboard& pinners) const;
315 // Computing hash keys from scratch (for initialization and debugging)
316 Key compute_key() const;
317 Key compute_pawn_key() const;
318 Key compute_material_key() const;
320 // Computing incremental evaluation scores and material counts
321 Value mg_pst(Color c, PieceType pt, Square s) const;
322 Value eg_pst(Color c, PieceType pt, Square s) const;
323 Value compute_mg_value() const;
324 Value compute_eg_value() const;
325 Value compute_non_pawn_material(Color c) const;
328 Bitboard byColorBB[2], byTypeBB[8];
330 mutable Bitboard pinners[2], pinned[2], dcCandidates[2];
336 int pieceCount[2][8]; // [color][pieceType]
339 Square pieceList[2][8][16]; // [color][pieceType][index]
345 File initialKFile, initialKRFile, initialQRFile;
347 Square kingSquare[2];
349 Key key, pawnKey, materialKey, history[MaxGameLength];
351 Value mgValue, egValue;
355 static int castleRightsMask[64];
356 static Key zobrist[2][8][64];
357 static Key zobEp[64];
358 static Key zobCastle[16];
359 static Key zobMaterial[2][8][16];
360 static Key zobSideToMove;
361 static Value MgPieceSquareTable[16][64];
362 static Value EgPieceSquareTable[16][64];
367 //// Inline functions
370 inline Piece Position::piece_on(Square s) const {
374 inline Color Position::color_of_piece_on(Square s) const {
375 return color_of_piece(piece_on(s));
378 inline PieceType Position::type_of_piece_on(Square s) const {
379 return type_of_piece(piece_on(s));
382 inline bool Position::square_is_empty(Square s) const {
383 return piece_on(s) == EMPTY;
386 inline bool Position::square_is_occupied(Square s) const {
387 return !square_is_empty(s);
390 inline Value Position::midgame_value_of_piece_on(Square s) const {
391 return piece_value_midgame(piece_on(s));
394 inline Value Position::endgame_value_of_piece_on(Square s) const {
395 return piece_value_endgame(piece_on(s));
398 inline Color Position::side_to_move() const {
402 inline Bitboard Position::occupied_squares() const {
406 inline Bitboard Position::empty_squares() const {
407 return ~(occupied_squares());
410 inline Bitboard Position::pieces_of_color(Color c) const {
414 inline Bitboard Position::pieces_of_type(PieceType pt) const {
418 inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
419 return pieces_of_color(c) & pieces_of_type(pt);
422 inline Bitboard Position::pawns() const {
423 return pieces_of_type(PAWN);
426 inline Bitboard Position::knights() const {
427 return pieces_of_type(KNIGHT);
430 inline Bitboard Position::bishops() const {
431 return pieces_of_type(BISHOP);
434 inline Bitboard Position::rooks() const {
435 return pieces_of_type(ROOK);
438 inline Bitboard Position::queens() const {
439 return pieces_of_type(QUEEN);
442 inline Bitboard Position::kings() const {
443 return pieces_of_type(KING);
446 inline Bitboard Position::rooks_and_queens() const {
447 return rooks() | queens();
450 inline Bitboard Position::bishops_and_queens() const {
451 return bishops() | queens();
454 inline Bitboard Position::sliders() const {
455 return bishops() | queens() | rooks();
458 inline Bitboard Position::pawns(Color c) const {
459 return pieces_of_color_and_type(c, PAWN);
462 inline Bitboard Position::knights(Color c) const {
463 return pieces_of_color_and_type(c, KNIGHT);
466 inline Bitboard Position::bishops(Color c) const {
467 return pieces_of_color_and_type(c, BISHOP);
470 inline Bitboard Position::rooks(Color c) const {
471 return pieces_of_color_and_type(c, ROOK);
474 inline Bitboard Position::queens(Color c) const {
475 return pieces_of_color_and_type(c, QUEEN);
478 inline Bitboard Position::kings(Color c) const {
479 return pieces_of_color_and_type(c, KING);
482 inline Bitboard Position::rooks_and_queens(Color c) const {
483 return rooks_and_queens() & pieces_of_color(c);
486 inline Bitboard Position::bishops_and_queens(Color c) const {
487 return bishops_and_queens() & pieces_of_color(c);
490 inline Bitboard Position::sliders_of_color(Color c) const {
491 return sliders() & pieces_of_color(c);
494 inline int Position::piece_count(Color c, PieceType pt) const {
495 return pieceCount[c][pt];
498 inline Square Position::piece_list(Color c, PieceType pt, int index) const {
499 return pieceList[c][pt][index];
502 inline Square Position::ep_square() const {
506 inline Square Position::king_square(Color c) const {
507 return kingSquare[c];
510 inline bool Position::can_castle_kingside(Color side) const {
511 return castleRights & (1+int(side));
514 inline bool Position::can_castle_queenside(Color side) const {
515 return castleRights & (4+4*int(side));
518 inline bool Position::can_castle(Color side) const {
519 return can_castle_kingside(side) || can_castle_queenside(side);
522 inline Square Position::initial_kr_square(Color c) const {
523 return relative_square(c, make_square(initialKRFile, RANK_1));
526 inline Square Position::initial_qr_square(Color c) const {
527 return relative_square(c, make_square(initialQRFile, RANK_1));
530 inline Bitboard Position::pawn_attacks(Color c, Square s) const {
531 return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
535 inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
536 return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
540 inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
541 return StepAttackBB[KNIGHT][s];
545 inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
546 return bishop_attacks_bb(s, occupied_squares());
550 inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
551 return rook_attacks_bb(s, occupied_squares());
555 inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
556 return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
560 inline Bitboard Position::piece_attacks<KING>(Square s) const {
561 return StepAttackBB[KING][s];
564 inline Bitboard Position::checkers() const {
568 inline bool Position::is_check() const {
569 return checkersBB != EmptyBoardBB;
572 inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
573 return bit_is_set(pawn_attacks(c, f), t);
576 template<PieceType Piece>
577 Bitboard Position::piece_attacks_square(Square f, Square t) const {
578 return bit_is_set(piece_attacks<Piece>(f), t);
581 inline Bitboard Position::attacks_to(Square s, Color c) const {
583 return attacks_to(s) & pieces_of_color(c);
586 inline bool Position::square_is_attacked(Square s, Color c) const {
588 return attacks_to(s, c) != EmptyBoardBB;
591 inline bool Position::pawn_is_passed(Color c, Square s) const {
592 return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
595 inline bool Position::pawn_is_isolated(Color c, Square s) const {
596 return !(pawns(c) & neighboring_files_bb(s));
599 inline bool Position::pawn_is_doubled(Color c, Square s) const {
600 return pawns(c) & squares_behind(c, s);
603 inline bool Position::file_is_open(File f) const {
604 return !(pawns() & file_bb(f));
607 inline bool Position::file_is_half_open(Color c, File f) const {
608 return !(pawns(c) & file_bb(f));
611 inline bool Position::square_is_weak(Square s, Color c) const {
612 return !(pawns(c) & outpost_mask(opposite_color(c), s));
615 inline Key Position::get_key() const {
619 inline Key Position::get_pawn_key() const {
623 inline Key Position::get_material_key() const {
627 inline Value Position::mg_pst(Color c, PieceType pt, Square s) const {
628 return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
631 inline Value Position::mg_pst_delta(Move m) const {
632 return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
633 -MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
636 inline Value Position::eg_pst(Color c, PieceType pt, Square s) const {
637 return EgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
640 inline Value Position::mg_value() const {
644 inline Value Position::eg_value() const {
648 inline Value Position::non_pawn_material(Color c) const {
649 return npMaterial[c];
652 inline Phase Position::game_phase() const {
654 // The purpose of the Value(325) terms below is to make sure the difference
655 // between MidgameLimit and EndgameLimit is a power of 2, which should make
656 // the division at the end of the function a bit faster.
657 static const Value MidgameLimit = 2 * QueenValueMidgame
658 + 2 * RookValueMidgame
659 + 6 * BishopValueMidgame
662 static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
664 Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
666 if (npm >= MidgameLimit)
667 return PHASE_MIDGAME;
668 else if(npm <= EndgameLimit)
669 return PHASE_ENDGAME;
671 return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
674 inline bool Position::move_is_deep_pawn_push(Move m) const {
676 Color c = side_to_move();
677 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
678 && relative_rank(c, move_to(m)) > RANK_4;
681 inline bool Position::move_is_pawn_push_to_7th(Move m) const {
683 Color c = side_to_move();
684 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
685 && relative_rank(c, move_to(m)) == RANK_7;
688 inline bool Position::move_is_passed_pawn_push(Move m) const {
690 Color c = side_to_move();
691 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
692 && pawn_is_passed(c, move_to(m));
695 inline bool Position::move_was_passed_pawn_push(Move m) const {
697 Color c = opposite_color(side_to_move());
698 return piece_on(move_to(m)) == piece_of_color_and_type(c, PAWN)
699 && pawn_is_passed(c, move_to(m));
702 inline int Position::rule_50_counter() const {
707 inline bool Position::opposite_colored_bishops() const {
709 return piece_count(WHITE, BISHOP) == 1
710 && piece_count(BLACK, BISHOP) == 1
711 && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
714 inline bool Position::has_pawn_on_7th(Color c) const {
716 return pawns(c) & relative_rank_bb(c, RANK_7);
720 #endif // !defined(POSITION_H_INCLUDED)