using std::cout;
using std::endl;
-// To convert a Piece to and from a FEN char
static const string PieceToChar(" PNBRQK pnbrqk");
-// Material values arrays, indexed by Piece
-const Value PieceValueMidgame[17] = {
- VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame
-};
-
-const Value PieceValueEndgame[17] = {
- VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame
-};
-
CACHE_LINE_ALIGNMENT
-Score pieceSquareTable[16][64];
+Score pieceSquareTable[16][64]; // [piece][square]
+Value PieceValue[2][18] = { // [Mg / Eg][piece / pieceType]
+{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
+{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
namespace Zobrist {
-Key psq[2][8][64]; // [color][pieceType][square]/[piece count]
+Key psq[2][8][64]; // [color][pieceType][square / piece count]
Key enpassant[8]; // [file]
Key castle[16]; // [castleRight]
Key side;
for (PieceType pt = PAWN; pt <= KING; pt++)
{
- Score v = make_score(PieceValueMidgame[pt], PieceValueEndgame[pt]);
+ PieceValue[Mg][make_piece(BLACK, pt)] = PieceValue[Mg][pt];
+ PieceValue[Eg][make_piece(BLACK, pt)] = PieceValue[Eg][pt];
+
+ Score v = make_score(PieceValue[Mg][pt], PieceValue[Eg][pt]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
} // namespace Zobrist
+namespace {
+
+/// next_attacker() is an helper function used by see() to locate the least
+/// valuable attacker for the side to move, remove the attacker we just found
+/// from the 'occupied' bitboard and scan for new X-ray attacks behind it.
+
+template<int Pt> FORCE_INLINE
+PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+ Bitboard& occupied, Bitboard& attackers) {
+
+ if (stmAttackers & bb[Pt])
+ {
+ Bitboard b = stmAttackers & bb[Pt];
+ occupied ^= b & ~(b - 1);
+
+ if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
+ attackers |= attacks_bb<BISHOP>(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
+
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+
+ return (PieceType)Pt;
+ }
+ return next_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
+}
+
+template<> FORCE_INLINE
+PieceType next_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+ return KING; // No need to update bitboards, it is the last cycle
+}
+
+} // namespace
+
+
/// CheckInfo c'tor
CheckInfo::CheckInfo(const Position& pos) {
string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
+ sync_cout;
+
if (move)
{
Position p(*this);
if (piece_on(sq) != NO_PIECE)
brd[513 - 68*rank_of(sq) + 4*file_of(sq)] = PieceToChar[piece_on(sq)];
- cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << endl;
+ cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << sync_endl;
}
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= PieceValueMidgame[capture];
+ st->npMaterial[them] -= PieceValue[Mg][capture];
// Remove the captured piece
byTypeBB[ALL_PIECES] ^= capsq;
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
- st->npMaterial[us] += PieceValueMidgame[promotion];
+ st->npMaterial[us] += PieceValue[Mg][promotion];
}
// Update pawn hash key
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
- if (PieceValueMidgame[piece_on(to_sq(m))] >= PieceValueMidgame[piece_moved(m)])
+ if (PieceValue[Mg][piece_on(to_sq(m))] >= PieceValue[Mg][piece_moved(m)])
return 1;
return see(m);
int Position::see(Move m) const {
Square from, to;
- Bitboard occ, attackers, stmAttackers, b;
+ Bitboard occupied, attackers, stmAttackers;
int swapList[32], slIndex = 1;
- PieceType capturedType, pt;
+ PieceType captured;
Color stm;
assert(is_ok(m));
- // As castle moves are implemented as capturing the rook, they have
- // SEE == RookValueMidgame most of the times (unless the rook is under
- // attack).
- if (type_of(m) == CASTLE)
- return 0;
-
from = from_sq(m);
to = to_sq(m);
- capturedType = type_of(piece_on(to));
- occ = pieces();
+ captured = type_of(piece_on(to));
+ occupied = pieces() ^ from;
// Handle en passant moves
if (type_of(m) == ENPASSANT)
{
Square capQq = to - pawn_push(sideToMove);
- assert(!capturedType);
+ assert(!captured);
assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
- occ ^= capQq;
- capturedType = PAWN;
+ occupied ^= capQq;
+ captured = PAWN;
}
+ else if (type_of(m) == CASTLE)
+ // Castle moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply return 0 that is always the correct value
+ // unless the rook is ends up under attack.
+ return 0;
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
- occ ^= from;
- attackers = attackers_to(to, occ);
+ attackers = attackers_to(to, occupied);
// If the opponent has no attackers we are finished
stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return PieceValueMidgame[capturedType];
+ return PieceValue[Mg][captured];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
- swapList[0] = PieceValueMidgame[capturedType];
- capturedType = type_of(piece_on(from));
+ swapList[0] = PieceValue[Mg][captured];
+ captured = type_of(piece_on(from));
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
- assert(pt < KING);
-
- // Remove the attacker we just found from the 'occupied' bitboard,
- // and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces(pt);
- occ ^= (b & (~b + 1));
- attackers |= (attacks_bb<ROOK>(to, occ) & pieces(ROOK, QUEEN))
- | (attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN));
-
- attackers &= occ; // Cut out pieces we've already done
+ assert(slIndex < 32);
// Add the new entry to the swap list
- assert(slIndex < 32);
- swapList[slIndex] = -swapList[slIndex - 1] + PieceValueMidgame[capturedType];
+ swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][captured];
slIndex++;
- // Remember the value of the capturing piece, and change the side to
- // move before beginning the next iteration.
- capturedType = pt;
+ // Locate and remove from 'occupied' the next least valuable attacker
+ captured = next_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ attackers &= occupied; // Remove the just found attacker
stm = ~stm;
stmAttackers = attackers & pieces(stm);
- // Stop before processing a king capture
- if (capturedType == KING && stmAttackers)
+ if (captured == KING)
{
- assert(slIndex < 32);
- swapList[slIndex++] = QueenValueMidgame*10;
+ // Stop before processing a king capture
+ if (stmAttackers)
+ swapList[slIndex++] = QueenValueMg * 16;
+
break;
}
+
} while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- value += piece_count(c, pt) * PieceValueMidgame[pt];
+ value += piece_count(c, pt) * PieceValue[Mg][pt];
return value;
}
// Draw by material?
if ( !pieces(PAWN)
- && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
// Draw by the 50 moves rule?