Merge remote-tracking branch 'upstream/master' into HEAD
[stockfish] / src / position.cpp
index 46e5d78..13010c1 100644 (file)
@@ -77,6 +77,8 @@ std::ostream& operator<<(std::ostream& os, const Position& pos) {
       && !pos.can_castle(ANY_CASTLING))
   {
       StateInfo st;
+      ASSERT_ALIGNED(&st, Eval::NNUE::kCacheLineSize);
+
       Position p;
       p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
       Tablebases::ProbeState s1, s2;
@@ -195,12 +197,8 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
 
   std::memset(this, 0, sizeof(Position));
   std::memset(si, 0, sizeof(StateInfo));
-  std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
   st = si;
 
-  // Each piece on board gets a unique ID used to track the piece later
-  PieceId piece_id, next_piece_id = PIECE_ID_ZERO;
-
   ss >> std::noskipws;
 
   // 1. Piece placement
@@ -212,21 +210,8 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
       else if (token == '/')
           sq += 2 * SOUTH;
 
-      else if ((idx = PieceToChar.find(token)) != string::npos)
-      {
-          auto pc = Piece(idx);
-          put_piece(pc, sq);
-
-          if (Eval::useNNUE)
-          {
-              // Kings get a fixed ID, other pieces get ID in order of placement
-              piece_id =
-                (idx == W_KING) ? PIECE_ID_WKING :
-                (idx == B_KING) ? PIECE_ID_BKING :
-                next_piece_id++;
-              evalList.put_piece(piece_id, sq, pc);
-          }
-
+      else if ((idx = PieceToChar.find(token)) != string::npos) {
+          put_piece(Piece(idx), sq);
           ++sq;
       }
   }
@@ -295,8 +280,8 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
   chess960 = isChess960;
   thisThread = th;
   set_state(st);
-
-  assert(pos_is_ok());
+  st->accumulator.state[WHITE] = Eval::NNUE::INIT;
+  st->accumulator.state[BLACK] = Eval::NNUE::INIT;
 
   return *this;
 }
@@ -719,10 +704,8 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
   ++st->pliesFromNull;
 
   // Used by NNUE
-  st->accumulator.computed_accumulation = false;
-  st->accumulator.computed_score = false;
-  PieceId dp0 = PIECE_ID_NONE;
-  PieceId dp1 = PIECE_ID_NONE;
+  st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+  st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
   auto& dp = st->dirtyPiece;
   dp.dirty_num = 1;
 
@@ -775,12 +758,10 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
 
       if (Eval::useNNUE)
       {
-          dp.dirty_num = 2; // 2 pieces moved
-          dp1 = piece_id_on(capsq);
-          dp.pieceId[1] = dp1;
-          dp.old_piece[1] = evalList.piece_with_id(dp1);
-          evalList.put_piece(dp1, capsq, NO_PIECE);
-          dp.new_piece[1] = evalList.piece_with_id(dp1);
+          dp.dirty_num = 2;  // 1 piece moved, 1 piece captured
+          dp.piece[1] = captured;
+          dp.from[1] = capsq;
+          dp.to[1] = SQ_NONE;
       }
 
       // Update board and piece lists
@@ -821,11 +802,9 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
   {
       if (Eval::useNNUE)
       {
-          dp0 = piece_id_on(from);
-          dp.pieceId[0] = dp0;
-          dp.old_piece[0] = evalList.piece_with_id(dp0);
-          evalList.put_piece(dp0, to, pc);
-          dp.new_piece[0] = evalList.piece_with_id(dp0);
+          dp.piece[0] = pc;
+          dp.from[0] = from;
+          dp.to[0] = to;
       }
 
       move_piece(from, to);
@@ -854,9 +833,12 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
 
           if (Eval::useNNUE)
           {
-              dp0 = piece_id_on(to);
-              evalList.put_piece(dp0, to, promotion);
-              dp.new_piece[0] = evalList.piece_with_id(dp0);
+              // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
+              dp.to[0] = SQ_NONE;
+              dp.piece[dp.dirty_num] = promotion;
+              dp.from[dp.dirty_num] = SQ_NONE;
+              dp.to[dp.dirty_num] = to;
+              dp.dirty_num++;
           }
 
           // Update hash keys
@@ -950,12 +932,6 @@ void Position::undo_move(Move m) {
   {
       move_piece(to, from); // Put the piece back at the source square
 
-      if (Eval::useNNUE)
-      {
-          PieceId dp0 = st->dirtyPiece.pieceId[0];
-          evalList.put_piece(dp0, from, pc);
-      }
-
       if (st->capturedPiece)
       {
           Square capsq = to;
@@ -972,14 +948,6 @@ void Position::undo_move(Move m) {
           }
 
           put_piece(st->capturedPiece, capsq); // Restore the captured piece
-
-          if (Eval::useNNUE)
-          {
-              PieceId dp1 = st->dirtyPiece.pieceId[1];
-              assert(evalList.piece_with_id(dp1).from[WHITE] == PS_NONE);
-              assert(evalList.piece_with_id(dp1).from[BLACK] == PS_NONE);
-              evalList.put_piece(dp1, capsq, st->capturedPiece);
-          }
       }
   }
 
@@ -1001,32 +969,16 @@ void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Squ
   rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
   to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
 
-  if (Eval::useNNUE)
+  if (Do && Eval::useNNUE)
   {
-      PieceId dp0, dp1;
       auto& dp = st->dirtyPiece;
-      dp.dirty_num = 2; // 2 pieces moved
-
-      if (Do)
-      {
-          dp0 = piece_id_on(from);
-          dp1 = piece_id_on(rfrom);
-          dp.pieceId[0] = dp0;
-          dp.old_piece[0] = evalList.piece_with_id(dp0);
-          evalList.put_piece(dp0, to, make_piece(us, KING));
-          dp.new_piece[0] = evalList.piece_with_id(dp0);
-          dp.pieceId[1] = dp1;
-          dp.old_piece[1] = evalList.piece_with_id(dp1);
-          evalList.put_piece(dp1, rto, make_piece(us, ROOK));
-          dp.new_piece[1] = evalList.piece_with_id(dp1);
-      }
-      else
-      {
-          dp0 = piece_id_on(to);
-          dp1 = piece_id_on(rto);
-          evalList.put_piece(dp0, from, make_piece(us, KING));
-          evalList.put_piece(dp1, rfrom, make_piece(us, ROOK));
-      }
+      dp.piece[0] = make_piece(us, KING);
+      dp.from[0] = from;
+      dp.to[0] = to;
+      dp.piece[1] = make_piece(us, ROOK);
+      dp.from[1] = rfrom;
+      dp.to[1] = rto;
+      dp.dirty_num = 2;
   }
 
   // Remove both pieces first since squares could overlap in Chess960
@@ -1046,17 +998,16 @@ void Position::do_null_move(StateInfo& newSt) {
   assert(!checkers());
   assert(&newSt != st);
 
-  if (Eval::useNNUE)
-  {
-      std::memcpy(&newSt, st, sizeof(StateInfo));
-      st->accumulator.computed_score = false;
-  }
-  else
-      std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
+  std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
 
   newSt.previous = st;
   st = &newSt;
 
+  st->dirtyPiece.dirty_num = 0;
+  st->dirtyPiece.piece[0] = NO_PIECE; // Avoid checks in UpdateAccumulator()
+  st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+  st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
+
   if (st->epSquare != SQ_NONE)
   {
       st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
@@ -1145,8 +1096,8 @@ bool Position::see_ge(Move m, Value threshold) const {
 
       // Don't allow pinned pieces to attack (except the king) as long as
       // there are pinners on their original square.
-      if (st->pinners[~stm] & occupied)
-          stmAttackers &= ~st->blockersForKing[stm];
+      if (pinners(~stm) & occupied)
+          stmAttackers &= ~blockers_for_king(stm);
 
       if (!stmAttackers)
           break;
@@ -1366,21 +1317,17 @@ bool Position::pos_is_ok() const {
               assert(0 && "pos_is_ok: Bitboards");
 
   StateInfo si = *st;
+  ASSERT_ALIGNED(&si, Eval::NNUE::kCacheLineSize);
+
   set_state(&si);
   if (std::memcmp(&si, st, sizeof(StateInfo)))
       assert(0 && "pos_is_ok: State");
 
   for (Piece pc : Pieces)
-  {
       if (   pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
           || pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
           assert(0 && "pos_is_ok: Pieces");
 
-      for (int i = 0; i < pieceCount[pc]; ++i)
-          if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
-              assert(0 && "pos_is_ok: Index");
-  }
-
   for (Color c : { WHITE, BLACK })
       for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
       {