Key Position::zobMaterial[2][8][16];
Key Position::zobSideToMove;
-Value Position::MgPieceSquareTable[16][64];
-Value Position::EgPieceSquareTable[16][64];
+Score Position::PieceSquareTable[16][64];
static bool RequestPending = false;
-////
-//// Functions
-////
/// Constructors
+CheckInfo::CheckInfo(const Position& pos) {
+
+ Color us = pos.side_to_move();
+ Color them = opposite_color(us);
+
+ ksq = pos.king_square(them);
+ dc = pos.discovered_check_candidates(us);
+
+ checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
+ checkSq[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
+ checkSq[BISHOP] = pos.attacks_from<BISHOP>(ksq);
+ checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
+ checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
+ checkSq[KING] = EmptyBoardBB;
+}
+
Position::Position(const Position& pos) {
copy(pos);
}
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->mgValue = compute_value<MidGame>();
- st->egValue = compute_value<EndGame>();
+ st->value = compute_value();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
-bool Position::pl_move_is_legal(Move m) const {
-
- // If we're in check, all pseudo-legal moves are legal, because our
- // check evasion generator only generates true legal moves.
- return is_check() || pl_move_is_legal(m, pinned_pieces(side_to_move()));
-}
-
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
assert(is_ok());
assert(move_is_ok(m));
assert(pinned == pinned_pieces(side_to_move()));
- assert(!is_check());
// Castling moves are checked for legality during move generation.
if (move_is_castle(m))
assert(color_of_piece_on(from) == us);
assert(piece_on(king_square(us)) == piece_of_color_and_type(us, KING));
- // En passant captures are a tricky special case. Because they are
+ // En passant captures are a tricky special case. Because they are
// rather uncommon, we do it simply by testing whether the king is attacked
// after the move is made
if (move_is_ep(m))
}
+/// Position::pl_move_is_evasion() tests whether a pseudo-legal move is a legal evasion
+
+bool Position::pl_move_is_evasion(Move m, Bitboard pinned) const
+{
+ assert(is_check());
+
+ Color us = side_to_move();
+ Square from = move_from(m);
+ Square to = move_to(m);
+
+ // King moves and en-passant captures are verified in pl_move_is_legal()
+ if (type_of_piece_on(from) == KING || move_is_ep(m))
+ return pl_move_is_legal(m, pinned);
+
+ Bitboard target = checkers();
+ Square checksq = pop_1st_bit(&target);
+
+ if (target) // double check ?
+ return false;
+
+ // Our move must be a blocking evasion or a capture of the checking piece
+ target = squares_between(checksq, king_square(us)) | checkers();
+ return bit_is_set(target, to) && pl_move_is_legal(m, pinned);
+}
+
+
/// Position::move_is_check() tests whether a pseudo-legal move is a check
bool Position::move_is_check(Move m) const {
// ones which are recalculated from scratch anyway, then switch our state
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
- Key key, pawnKey, materialKey;
+ Key pawnKey, materialKey;
int castleRights, rule50, pliesFromNull;
Square epSquare;
- Value mgValue, egValue;
+ Value value;
Value npMaterial[2];
};
Piece piece = piece_on(from);
PieceType pt = type_of_piece(piece);
+ PieceType capture = ep ? PAWN : type_of_piece_on(to);
assert(color_of_piece_on(from) == us);
assert(color_of_piece_on(to) == them || square_is_empty(to));
assert(!(ep || pm) || piece == piece_of_color_and_type(us, PAWN));
assert(!pm || relative_rank(us, to) == RANK_8);
- st->capture = ep ? PAWN : type_of_piece_on(to);
-
- if (st->capture)
- do_capture_move(key, st->capture, them, to, ep);
+ if (capture)
+ do_capture_move(key, capture, them, to, ep);
// Update hash key
key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
// Set en passant square, only if moved pawn can be captured
- if (abs(int(to) - int(from)) == 16)
+ if ((to ^ from) == 16)
{
if (attacks_from<PAWN>(from + (us == WHITE ? DELTA_N : DELTA_S), us) & pieces(PAWN, them))
{
}
// Update incremental scores
- st->mgValue += pst_delta<MidGame>(piece, from, to);
- st->egValue += pst_delta<EndGame>(piece, from, to);
+ st->value += pst_delta(piece, from, to);
+
+ // Set capture piece
+ st->capture = capture;
if (pm) // promotion ?
{
st->pawnKey ^= zobrist[us][PAWN][to];
// Partially revert and update incremental scores
- st->mgValue -= pst<MidGame>(us, PAWN, to);
- st->mgValue += pst<MidGame>(us, promotion, to);
- st->egValue -= pst<EndGame>(us, PAWN, to);
- st->egValue += pst<EndGame>(us, promotion, to);
+ st->value -= pst(us, PAWN, to);
+ st->value += pst(us, promotion, to);
// Update material
st->npMaterial[us] += piece_value_midgame(promotion);
// Finish
sideToMove = opposite_color(sideToMove);
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
assert(is_ok());
}
key ^= zobrist[them][capture][capsq];
// Update incremental scores
- st->mgValue -= pst<MidGame>(them, capture, capsq);
- st->egValue -= pst<EndGame>(them, capture, capsq);
+ st->value -= pst(them, capture, capsq);
// If the captured piece was a pawn, update pawn hash key,
// otherwise update non-pawn material.
index[rto] = tmp;
// Update incremental scores
- st->mgValue += pst_delta<MidGame>(king, kfrom, kto);
- st->egValue += pst_delta<EndGame>(king, kfrom, kto);
- st->mgValue += pst_delta<MidGame>(rook, rfrom, rto);
- st->egValue += pst_delta<EndGame>(rook, rfrom, rto);
+ st->value += pst_delta(king, kfrom, kto);
+ st->value += pst_delta(rook, rfrom, rto);
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
// Finish
sideToMove = opposite_color(sideToMove);
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
assert(is_ok());
}
// a backup storage not as a new state to be used.
backupSt.key = st->key;
backupSt.epSquare = st->epSquare;
- backupSt.mgValue = st->mgValue;
- backupSt.egValue = st->egValue;
+ backupSt.value = st->value;
backupSt.previous = st->previous;
backupSt.pliesFromNull = st->pliesFromNull;
st->previous = &backupSt;
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
+ st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
gamePly++;
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
}
StateInfo* backupSt = st->previous;
st->key = backupSt->key;
st->epSquare = backupSt->epSquare;
- st->mgValue = backupSt->mgValue;
- st->egValue = backupSt->egValue;
+ st->value = backupSt->value;
st->previous = backupSt->previous;
st->pliesFromNull = backupSt->pliesFromNull;
Bitboard attackers, stmAttackers, b;
- assert(!shortcut || from != SQ_NONE);
assert(square_is_ok(from) || from == SQ_NONE);
assert(square_is_ok(to));
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
-template<Position::GamePhase Phase>
-Value Position::compute_value() const {
+Score Position::compute_value() const {
- Value result = Value(0);
+ Score result = make_score(0, 0);
Bitboard b;
Square s;
{
s = pop_1st_bit(&b);
assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += pst<Phase>(c, pt, s);
+ result += pst(c, pt, s);
}
}
- const Value TempoValue = (Phase == MidGame ? TempoValueMidgame : TempoValueEndgame);
- result += (side_to_move() == WHITE)? TempoValue / 2 : -TempoValue / 2;
+ result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
return result;
}
bool Position::is_mate() const {
MoveStack moves[256];
-
- return is_check() && (generate_evasions(*this, moves, pinned_pieces(sideToMove)) == moves);
+ return is_check() && (generate_moves(*this, moves, false) == moves);
}
MoveStack mlist[120];
bool result = false;
- Bitboard dc = discovered_check_candidates(sideToMove);
Bitboard pinned = pinned_pieces(sideToMove);
// Generate pseudo-legal non-capture and capture check moves
- MoveStack* last = generate_non_capture_checks(*this, mlist, dc);
+ MoveStack* last = generate_non_capture_checks(*this, mlist);
last = generate_captures(*this, last);
// Loop through the moves, and see if one of them is mate
for (Piece p = WP; p <= WK; p++)
{
i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
- MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
- EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
+ PieceSquareTable[p][s] = make_score(MgPST[p][s] + i, EgPST[p][s] + i);
}
for (Square s = SQ_A1; s <= SQ_H8; s++)
for (Piece p = BP; p <= BK; p++)
- {
- MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
- EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
- }
+ PieceSquareTable[p][s] = -PieceSquareTable[p-8][flip_square(s)];
}
st->materialKey = compute_material_key();
// Incremental scores
- st->mgValue = compute_value<MidGame>();
- st->egValue = compute_value<EndGame>();
+ st->value = compute_value();
// Material
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
// Incremental eval OK?
if (failedStep) (*failedStep)++;
- if (debugIncrementalEval)
- {
- if (st->mgValue != compute_value<MidGame>())
- return false;
-
- if (st->egValue != compute_value<EndGame>())
- return false;
- }
+ if (debugIncrementalEval && st->value != compute_value())
+ return false;
// Non-pawn material OK?
if (failedStep) (*failedStep)++;