key = compute_key();
pawnKey = compute_pawn_key();
materialKey = compute_material_key();
- mgValue = compute_mg_value();
- egValue = compute_eg_value();
+ mgValue = compute_value(MidGame);
+ egValue = compute_value(EndGame);
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
}
-/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal.
-/// There are two versions of this function: One which takes only a
-/// move as input, and one which takes a move and a bitboard of pinned
-/// pieces. The latter function is faster, and should always be preferred
-/// when a pinned piece bitboard has already been computed.
+/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
-bool Position::pl_move_is_legal(Move m) const {
-
- return pl_move_is_legal(m, pinned_pieces(side_to_move()));
-}
-
-bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
+bool Position::pl_move_is_legal(Move m) const {
assert(is_ok());
assert(move_is_ok(m));
- assert(pinned == pinned_pieces(side_to_move()));
// If we're in check, all pseudo-legal moves are legal, because our
// check evasion generator only generates true legal moves.
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- return ( !bit_is_set(pinned, from)
+ return ( !bit_is_set(pinned_pieces(us), from)
|| (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq)));
}
-/// Position::move_is_check() tests whether a pseudo-legal move is a check.
-/// There are two versions of this function: One which takes only a move as
-/// input, and one which takes a move and a bitboard of discovered check
-/// candidates. The latter function is faster, and should always be preferred
-/// when a discovered check candidates bitboard has already been computed.
+/// Position::move_is_check() tests whether a pseudo-legal move is a check
bool Position::move_is_check(Move m) const {
- Bitboard dc = discovered_check_candidates(side_to_move());
- return move_is_check(m, dc);
-}
-
-bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
-
assert(is_ok());
assert(move_is_ok(m));
- assert(dcCandidates == discovered_check_candidates(side_to_move()));
Color us = side_to_move();
Color them = opposite_color(us);
Square from = move_from(m);
Square to = move_to(m);
Square ksq = king_square(them);
+ Bitboard dcCandidates = discovered_check_candidates(us);
assert(color_of_piece_on(from) == us);
assert(piece_on(ksq) == piece_of_color_and_type(them, KING));
}
-/// Position::backup() is called when making a move. All information
-/// necessary to restore the position when the move is later unmade
-/// is saved to an UndoInfo object. The function Position::restore
-/// does the reverse operation: When one does a backup followed by
-/// a restore with the same UndoInfo object, the position is restored
-/// to the state before backup was called.
-
-void Position::backup(UndoInfo& u) const {
-
- u.castleRights = castleRights;
- u.epSquare = epSquare;
- u.checkersBB = checkersBB;
- u.key = key;
- u.pawnKey = pawnKey;
- u.materialKey = materialKey;
- u.rule50 = rule50;
- u.lastMove = lastMove;
- u.mgValue = mgValue;
- u.egValue = egValue;
- u.capture = NO_PIECE_TYPE;
-
- for (Color c = WHITE; c <= BLACK; c++)
- {
- u.pinners[c] = pinners[c];
- u.pinned[c] = pinned[c];
- u.dcCandidates[c] = dcCandidates[c];
- }
-}
-
-
-/// Position::restore() is called when unmaking a move. It copies back
-/// the information backed up during a previous call to Position::backup.
-
-void Position::restore(const UndoInfo& u) {
-
- castleRights = u.castleRights;
- epSquare = u.epSquare;
- checkersBB = u.checkersBB;
- key = u.key;
- pawnKey = u.pawnKey;
- materialKey = u.materialKey;
- rule50 = u.rule50;
- lastMove = u.lastMove;
- mgValue = u.mgValue;
- egValue = u.egValue;
- // u.capture is restored in undo_move()
-
- for (Color c = WHITE; c <= BLACK; c++)
- {
- pinners[c] = u.pinners[c];
- pinned[c] = u.pinned[c];
- dcCandidates[c] = u.dcCandidates[c];
- }
-}
-
-
/// Position::update_checkers() is a private method to udpate chekers info
template<PieceType Piece>
/// Position::do_move() makes a move, and backs up all information necessary
/// to undo the move to an UndoInfo object. The move is assumed to be legal.
/// Pseudo-legal moves should be filtered out before this function is called.
-/// There are two versions of this function, one which takes only the move and
-/// the UndoInfo as input, and one which takes a third parameter, a bitboard of
-/// discovered check candidates. The second version is faster, because knowing
-/// the discovered check candidates makes it easier to update the checkersBB
-/// member variable in the position object.
void Position::do_move(Move m, UndoInfo& u) {
- do_move(m, u, discovered_check_candidates(side_to_move()));
-}
-
-void Position::do_move(Move m, UndoInfo& u, Bitboard dc) {
-
assert(is_ok());
assert(move_is_ok(m));
+ // Get now the current (pre-move) dc candidates that we will use
+ // in update_checkers().
+ Bitboard oldDcCandidates = discovered_check_candidates(side_to_move());
+
// Back up the necessary information to our UndoInfo object (except the
// captured piece, which is taken care of later.
- backup(u);
+ u = undoInfoUnion;
+ u.capture = NO_PIECE_TYPE;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
Square ksq = king_square(them);
switch (piece)
{
- case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, dc); break;
- case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, dc); break;
- case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, dc); break;
- case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, dc); break;
- case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, dc); break;
- case KING: update_checkers<KING>(&checkersBB, ksq, from, to, dc); break;
+ case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KING: update_checkers<KING>(&checkersBB, ksq, from, to, oldDcCandidates); break;
default: assert(false); break;
}
}
// Restore information from our UndoInfo object (except the captured piece,
// which is taken care of later)
- restore(u);
+ undoInfoUnion = u;
if (move_is_castle(m))
undo_castle_move(m);
/// up, and to verify that the scores are correctly updated by do_move
/// and undo_move when the program is running in debug mode.
-Value Position::compute_mg_value() const {
+Value Position::compute_value(GamePhase p) const {
Value result = Value(0);
Bitboard b;
{
s = pop_1st_bit(&b);
assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += mg_pst(c, pt, s);
+ result += (p == MidGame ? mg_pst(c, pt, s) : eg_pst(c, pt, s));
}
}
- result += (side_to_move() == WHITE)? TempoValueMidgame / 2 : -TempoValueMidgame / 2;
- return result;
-}
-Value Position::compute_eg_value() const {
-
- Value result = Value(0);
- Bitboard b;
- Square s;
-
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- b = pieces_of_color_and_type(c, pt);
- while(b)
- {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += eg_pst(c, pt, s);
- }
- }
- result += (side_to_move() == WHITE)? TempoValueEndgame / 2 : -TempoValueEndgame / 2;
+ const Value TempoValue = (p == MidGame ? TempoValueMidgame : TempoValueEndgame);
+ result += (side_to_move() == WHITE)? TempoValue / 2 : -TempoValue / 2;
return result;
}
materialKey = compute_material_key();
// Incremental scores
- mgValue = compute_mg_value();
- egValue = compute_eg_value();
+ mgValue = compute_value(MidGame);
+ egValue = compute_value(EndGame);
// Material
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
if (failedStep) (*failedStep)++;
if (debugIncrementalEval)
{
- if (mgValue != compute_mg_value())
+ if (mgValue != compute_value(MidGame))
return false;
- if (egValue != compute_eg_value())
+ if (egValue != compute_value(EndGame))
return false;
}