X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=0b687a8d1496e797e22983b36ca7b0819fd92ea8;hp=3526a3d023a5ef38a9e214193bb15820cd30f780;hb=45b0aea875860e9f0fe2d0435ee6163906639194;hpb=a6c5b4c6fbd1db45377f9dfecd361cebffe27a8d diff --git a/src/position.cpp b/src/position.cpp index 3526a3d0..0b687a8d 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -17,12 +17,12 @@ along with this program. If not, see . */ +#include #include #include #include #include #include -#include #include "bitcount.h" #include "movegen.h" @@ -68,22 +68,19 @@ PieceType min_attacker(const Bitboard* bb, const Square& to, const Bitboard& stm Bitboard& occupied, Bitboard& attackers) { Bitboard b = stmAttackers & bb[Pt]; + if (!b) + return min_attacker(bb, to, stmAttackers, occupied, attackers); - if (b) - { - occupied ^= b & ~(b - 1); - - if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN) - attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]); + occupied ^= b & ~(b - 1); - if (Pt == ROOK || Pt == QUEEN) - attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]); + if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN) + attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]); - attackers &= occupied; // Remove the just found attacker + if (Pt == ROOK || Pt == QUEEN) + attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]); - return (PieceType)Pt; - } - return min_attacker(bb, to, stmAttackers, occupied, attackers); + attackers &= occupied; // After X-ray that may add already processed pieces + return (PieceType)Pt; } template<> FORCE_INLINE @@ -235,7 +232,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) { else if ((p = PieceToChar.find(token)) != string::npos) { - put_piece(Piece(p), sq); + put_piece(sq, color_of(Piece(p)), type_of(Piece(p))); sq++; } } @@ -395,16 +392,18 @@ const string Position::pretty(Move move) const { string brd = twoRows + twoRows + twoRows + twoRows + dottedLine; + for (Bitboard b = pieces(); b; ) + { + Square s = pop_lsb(&b); + brd[513 - 68 * rank_of(s) + 4 * file_of(s)] = PieceToChar[piece_on(s)]; + } + std::ostringstream ss; if (move) ss << "\nMove: " << (sideToMove == BLACK ? ".." : "") << move_to_san(*const_cast(this), move); - for (Square sq = SQ_A1; sq <= SQ_H8; sq++) - if (piece_on(sq) != NO_PIECE) - brd[513 - 68*rank_of(sq) + 4*file_of(sq)] = PieceToChar[piece_on(sq)]; - ss << brd << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase << std::setfill('0') << std::setw(16) << st->key << "\nCheckers: "; @@ -545,7 +544,7 @@ bool Position::is_pseudo_legal(const Move m) const { return false; // The destination square cannot be occupied by a friendly piece - if (piece_on(to) != NO_PIECE && color_of(piece_on(to)) == us) + if (pieces(us) & to) return false; // Handle the special case of a pawn move @@ -655,7 +654,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const { return true; // Discovery check ? - if (ci.dcCandidates && (ci.dcCandidates & from)) + if (unlikely(ci.dcCandidates) && (ci.dcCandidates & from)) { // For pawn and king moves we need to verify also direction if ( (pt != PAWN && pt != KING) @@ -793,22 +792,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI else st->npMaterial[them] -= PieceValue[MG][capture]; - // Remove the captured piece - byTypeBB[ALL_PIECES] ^= capsq; - byTypeBB[capture] ^= capsq; - byColorBB[them] ^= capsq; - - // Update piece list, move the last piece at index[capsq] position and - // shrink the list. - // - // WARNING: This is a not reversible operation. When we will reinsert the - // captured piece in undo_move() we will put it at the end of the list and - // not in its original place, it means index[] and pieceList[] are not - // guaranteed to be invariant to a do_move() + undo_move() sequence. - Square lastSquare = pieceList[them][capture][--pieceCount[them][capture]]; - index[lastSquare] = index[capsq]; - pieceList[them][capture][index[lastSquare]] = lastSquare; - pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE; + // Update board and piece lists + remove_piece(capsq, them, capture); // Update material hash key and prefetch access to materialTable k ^= Zobrist::psq[them][capture][capsq]; @@ -845,20 +830,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Move the piece. The tricky Chess960 castle is handled earlier if (type_of(m) != CASTLE) - { - Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to]; - byTypeBB[ALL_PIECES] ^= from_to_bb; - byTypeBB[pt] ^= from_to_bb; - byColorBB[us] ^= from_to_bb; - - board[from] = NO_PIECE; - board[to] = pc; - - // Update piece lists, index[from] is not updated and becomes stale. This - // works as long as index[] is accessed just by known occupied squares. - index[to] = index[from]; - pieceList[us][pt][index[to]] = to; - } + move_piece(from, to, us, pt); // If the moving piece is a pawn do some special extra work if (pt == PAWN) @@ -878,24 +850,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI assert(relative_rank(us, to) == RANK_8); assert(promotion >= KNIGHT && promotion <= QUEEN); - // Replace the pawn with the promoted piece - byTypeBB[PAWN] ^= to; - byTypeBB[promotion] |= to; - board[to] = make_piece(us, promotion); - - // Update piece lists, move the last pawn at index[to] position - // and shrink the list. Add a new promotion piece to the list. - Square lastSquare = pieceList[us][PAWN][--pieceCount[us][PAWN]]; - index[lastSquare] = index[to]; - pieceList[us][PAWN][index[lastSquare]] = lastSquare; - pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE; - index[to] = pieceCount[us][promotion]; - pieceList[us][promotion][index[to]] = to; + remove_piece(to, us, PAWN); + put_piece(to, us, promotion); // Update hash keys k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to]; st->pawnKey ^= Zobrist::psq[us][PAWN][to]; - st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]++] + st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]-1] ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]]; // Update incremental score @@ -980,20 +941,8 @@ void Position::undo_move(Move m) { assert(relative_rank(us, to) == RANK_8); assert(promotion >= KNIGHT && promotion <= QUEEN); - // Replace the promoted piece with the pawn - byTypeBB[promotion] ^= to; - byTypeBB[PAWN] |= to; - board[to] = make_piece(us, PAWN); - - // Update piece lists, move the last promoted piece at index[to] position - // and shrink the list. Add a new pawn to the list. - Square lastSquare = pieceList[us][promotion][--pieceCount[us][promotion]]; - index[lastSquare] = index[to]; - pieceList[us][promotion][index[lastSquare]] = lastSquare; - pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE; - index[to] = pieceCount[us][PAWN]++; - pieceList[us][PAWN][index[to]] = to; - + remove_piece(to, us, promotion); + put_piece(to, us, PAWN); pt = PAWN; } @@ -1008,21 +957,7 @@ void Position::undo_move(Move m) { do_castle(to, from, rto, rfrom); } else - { - // Put the piece back at the source square - Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to]; - byTypeBB[ALL_PIECES] ^= from_to_bb; - byTypeBB[pt] ^= from_to_bb; - byColorBB[us] ^= from_to_bb; - - board[to] = NO_PIECE; - board[from] = make_piece(us, pt); - - // Update piece lists, index[to] is not updated and becomes stale. This - // works as long as index[] is accessed just by known occupied squares. - index[from] = index[to]; - pieceList[us][pt][index[from]] = from; - } + move_piece(to, from, us, pt); // Put the piece back at the source square if (capture) { @@ -1038,16 +973,7 @@ void Position::undo_move(Move m) { assert(piece_on(capsq) == NO_PIECE); } - // Restore the captured piece - byTypeBB[ALL_PIECES] |= capsq; - byTypeBB[capture] |= capsq; - byColorBB[them] |= capsq; - - board[capsq] = make_piece(them, capture); - - // Update piece list, add a new captured piece in capsq square - index[capsq] = pieceCount[them][capture]++; - pieceList[them][capture][index[capsq]] = capsq; + put_piece(capsq, them, capture); // Restore the captured piece } // Finally point our state pointer back to the previous state @@ -1063,25 +989,12 @@ void Position::undo_move(Move m) { void Position::do_castle(Square kfrom, Square kto, Square rfrom, Square rto) { - Color us = sideToMove; - Bitboard k_from_to_bb = SquareBB[kfrom] ^ SquareBB[kto]; - Bitboard r_from_to_bb = SquareBB[rfrom] ^ SquareBB[rto]; - byTypeBB[KING] ^= k_from_to_bb; - byTypeBB[ROOK] ^= r_from_to_bb; - byTypeBB[ALL_PIECES] ^= k_from_to_bb ^ r_from_to_bb; - byColorBB[us] ^= k_from_to_bb ^ r_from_to_bb; - - // Could be from == to, so first set NO_PIECE then KING and ROOK - board[kfrom] = board[rfrom] = NO_PIECE; - board[kto] = make_piece(us, KING); - board[rto] = make_piece(us, ROOK); - - // Could be kfrom == rto, so use a 'tmp' variable - int tmp = index[kfrom]; - index[rto] = index[rfrom]; - index[kto] = tmp; - pieceList[us][KING][index[kto]] = kto; - pieceList[us][ROOK][index[rto]] = rto; + // Remove both pieces first since squares could overlap in Chess960 + remove_piece(kfrom, sideToMove, KING); + remove_piece(rfrom, sideToMove, ROOK); + board[kfrom] = board[rfrom] = NO_PIECE; // Since remove_piece doesn't do it for us + put_piece(kto, sideToMove, KING); + put_piece(rto, sideToMove, ROOK); } @@ -1154,36 +1067,31 @@ int Position::see(Move m, int asymmThreshold) const { from = from_sq(m); to = to_sq(m); - captured = type_of(piece_on(to)); + swapList[0] = PieceValue[MG][type_of(piece_on(to))]; + stm = color_of(piece_on(from)); occupied = pieces() ^ from; - // Handle en passant moves + // Castle moves are implemented as king capturing the rook so cannot be + // handled correctly. Simply return 0 that is always the correct value + // unless in the rare case the rook ends up under attack. + if (type_of(m) == CASTLE) + return 0; + if (type_of(m) == ENPASSANT) { - Square capQq = to - pawn_push(sideToMove); - - assert(!captured); - assert(type_of(piece_on(capQq)) == PAWN); - - // Remove the captured pawn - occupied ^= capQq; - captured = PAWN; + occupied ^= to - pawn_push(stm); // Remove the captured pawn + swapList[0] = PieceValue[MG][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. - attackers = attackers_to(to, occupied); + attackers = attackers_to(to, occupied) & occupied; // If the opponent has no attackers we are finished - stm = ~color_of(piece_on(from)); + stm = ~stm; stmAttackers = attackers & pieces(stm); if (!stmAttackers) - return PieceValue[MG][captured]; + return swapList[0]; // The destination square is defended, which makes things rather more // difficult to compute. We proceed by building up a "swap list" containing @@ -1191,18 +1099,11 @@ int Position::see(Move m, int asymmThreshold) const { // 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] = PieceValue[MG][captured]; captured = type_of(piece_on(from)); do { assert(slIndex < 32); - if (captured == KING) // Stop before processing a king capture - { - swapList[slIndex++] = QueenValueMg * 16; - break; - } - // Add the new entry to the swap list swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured]; slIndex++; @@ -1212,6 +1113,13 @@ int Position::see(Move m, int asymmThreshold) const { stm = ~stm; stmAttackers = attackers & pieces(stm); + // Stop before processing a king capture + if (captured == KING && stmAttackers) + { + swapList[slIndex++] = QueenValueMg * 16; + break; + } + } while (stmAttackers); // If we are doing asymmetric SEE evaluation and the same side does the first @@ -1241,27 +1149,9 @@ void Position::clear() { startState.epSquare = SQ_NONE; st = &startState; - for (int i = 0; i < 8; i++) + for (int i = 0; i < PIECE_TYPE_NB; i++) for (int j = 0; j < 16; j++) - pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; -} - - -/// Position::put_piece() puts a piece on the given square of the board, -/// updating the board array, pieces list, bitboards, and piece counts. - -void Position::put_piece(Piece p, Square s) { - - Color c = color_of(p); - PieceType pt = type_of(p); - - board[s] = p; - index[s] = pieceCount[c][pt]++; - pieceList[c][pt][index[s]] = s; - - byTypeBB[ALL_PIECES] |= s; - byTypeBB[pt] |= s; - byColorBB[c] |= s; + pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE; } @@ -1333,6 +1223,7 @@ Key Position::compute_material_key() const { /// 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. + Score Position::compute_psq_score() const { Score score = SCORE_ZERO; @@ -1364,21 +1255,14 @@ Value Position::compute_non_pawn_material(Color c) const { } -/// Position::is_draw() tests whether the position is drawn by material, -/// repetition, or the 50 moves rule. It does not detect stalemates, this -/// must be done by the search. -bool Position::is_draw() const { +/// Position::is_draw() tests whether the position is drawn by 50 moves rule +/// or by repetition. It does not detect stalemates. - // Draw by material? - if ( !pieces(PAWN) - && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg)) - return true; +bool Position::is_draw() const { - // Draw by the 50 moves rule? if (st->rule50 > 99 && (!checkers() || MoveList(*this).size())) return true; - // Draw by repetition? int i = 4, e = std::min(st->rule50, st->pliesFromNull); if (i <= e) @@ -1389,7 +1273,7 @@ bool Position::is_draw() const { stp = stp->previous->previous; if (stp->key == st->key) - return true; + return true; // Draw after first repetition i += 2; @@ -1403,42 +1287,36 @@ bool Position::is_draw() const { /// Position::flip() flips position with the white and black sides reversed. This /// is only useful for debugging especially for finding evaluation symmetry bugs. +static char toggle_case(char c) { + return char(islower(c) ? toupper(c) : tolower(c)); +} + void Position::flip() { - const Position pos(*this); + string f, token; + std::stringstream ss(fen()); - clear(); + for (Rank rank = RANK_8; rank >= RANK_1; rank--) // Piece placement + { + std::getline(ss, token, rank > RANK_1 ? '/' : ' '); + f.insert(0, token + (f.empty() ? " " : "/")); + } - sideToMove = ~pos.side_to_move(); - thisThread = pos.this_thread(); - nodes = pos.nodes_searched(); - chess960 = pos.is_chess960(); - gamePly = pos.game_ply(); + ss >> token; // Active color + f += (token == "w" ? "B " : "W "); // Will be lowercased later - for (Square s = SQ_A1; s <= SQ_H8; s++) - if (!pos.is_empty(s)) - put_piece(Piece(pos.piece_on(s) ^ 8), ~s); + ss >> token; // Castling availability + f += token + " "; - if (pos.can_castle(WHITE_OO)) - set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, KING_SIDE)); - if (pos.can_castle(WHITE_OOO)) - set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, QUEEN_SIDE)); - if (pos.can_castle(BLACK_OO)) - set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, KING_SIDE)); - if (pos.can_castle(BLACK_OOO)) - set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, QUEEN_SIDE)); + std::transform(f.begin(), f.end(), f.begin(), toggle_case); - if (pos.st->epSquare != SQ_NONE) - st->epSquare = ~pos.st->epSquare; + ss >> token; // En passant square + f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3")); - st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); + std::getline(ss, token); // Half and full moves + f += token; - st->key = compute_key(); - st->pawnKey = compute_pawn_key(); - st->materialKey = compute_material_key(); - st->psq = compute_psq_score(); - st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); - st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); + set(f, is_chess960(), this_thread()); assert(pos_is_ok()); }