X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=318f0f2c51ad94fb98c9648aa269f4fd19d4319f;hp=e3ee3d26ea59e20965036dc5788e741ad88324dd;hb=676b2c8435502409145491f2f86454f11f99dae8;hpb=6e00aa6bae8a9634b3aea4b7b0bde652a588e9de diff --git a/src/position.cpp b/src/position.cpp index e3ee3d26..318f0f2c 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -66,7 +66,7 @@ const Value PieceValueEndgame[17] = { namespace { // Bonus for having the side to move (modified by Joona Kiiski) - const Score TempoValue = make_score(48, 22); + const Score Tempo = make_score(48, 22); // To convert a Piece to and from a FEN char const string PieceToChar(" PNBRQK pnbrqk ."); @@ -92,33 +92,26 @@ CheckInfo::CheckInfo(const Position& pos) { } -/// Position c'tors. Here we always create a copy of the original position -/// or the FEN string, we want the new born Position object do not depend -/// on any external data so we detach state pointer from the source one. +/// Position::operator=() creates a copy of 'pos'. We want the new born Position +/// object do not depend on any external data so we detach state pointer from +/// the source one. -void Position::copy(const Position& pos, int th) { +void Position::operator=(const Position& pos) { memcpy(this, &pos, sizeof(Position)); startState = *st; st = &startState; - threadID = th; nodes = 0; assert(pos_is_ok()); } -Position::Position(const string& fen, bool isChess960, int th) { - - from_fen(fen, isChess960); - threadID = th; -} - /// Position::from_fen() initializes the position object with the given FEN /// string. This function is not very robust - make sure that input FENs are /// correct (this is assumed to be the responsibility of the GUI). -void Position::from_fen(const string& fenStr, bool isChess960) { +void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) { /* A FEN string defines a particular position using only the ASCII character set. @@ -229,11 +222,12 @@ void Position::from_fen(const string& fenStr, bool isChess960) { st->key = compute_key(); st->pawnKey = compute_pawn_key(); st->materialKey = compute_material_key(); - st->value = compute_value(); + st->psqScore = compute_psq_score(); st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); chess960 = isChess960; + thisThread = th; assert(pos_is_ok()); } @@ -283,7 +277,7 @@ const string Position::to_fen() const { { sq = make_square(file, rank); - if (square_is_empty(sq)) + if (square_empty(sq)) emptyCnt++; else { @@ -336,7 +330,7 @@ void Position::print(Move move) const { if (move) { - Position p(*this, thread()); + Position p(*this); cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move); } @@ -434,7 +428,7 @@ bool Position::move_attacks_square(Move m, Square s) const { Square to = to_sq(m); Piece piece = piece_moved(m); - assert(!square_is_empty(from)); + assert(!square_empty(from)); // Update occupancy as if the piece is moving occ = pieces() ^ from ^ to; @@ -576,7 +570,7 @@ bool Position::is_pseudo_legal(const Move m) const { case DELTA_N: case DELTA_S: // Pawn push. The destination square must be empty. - if (!square_is_empty(to)) + if (!square_empty(to)) return false; break; @@ -585,8 +579,8 @@ bool Position::is_pseudo_legal(const Move m) const { // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( rank_of(to) != RANK_4 - || !square_is_empty(to) - || !square_is_empty(from + DELTA_N)) + || !square_empty(to) + || !square_empty(from + DELTA_N)) return false; break; @@ -595,8 +589,8 @@ bool Position::is_pseudo_legal(const Move m) const { // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( rank_of(to) != RANK_5 - || !square_is_empty(to) - || !square_is_empty(from + DELTA_S)) + || !square_empty(to) + || !square_empty(from + DELTA_S)) return false; break; @@ -724,7 +718,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI Key pawnKey, materialKey; Value npMaterial[2]; int castleRights, rule50, pliesFromNull; - Score value; + Score psq_score; Square epSquare; }; @@ -808,7 +802,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]]; // Update incremental scores - st->value -= pst(make_piece(them, capture), capsq); + st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq]; // Reset rule 50 counter st->rule50 = 0; @@ -888,8 +882,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI ^ zobrist[us][PAWN][pieceCount[us][PAWN]]; // Update incremental score - st->value += pst(make_piece(us, promotion), to) - - pst(make_piece(us, PAWN), to); + st->psqScore += pieceSquareTable[make_piece(us, promotion)][to] + - pieceSquareTable[make_piece(us, PAWN)][to]; // Update material st->npMaterial[us] += PieceValueMidgame[promotion]; @@ -903,11 +897,11 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI } // Prefetch pawn and material hash tables - prefetch((char*)Threads[threadID].pawnTable.entries[st->pawnKey]); - prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]); + prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]); + prefetch((char*)thisThread->materialTable.entries[st->materialKey]); // Update incremental scores - st->value += pst_delta(piece, from, to); + st->psqScore += psq_delta(piece, from, to); // Set capture piece st->capturedType = capture; @@ -942,7 +936,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Finish sideToMove = ~sideToMove; - st->value += (sideToMove == WHITE ? TempoValue : -TempoValue); + st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo); assert(pos_is_ok()); } @@ -971,7 +965,7 @@ void Position::undo_move(Move m) { PieceType pt = type_of(piece); PieceType capture = st->capturedType; - assert(square_is_empty(from)); + assert(square_empty(from)); assert(color_of(piece) == us); assert(capture != KING); @@ -1120,8 +1114,8 @@ void Position::do_castle_move(Move m) { st->capturedType = NO_PIECE_TYPE; // Update incremental scores - st->value += pst_delta(king, kfrom, kto); - st->value += pst_delta(rook, rfrom, rto); + st->psqScore += psq_delta(king, kfrom, kto); + st->psqScore += psq_delta(rook, rfrom, rto); // Update hash key st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto]; @@ -1143,7 +1137,7 @@ void Position::do_castle_move(Move m) { // Finish sideToMove = ~sideToMove; - st->value += (sideToMove == WHITE ? TempoValue : -TempoValue); + st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo); } else // Undo: point our state pointer back to the previous state @@ -1169,7 +1163,7 @@ void Position::do_null_move(StateInfo& backupSt) { dst->key = src->key; dst->epSquare = src->epSquare; - dst->value = src->value; + dst->psqScore = src->psqScore; dst->rule50 = src->rule50; dst->pliesFromNull = src->pliesFromNull; @@ -1186,7 +1180,7 @@ void Position::do_null_move(StateInfo& backupSt) { st->epSquare = SQ_NONE; st->rule50++; st->pliesFromNull = 0; - st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue; + st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo); } assert(pos_is_ok()); @@ -1361,7 +1355,7 @@ Key Position::compute_key() const { Key result = zobCastle[st->castleRights]; for (Square s = SQ_A1; s <= SQ_H8; s++) - if (!square_is_empty(s)) + if (!square_empty(s)) result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s]; if (ep_square() != SQ_NONE) @@ -1414,11 +1408,11 @@ Key Position::compute_material_key() const { } -/// Position::compute_value() compute the incremental scores for the middle +/// Position::compute_psq_score() computes the incremental scores for the middle /// 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_value() const { +Score Position::compute_psq_score() const { Bitboard b; Score result = SCORE_ZERO; @@ -1428,10 +1422,10 @@ Score Position::compute_value() const { { b = pieces(pt, c); while (b) - result += pst(make_piece(c, pt), pop_1st_bit(&b)); + result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)]; } - result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2); + result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2); return result; } @@ -1540,26 +1534,25 @@ void Position::init() { } -/// Position::flip_me() flips position with the white and black sides reversed. This +/// Position::flip() flips position with the white and black sides reversed. This /// is only useful for debugging especially for finding evaluation symmetry bugs. -void Position::flip_me() { +void Position::flip() { - // Make a copy of current position before to start changing - const Position pos(*this, threadID); + const Position pos(*this); clear(); - threadID = pos.thread(); - // Board + sideToMove = ~pos.side_to_move(); + thisThread = pos.this_thread(); + nodes = pos.nodes_searched(); + chess960 = pos.is_chess960(); + startPosPly = pos.startpos_ply_counter(); + for (Square s = SQ_A1; s <= SQ_H8; s++) - if (!pos.square_is_empty(s)) + if (!pos.square_empty(s)) put_piece(Piece(pos.piece_on(s) ^ 8), ~s); - // Side to move - sideToMove = ~pos.side_to_move(); - - // Castling rights if (pos.can_castle(WHITE_OO)) set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OO)); if (pos.can_castle(WHITE_OOO)) @@ -1569,22 +1562,14 @@ void Position::flip_me() { if (pos.can_castle(BLACK_OOO)) set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OOO)); - // En passant square if (pos.st->epSquare != SQ_NONE) st->epSquare = ~pos.st->epSquare; - // Checkers - st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); - - // Hash keys st->key = compute_key(); st->pawnKey = compute_pawn_key(); st->materialKey = compute_material_key(); - - // Incremental scores - st->value = compute_value(); - - // Material + st->psqScore = compute_psq_score(); + st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); @@ -1704,7 +1689,7 @@ bool Position::pos_is_ok(int* failedStep) const { // Incremental eval OK? if (failedStep) (*failedStep)++; - if (debugIncrementalEval && st->value != compute_value()) + if (debugIncrementalEval && st->psqScore != compute_psq_score()) return false; // Non-pawn material OK?