X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=8d4b9f4f3c53de66f382dee30529aa46986ae91e;hp=e7b9bdac3d77620f59b6087e3e58463e448b897b;hb=47a076810291cb7e9b9333e106f2aa9cd4c30c58;hpb=bffe32f4fe66decd0aa1bd7e39f808c33b3e9410 diff --git a/src/position.cpp b/src/position.cpp index e7b9bdac..8d4b9f4f 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -1,7 +1,7 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -19,15 +19,15 @@ #include #include -#include +#include // For std::memset #include #include #include "bitcount.h" +#include "misc.h" #include "movegen.h" #include "position.h" #include "psqtab.h" -#include "rkiss.h" #include "thread.h" #include "tt.h" #include "uci.h" @@ -47,7 +47,7 @@ namespace Zobrist { Key exclusion; } -Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion;} +Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion; } namespace { @@ -123,7 +123,7 @@ std::ostream& operator<<(std::ostream& os, const Position& pos) { << std::setfill('0') << std::setw(16) << pos.st->key << std::dec << "\nCheckers: "; for (Bitboard b = pos.checkers(); b; ) - os << UCI::format_square(pop_lsb(&b)) << " "; + os << UCI::square(pop_lsb(&b)) << " "; return os; } @@ -137,28 +137,28 @@ std::ostream& operator<<(std::ostream& os, const Position& pos) { void Position::init() { - RKISS rk; + PRNG rng(1070372); for (Color c = WHITE; c <= BLACK; ++c) for (PieceType pt = PAWN; pt <= KING; ++pt) for (Square s = SQ_A1; s <= SQ_H8; ++s) - Zobrist::psq[c][pt][s] = rk.rand(); + Zobrist::psq[c][pt][s] = rng.rand(); for (File f = FILE_A; f <= FILE_H; ++f) - Zobrist::enpassant[f] = rk.rand(); + Zobrist::enpassant[f] = rng.rand(); - for (int cf = NO_CASTLING; cf <= ANY_CASTLING; ++cf) + for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr) { - Bitboard b = cf; + Bitboard b = cr; while (b) { Key k = Zobrist::castling[1ULL << pop_lsb(&b)]; - Zobrist::castling[cf] ^= k ? k : rk.rand(); + Zobrist::castling[cr] ^= k ? k : rng.rand(); } } - Zobrist::side = rk.rand(); - Zobrist::exclusion = rk.rand(); + Zobrist::side = rng.rand(); + Zobrist::exclusion = rng.rand(); for (PieceType pt = PAWN; pt <= KING; ++pt) { @@ -176,9 +176,8 @@ void Position::init() { } -/// Position::operator=() creates a copy of 'pos'. We want the new born Position -/// object to not depend on any external data so we detach state pointer from -/// the source one. +/// Position::operator=() creates a copy of 'pos' but detaching the state pointer +/// from the source to be self-consistent and not depending on any external data. Position& Position::operator=(const Position& pos) { @@ -363,7 +362,7 @@ void Position::set_castling_right(Color c, Square rfrom) { void Position::set_state(StateInfo* si) const { si->key = si->pawnKey = si->materialKey = 0; - si->npMaterial[WHITE] = si->npMaterial[BLACK] = VALUE_ZERO; + si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO; si->psq = SCORE_ZERO; si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); @@ -397,7 +396,7 @@ void Position::set_state(StateInfo* si) const { for (Color c = WHITE; c <= BLACK; ++c) for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt) - si->npMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt]; + si->nonPawnMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt]; } @@ -444,7 +443,7 @@ const string Position::fen() const { if (!can_castle(WHITE) && !can_castle(BLACK)) ss << '-'; - ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::format_square(ep_square()) + " ") + ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ") << st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2; return ss.str(); @@ -456,7 +455,7 @@ const string Position::fen() const { Phase Position::game_phase() const { - Value npm = st->npMaterial[WHITE] + st->npMaterial[BLACK]; + Value npm = st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK]; npm = std::max(EndgameLimit, std::min(npm, MidgameLimit)); @@ -492,16 +491,16 @@ Bitboard Position::check_blockers(Color c, Color kingColor) const { /// Position::attackers_to() computes a bitboard of all pieces which attack a -/// given square. Slider attacks use the occ bitboard to indicate occupancy. +/// given square. Slider attacks use the occupied bitboard to indicate occupancy. -Bitboard Position::attackers_to(Square s, Bitboard occ) const { +Bitboard Position::attackers_to(Square s, Bitboard occupied) const { - return (attacks_from(s, BLACK) & pieces(WHITE, PAWN)) - | (attacks_from(s, WHITE) & pieces(BLACK, PAWN)) - | (attacks_from(s) & pieces(KNIGHT)) - | (attacks_bb(s, occ) & pieces(ROOK, QUEEN)) - | (attacks_bb(s, occ) & pieces(BISHOP, QUEEN)) - | (attacks_from(s) & pieces(KING)); + return (attacks_from(s, BLACK) & pieces(WHITE, PAWN)) + | (attacks_from(s, WHITE) & pieces(BLACK, PAWN)) + | (attacks_from(s) & pieces(KNIGHT)) + | (attacks_bb(s, occupied) & pieces(ROOK, QUEEN)) + | (attacks_bb(s, occupied) & pieces(BISHOP, QUEEN)) + | (attacks_from(s) & pieces(KING)); } @@ -526,15 +525,15 @@ bool Position::legal(Move m, Bitboard pinned) const { Square ksq = king_square(us); Square to = to_sq(m); Square capsq = to - pawn_push(us); - Bitboard occ = (pieces() ^ from ^ capsq) | to; + Bitboard occupied = (pieces() ^ from ^ capsq) | to; assert(to == ep_square()); assert(moved_piece(m) == make_piece(us, PAWN)); assert(piece_on(capsq) == make_piece(~us, PAWN)); assert(piece_on(to) == NO_PIECE); - return !(attacks_bb< ROOK>(ksq, occ) & pieces(~us, QUEEN, ROOK)) - && !(attacks_bb(ksq, occ) & pieces(~us, QUEEN, BISHOP)); + return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK)) + && !(attacks_bb(ksq, occupied) & pieces(~us, QUEEN, BISHOP)); } // If the moving piece is a king, check whether the destination @@ -642,7 +641,7 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const { return true; // Is there a discovered check? - if ( unlikely(ci.dcCandidates) + if ( ci.dcCandidates && (ci.dcCandidates & from) && !aligned(from, to, ci.ksq)) return true; @@ -767,7 +766,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->pawnKey ^= Zobrist::psq[them][PAWN][capsq]; } else - st->npMaterial[them] -= PieceValue[MG][captured]; + st->nonPawnMaterial[them] -= PieceValue[MG][captured]; // Update board and piece lists remove_piece(capsq, them, captured); @@ -837,7 +836,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->psq += psq[us][promotion][to] - psq[us][PAWN][to]; // Update material - st->npMaterial[us] += PieceValue[MG][promotion]; + st->nonPawnMaterial[us] += PieceValue[MG][promotion]; } // Update pawn hash key and prefetch access to pawnsTable @@ -871,7 +870,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->checkersBB |= to; // Discovered checks - if (unlikely(ci.dcCandidates) && (ci.dcCandidates & from)) + if (ci.dcCandidates && (ci.dcCandidates & from)) { if (pt != ROOK) st->checkersBB |= attacks_from(king_square(them)) & pieces(us, QUEEN, ROOK); @@ -1008,7 +1007,7 @@ void Position::undo_null_move() { } -/// Position::key_after() computes the new hash key after the given moven. Needed +/// Position::key_after() computes the new hash key after the given move. Needed /// for speculative prefetch. It doesn't recognize special moves like castling, /// en-passant and promotions. @@ -1061,8 +1060,8 @@ Value Position::see(Move m) const { stm = color_of(piece_on(from)); occupied = pieces() ^ from; - // Castling moves are implemented as king capturing the rook so cannot be - // handled correctly. Simply return 0 that is always the correct value + // Castling moves are implemented as king capturing the rook so cannot + // be handled correctly. Simply return VALUE_ZERO that is always correct // unless in the rare case the rook ends up under attack. if (type_of(m) == CASTLING) return VALUE_ZERO; @@ -1099,21 +1098,11 @@ Value Position::see(Move m) const { // Locate and remove the next least valuable attacker captured = min_attacker(byTypeBB, to, stmAttackers, occupied, attackers); - - // Stop before processing a king capture - if (captured == KING) - { - if (stmAttackers == attackers) - ++slIndex; - - break; - } - stm = ~stm; stmAttackers = attackers & pieces(stm); ++slIndex; - } while (stmAttackers); + } while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture // Having built the swap list, we negamax through it to find the best // achievable score from the point of view of the side to move. @@ -1148,10 +1137,6 @@ bool Position::is_draw() const { /// Position::flip() flips position with the white and black sides reversed. This /// is only useful for debugging e.g. for finding evaluation symmetry bugs. -static char toggle_case(char c) { - return char(islower(c) ? toupper(c) : tolower(c)); -} - void Position::flip() { string f, token; @@ -1169,7 +1154,8 @@ void Position::flip() { ss >> token; // Castling availability f += token + " "; - std::transform(f.begin(), f.end(), f.begin(), toggle_case); + std::transform(f.begin(), f.end(), f.begin(), + [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); }); ss >> token; // En passant square f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3")); @@ -1234,8 +1220,8 @@ bool Position::pos_is_ok(int* step) const { if ( st->key != si.key || st->pawnKey != si.pawnKey || st->materialKey != si.materialKey - || st->npMaterial[WHITE] != si.npMaterial[WHITE] - || st->npMaterial[BLACK] != si.npMaterial[BLACK] + || st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE] + || st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK] || st->psq != si.psq || st->checkersBB != si.checkersBB) return false;