X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=cb63cf9537775848cdc222856a87dfdddc445ef3;hp=2126741e717ae4fbb2cf1d14013d3d47f9d79c2f;hb=a28f4a56d31c9e7f7c5ce28a93e2b2b9ca9be5e5;hpb=c2048136ec73a1d4437d286d34539a05910d83d7 diff --git a/src/position.cpp b/src/position.cpp index 2126741e..cb63cf95 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -22,6 +22,7 @@ //// Includes //// +#include #include #include #include @@ -43,7 +44,9 @@ using std::string; using std::cout; using std::endl; -struct PieceLetters : std::map { +static inline bool isZero(char c) { return c == '0'; } + +struct PieceLetters : public std::map { PieceLetters() { @@ -53,13 +56,31 @@ struct PieceLetters : std::map { operator[]('B') = WB; operator[]('b') = BB; operator[]('N') = WN; operator[]('n') = BN; operator[]('P') = WP; operator[]('p') = BP; + operator[](' ') = PIECE_NONE; operator[]('.') = PIECE_NONE_DARK_SQ; + } + + char from_piece(Piece p) const { + + std::map::const_iterator it; + for (it = begin(); it != end(); ++it) + if (it->second == p) + return it->first; + + assert(false); + return 0; } }; + //// -//// Variables +//// Constants and variables //// +/// Bonus for having the side to move (modified by Joona Kiiski) + +static const Score TempoValue = make_score(48, 22); + + Key Position::zobrist[2][8][64]; Key Position::zobEp[64]; Key Position::zobCastle[16]; @@ -68,7 +89,13 @@ Key Position::zobExclusion; Score Position::PieceSquareTable[16][64]; -static bool RequestPending = false; +static PieceLetters pieceLetters; + +// Material values used by SEE, indexed by PieceType +const Value Position::seeValues[] = { + VALUE_ZERO, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, + RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10 +}; /// Constructors @@ -155,8 +182,6 @@ void Position::from_fen(const string& fen) { 6) Fullmove number: The number of the full move. It starts at 1, and is incremented after Black's move. */ - static PieceLetters pieceLetters; - char token; std::istringstream ss(fen); Rank rank = RANK_8; @@ -169,7 +194,7 @@ void Position::from_fen(const string& fen) { { if (isdigit(token)) { - file += token - '0'; // Skip the given number of files + file += File(token - '0'); // Skip the given number of files continue; } else if (token == '/') @@ -227,6 +252,10 @@ void Position::from_fen(const string& fen) { castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO; castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO; + isChess960 = initialKFile != FILE_E + || initialQRFile != FILE_A + || initialKRFile != FILE_H; + find_checkers(); st->key = compute_key(); @@ -299,67 +328,55 @@ bool Position::set_castling_rights(char token) { } -/// Position::to_fen() converts the position object to a FEN string. This is -/// probably only useful for debugging. +/// Position::to_fen() returns a FEN representation of the position. In case +/// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function. const string Position::to_fen() const { - static const string pieceLetters = " PNBRQK pnbrqk"; string fen; - int skip; + Square sq; + char emptyCnt = '0'; for (Rank rank = RANK_8; rank >= RANK_1; rank--) { - skip = 0; for (File file = FILE_A; file <= FILE_H; file++) { - Square sq = make_square(file, rank); - if (!square_is_occupied(sq)) - { skip++; - continue; - } - if (skip > 0) + sq = make_square(file, rank); + + if (square_is_occupied(sq)) { - fen += (char)skip + '0'; - skip = 0; - } - fen += pieceLetters[piece_on(sq)]; + fen += emptyCnt; + fen += pieceLetters.from_piece(piece_on(sq)); + emptyCnt = '0'; + } else + emptyCnt++; } - if (skip > 0) - fen += (char)skip + '0'; - - fen += (rank > RANK_1 ? '/' : ' '); + fen += emptyCnt; + fen += '/'; + emptyCnt = '0'; } - fen += (sideToMove == WHITE ? "w " : "b "); - if (st->castleRights != NO_CASTLES) + + fen.erase(std::remove_if(fen.begin(), fen.end(), isZero), fen.end()); + fen.erase(--fen.end()); + fen += (sideToMove == WHITE ? " w " : " b "); + + if (st->castleRights != CASTLES_NONE) { - if (initialKFile == FILE_E && initialQRFile == FILE_A && initialKRFile == FILE_H) - { - if (can_castle_kingside(WHITE)) fen += 'K'; - if (can_castle_queenside(WHITE)) fen += 'Q'; - if (can_castle_kingside(BLACK)) fen += 'k'; - if (can_castle_queenside(BLACK)) fen += 'q'; - } - else - { - if (can_castle_kingside(WHITE)) - fen += char(toupper(file_to_char(initialKRFile))); - if (can_castle_queenside(WHITE)) - fen += char(toupper(file_to_char(initialQRFile))); - if (can_castle_kingside(BLACK)) - fen += file_to_char(initialKRFile); - if (can_castle_queenside(BLACK)) - fen += file_to_char(initialQRFile); - } - } else - fen += '-'; + if (can_castle_kingside(WHITE)) + fen += isChess960 ? char(toupper(file_to_char(initialKRFile))) : 'K'; - fen += ' '; - if (ep_square() != SQ_NONE) - fen += square_to_string(ep_square()); - else + if (can_castle_queenside(WHITE)) + fen += isChess960 ? char(toupper(file_to_char(initialQRFile))) : 'Q'; + + if (can_castle_kingside(BLACK)) + fen += isChess960 ? file_to_char(initialKRFile) : 'k'; + + if (can_castle_queenside(BLACK)) + fen += isChess960 ? file_to_char(initialQRFile) : 'q'; + } else fen += '-'; + fen += (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square())); return fen; } @@ -367,44 +384,42 @@ const string Position::to_fen() const { /// Position::print() prints an ASCII representation of the position to /// the standard output. If a move is given then also the san is print. -void Position::print(Move m) const { +void Position::print(Move move) const { - static const string pieceLetters = " PNBRQK PNBRQK ."; + const char* dottedLine = "\n+---+---+---+---+---+---+---+---+\n"; + static bool requestPending = false; // Check for reentrancy, as example when called from inside // MovePicker that is used also here in move_to_san() - if (RequestPending) + if (requestPending) return; - RequestPending = true; + requestPending = true; - cout << endl; - if (m != MOVE_NONE) + if (move) { Position p(*this, thread()); - string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : ""); - cout << "Move is: " << col << move_to_san(p, m) << endl; + string dd = (color_of_piece_on(move_from(move)) == BLACK ? ".." : ""); + cout << "\nMove is: " << dd << move_to_san(p, move); } + for (Rank rank = RANK_8; rank >= RANK_1; rank--) { - cout << "+---+---+---+---+---+---+---+---+" << endl; + cout << dottedLine << '|'; for (File file = FILE_A; file <= FILE_H; file++) { Square sq = make_square(file, rank); + char c = (color_of_piece_on(sq) == BLACK ? '=' : ' '); Piece piece = piece_on(sq); - if (piece == EMPTY && square_color(sq) == WHITE) - piece = NO_PIECE; - char col = (color_of_piece_on(sq) == BLACK ? '=' : ' '); - cout << '|' << col << pieceLetters[piece] << col; + if (piece == PIECE_NONE && square_color(sq) == DARK) + piece = PIECE_NONE_DARK_SQ; + + cout << c << pieceLetters.from_piece(piece) << c << '|'; } - cout << '|' << endl; } - cout << "+---+---+---+---+---+---+---+---+" << endl - << "Fen is: " << to_fen() << endl - << "Key is: " << st->key << endl; - - RequestPending = false; + cout << dottedLine << "Fen is: " << to_fen() << "\nKey is: " << st->key << endl; + requestPending = false; } @@ -574,7 +589,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const { assert(to == ep_square()); assert(piece_on(from) == piece_of_color_and_type(us, PAWN)); assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN)); - assert(piece_on(to) == EMPTY); + assert(piece_on(to) == PIECE_NONE); clear_bit(&b, from); clear_bit(&b, capsq); @@ -822,7 +837,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares board[to] = board[from]; - board[from] = EMPTY; + board[from] = PIECE_NONE; // Update piece lists, note that index[from] is not updated and // becomes stale. This works as long as index[] is accessed just @@ -836,8 +851,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI // Reset rule 50 draw counter st->rule50 = 0; - // Update pawn hash key + // Update pawn hash key and prefetch in L1/L2 cache st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; + prefetchPawn(st->pawnKey, threadID); // Set en passant square, only if moved pawn can be captured if ((to ^ from) == 16) @@ -886,7 +902,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->value += pst(us, promotion, to); // Update material - st->npMaterial[us] += piece_value_midgame(promotion); + st->npMaterial[us] += PieceValueMidgame[promotion]; } } @@ -894,7 +910,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI st->value += pst_delta(piece, from, to); // Set capture piece - st->capture = capture; + st->capturedType = capture; // Update the key with the final value st->key = key; @@ -951,15 +967,15 @@ void Position::do_capture_move(Key& key, PieceType capture, Color them, Square t assert(to == st->epSquare); assert(relative_rank(opposite_color(them), to) == RANK_6); - assert(piece_on(to) == EMPTY); + assert(piece_on(to) == PIECE_NONE); assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN)); - board[capsq] = EMPTY; + board[capsq] = PIECE_NONE; } st->pawnKey ^= zobrist[them][PAWN][capsq]; } else - st->npMaterial[them] -= piece_value_midgame(capture); + st->npMaterial[them] -= PieceValueMidgame[capture]; // Remove captured piece clear_bit(&(byColorBB[them]), capsq); @@ -1009,7 +1025,7 @@ void Position::do_castle_move(Move m) { Color them = opposite_color(us); // Reset capture field - st->capture = NO_PIECE_TYPE; + st->capturedType = PIECE_TYPE_NONE; // Find source squares for king and rook Square kfrom = move_from(m); @@ -1048,7 +1064,7 @@ void Position::do_castle_move(Move m) { // Update board array Piece king = piece_of_color_and_type(us, KING); Piece rook = piece_of_color_and_type(us, ROOK); - board[kfrom] = board[rfrom] = EMPTY; + board[kfrom] = board[rfrom] = PIECE_NONE; board[kto] = king; board[rto] = rook; @@ -1157,35 +1173,35 @@ void Position::undo_move(Move m) { do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares board[from] = piece_of_color_and_type(us, pt); - board[to] = EMPTY; + board[to] = PIECE_NONE; // Update piece list index[from] = index[to]; pieceList[us][pt][index[from]] = from; - if (st->capture) + if (st->capturedType) { Square capsq = to; if (ep) capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); - assert(st->capture != KING); + assert(st->capturedType != KING); assert(!ep || square_is_empty(capsq)); // Restore the captured piece set_bit(&(byColorBB[them]), capsq); - set_bit(&(byTypeBB[st->capture]), capsq); + set_bit(&(byTypeBB[st->capturedType]), capsq); set_bit(&(byTypeBB[0]), capsq); - board[capsq] = piece_of_color_and_type(them, st->capture); + board[capsq] = piece_of_color_and_type(them, st->capturedType); // Update piece count - pieceCount[them][st->capture]++; + pieceCount[them][st->capturedType]++; // Update piece list, add a new captured piece in capsq square - index[capsq] = pieceCount[them][st->capture] - 1; - pieceList[them][st->capture][index[capsq]] = capsq; + index[capsq] = pieceCount[them][st->capturedType] - 1; + pieceList[them][st->capturedType][index[capsq]] = capsq; } // Finally point our state pointer back to the previous state @@ -1245,7 +1261,7 @@ void Position::undo_castle_move(Move m) { set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares // Update board - board[rto] = board[kto] = EMPTY; + board[rto] = board[kto] = PIECE_NONE; board[rfrom] = piece_of_color_and_type(us, ROOK); board[kfrom] = piece_of_color_and_type(us, KING); @@ -1329,12 +1345,6 @@ void Position::undo_null_move() { /// move, and one which takes a 'from' and a 'to' square. The function does /// not yet understand promotions captures. -int Position::see(Square to) const { - - assert(square_is_ok(to)); - return see(SQ_NONE, to); -} - int Position::see(Move m) const { assert(move_is_ok(m)); @@ -1359,82 +1369,50 @@ int Position::see_sign(Move m) const { int Position::see(Square from, Square to) const { - // Material values - static const int seeValues[18] = { - 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, - RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0, - 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame, - RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0, - 0, 0 - }; - - Bitboard attackers, stmAttackers, b; + Bitboard occ, attackers, stmAttackers, b; + int swapList[32], slIndex = 1; + PieceType capturedType, pt; + Color stm; - assert(square_is_ok(from) || from == SQ_NONE); + assert(square_is_ok(from)); assert(square_is_ok(to)); - // Initialize colors - Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to))); - Color them = opposite_color(us); - - // Initialize pieces - Piece piece = piece_on(from); - Piece capture = piece_on(to); - Bitboard occ = occupied_squares(); + capturedType = type_of_piece_on(to); // King cannot be recaptured - if (type_of_piece(piece) == KING) - return seeValues[capture]; + if (capturedType == KING) + return seeValues[capturedType]; + + occ = occupied_squares(); // Handle en passant moves if (st->epSquare == to && type_of_piece_on(from) == PAWN) { - assert(capture == EMPTY); + Square capQq = (side_to_move() == WHITE) ? (to - DELTA_N) : (to - DELTA_S); - Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S); - capture = piece_on(capQq); + assert(capturedType == PIECE_TYPE_NONE); assert(type_of_piece_on(capQq) == PAWN); // Remove the captured pawn clear_bit(&occ, capQq); + capturedType = PAWN; } - while (true) - { - // Find all attackers to the destination square, with the moving piece - // removed, but possibly an X-ray attacker added behind it. - clear_bit(&occ, from); - attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN)) - | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN)) - | (attacks_from(to) & pieces(KNIGHT)) - | (attacks_from(to) & pieces(KING)) - | (attacks_from(to, WHITE) & pieces(PAWN, BLACK)) - | (attacks_from(to, BLACK) & pieces(PAWN, WHITE)); - - if (from != SQ_NONE) - break; - - // If we don't have any attacker we are finished - if ((attackers & pieces_of_color(us)) == EmptyBoardBB) - return 0; - - // Locate the least valuable attacker to the destination square - // and use it to initialize from square. - stmAttackers = attackers & pieces_of_color(us); - PieceType pt; - for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++) - assert(pt < KING); - - from = first_1(stmAttackers & pieces(pt)); - piece = piece_on(from); - } + // Find all attackers to the destination square, with the moving piece + // removed, but possibly an X-ray attacker added behind it. + clear_bit(&occ, from); + attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN)) + | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN)) + | (attacks_from(to) & pieces(KNIGHT)) + | (attacks_from(to) & pieces(KING)) + | (attacks_from(to, WHITE) & pieces(PAWN, BLACK)) + | (attacks_from(to, BLACK) & pieces(PAWN, WHITE)); // If the opponent has no attackers we are finished - stmAttackers = attackers & pieces_of_color(them); + stm = opposite_color(color_of_piece_on(from)); + stmAttackers = attackers & pieces_of_color(stm); if (!stmAttackers) - return seeValues[capture]; - - attackers &= occ; // Remove the moving piece + return seeValues[capturedType]; // The destination square is defended, which makes things rather more // difficult to compute. We proceed by building up a "swap list" containing @@ -1442,12 +1420,8 @@ int Position::see(Square from, Square to) 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. - int lastCapturingPieceValue = seeValues[piece]; - int swapList[32], n = 1; - Color c = them; - PieceType pt; - - swapList[0] = seeValues[capture]; + swapList[0] = seeValues[capturedType]; + capturedType = type_of_piece_on(from); do { // Locate the least valuable attacker for the side to move. The loop @@ -1460,35 +1434,35 @@ int Position::see(Square from, Square to) const { // and scan for new X-ray attacks behind the attacker. b = stmAttackers & pieces(pt); occ ^= (b & (~b + 1)); - attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN)) + attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN)) | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN)); - attackers &= occ; + attackers &= occ; // Cut out pieces we've already done // Add the new entry to the swap list - assert(n < 32); - swapList[n] = -swapList[n - 1] + lastCapturingPieceValue; - n++; + assert(slIndex < 32); + swapList[slIndex] = -swapList[slIndex - 1] + seeValues[capturedType]; + slIndex++; // Remember the value of the capturing piece, and change the side to move // before beginning the next iteration - lastCapturingPieceValue = seeValues[pt]; - c = opposite_color(c); - stmAttackers = attackers & pieces_of_color(c); + capturedType = pt; + stm = opposite_color(stm); + stmAttackers = attackers & pieces_of_color(stm); // Stop after a king capture if (pt == KING && stmAttackers) { - assert(n < 32); - swapList[n++] = QueenValueMidgame*10; + assert(slIndex < 32); + swapList[slIndex++] = QueenValueMidgame*10; break; } } while (stmAttackers); // 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 - while (--n) - swapList[n-1] = Min(-swapList[n], swapList[n-1]); + while (--slIndex) + swapList[slIndex-1] = Min(-swapList[slIndex], swapList[slIndex-1]); return swapList[0]; } @@ -1502,6 +1476,7 @@ void Position::clear() { st = &startState; memset(st, 0, sizeof(StateInfo)); st->epSquare = SQ_NONE; + startPosPlyCounter = 0; memset(byColorBB, 0, sizeof(Bitboard) * 2); memset(byTypeBB, 0, sizeof(Bitboard) * 8); @@ -1509,7 +1484,7 @@ void Position::clear() { memset(index, 0, sizeof(int) * 64); for (int i = 0; i < 64; i++) - board[i] = EMPTY; + board[i] = PIECE_NONE; for (int i = 0; i < 8; i++) for (int j = 0; j < 16; j++) @@ -1536,6 +1511,10 @@ void Position::reset_game_ply() { st->gamePly = 0; } +void Position::inc_startpos_ply_counter() { + + startPosPlyCounter++; +} /// Position::put_piece() puts a piece on the given square of the board, /// updating the board array, bitboards, and piece counts. @@ -1650,7 +1629,7 @@ Key Position::compute_material_key() const { /// updated by do_move and undo_move when the program is running in debug mode. Score Position::compute_value() const { - Score result = make_score(0, 0); + Score result = SCORE_ZERO; Bitboard b; Square s; @@ -1678,7 +1657,7 @@ Score Position::compute_value() const { Value Position::compute_non_pawn_material(Color c) const { - Value result = Value(0); + Value result = VALUE_ZERO; for (PieceType pt = KNIGHT; pt <= QUEEN; pt++) { @@ -1686,8 +1665,9 @@ Value Position::compute_non_pawn_material(Color c) const { while (b) { assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt)); + pop_1st_bit(&b); - result += piece_value_midgame(pt); + result += PieceValueMidgame[pt]; } } return result; @@ -1697,7 +1677,6 @@ 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. -// FIXME: Currently we are not handling 50 move rule correctly when in check bool Position::is_draw() const { @@ -1707,7 +1686,7 @@ bool Position::is_draw() const { return true; // Draw by the 50 moves rule? - if (st->rule50 > 100 || (st->rule50 == 100 && !is_check())) + if (st->rule50 > 99 && (st->rule50 > 100 || !is_mate())) return true; // Draw by repetition? @@ -1725,82 +1704,79 @@ bool Position::is_draw() const { bool Position::is_mate() const { MoveStack moves[256]; - return is_check() && (generate_moves(*this, moves, false) == moves); + return is_check() && (generate_moves(*this, moves) == moves); } -/// Position::has_mate_threat() tests whether a given color has a mate in one -/// from the current position. +/// Position::has_mate_threat() tests whether the side to move is under +/// a threat of being mated in one from the current position. -bool Position::has_mate_threat(Color c) { +bool Position::has_mate_threat() { + MoveStack mlist[256], *last, *cur; StateInfo st1, st2; - Color stm = side_to_move(); + bool mateFound = false; + // If we are under check it's up to evasions to do the job if (is_check()) return false; - // If the input color is not equal to the side to move, do a null move - if (c != stm) - do_null_move(st1); - - MoveStack mlist[120]; - bool result = false; - Bitboard pinned = pinned_pieces(sideToMove); + // First pass the move to our opponent doing a null move + do_null_move(st1); - // Generate pseudo-legal non-capture and capture check moves - MoveStack* last = generate_non_capture_checks(*this, mlist); + // Then generate pseudo-legal moves that give check + 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 (MoveStack* cur = mlist; cur != last; cur++) + // Loop through the moves, and see if one of them gives mate + Bitboard pinned = pinned_pieces(sideToMove); + CheckInfo ci(*this); + for (cur = mlist; cur != last && !mateFound; cur++) { Move move = cur->move; - if (!pl_move_is_legal(move, pinned)) + if ( !pl_move_is_legal(move, pinned) + || !move_is_check(move, ci)) continue; - do_move(move, st2); + do_move(move, st2, ci, true); + if (is_mate()) - result = true; + mateFound = true; undo_move(move); } - // Undo null move, if necessary - if (c != stm) - undo_null_move(); - - return result; + undo_null_move(); + return mateFound; } -/// Position::init_zobrist() is a static member function which initializes the -/// various arrays used to compute hash keys. +/// Position::init_zobrist() is a static member function which initializes at +/// startup the various arrays used to compute hash keys. void Position::init_zobrist() { - for (int i = 0; i < 2; i++) - for (int j = 0; j < 8; j++) - for (int k = 0; k < 64; k++) - zobrist[i][j][k] = Key(genrand_int64()); + int i,j, k; - for (int i = 0; i < 64; i++) + for (i = 0; i < 2; i++) for (j = 0; j < 8; j++) for (k = 0; k < 64; k++) + zobrist[i][j][k] = Key(genrand_int64()); + + for (i = 0; i < 64; i++) zobEp[i] = Key(genrand_int64()); - for (int i = 0; i < 16; i++) - zobCastle[i] = genrand_int64(); + for (i = 0; i < 16; i++) + zobCastle[i] = Key(genrand_int64()); - zobSideToMove = genrand_int64(); - zobExclusion = genrand_int64(); + zobSideToMove = Key(genrand_int64()); + zobExclusion = Key(genrand_int64()); } /// Position::init_piece_square_tables() initializes the piece square tables. -/// This is a two-step operation: -/// First, the white halves of the tables are -/// copied from the MgPST[][] and EgPST[][] arrays. -/// Second, the black halves of the tables are initialized by mirroring -/// and changing the sign of the corresponding white scores. +/// This is a two-step operation: First, the white halves of the tables are +/// copied from the MgPST[][] and EgPST[][] arrays. Second, the black halves +/// of the tables are initialized by mirroring and changing the sign of the +/// corresponding white scores. void Position::init_piece_square_tables() {