X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.h;h=c3ba5ac8a5b98a32c5a81099fc0519ce5eeede23;hp=3014b2354b91f12e0c538a8efae7d9d986afbca6;hb=e082112cfeb6a40ca592a15983cdedb0210daf3a;hpb=c594b989c0a7ff37002a4720e5bb667da70bb476 diff --git a/src/position.h b/src/position.h index 3014b235..c3ba5ac8 100644 --- a/src/position.h +++ b/src/position.h @@ -1,7 +1,8 @@ /* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) - Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad + Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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 @@ -17,91 +18,87 @@ along with this program. If not, see . */ -#if !defined(POSITION_H_INCLUDED) +#ifndef POSITION_H_INCLUDED #define POSITION_H_INCLUDED #include +#include // For offsetof() +#include +#include // For std::unique_ptr +#include +#include #include "bitboard.h" #include "types.h" - -/// The checkInfo struct is initialized at c'tor time and keeps info used -/// to detect if a move gives check. class Position; class Thread; +namespace PSQT { + + extern Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB]; + + void init(); +} + +/// CheckInfo struct is initialized at constructor time and keeps info used to +/// detect if a move gives check. + struct CheckInfo { explicit CheckInfo(const Position&); Bitboard dcCandidates; Bitboard pinned; - Bitboard checkSq[PIECE_TYPE_NB]; - Square ksq; + Bitboard checkSquares[PIECE_TYPE_NB]; + Square ksq; }; -/// The StateInfo struct stores information we need to restore a Position -/// object to its previous state when we retract a move. Whenever a move -/// is made on the board (by calling Position::do_move), an StateInfo object -/// must be passed as a parameter. +/// StateInfo struct stores information needed to restore a Position object to +/// its previous state when we retract a move. Whenever a move is made on the +/// board (by calling Position::do_move), a StateInfo object must be passed. struct StateInfo { - Key pawnKey, materialKey; - Value npMaterial[COLOR_NB]; - int castleRights, rule50, pliesFromNull; - Score psqScore; + + // Copied when making a move + Key pawnKey; + Key materialKey; + Value nonPawnMaterial[COLOR_NB]; + int castlingRights; + int rule50; + int pliesFromNull; + Score psq; Square epSquare; - Key key; - Bitboard checkersBB; - PieceType capturedType; + // Not copied when making a move + Key key; + Bitboard checkersBB; + PieceType capturedType; StateInfo* previous; }; -struct ReducedStateInfo { - Key pawnKey, materialKey; - Value npMaterial[COLOR_NB]; - int castleRights, rule50, pliesFromNull; - Score psqScore; - Square epSquare; -}; +// In a std::deque references to elements are unaffected upon resizing +typedef std::unique_ptr> StateListPtr; -/// The position data structure. A position consists of the following data: -/// -/// * For each piece type, a bitboard representing the squares occupied -/// by pieces of that type. -/// * For each color, a bitboard representing the squares occupied by -/// pieces of that color. -/// * A bitboard of all occupied squares. -/// * A bitboard of all checking pieces. -/// * A 64-entry array of pieces, indexed by the squares of the board. -/// * The current side to move. -/// * Information about the castling rights for both sides. -/// * The initial files of the kings and both pairs of rooks. This is -/// used to implement the Chess960 castling rules. -/// * The en passant square (which is SQ_NONE if no en passant capture is -/// possible). -/// * The squares of the kings for both sides. -/// * Hash keys for the position itself, the current pawn structure, and -/// the current material situation. -/// * Hash keys for all previous positions in the game for detecting -/// repetition draws. -/// * A counter for detecting 50 move rule draws. +/// Position class stores information regarding the board representation as +/// pieces, side to move, hash keys, castling info, etc. Important methods are +/// do_move() and undo_move(), used by the search to update node info when +/// traversing the search tree. class Position { + public: - Position() {} - Position(const Position& p, Thread* t) { *this = p; thisThread = t; } - Position(const std::string& f, bool c960, Thread* t) { from_fen(f, c960, t); } - Position& operator=(const Position&); + static void init(); + + Position() = default; + Position(const Position&) = delete; + Position& operator=(const Position&) = delete; - // Text input/output - void from_fen(const std::string& fen, bool isChess960, Thread* th); - const std::string to_fen() const; - void print(Move m = MOVE_NONE) const; + // FEN string input/output + Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th); + const std::string fen() const; // Position representation Bitboard pieces() const; @@ -111,148 +108,127 @@ public: Bitboard pieces(Color c, PieceType pt) const; Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const; Piece piece_on(Square s) const; - Square king_square(Color c) const; Square ep_square() const; - bool is_empty(Square s) const; - const Square* piece_list(Color c, PieceType pt) const; - int piece_count(Color c, PieceType pt) const; + bool empty(Square s) const; + template int count(Color c) const; + template const Square* squares(Color c) const; + template Square square(Color c) const; // Castling - int can_castle(CastleRight f) const; int can_castle(Color c) const; - bool castle_impeded(Color c, CastlingSide s) const; - Square castle_rook_square(Color c, CastlingSide s) const; + int can_castle(CastlingRight cr) const; + bool castling_impeded(CastlingRight cr) const; + Square castling_rook_square(CastlingRight cr) const; // Checking - bool in_check() const; Bitboard checkers() const; Bitboard discovered_check_candidates() const; - Bitboard pinned_pieces() const; + Bitboard pinned_pieces(Color c) const; // Attacks to/from a given square Bitboard attackers_to(Square s) const; - Bitboard attackers_to(Square s, Bitboard occ) const; - Bitboard attacks_from(Piece p, Square s) const; - static Bitboard attacks_from(Piece p, Square s, Bitboard occ); + Bitboard attackers_to(Square s, Bitboard occupied) const; + Bitboard attacks_from(Piece pc, Square s) const; template Bitboard attacks_from(Square s) const; template Bitboard attacks_from(Square s, Color c) const; // Properties of moves - bool move_gives_check(Move m, const CheckInfo& ci) const; - bool move_attacks_square(Move m, Square s) const; - bool move_is_legal(const Move m) const; - bool pl_move_is_legal(Move m, Bitboard pinned) const; - bool is_pseudo_legal(const Move m) const; - bool is_capture(Move m) const; - bool is_capture_or_promotion(Move m) const; - bool is_passed_pawn_push(Move m) const; - Piece piece_moved(Move m) const; + bool legal(Move m, Bitboard pinned) const; + bool pseudo_legal(const Move m) const; + bool capture(Move m) const; + bool capture_or_promotion(Move m) const; + bool gives_check(Move m, const CheckInfo& ci) const; + bool advanced_pawn_push(Move m) const; + Piece moved_piece(Move m) const; PieceType captured_piece_type() const; // Piece specific - bool pawn_is_passed(Color c, Square s) const; - bool pawn_on_7th(Color c) const; + bool pawn_passed(Color c, Square s) const; bool opposite_bishops() const; - bool bishop_pair(Color c) const; // Doing and undoing moves - void do_move(Move m, StateInfo& st); - void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck); + void do_move(Move m, StateInfo& st, bool givesCheck); void undo_move(Move m); - template void do_null_move(StateInfo& st); + void do_null_move(StateInfo& st); + void undo_null_move(); // Static exchange evaluation - int see(Move m) const; - int see_sign(Move m) const; + Value see(Move m) const; + Value see_sign(Move m) const; // Accessing hash keys Key key() const; + Key key_after(Move m) const; Key exclusion_key() const; - Key pawn_key() const; Key material_key() const; - - // Incremental piece-square evaluation - Score psq_score() const; - Score psq_delta(Piece p, Square from, Square to) const; - Value non_pawn_material(Color c) const; + Key pawn_key() const; // Other properties of the position Color side_to_move() const; - int startpos_ply_counter() const; + Phase game_phase() const; + int game_ply() const; bool is_chess960() const; Thread* this_thread() const; - int64_t nodes_searched() const; - void set_nodes_searched(int64_t n); - template bool is_draw() const; + uint64_t nodes_searched() const; + void set_nodes_searched(uint64_t n); + bool is_draw() const; + int rule50_count() const; + Score psq_score() const; + Value non_pawn_material(Color c) const; // Position consistency check, for debugging - bool pos_is_ok(int* failedStep = NULL) const; + bool pos_is_ok(int* failedStep = nullptr) const; void flip(); private: // Initialization helpers (used while setting up a position) - void clear(); - void put_piece(Piece p, Square s); - void set_castle_right(Color c, Square rfrom); - - // Helper template functions - template void do_castle_move(Move m); - template Bitboard hidden_checkers() const; - - // Computing hash keys from scratch (for initialization and debugging) - Key compute_key() const; - Key compute_pawn_key() const; - Key compute_material_key() const; - - // Computing incremental evaluation scores and material counts - Score compute_psq_score() const; - Value compute_non_pawn_material(Color c) const; - - // Board and pieces + void set_castling_right(Color c, Square rfrom); + void set_state(StateInfo* si) const; + + // Other helpers + Bitboard check_blockers(Color c, Color kingColor) const; + void put_piece(Color c, PieceType pt, Square s); + void remove_piece(Color c, PieceType pt, Square s); + void move_piece(Color c, PieceType pt, Square from, Square to); + template + void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto); + + // Data members Piece board[SQUARE_NB]; Bitboard byTypeBB[PIECE_TYPE_NB]; Bitboard byColorBB[COLOR_NB]; int pieceCount[COLOR_NB][PIECE_TYPE_NB]; Square pieceList[COLOR_NB][PIECE_TYPE_NB][16]; int index[SQUARE_NB]; - - // Other info - int castleRightsMask[SQUARE_NB]; - Square castleRookSquare[COLOR_NB][CASTLING_SIDE_NB]; - Bitboard castlePath[COLOR_NB][CASTLING_SIDE_NB]; - StateInfo startState; - int64_t nodes; - int startPosPly; + int castlingRightsMask[SQUARE_NB]; + Square castlingRookSquare[CASTLING_RIGHT_NB]; + Bitboard castlingPath[CASTLING_RIGHT_NB]; + uint64_t nodes; + int gamePly; Color sideToMove; Thread* thisThread; StateInfo* st; - int chess960; + bool chess960; }; -inline int64_t Position::nodes_searched() const { - return nodes; +extern std::ostream& operator<<(std::ostream& os, const Position& pos); + +inline Color Position::side_to_move() const { + return sideToMove; } -inline void Position::set_nodes_searched(int64_t n) { - nodes = n; +inline bool Position::empty(Square s) const { + return board[s] == NO_PIECE; } inline Piece Position::piece_on(Square s) const { return board[s]; } -inline Piece Position::piece_moved(Move m) const { +inline Piece Position::moved_piece(Move m) const { return board[from_sq(m)]; } -inline bool Position::is_empty(Square s) const { - return board[s] == NO_PIECE; -} - -inline Color Position::side_to_move() const { - return sideToMove; -} - inline Bitboard Position::pieces() const { return byTypeBB[ALL_PIECES]; } @@ -277,42 +253,42 @@ inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const { return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]); } -inline int Position::piece_count(Color c, PieceType pt) const { - return pieceCount[c][pt]; +template inline int Position::count(Color c) const { + return pieceCount[c][Pt]; } -inline const Square* Position::piece_list(Color c, PieceType pt) const { - return pieceList[c][pt]; +template inline const Square* Position::squares(Color c) const { + return pieceList[c][Pt]; } -inline Square Position::ep_square() const { - return st->epSquare; +template inline Square Position::square(Color c) const { + assert(pieceCount[c][Pt] == 1); + return pieceList[c][Pt][0]; } -inline Square Position::king_square(Color c) const { - return pieceList[c][KING][0]; +inline Square Position::ep_square() const { + return st->epSquare; } -inline int Position::can_castle(CastleRight f) const { - return st->castleRights & f; +inline int Position::can_castle(CastlingRight cr) const { + return st->castlingRights & cr; } inline int Position::can_castle(Color c) const { - return st->castleRights & ((WHITE_OO | WHITE_OOO) << (2 * c)); + return st->castlingRights & ((WHITE_OO | WHITE_OOO) << (2 * c)); } -inline bool Position::castle_impeded(Color c, CastlingSide s) const { - return byTypeBB[ALL_PIECES] & castlePath[c][s]; +inline bool Position::castling_impeded(CastlingRight cr) const { + return byTypeBB[ALL_PIECES] & castlingPath[cr]; } -inline Square Position::castle_rook_square(Color c, CastlingSide s) const { - return castleRookSquare[c][s]; +inline Square Position::castling_rook_square(CastlingRight cr) const { + return castlingRookSquare[cr]; } template inline Bitboard Position::attacks_from(Square s) const { - - return Pt == BISHOP || Pt == ROOK ? attacks_bb(s, pieces()) + return Pt == BISHOP || Pt == ROOK ? attacks_bb(s, byTypeBB[ALL_PIECES]) : Pt == QUEEN ? attacks_from(s) | attacks_from(s) : StepAttacksBB[Pt][s]; } @@ -322,8 +298,8 @@ inline Bitboard Position::attacks_from(Square s, Color c) const { return StepAttacksBB[make_piece(c, PAWN)][s]; } -inline Bitboard Position::attacks_from(Piece p, Square s) const { - return attacks_from(p, s, byTypeBB[ALL_PIECES]); +inline Bitboard Position::attacks_from(Piece pc, Square s) const { + return attacks_bb(pc, s, byTypeBB[ALL_PIECES]); } inline Bitboard Position::attackers_to(Square s) const { @@ -334,28 +310,25 @@ inline Bitboard Position::checkers() const { return st->checkersBB; } -inline bool Position::in_check() const { - return st->checkersBB != 0; -} - inline Bitboard Position::discovered_check_candidates() const { - return hidden_checkers(); + return check_blockers(sideToMove, ~sideToMove); } -inline Bitboard Position::pinned_pieces() const { - return hidden_checkers(); +inline Bitboard Position::pinned_pieces(Color c) const { + return check_blockers(c, c); } -inline bool Position::pawn_is_passed(Color c, Square s) const { +inline bool Position::pawn_passed(Color c, Square s) const { return !(pieces(~c, PAWN) & passed_pawn_mask(c, s)); } -inline Key Position::key() const { - return st->key; +inline bool Position::advanced_pawn_push(Move m) const { + return type_of(moved_piece(m)) == PAWN + && relative_rank(sideToMove, from_sq(m)) > RANK_4; } -inline Key Position::exclusion_key() const { - return st->key ^ Zobrist::exclusion; +inline Key Position::key() const { + return st->key; } inline Key Position::pawn_key() const { @@ -366,60 +339,51 @@ inline Key Position::material_key() const { return st->materialKey; } -inline Score Position::psq_delta(Piece p, Square from, Square to) const { - return pieceSquareTable[p][to] - pieceSquareTable[p][from]; -} - inline Score Position::psq_score() const { - return st->psqScore; + return st->psq; } inline Value Position::non_pawn_material(Color c) const { - return st->npMaterial[c]; + return st->nonPawnMaterial[c]; } -inline bool Position::is_passed_pawn_push(Move m) const { - - return type_of(piece_moved(m)) == PAWN - && pawn_is_passed(sideToMove, to_sq(m)); +inline int Position::game_ply() const { + return gamePly; } -inline int Position::startpos_ply_counter() const { - return startPosPly + st->pliesFromNull; // HACK +inline int Position::rule50_count() const { + return st->rule50; } -inline bool Position::opposite_bishops() const { - - return pieceCount[WHITE][BISHOP] == 1 - && pieceCount[BLACK][BISHOP] == 1 - && opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]); +inline uint64_t Position::nodes_searched() const { + return nodes; } -inline bool Position::bishop_pair(Color c) const { - - return pieceCount[c][BISHOP] >= 2 - && opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]); +inline void Position::set_nodes_searched(uint64_t n) { + nodes = n; } -inline bool Position::pawn_on_7th(Color c) const { - return pieces(c, PAWN) & rank_bb(relative_rank(c, RANK_7)); +inline bool Position::opposite_bishops() const { + return pieceCount[WHITE][BISHOP] == 1 + && pieceCount[BLACK][BISHOP] == 1 + && opposite_colors(square(WHITE), square(BLACK)); } inline bool Position::is_chess960() const { return chess960; } -inline bool Position::is_capture_or_promotion(Move m) const { +inline bool Position::capture_or_promotion(Move m) const { assert(is_ok(m)); - return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m)); + return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m)); } -inline bool Position::is_capture(Move m) const { +inline bool Position::capture(Move m) const { - // Note that castle is coded as "king captures the rook" + // Castling is encoded as "king captures the rook" assert(is_ok(m)); - return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT; + return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT; } inline PieceType Position::captured_piece_type() const { @@ -430,4 +394,46 @@ inline Thread* Position::this_thread() const { return thisThread; } -#endif // !defined(POSITION_H_INCLUDED) +inline void Position::put_piece(Color c, PieceType pt, Square s) { + + board[s] = make_piece(c, pt); + byTypeBB[ALL_PIECES] |= s; + byTypeBB[pt] |= s; + byColorBB[c] |= s; + index[s] = pieceCount[c][pt]++; + pieceList[c][pt][index[s]] = s; + pieceCount[c][ALL_PIECES]++; +} + +inline void Position::remove_piece(Color c, PieceType pt, Square s) { + + // WARNING: This is not a reversible operation. If we remove a piece in + // do_move() and then replace it 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. + byTypeBB[ALL_PIECES] ^= s; + byTypeBB[pt] ^= s; + byColorBB[c] ^= s; + /* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */ + Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]]; + index[lastSquare] = index[s]; + pieceList[c][pt][index[lastSquare]] = lastSquare; + pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE; + pieceCount[c][ALL_PIECES]--; +} + +inline void Position::move_piece(Color c, PieceType pt, Square from, Square to) { + + // index[from] is not updated and becomes stale. This works as long as index[] + // is accessed just by known occupied squares. + Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to]; + byTypeBB[ALL_PIECES] ^= from_to_bb; + byTypeBB[pt] ^= from_to_bb; + byColorBB[c] ^= from_to_bb; + board[from] = NO_PIECE; + board[to] = make_piece(c, pt); + index[to] = index[from]; + pieceList[c][pt][index[to]] = to; +} + +#endif // #ifndef POSITION_H_INCLUDED