From: Guenther Demetz Date: Mon, 19 Sep 2016 06:21:41 +0000 (+0200) Subject: Fix pin-aware SEE X-Git-Url: https://git.sesse.net/?p=stockfish;a=commitdiff_plain;h=943ae89be11929b09be5c5d0447b2b62b5480ebd Fix pin-aware SEE Correct pinners calculation and fix bug with pinned pieces giving check. With this patch 'pinners' only returns sliders with exactly one defensive piece between the slider and the attacked square (in other words, pinners returns exact pinners). This was a co-operation between Marco Costalba, Stéphane Nicolet and me. Special thanks to Ronald de Man for reporting the bug with pinned pieces giving check, discussed here: https://groups.google.com/forum/?fromgroups=#!topic/fishcooking/S_4E_Xs5HaE STC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 132118 W: 23578 L: 23645 D: 84895 LTC: LLR: 2.95 (-2.94,2.94) [-3.00,1.00] Total: 36424 W: 4770 L: 4670 D: 26984 bench: 6272231 --- diff --git a/src/position.cpp b/src/position.cpp index c193f266..f5081bd1 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -425,23 +425,28 @@ Phase Position::game_phase() const { /// slider if removing that piece from the board would result in a position where /// square 's' is attacked. For example, a king-attack blocking piece can be either /// a pinned or a discovered check piece, according if its color is the opposite -/// or the same of the color of the slider. The pinners bitboard get filled with -/// real and potential pinners. +/// or the same of the color of the slider. Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const { - Bitboard b, p, result = 0; + Bitboard result = 0; + pinners = 0; - // Pinners are sliders that attack 's' when a pinned piece is removed - pinners = p = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK)) - | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders; + // Snipers are sliders that attack 's' when a piece is removed + Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK)) + | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders; - while (p) + while (snipers) { - b = between_bb(s, pop_lsb(&p)) & pieces(); - - if (!more_than_one(b)) - result |= b; + Square sniperSq = pop_lsb(&snipers); + Bitboard b = between_bb(s, sniperSq) & pieces(); + + if (!more_than_one(b)) + { + result |= b; + if (b & pieces(color_of(piece_on(s)))) + pinners |= sniperSq; + } } return result; } @@ -972,7 +977,7 @@ Value Position::see(Move m) const { Bitboard occupied, attackers, stmAttackers; Value swapList[32]; int slIndex = 1; - PieceType captured; + PieceType nextVictim; Color stm; assert(is_ok(m)); @@ -1004,8 +1009,8 @@ Value Position::see(Move m) const { stmAttackers = attackers & pieces(stm); occupied ^= to; // For the case when captured piece is a pinner - // Don't allow pinned pieces to attack as long all pinners (this includes also - // potential ones) are on their original square. When a pinner moves to the + // Don't allow pinned pieces to attack pieces except the king as long all + // pinners are on their original square. When a pinner moves to the // exchange-square or get captured on it, we fall back to standard SEE behaviour. if ( (stmAttackers & pinned_pieces(stm)) && (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm]) @@ -1020,25 +1025,26 @@ Value Position::see(Move m) 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. - captured = type_of(piece_on(from)); + nextVictim = type_of(piece_on(from)); do { assert(slIndex < 32); // Add the new entry to the swap list - swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured]; + swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][nextVictim]; // Locate and remove the next least valuable attacker - captured = min_attacker(byTypeBB, to, stmAttackers, occupied, attackers); + nextVictim = min_attacker(byTypeBB, to, stmAttackers, occupied, attackers); stm = ~stm; stmAttackers = attackers & pieces(stm); - if ( (stmAttackers & pinned_pieces(stm)) + if ( nextVictim != KING + && (stmAttackers & pinned_pieces(stm)) && (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm]) stmAttackers &= ~pinned_pieces(stm); ++slIndex; - } while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture + } while (stmAttackers && (nextVictim != 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.