2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
30 Bitboard* RAttacks[64];
35 Bitboard* BAttacks[64];
38 Bitboard SetMaskBB[65];
39 Bitboard ClearMaskBB[65];
43 Bitboard NeighboringFilesBB[8];
44 Bitboard ThisAndNeighboringFilesBB[8];
45 Bitboard InFrontBB[2][8];
46 Bitboard StepAttacksBB[16][64];
47 Bitboard BetweenBB[64][64];
48 Bitboard SquaresInFrontMask[2][64];
49 Bitboard PassedPawnMask[2][64];
50 Bitboard AttackSpanMask[2][64];
52 Bitboard PseudoAttacks[6][64];
54 uint8_t BitCount8Bit[256];
55 int SquareDistance[64][64];
62 Bitboard RookTable[0x19000]; // Storage space for rook attacks
63 Bitboard BishopTable[0x1480]; // Storage space for bishop attacks
65 void init_magic_bitboards(PieceType pt, Bitboard* attacks[], Bitboard magics[],
66 Bitboard masks[], int shifts[]);
70 /// print_bitboard() prints a bitboard in an easily readable format to the
71 /// standard output. This is sometimes useful for debugging.
73 void print_bitboard(Bitboard b) {
75 for (Rank r = RANK_8; r >= RANK_1; r--)
77 std::cout << "+---+---+---+---+---+---+---+---+" << '\n';
78 for (File f = FILE_A; f <= FILE_H; f++)
79 std::cout << "| " << (bit_is_set(b, make_square(f, r)) ? "X " : " ");
83 std::cout << "+---+---+---+---+---+---+---+---+" << std::endl;
87 /// first_1() finds the least significant nonzero bit in a nonzero bitboard.
88 /// pop_1st_bit() finds and clears the least significant nonzero bit in a
91 #if defined(IS_64BIT) && !defined(USE_BSFQ)
93 Square first_1(Bitboard b) {
94 return Square(BSFTable[((b & -b) * 0x218A392CD3D5DBFULL) >> 58]);
97 Square pop_1st_bit(Bitboard* b) {
100 return Square(BSFTable[((bb & -bb) * 0x218A392CD3D5DBFULL) >> 58]);
103 #elif !defined(USE_BSFQ)
105 Square first_1(Bitboard b) {
107 uint32_t fold = unsigned(b) ^ unsigned(b >> 32);
108 return Square(BSFTable[(fold * 0x783A9B23) >> 26]);
116 #if defined (BIGENDIAN)
126 Square pop_1st_bit(Bitboard* bb) {
135 ret = Square(BSFTable[((u.dw.l ^ (u.dw.l - 1)) * 0x783A9B23) >> 26]);
136 u.dw.l &= (u.dw.l - 1);
140 ret = Square(BSFTable[((~(u.dw.h ^ (u.dw.h - 1))) * 0x783A9B23) >> 26]);
141 u.dw.h &= (u.dw.h - 1);
146 #endif // !defined(USE_BSFQ)
149 /// bitboards_init() initializes various bitboard arrays. It is called during
150 /// program initialization.
152 void bitboards_init() {
154 for (Bitboard b = 0; b < 256; b++)
155 BitCount8Bit[b] = (uint8_t)popcount<Max15>(b);
157 for (Square s = SQ_A1; s <= SQ_H8; s++)
159 SetMaskBB[s] = 1ULL << s;
160 ClearMaskBB[s] = ~SetMaskBB[s];
163 ClearMaskBB[SQ_NONE] = ~0ULL;
165 FileBB[FILE_A] = FileABB;
166 RankBB[RANK_1] = Rank1BB;
168 for (int f = FILE_B; f <= FILE_H; f++)
170 FileBB[f] = FileBB[f - 1] << 1;
171 RankBB[f] = RankBB[f - 1] << 8;
174 for (int f = FILE_A; f <= FILE_H; f++)
176 NeighboringFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
177 ThisAndNeighboringFilesBB[f] = FileBB[f] | NeighboringFilesBB[f];
180 for (int rw = RANK_7, rb = RANK_2; rw >= RANK_1; rw--, rb++)
182 InFrontBB[WHITE][rw] = InFrontBB[WHITE][rw + 1] | RankBB[rw + 1];
183 InFrontBB[BLACK][rb] = InFrontBB[BLACK][rb - 1] | RankBB[rb - 1];
186 for (Color c = WHITE; c <= BLACK; c++)
187 for (Square s = SQ_A1; s <= SQ_H8; s++)
189 SquaresInFrontMask[c][s] = in_front_bb(c, s) & file_bb(s);
190 PassedPawnMask[c][s] = in_front_bb(c, s) & this_and_neighboring_files_bb(file_of(s));
191 AttackSpanMask[c][s] = in_front_bb(c, s) & neighboring_files_bb(file_of(s));
194 for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
195 for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
196 SquareDistance[s1][s2] = std::max(file_distance(s1, s2), rank_distance(s1, s2));
198 for (int i = 0; i < 64; i++)
199 if (!Is64Bit) // Matt Taylor's folding trick for 32 bit systems
201 Bitboard b = 1ULL << i;
204 BSFTable[(uint32_t)(b * 0x783A9B23) >> 26] = i;
207 BSFTable[((1ULL << i) * 0x218A392CD3D5DBFULL) >> 58] = i;
209 int steps[][9] = { {}, { 7, 9 }, { 17, 15, 10, 6, -6, -10, -15, -17 },
210 {}, {}, {}, { 9, 7, -7, -9, 8, 1, -1, -8 } };
212 for (Color c = WHITE; c <= BLACK; c++)
213 for (PieceType pt = PAWN; pt <= KING; pt++)
214 for (Square s = SQ_A1; s <= SQ_H8; s++)
215 for (int k = 0; steps[pt][k]; k++)
217 Square to = s + Square(c == WHITE ? steps[pt][k] : -steps[pt][k]);
219 if (square_is_ok(to) && square_distance(s, to) < 3)
220 set_bit(&StepAttacksBB[make_piece(c, pt)][s], to);
223 init_magic_bitboards(ROOK, RAttacks, RMagics, RMasks, RShifts);
224 init_magic_bitboards(BISHOP, BAttacks, BMagics, BMasks, BShifts);
226 for (Square s = SQ_A1; s <= SQ_H8; s++)
228 PseudoAttacks[BISHOP][s] = bishop_attacks_bb(s, 0);
229 PseudoAttacks[ROOK][s] = rook_attacks_bb(s, 0);
230 PseudoAttacks[QUEEN][s] = queen_attacks_bb(s, 0);
233 for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
234 for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
235 if (bit_is_set(PseudoAttacks[QUEEN][s1], s2))
237 Square delta = (s2 - s1) / square_distance(s1, s2);
239 for (Square s = s1 + delta; s != s2; s += delta)
240 set_bit(&BetweenBB[s1][s2], s);
247 Bitboard sliding_attacks(PieceType pt, Square sq, Bitboard occupied) {
249 Square deltas[][4] = { { DELTA_N, DELTA_E, DELTA_S, DELTA_W },
250 { DELTA_NE, DELTA_SE, DELTA_SW, DELTA_NW } };
251 Bitboard attacks = 0;
252 Square* delta = (pt == ROOK ? deltas[0] : deltas[1]);
254 for (int i = 0; i < 4; i++)
256 Square s = sq + delta[i];
258 while (square_is_ok(s) && square_distance(s, s - delta[i]) == 1)
260 set_bit(&attacks, s);
262 if (bit_is_set(occupied, s))
272 Bitboard pick_random(Bitboard mask, RKISS& rk, int booster) {
276 // Values s1 and s2 are used to rotate the candidate magic of a
277 // quantity known to be the optimal to quickly find the magics.
278 int s1 = booster & 63, s2 = (booster >> 6) & 63;
282 magic = rk.rand<Bitboard>();
283 magic = (magic >> s1) | (magic << (64 - s1));
284 magic &= rk.rand<Bitboard>();
285 magic = (magic >> s2) | (magic << (64 - s2));
286 magic &= rk.rand<Bitboard>();
288 if (BitCount8Bit[(mask * magic) >> 56] >= 6)
294 // init_magic_bitboards() computes all rook and bishop magics at startup.
295 // Magic bitboards are used to look up attacks of sliding pieces. As reference
296 // see chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we
297 // use the so called "fancy" approach.
299 void init_magic_bitboards(PieceType pt, Bitboard* attacks[], Bitboard magics[],
300 Bitboard masks[], int shifts[]) {
302 int MagicBoosters[][8] = { { 3191, 2184, 1310, 3618, 2091, 1308, 2452, 3996 },
303 { 1059, 3608, 605, 3234, 3326, 38, 2029, 3043 } };
305 Bitboard occupancy[4096], reference[4096], edges, b;
306 int i, size, index, booster;
308 // attacks[s] is a pointer to the beginning of the attacks table for square 's'
309 attacks[SQ_A1] = (pt == ROOK ? RookTable : BishopTable);
311 for (Square s = SQ_A1; s <= SQ_H8; s++)
313 // Board edges are not considered in the relevant occupancies
314 edges = ((Rank1BB | Rank8BB) & ~rank_bb(s)) | ((FileABB | FileHBB) & ~file_bb(s));
316 // Given a square 's', the mask is the bitboard of sliding attacks from
317 // 's' computed on an empty board. The index must be big enough to contain
318 // all the attacks for each possible subset of the mask and so is 2 power
319 // the number of 1s of the mask. Hence we deduce the size of the shift to
320 // apply to the 64 or 32 bits word to get the index.
321 masks[s] = sliding_attacks(pt, s, 0) & ~edges;
322 shifts[s] = (Is64Bit ? 64 : 32) - popcount<Max15>(masks[s]);
324 // Use Carry-Rippler trick to enumerate all subsets of masks[s] and
325 // store the corresponding sliding attacks bitboard in reference[].
329 reference[size++] = sliding_attacks(pt, s, b);
330 b = (b - masks[s]) & masks[s];
333 // Set the offset for the table of the next square. We have individual
334 // table sizes for each square with "Fancy Magic Bitboards".
336 attacks[s + 1] = attacks[s] + size;
338 booster = MagicBoosters[Is64Bit][rank_of(s)];
340 // Find a magic for square 's' picking up an (almost) random number
341 // until we find the one that passes the verification test.
343 magics[s] = pick_random(masks[s], rk, booster);
344 memset(attacks[s], 0, size * sizeof(Bitboard));
346 // A good magic must map every possible occupancy to an index that
347 // looks up the correct sliding attack in the attacks[s] database.
348 // Note that we build up the database for square 's' as a side
349 // effect of verifying the magic.
350 for (i = 0; i < size; i++)
352 index = (pt == ROOK ? rook_index(s, occupancy[i])
353 : bishop_index(s, occupancy[i]));
355 if (!attacks[s][index])
356 attacks[s][index] = reference[i];
358 else if (attacks[s][index] != reference[i])