2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
5 Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
7 Stockfish is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version.
12 Stockfish is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program. If not, see <http://www.gnu.org/licenses/>.
23 #include <cstddef> // For offsetof()
24 #include <cstring> // For std::memset, std::memcmp
35 #include "syzygy/tbprobe.h"
41 Key psq[PIECE_NB][SQUARE_NB];
42 Key enpassant[FILE_NB];
43 Key castling[CASTLING_RIGHT_NB];
49 const string PieceToChar(" PNBRQK pnbrqk");
51 constexpr Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
52 B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
54 // min_attacker() is a helper function used by see_ge() to locate the least
55 // valuable attacker for the side to move, remove the attacker we just found
56 // from the bitboards and scan for new X-ray attacks behind it.
59 PieceType min_attacker(const Bitboard* byTypeBB, Square to, Bitboard stmAttackers,
60 Bitboard& occupied, Bitboard& attackers) {
62 Bitboard b = stmAttackers & byTypeBB[Pt];
64 return min_attacker<Pt + 1>(byTypeBB, to, stmAttackers, occupied, attackers);
66 occupied ^= lsb(b); // Remove the attacker from occupied
68 // Add any X-ray attack behind the just removed piece. For instance with
69 // rooks in a8 and a7 attacking a1, after removing a7 we add rook in a8.
70 // Note that new added attackers can be of any color.
71 if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
72 attackers |= attacks_bb<BISHOP>(to, occupied) & (byTypeBB[BISHOP] | byTypeBB[QUEEN]);
74 if (Pt == ROOK || Pt == QUEEN)
75 attackers |= attacks_bb<ROOK>(to, occupied) & (byTypeBB[ROOK] | byTypeBB[QUEEN]);
77 // X-ray may add already processed pieces because byTypeBB[] is constant: in
78 // the rook example, now attackers contains _again_ rook in a7, so remove it.
79 attackers &= occupied;
84 PieceType min_attacker<KING>(const Bitboard*, Square, Bitboard, Bitboard&, Bitboard&) {
85 return KING; // No need to update bitboards: it is the last cycle
91 /// operator<<(Position) returns an ASCII representation of the position
93 std::ostream& operator<<(std::ostream& os, const Position& pos) {
95 os << "\n +---+---+---+---+---+---+---+---+\n";
97 for (Rank r = RANK_8; r >= RANK_1; --r)
99 for (File f = FILE_A; f <= FILE_H; ++f)
100 os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
102 os << " |\n +---+---+---+---+---+---+---+---+\n";
105 os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
106 << std::setfill('0') << std::setw(16) << pos.key()
107 << std::setfill(' ') << std::dec << "\nCheckers: ";
109 for (Bitboard b = pos.checkers(); b; )
110 os << UCI::square(pop_lsb(&b)) << " ";
112 if ( int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
113 && !pos.can_castle(ANY_CASTLING))
117 p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
118 Tablebases::ProbeState s1, s2;
119 Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
120 int dtz = Tablebases::probe_dtz(p, &s2);
121 os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
122 << "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
129 // Marcel van Kervinck's cuckoo algorithm for fast detection of "upcoming repetition"
130 // situations. Description of the algorithm in the following paper:
131 // https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
133 // First and second hash functions for indexing the cuckoo tables
134 inline int H1(Key h) { return h & 0x1fff; }
135 inline int H2(Key h) { return (h >> 16) & 0x1fff; }
137 // Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
139 Move cuckooMove[8192];
142 /// Position::init() initializes at startup the various arrays used to compute
145 void Position::init() {
149 for (Piece pc : Pieces)
150 for (Square s = SQ_A1; s <= SQ_H8; ++s)
151 Zobrist::psq[pc][s] = rng.rand<Key>();
153 for (File f = FILE_A; f <= FILE_H; ++f)
154 Zobrist::enpassant[f] = rng.rand<Key>();
156 for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
158 Zobrist::castling[cr] = 0;
162 Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
163 Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
167 Zobrist::side = rng.rand<Key>();
168 Zobrist::noPawns = rng.rand<Key>();
170 // Prepare the cuckoo tables
171 std::memset(cuckoo, 0, sizeof(cuckoo));
172 std::memset(cuckooMove, 0, sizeof(cuckooMove));
174 for (Piece pc : Pieces)
175 for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
176 for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
177 if (PseudoAttacks[type_of(pc)][s1] & s2)
179 Move move = make_move(s1, s2);
180 Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
184 std::swap(cuckoo[i], key);
185 std::swap(cuckooMove[i], move);
186 if (move == MOVE_NONE) // Arrived at empty slot?
188 i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
192 assert(count == 3668);
196 /// Position::set() initializes the position object with the given FEN string.
197 /// This function is not very robust - make sure that input FENs are correct,
198 /// this is assumed to be the responsibility of the GUI.
200 Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
202 A FEN string defines a particular position using only the ASCII character set.
204 A FEN string contains six fields separated by a space. The fields are:
206 1) Piece placement (from white's perspective). Each rank is described, starting
207 with rank 8 and ending with rank 1. Within each rank, the contents of each
208 square are described from file A through file H. Following the Standard
209 Algebraic Notation (SAN), each piece is identified by a single letter taken
210 from the standard English names. White pieces are designated using upper-case
211 letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
212 noted using digits 1 through 8 (the number of blank squares), and "/"
215 2) Active color. "w" means white moves next, "b" means black.
217 3) Castling availability. If neither side can castle, this is "-". Otherwise,
218 this has one or more letters: "K" (White can castle kingside), "Q" (White
219 can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
220 can castle queenside).
222 4) En passant target square (in algebraic notation). If there's no en passant
223 target square, this is "-". If a pawn has just made a 2-square move, this
224 is the position "behind" the pawn. This is recorded only if there is a pawn
225 in position to make an en passant capture, and if there really is a pawn
226 that might have advanced two squares.
228 5) Halfmove clock. This is the number of halfmoves since the last pawn advance
229 or capture. This is used to determine if a draw can be claimed under the
232 6) Fullmove number. The number of the full move. It starts at 1, and is
233 incremented after Black's move.
236 unsigned char col, row, token;
239 std::istringstream ss(fenStr);
241 std::memset(this, 0, sizeof(Position));
242 std::memset(si, 0, sizeof(StateInfo));
243 std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
248 // 1. Piece placement
249 while ((ss >> token) && !isspace(token))
252 sq += (token - '0') * EAST; // Advance the given number of files
254 else if (token == '/')
257 else if ((idx = PieceToChar.find(token)) != string::npos)
259 put_piece(Piece(idx), sq);
266 sideToMove = (token == 'w' ? WHITE : BLACK);
269 // 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
270 // Shredder-FEN that uses the letters of the columns on which the rooks began
271 // the game instead of KQkq and also X-FEN standard that, in case of Chess960,
272 // if an inner rook is associated with the castling right, the castling tag is
273 // replaced by the file letter of the involved rook, as for the Shredder-FEN.
274 while ((ss >> token) && !isspace(token))
277 Color c = islower(token) ? BLACK : WHITE;
278 Piece rook = make_piece(c, ROOK);
280 token = char(toupper(token));
283 for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
285 else if (token == 'Q')
286 for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
288 else if (token >= 'A' && token <= 'H')
289 rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
294 set_castling_right(c, rsq);
297 // 4. En passant square. Ignore if no pawn capture is possible
298 if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
299 && ((ss >> row) && (row == '3' || row == '6')))
301 st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
303 if ( !(attackers_to(st->epSquare) & pieces(sideToMove, PAWN))
304 || !(pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove))))
305 st->epSquare = SQ_NONE;
308 st->epSquare = SQ_NONE;
310 // 5-6. Halfmove clock and fullmove number
311 ss >> std::skipws >> st->rule50 >> gamePly;
313 // Convert from fullmove starting from 1 to gamePly starting from 0,
314 // handle also common incorrect FEN with fullmove = 0.
315 gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
317 chess960 = isChess960;
327 /// Position::set_castling_right() is a helper function used to set castling
328 /// rights given the corresponding color and the rook starting square.
330 void Position::set_castling_right(Color c, Square rfrom) {
332 Square kfrom = square<KING>(c);
333 CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
334 CastlingRight cr = (c | cs);
336 st->castlingRights |= cr;
337 castlingRightsMask[kfrom] |= cr;
338 castlingRightsMask[rfrom] |= cr;
339 castlingRookSquare[cr] = rfrom;
341 Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
342 Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
344 castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
345 & ~(square_bb(kfrom) | rfrom);
349 /// Position::set_check_info() sets king attacks to detect if a move gives check
351 void Position::set_check_info(StateInfo* si) const {
353 si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
354 si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
356 Square ksq = square<KING>(~sideToMove);
358 si->checkSquares[PAWN] = attacks_from<PAWN>(ksq, ~sideToMove);
359 si->checkSquares[KNIGHT] = attacks_from<KNIGHT>(ksq);
360 si->checkSquares[BISHOP] = attacks_from<BISHOP>(ksq);
361 si->checkSquares[ROOK] = attacks_from<ROOK>(ksq);
362 si->checkSquares[QUEEN] = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
363 si->checkSquares[KING] = 0;
367 /// Position::set_state() computes the hash keys of the position, and other
368 /// data that once computed is updated incrementally as moves are made.
369 /// The function is only used when a new position is set up, and to verify
370 /// the correctness of the StateInfo data when running in debug mode.
372 void Position::set_state(StateInfo* si) const {
374 si->key = si->materialKey = 0;
375 si->pawnKey = Zobrist::noPawns;
376 si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
377 si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
381 for (Bitboard b = pieces(); b; )
383 Square s = pop_lsb(&b);
384 Piece pc = piece_on(s);
385 si->key ^= Zobrist::psq[pc][s];
388 if (si->epSquare != SQ_NONE)
389 si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
391 if (sideToMove == BLACK)
392 si->key ^= Zobrist::side;
394 si->key ^= Zobrist::castling[si->castlingRights];
396 for (Bitboard b = pieces(PAWN); b; )
398 Square s = pop_lsb(&b);
399 si->pawnKey ^= Zobrist::psq[piece_on(s)][s];
402 for (Piece pc : Pieces)
404 if (type_of(pc) != PAWN && type_of(pc) != KING)
405 si->nonPawnMaterial[color_of(pc)] += pieceCount[pc] * PieceValue[MG][pc];
407 for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
408 si->materialKey ^= Zobrist::psq[pc][cnt];
413 /// Position::set() is an overload to initialize the position object with
414 /// the given endgame code string like "KBPKN". It is mainly a helper to
415 /// get the material key out of an endgame code.
417 Position& Position::set(const string& code, Color c, StateInfo* si) {
419 assert(code.length() > 0 && code.length() < 8);
420 assert(code[0] == 'K');
422 string sides[] = { code.substr(code.find('K', 1)), // Weak
423 code.substr(0, code.find('K', 1)) }; // Strong
425 std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
427 string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/"
428 + sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
430 return set(fenStr, false, si, nullptr);
434 /// Position::fen() returns a FEN representation of the position. In case of
435 /// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
437 const string Position::fen() const {
440 std::ostringstream ss;
442 for (Rank r = RANK_8; r >= RANK_1; --r)
444 for (File f = FILE_A; f <= FILE_H; ++f)
446 for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
453 ss << PieceToChar[piece_on(make_square(f, r))];
460 ss << (sideToMove == WHITE ? " w " : " b ");
462 if (can_castle(WHITE_OO))
463 ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO ))) : 'K');
465 if (can_castle(WHITE_OOO))
466 ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q');
468 if (can_castle(BLACK_OO))
469 ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO ))) : 'k');
471 if (can_castle(BLACK_OOO))
472 ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q');
474 if (!can_castle(ANY_CASTLING))
477 ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
478 << st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
484 /// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
485 /// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
486 /// slider if removing that piece from the board would result in a position where
487 /// square 's' is attacked. For example, a king-attack blocking piece can be either
488 /// a pinned or a discovered check piece, according if its color is the opposite
489 /// or the same of the color of the slider.
491 Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
493 Bitboard blockers = 0;
496 // Snipers are sliders that attack 's' when a piece and other snipers are removed
497 Bitboard snipers = ( (PseudoAttacks[ ROOK][s] & pieces(QUEEN, ROOK))
498 | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
499 Bitboard occupancy = pieces() & ~snipers;
503 Square sniperSq = pop_lsb(&snipers);
504 Bitboard b = between_bb(s, sniperSq) & occupancy;
506 if (b && !more_than_one(b))
509 if (b & pieces(color_of(piece_on(s))))
517 /// Position::attackers_to() computes a bitboard of all pieces which attack a
518 /// given square. Slider attacks use the occupied bitboard to indicate occupancy.
520 Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
522 return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
523 | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
524 | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
525 | (attacks_bb< ROOK>(s, occupied) & pieces( ROOK, QUEEN))
526 | (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
527 | (attacks_from<KING>(s) & pieces(KING));
531 /// Position::legal() tests whether a pseudo-legal move is legal
533 bool Position::legal(Move m) const {
537 Color us = sideToMove;
538 Square from = from_sq(m);
539 Square to = to_sq(m);
541 assert(color_of(moved_piece(m)) == us);
542 assert(piece_on(square<KING>(us)) == make_piece(us, KING));
544 // En passant captures are a tricky special case. Because they are rather
545 // uncommon, we do it simply by testing whether the king is attacked after
547 if (type_of(m) == ENPASSANT)
549 Square ksq = square<KING>(us);
550 Square capsq = to - pawn_push(us);
551 Bitboard occupied = (pieces() ^ from ^ capsq) | to;
553 assert(to == ep_square());
554 assert(moved_piece(m) == make_piece(us, PAWN));
555 assert(piece_on(capsq) == make_piece(~us, PAWN));
556 assert(piece_on(to) == NO_PIECE);
558 return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
559 && !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
562 // Castling moves generation does not check if the castling path is clear of
563 // enemy attacks, it is delayed at a later time: now!
564 if (type_of(m) == CASTLING)
566 // After castling, the rook and king final positions are the same in
567 // Chess960 as they would be in standard chess.
568 to = relative_square(us, to > from ? SQ_G1 : SQ_C1);
569 Direction step = to > from ? WEST : EAST;
571 for (Square s = to; s != from; s += step)
572 if (attackers_to(s) & pieces(~us))
575 // In case of Chess960, verify that when moving the castling rook we do
576 // not discover some hidden checker.
577 // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
579 || !(attacks_bb<ROOK>(to, pieces() ^ to_sq(m)) & pieces(~us, ROOK, QUEEN));
582 // If the moving piece is a king, check whether the destination square is
583 // attacked by the opponent.
584 if (type_of(piece_on(from)) == KING)
585 return !(attackers_to(to) & pieces(~us));
587 // A non-king move is legal if and only if it is not pinned or it
588 // is moving along the ray towards or away from the king.
589 return !(blockers_for_king(us) & from)
590 || aligned(from, to, square<KING>(us));
594 /// Position::pseudo_legal() takes a random move and tests whether the move is
595 /// pseudo legal. It is used to validate moves from TT that can be corrupted
596 /// due to SMP concurrent access or hash position key aliasing.
598 bool Position::pseudo_legal(const Move m) const {
600 Color us = sideToMove;
601 Square from = from_sq(m);
602 Square to = to_sq(m);
603 Piece pc = moved_piece(m);
605 // Use a slower but simpler function for uncommon cases
606 if (type_of(m) != NORMAL)
607 return MoveList<LEGAL>(*this).contains(m);
609 // Is not a promotion, so promotion piece must be empty
610 if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
613 // If the 'from' square is not occupied by a piece belonging to the side to
614 // move, the move is obviously not legal.
615 if (pc == NO_PIECE || color_of(pc) != us)
618 // The destination square cannot be occupied by a friendly piece
622 // Handle the special case of a pawn move
623 if (type_of(pc) == PAWN)
625 // We have already handled promotion moves, so destination
626 // cannot be on the 8th/1st rank.
627 if ((Rank8BB | Rank1BB) & to)
630 if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
631 && !((from + pawn_push(us) == to) && empty(to)) // Not a single push
632 && !( (from + 2 * pawn_push(us) == to) // Not a double push
633 && (rank_of(from) == relative_rank(us, RANK_2))
635 && empty(to - pawn_push(us))))
638 else if (!(attacks_from(type_of(pc), from) & to))
641 // Evasions generator already takes care to avoid some kind of illegal moves
642 // and legal() relies on this. We therefore have to take care that the same
643 // kind of moves are filtered out here.
646 if (type_of(pc) != KING)
648 // Double check? In this case a king move is required
649 if (more_than_one(checkers()))
652 // Our move must be a blocking evasion or a capture of the checking piece
653 if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
656 // In case of king moves under check we have to remove king so as to catch
657 // invalid moves like b1a1 when opposite queen is on c1.
658 else if (attackers_to(to, pieces() ^ from) & pieces(~us))
666 /// Position::gives_check() tests whether a pseudo-legal move gives a check
668 bool Position::gives_check(Move m) const {
671 assert(color_of(moved_piece(m)) == sideToMove);
673 Square from = from_sq(m);
674 Square to = to_sq(m);
676 // Is there a direct check?
677 if (st->checkSquares[type_of(piece_on(from))] & to)
680 // Is there a discovered check?
681 if ( (st->blockersForKing[~sideToMove] & from)
682 && !aligned(from, to, square<KING>(~sideToMove)))
691 return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
693 // En passant capture with check? We have already handled the case
694 // of direct checks and ordinary discovered check, so the only case we
695 // need to handle is the unusual case of a discovered check through
696 // the captured pawn.
699 Square capsq = make_square(file_of(to), rank_of(from));
700 Bitboard b = (pieces() ^ from ^ capsq) | to;
702 return (attacks_bb< ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
703 | (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
708 Square rfrom = to; // Castling is encoded as 'King captures the rook'
709 Square kto = relative_square(sideToMove, rfrom > kfrom ? SQ_G1 : SQ_C1);
710 Square rto = relative_square(sideToMove, rfrom > kfrom ? SQ_F1 : SQ_D1);
712 return (PseudoAttacks[ROOK][rto] & square<KING>(~sideToMove))
713 && (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & square<KING>(~sideToMove));
722 /// Position::do_move() makes a move, and saves all information necessary
723 /// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
724 /// moves should be filtered out before this function is called.
726 void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
729 assert(&newSt != st);
731 thisThread->nodes.fetch_add(1, std::memory_order_relaxed);
732 Key k = st->key ^ Zobrist::side;
734 // Copy some fields of the old state to our new StateInfo object except the
735 // ones which are going to be recalculated from scratch anyway and then switch
736 // our state pointer to point to the new (ready to be updated) state.
737 std::memcpy(&newSt, st, offsetof(StateInfo, key));
741 // Increment ply counters. In particular, rule50 will be reset to zero later on
742 // in case of a capture or a pawn move.
747 Color us = sideToMove;
749 Square from = from_sq(m);
750 Square to = to_sq(m);
751 Piece pc = piece_on(from);
752 Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
754 assert(color_of(pc) == us);
755 assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
756 assert(type_of(captured) != KING);
758 if (type_of(m) == CASTLING)
760 assert(pc == make_piece(us, KING));
761 assert(captured == make_piece(us, ROOK));
764 do_castling<true>(us, from, to, rfrom, rto);
766 k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
774 // If the captured piece is a pawn, update pawn hash key, otherwise
775 // update non-pawn material.
776 if (type_of(captured) == PAWN)
778 if (type_of(m) == ENPASSANT)
780 capsq -= pawn_push(us);
782 assert(pc == make_piece(us, PAWN));
783 assert(to == st->epSquare);
784 assert(relative_rank(us, to) == RANK_6);
785 assert(piece_on(to) == NO_PIECE);
786 assert(piece_on(capsq) == make_piece(them, PAWN));
788 board[capsq] = NO_PIECE; // Not done by remove_piece()
791 st->pawnKey ^= Zobrist::psq[captured][capsq];
794 st->nonPawnMaterial[them] -= PieceValue[MG][captured];
796 // Update board and piece lists
797 remove_piece(captured, capsq);
799 // Update material hash key and prefetch access to materialTable
800 k ^= Zobrist::psq[captured][capsq];
801 st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
802 prefetch(thisThread->materialTable[st->materialKey]);
804 // Reset rule 50 counter
809 k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
811 // Reset en passant square
812 if (st->epSquare != SQ_NONE)
814 k ^= Zobrist::enpassant[file_of(st->epSquare)];
815 st->epSquare = SQ_NONE;
818 // Update castling rights if needed
819 if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
821 int cr = castlingRightsMask[from] | castlingRightsMask[to];
822 k ^= Zobrist::castling[st->castlingRights & cr];
823 st->castlingRights &= ~cr;
826 // Move the piece. The tricky Chess960 castling is handled earlier
827 if (type_of(m) != CASTLING)
828 move_piece(pc, from, to);
830 // If the moving piece is a pawn do some special extra work
831 if (type_of(pc) == PAWN)
833 // Set en-passant square if the moved pawn can be captured
834 if ( (int(to) ^ int(from)) == 16
835 && (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
837 st->epSquare = to - pawn_push(us);
838 k ^= Zobrist::enpassant[file_of(st->epSquare)];
841 else if (type_of(m) == PROMOTION)
843 Piece promotion = make_piece(us, promotion_type(m));
845 assert(relative_rank(us, to) == RANK_8);
846 assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
848 remove_piece(pc, to);
849 put_piece(promotion, to);
852 k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
853 st->pawnKey ^= Zobrist::psq[pc][to];
854 st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
855 ^ Zobrist::psq[pc][pieceCount[pc]];
858 st->nonPawnMaterial[us] += PieceValue[MG][promotion];
861 // Update pawn hash key and prefetch access to pawnsTable
862 st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
864 // Reset rule 50 draw counter
869 st->capturedPiece = captured;
871 // Update the key with the final value
874 // Calculate checkers bitboard (if move gives check)
875 st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
877 sideToMove = ~sideToMove;
879 // Update king attacks used for fast check detection
886 /// Position::undo_move() unmakes a move. When it returns, the position should
887 /// be restored to exactly the same state as before the move was made.
889 void Position::undo_move(Move m) {
893 sideToMove = ~sideToMove;
895 Color us = sideToMove;
896 Square from = from_sq(m);
897 Square to = to_sq(m);
898 Piece pc = piece_on(to);
900 assert(empty(from) || type_of(m) == CASTLING);
901 assert(type_of(st->capturedPiece) != KING);
903 if (type_of(m) == PROMOTION)
905 assert(relative_rank(us, to) == RANK_8);
906 assert(type_of(pc) == promotion_type(m));
907 assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
909 remove_piece(pc, to);
910 pc = make_piece(us, PAWN);
914 if (type_of(m) == CASTLING)
917 do_castling<false>(us, from, to, rfrom, rto);
921 move_piece(pc, to, from); // Put the piece back at the source square
923 if (st->capturedPiece)
927 if (type_of(m) == ENPASSANT)
929 capsq -= pawn_push(us);
931 assert(type_of(pc) == PAWN);
932 assert(to == st->previous->epSquare);
933 assert(relative_rank(us, to) == RANK_6);
934 assert(piece_on(capsq) == NO_PIECE);
935 assert(st->capturedPiece == make_piece(~us, PAWN));
938 put_piece(st->capturedPiece, capsq); // Restore the captured piece
942 // Finally point our state pointer back to the previous state
950 /// Position::do_castling() is a helper used to do/undo a castling move. This
951 /// is a bit tricky in Chess960 where from/to squares can overlap.
953 void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
955 bool kingSide = to > from;
956 rfrom = to; // Castling is encoded as "king captures friendly rook"
957 rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
958 to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
960 // Remove both pieces first since squares could overlap in Chess960
961 remove_piece(make_piece(us, KING), Do ? from : to);
962 remove_piece(make_piece(us, ROOK), Do ? rfrom : rto);
963 board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
964 put_piece(make_piece(us, KING), Do ? to : from);
965 put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
969 /// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips
970 /// the side to move without executing any move on the board.
972 void Position::do_null_move(StateInfo& newSt) {
975 assert(&newSt != st);
977 std::memcpy(&newSt, st, sizeof(StateInfo));
981 if (st->epSquare != SQ_NONE)
983 st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
984 st->epSquare = SQ_NONE;
987 st->key ^= Zobrist::side;
988 prefetch(TT.first_entry(st->key));
991 st->pliesFromNull = 0;
993 sideToMove = ~sideToMove;
1000 void Position::undo_null_move() {
1002 assert(!checkers());
1005 sideToMove = ~sideToMove;
1009 /// Position::key_after() computes the new hash key after the given move. Needed
1010 /// for speculative prefetch. It doesn't recognize special moves like castling,
1011 /// en-passant and promotions.
1013 Key Position::key_after(Move m) const {
1015 Square from = from_sq(m);
1016 Square to = to_sq(m);
1017 Piece pc = piece_on(from);
1018 Piece captured = piece_on(to);
1019 Key k = st->key ^ Zobrist::side;
1022 k ^= Zobrist::psq[captured][to];
1024 return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
1028 /// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
1029 /// SEE value of move is greater or equal to the given threshold. We'll use an
1030 /// algorithm similar to alpha-beta pruning with a null window.
1032 bool Position::see_ge(Move m, Value threshold) const {
1036 // Only deal with normal moves, assume others pass a simple see
1037 if (type_of(m) != NORMAL)
1038 return VALUE_ZERO >= threshold;
1040 Bitboard stmAttackers;
1041 Square from = from_sq(m), to = to_sq(m);
1042 PieceType nextVictim = type_of(piece_on(from));
1043 Color us = color_of(piece_on(from));
1044 Color stm = ~us; // First consider opponent's move
1045 Value balance; // Values of the pieces taken by us minus opponent's ones
1047 // The opponent may be able to recapture so this is the best result
1049 balance = PieceValue[MG][piece_on(to)] - threshold;
1051 if (balance < VALUE_ZERO)
1054 // Now assume the worst possible result: that the opponent can
1055 // capture our piece for free.
1056 balance -= PieceValue[MG][nextVictim];
1058 // If it is enough (like in PxQ) then return immediately. Note that
1059 // in case nextVictim == KING we always return here, this is ok
1060 // if the given move is legal.
1061 if (balance >= VALUE_ZERO)
1064 // Find all attackers to the destination square, with the moving piece
1065 // removed, but possibly an X-ray attacker added behind it.
1066 Bitboard occupied = pieces() ^ from ^ to;
1067 Bitboard attackers = attackers_to(to, occupied) & occupied;
1071 stmAttackers = attackers & pieces(stm);
1073 // Don't allow pinned pieces to attack (except the king) as long as
1074 // any pinners are on their original square.
1075 if (st->pinners[~stm] & occupied)
1076 stmAttackers &= ~st->blockersForKing[stm];
1078 // If stm has no more attackers then give up: stm loses
1082 // Locate and remove the next least valuable attacker, and add to
1083 // the bitboard 'attackers' the possibly X-ray attackers behind it.
1084 nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
1086 stm = ~stm; // Switch side to move
1088 // Negamax the balance with alpha = balance, beta = balance+1 and
1089 // add nextVictim's value.
1091 // (balance, balance+1) -> (-balance-1, -balance)
1093 assert(balance < VALUE_ZERO);
1095 balance = -balance - 1 - PieceValue[MG][nextVictim];
1097 // If balance is still non-negative after giving away nextVictim then we
1098 // win. The only thing to be careful about it is that we should revert
1099 // stm if we captured with the king when the opponent still has attackers.
1100 if (balance >= VALUE_ZERO)
1102 if (nextVictim == KING && (attackers & pieces(stm)))
1106 assert(nextVictim != KING);
1108 return us != stm; // We break the above loop when stm loses
1112 /// Position::is_draw() tests whether the position is drawn by 50-move rule
1113 /// or by repetition. It does not detect stalemates.
1115 bool Position::is_draw(int ply) const {
1117 if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
1120 int end = std::min(st->rule50, st->pliesFromNull);
1125 StateInfo* stp = st->previous->previous;
1128 for (int i = 4; i <= end; i += 2)
1130 stp = stp->previous->previous;
1132 // Return a draw score if a position repeats once earlier but strictly
1133 // after the root, or repeats twice before or at the root.
1134 if ( stp->key == st->key
1135 && ++cnt + (ply > i) == 2)
1143 // Position::has_repeated() tests whether there has been at least one repetition
1144 // of positions since the last capture or pawn move.
1146 bool Position::has_repeated() const {
1148 StateInfo* stc = st;
1151 int i = 4, end = std::min(stc->rule50, stc->pliesFromNull);
1156 StateInfo* stp = stc->previous->previous;
1159 stp = stp->previous->previous;
1161 if (stp->key == stc->key)
1167 stc = stc->previous;
1172 /// Position::has_game_cycle() tests if the position has a move which draws by repetition,
1173 /// or an earlier position has a move that directly reaches the current position.
1175 bool Position::has_game_cycle(int ply) const {
1179 int end = std::min(st->rule50, st->pliesFromNull);
1184 Key originalKey = st->key;
1185 StateInfo* stp = st->previous;
1187 for (int i = 3; i <= end; i += 2)
1189 stp = stp->previous->previous;
1191 Key moveKey = originalKey ^ stp->key;
1192 if ( (j = H1(moveKey), cuckoo[j] == moveKey)
1193 || (j = H2(moveKey), cuckoo[j] == moveKey))
1195 Move move = cuckooMove[j];
1196 Square s1 = from_sq(move);
1197 Square s2 = to_sq(move);
1199 if (!(between_bb(s1, s2) & pieces()))
1201 // In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in the same
1202 // location. We select the legal one by reversing the move variable if necessary.
1204 move = make_move(s2, s1);
1209 // For nodes before or at the root, check that the move is a repetition one
1210 // rather than a move to the current position
1211 if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
1214 // For repetitions before or at the root, require one more
1215 StateInfo* next_stp = stp;
1216 for (int k = i + 2; k <= end; k += 2)
1218 next_stp = next_stp->previous->previous;
1219 if (next_stp->key == stp->key)
1229 /// Position::flip() flips position with the white and black sides reversed. This
1230 /// is only useful for debugging e.g. for finding evaluation symmetry bugs.
1232 void Position::flip() {
1235 std::stringstream ss(fen());
1237 for (Rank r = RANK_8; r >= RANK_1; --r) // Piece placement
1239 std::getline(ss, token, r > RANK_1 ? '/' : ' ');
1240 f.insert(0, token + (f.empty() ? " " : "/"));
1243 ss >> token; // Active color
1244 f += (token == "w" ? "B " : "W "); // Will be lowercased later
1246 ss >> token; // Castling availability
1249 std::transform(f.begin(), f.end(), f.begin(),
1250 [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
1252 ss >> token; // En passant square
1253 f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
1255 std::getline(ss, token); // Half and full moves
1258 set(f, is_chess960(), st, this_thread());
1260 assert(pos_is_ok());
1264 /// Position::pos_is_ok() performs some consistency checks for the
1265 /// position object and raises an asserts if something wrong is detected.
1266 /// This is meant to be helpful when debugging.
1268 bool Position::pos_is_ok() const {
1270 constexpr bool Fast = true; // Quick (default) or full check?
1272 if ( (sideToMove != WHITE && sideToMove != BLACK)
1273 || piece_on(square<KING>(WHITE)) != W_KING
1274 || piece_on(square<KING>(BLACK)) != B_KING
1275 || ( ep_square() != SQ_NONE
1276 && relative_rank(sideToMove, ep_square()) != RANK_6))
1277 assert(0 && "pos_is_ok: Default");
1282 if ( pieceCount[W_KING] != 1
1283 || pieceCount[B_KING] != 1
1284 || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
1285 assert(0 && "pos_is_ok: Kings");
1287 if ( (pieces(PAWN) & (Rank1BB | Rank8BB))
1288 || pieceCount[W_PAWN] > 8
1289 || pieceCount[B_PAWN] > 8)
1290 assert(0 && "pos_is_ok: Pawns");
1292 if ( (pieces(WHITE) & pieces(BLACK))
1293 || (pieces(WHITE) | pieces(BLACK)) != pieces()
1294 || popcount(pieces(WHITE)) > 16
1295 || popcount(pieces(BLACK)) > 16)
1296 assert(0 && "pos_is_ok: Bitboards");
1298 for (PieceType p1 = PAWN; p1 <= KING; ++p1)
1299 for (PieceType p2 = PAWN; p2 <= KING; ++p2)
1300 if (p1 != p2 && (pieces(p1) & pieces(p2)))
1301 assert(0 && "pos_is_ok: Bitboards");
1305 if (std::memcmp(&si, st, sizeof(StateInfo)))
1306 assert(0 && "pos_is_ok: State");
1308 for (Piece pc : Pieces)
1310 if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
1311 || pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
1312 assert(0 && "pos_is_ok: Pieces");
1314 for (int i = 0; i < pieceCount[pc]; ++i)
1315 if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
1316 assert(0 && "pos_is_ok: Index");
1319 for (Color c = WHITE; c <= BLACK; ++c)
1320 for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
1322 if (!can_castle(c | s))
1325 if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
1326 || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
1327 || (castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
1328 assert(0 && "pos_is_ok: Castling");