2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2009 Marco Costalba
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/>.
21 #if !defined(POSITION_H_INCLUDED)
22 #define POSITION_H_INCLUDED
24 // Disable some silly and noisy warning from MSVC compiler
27 // Forcing value to bool 'true' or 'false' (performance warning)
28 #pragma warning(disable: 4800)
30 // Conditional expression is constant
31 #pragma warning(disable: 4127)
42 #include "direction.h"
53 /// FEN string for the initial position
54 const std::string StartPosition = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
56 /// Maximum number of plies per game (220 should be enough, because the
57 /// maximum search depth is 100, and during position setup we reset the
58 /// move counter for every non-reversible move).
59 const int MaxGameLength = 220;
66 /// Castle rights, encoded as bit fields
84 /// The StateInfo struct stores information we need to restore a Position
85 /// object to its previous state when we retract a move. Whenever a move
86 /// is made on the board (by calling Position::do_move), an StateInfo object
87 /// must be passed as a parameter.
90 Key key, pawnKey, materialKey;
91 int castleRights, rule50;
93 Value mgValue, egValue;
102 /// The position data structure. A position consists of the following data:
104 /// * For each piece type, a bitboard representing the squares occupied
105 /// by pieces of that type.
106 /// * For each color, a bitboard representing the squares occupied by
107 /// pieces of that color.
108 /// * A bitboard of all occupied squares.
109 /// * A bitboard of all checking pieces.
110 /// * A 64-entry array of pieces, indexed by the squares of the board.
111 /// * The current side to move.
112 /// * Information about the castling rights for both sides.
113 /// * The initial files of the kings and both pairs of rooks. This is
114 /// used to implement the Chess960 castling rules.
115 /// * The en passant square (which is SQ_NONE if no en passant capture is
117 /// * The squares of the kings for both sides.
118 /// * Hash keys for the position itself, the current pawn structure, and
119 /// the current material situation.
120 /// * Hash keys for all previous positions in the game for detecting
121 /// repetition draws.
122 /// * A counter for detecting 50 move rule draws.
126 friend class MaterialInfo;
127 friend class EndgameFunctions;
137 Position(const Position& pos);
138 Position(const std::string& fen);
141 void from_fen(const std::string& fen);
142 const std::string to_fen() const;
143 void print(Move m = MOVE_NONE) const;
146 void copy(const Position& pos);
147 void flipped_copy(const Position& pos);
149 // The piece on a given square
150 Piece piece_on(Square s) const;
151 PieceType type_of_piece_on(Square s) const;
152 Color color_of_piece_on(Square s) const;
153 bool square_is_empty(Square s) const;
154 bool square_is_occupied(Square s) const;
155 Value midgame_value_of_piece_on(Square s) const;
156 Value endgame_value_of_piece_on(Square s) const;
159 Color side_to_move() const;
161 // Bitboard representation of the position
162 Bitboard empty_squares() const;
163 Bitboard occupied_squares() const;
164 Bitboard pieces_of_color(Color c) const;
165 Bitboard pieces_of_type(PieceType pt) const;
167 // Pieces by constant type of both colors
168 template<PieceType Piece> Bitboard pieces() const { return byTypeBB[Piece]; }
169 template<> Bitboard pieces<BISHOP_AND_QUEEN>() const { return byTypeBB[BISHOP] | byTypeBB[QUEEN]; }
170 template<> Bitboard pieces<ROOK_AND_QUEEN>() const { return byTypeBB[ROOK] | byTypeBB[QUEEN]; }
172 // Pieces by constant type of a given color
173 template<PieceType Piece> Bitboard pieces(Color c) const { return byColorBB[c] & pieces<Piece>(); }
175 // Number of pieces of each color and type
176 int piece_count(Color c, PieceType pt) const;
178 // The en passant square
179 Square ep_square() const;
181 // Current king position for each color
182 Square king_square(Color c) const;
185 bool can_castle_kingside(Color c) const;
186 bool can_castle_queenside(Color c) const;
187 bool can_castle(Color c) const;
188 Square initial_kr_square(Color c) const;
189 Square initial_qr_square(Color c) const;
192 Bitboard sliding_attacks(Square s, Direction d) const;
193 Bitboard ray_attacks(Square s, SignedDirection d) const;
194 Bitboard pawn_attacks(Color c, Square s) const;
197 Bitboard piece_attacks(Square s) const;
199 // Bitboards for pinned pieces and discovered check candidates
200 Bitboard discovered_check_candidates(Color c) const;
201 Bitboard pinned_pieces(Color c, Bitboard& p) const;
202 Bitboard pinned_pieces(Color c) const;
205 Bitboard checkers() const;
208 Square piece_list(Color c, PieceType pt, int index) const;
210 // Attack information for a given square
211 bool square_is_attacked(Square s, Color c) const;
212 Bitboard attacks_to(Square s) const;
213 Bitboard attacks_to(Square s, Color c) const;
214 bool is_check() const;
215 bool pawn_attacks_square(Color c, Square f, Square t) const;
218 Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
220 bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
222 // Properties of moves
223 bool pl_move_is_legal(Move m) const;
224 bool pl_move_is_legal(Move m, Bitboard pinned) const;
225 bool move_is_check(Move m) const;
226 bool move_is_check(Move m, Bitboard dcCandidates) const;
227 bool move_is_capture(Move m) const;
228 bool move_is_passed_pawn_push(Move m) const;
229 bool move_attacks_square(Move m, Square s) const;
231 // Information about pawns
232 bool pawn_is_passed(Color c, Square s) const;
233 static bool pawn_is_passed(Bitboard theirPawns, Color c, Square s);
234 static bool pawn_is_isolated(Bitboard ourPawns, Square s);
235 static bool pawn_is_doubled(Bitboard ourPawns, Color c, Square s);
238 bool square_is_weak(Square s, Color c) const;
240 // Doing and undoing moves
242 void do_move(Move m, StateInfo& st);
243 void do_move(Move m, StateInfo& st, Bitboard dcCandidates);
244 void undo_move(Move m);
245 void do_null_move(StateInfo& st);
246 void undo_null_move();
248 // Static exchange evaluation
249 int see(Square from, Square to) const;
250 int see(Move m) const;
251 int see(Square to) const;
252 int see_sign(Move m) const;
254 // Accessing hash keys
256 Key get_pawn_key() const;
257 Key get_material_key() const;
259 // Incremental evaluation
260 Value mg_value() const;
261 Value eg_value() const;
262 Value non_pawn_material(Color c) const;
263 Phase game_phase() const;
264 template<GamePhase> Value pst_delta(Piece piece, Square from, Square to) const;
266 // Game termination checks
267 bool is_mate() const;
268 bool is_draw() const;
270 // Check if one side threatens a mate in one
271 bool has_mate_threat(Color c);
273 // Number of plies since the last non-reversible move
274 int rule_50_counter() const;
276 // Other properties of the position
277 bool opposite_colored_bishops() const;
278 bool has_pawn_on_7th(Color c) const;
280 // Reset the gamePly variable to 0
281 void reset_game_ply();
283 // Position consistency check, for debugging
284 bool is_ok(int* failedStep = NULL) const;
286 // Static member functions:
287 static void init_zobrist();
288 static void init_piece_square_tables();
292 // Initialization helper functions (used while setting up a position)
294 void put_piece(Piece p, Square s);
295 void allow_oo(Color c);
296 void allow_ooo(Color c);
298 // Helper functions for doing and undoing moves
299 void do_capture_move(Bitboard& key, PieceType capture, Color them, Square to, bool ep);
300 void do_castle_move(Move m);
301 void undo_castle_move(Move m);
302 void find_checkers();
304 template<PieceType Piece>
305 void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
307 template<bool FindPinned>
308 Bitboard hidden_checkers(Color c) const;
310 // Computing hash keys from scratch (for initialization and debugging)
311 Key compute_key() const;
312 Key compute_pawn_key() const;
313 Key compute_material_key() const;
315 // Computing incremental evaluation scores and material counts
316 template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
317 template<GamePhase> Value compute_value() const;
318 Value compute_non_pawn_material(Color c) const;
321 Bitboard byColorBB[2], byTypeBB[8];
327 int pieceCount[2][8]; // [color][pieceType]
330 Square pieceList[2][8][16]; // [color][pieceType][index]
331 int index[64]; // [square]
334 Square kingSquare[2];
337 Key history[MaxGameLength];
338 File initialKFile, initialKRFile, initialQRFile;
339 StateInfo startState;
343 static int castleRightsMask[64];
344 static Key zobrist[2][8][64];
345 static Key zobEp[64];
346 static Key zobCastle[16];
347 static Key zobMaterial[2][8][16];
348 static Key zobSideToMove;
349 static Value MgPieceSquareTable[16][64];
350 static Value EgPieceSquareTable[16][64];
355 //// Inline functions
358 inline Piece Position::piece_on(Square s) const {
362 inline Color Position::color_of_piece_on(Square s) const {
363 return color_of_piece(piece_on(s));
366 inline PieceType Position::type_of_piece_on(Square s) const {
367 return type_of_piece(piece_on(s));
370 inline bool Position::square_is_empty(Square s) const {
371 return piece_on(s) == EMPTY;
374 inline bool Position::square_is_occupied(Square s) const {
375 return !square_is_empty(s);
378 inline Value Position::midgame_value_of_piece_on(Square s) const {
379 return piece_value_midgame(piece_on(s));
382 inline Value Position::endgame_value_of_piece_on(Square s) const {
383 return piece_value_endgame(piece_on(s));
386 inline Color Position::side_to_move() const {
390 inline Bitboard Position::occupied_squares() const {
394 inline Bitboard Position::empty_squares() const {
395 return ~(occupied_squares());
398 inline Bitboard Position::pieces_of_color(Color c) const {
402 inline Bitboard Position::pieces_of_type(PieceType pt) const {
406 inline int Position::piece_count(Color c, PieceType pt) const {
407 return pieceCount[c][pt];
410 inline Square Position::piece_list(Color c, PieceType pt, int index) const {
411 return pieceList[c][pt][index];
414 inline Square Position::ep_square() const {
418 inline Square Position::king_square(Color c) const {
419 return kingSquare[c];
422 inline bool Position::can_castle_kingside(Color side) const {
423 return st->castleRights & (1+int(side));
426 inline bool Position::can_castle_queenside(Color side) const {
427 return st->castleRights & (4+4*int(side));
430 inline bool Position::can_castle(Color side) const {
431 return can_castle_kingside(side) || can_castle_queenside(side);
434 inline Square Position::initial_kr_square(Color c) const {
435 return relative_square(c, make_square(initialKRFile, RANK_1));
438 inline Square Position::initial_qr_square(Color c) const {
439 return relative_square(c, make_square(initialQRFile, RANK_1));
442 inline Bitboard Position::pawn_attacks(Color c, Square s) const {
443 return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
446 template<PieceType Piece> // Knight and King
447 inline Bitboard Position::piece_attacks(Square s) const {
448 return StepAttackBB[Piece][s];
452 inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
453 return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
457 inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
458 return bishop_attacks_bb(s, occupied_squares());
462 inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
463 return rook_attacks_bb(s, occupied_squares());
467 inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
468 return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
471 inline Bitboard Position::checkers() const {
472 return st->checkersBB;
475 inline bool Position::is_check() const {
476 return st->checkersBB != EmptyBoardBB;
479 inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
480 return bit_is_set(pawn_attacks(c, f), t);
483 template<PieceType Piece>
484 inline Bitboard Position::piece_attacks_square(Square f, Square t) const {
485 return bit_is_set(piece_attacks<Piece>(f), t);
488 inline Bitboard Position::attacks_to(Square s, Color c) const {
490 return attacks_to(s) & pieces_of_color(c);
493 inline bool Position::square_is_attacked(Square s, Color c) const {
495 return attacks_to(s, c) != EmptyBoardBB;
498 inline bool Position::pawn_is_passed(Color c, Square s) const {
499 return !(pieces<PAWN>(opposite_color(c)) & passed_pawn_mask(c, s));
502 inline bool Position::pawn_is_passed(Bitboard theirPawns, Color c, Square s) {
503 return !(theirPawns & passed_pawn_mask(c, s));
506 inline bool Position::pawn_is_isolated(Bitboard ourPawns, Square s) {
507 return !(ourPawns & neighboring_files_bb(s));
510 inline bool Position::pawn_is_doubled(Bitboard ourPawns, Color c, Square s) {
511 return ourPawns & squares_behind(c, s);
514 inline bool Position::square_is_weak(Square s, Color c) const {
515 return !(pieces<PAWN>(c) & outpost_mask(opposite_color(c), s));
518 inline Key Position::get_key() const {
522 inline Key Position::get_pawn_key() const {
526 inline Key Position::get_material_key() const {
527 return st->materialKey;
530 template<Position::GamePhase Ph>
531 inline Value Position::pst(Color c, PieceType pt, Square s) const {
532 return (Ph == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
533 : EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
536 template<Position::GamePhase Ph>
537 inline Value Position::pst_delta(Piece piece, Square from, Square to) const {
538 return (Ph == MidGame ? MgPieceSquareTable[piece][to] - MgPieceSquareTable[piece][from]
539 : EgPieceSquareTable[piece][to] - EgPieceSquareTable[piece][from]);
542 inline Value Position::mg_value() const {
546 inline Value Position::eg_value() const {
550 inline Value Position::non_pawn_material(Color c) const {
551 return st->npMaterial[c];
554 inline Phase Position::game_phase() const {
556 // Values modified by Joona Kiiski
557 static const Value MidgameLimit = Value(15581);
558 static const Value EndgameLimit = Value(3998);
560 Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
562 if (npm >= MidgameLimit)
563 return PHASE_MIDGAME;
564 else if(npm <= EndgameLimit)
565 return PHASE_ENDGAME;
567 return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
570 inline bool Position::move_is_passed_pawn_push(Move m) const {
572 Color c = side_to_move();
573 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
574 && pawn_is_passed(c, move_to(m));
577 inline int Position::rule_50_counter() const {
582 inline bool Position::opposite_colored_bishops() const {
584 return piece_count(WHITE, BISHOP) == 1
585 && piece_count(BLACK, BISHOP) == 1
586 && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
589 inline bool Position::has_pawn_on_7th(Color c) const {
591 return pieces<PAWN>(c) & relative_rank_bb(c, RANK_7);
594 inline bool Position::move_is_capture(Move m) const {
596 // Move must not be MOVE_NONE !
598 return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
601 #endif // !defined(POSITION_H_INCLUDED)