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;
101 class TranspositionTable;
103 /// The position data structure. A position consists of the following data:
105 /// * For each piece type, a bitboard representing the squares occupied
106 /// by pieces of that type.
107 /// * For each color, a bitboard representing the squares occupied by
108 /// pieces of that color.
109 /// * A bitboard of all occupied squares.
110 /// * A bitboard of all checking pieces.
111 /// * A 64-entry array of pieces, indexed by the squares of the board.
112 /// * The current side to move.
113 /// * Information about the castling rights for both sides.
114 /// * The initial files of the kings and both pairs of rooks. This is
115 /// used to implement the Chess960 castling rules.
116 /// * The en passant square (which is SQ_NONE if no en passant capture is
118 /// * The squares of the kings for both sides.
119 /// * Hash keys for the position itself, the current pawn structure, and
120 /// the current material situation.
121 /// * Hash keys for all previous positions in the game for detecting
122 /// repetition draws.
123 /// * A counter for detecting 50 move rule draws.
127 friend class MaterialInfo;
128 friend class EndgameFunctions;
138 Position(const Position& pos);
139 Position(const std::string& fen);
142 void from_fen(const std::string& fen);
143 const std::string to_fen() const;
144 void print(Move m = MOVE_NONE) const;
147 void copy(const Position& pos);
148 void flipped_copy(const Position& pos);
150 // The piece on a given square
151 Piece piece_on(Square s) const;
152 PieceType type_of_piece_on(Square s) const;
153 Color color_of_piece_on(Square s) const;
154 bool square_is_empty(Square s) const;
155 bool square_is_occupied(Square s) const;
156 Value midgame_value_of_piece_on(Square s) const;
157 Value endgame_value_of_piece_on(Square s) const;
160 Color side_to_move() const;
162 // Bitboard representation of the position
163 Bitboard empty_squares() const;
164 Bitboard occupied_squares() const;
165 Bitboard pieces_of_color(Color c) const;
166 Bitboard pieces_of_type(PieceType pt) const;
167 Bitboard pieces_of_color_and_type(Color c, PieceType pt) const;
168 Bitboard pawns() const;
169 Bitboard knights() const;
170 Bitboard bishops() const;
171 Bitboard rooks() const;
172 Bitboard queens() const;
173 Bitboard kings() const;
174 Bitboard rooks_and_queens() const;
175 Bitboard bishops_and_queens() const;
176 Bitboard sliders() const;
177 Bitboard pawns(Color c) const;
178 Bitboard knights(Color c) const;
179 Bitboard bishops(Color c) const;
180 Bitboard rooks(Color c) const;
181 Bitboard queens(Color c) const;
182 Bitboard kings(Color c) const;
183 Bitboard rooks_and_queens(Color c) const;
184 Bitboard bishops_and_queens(Color c) const;
185 Bitboard sliders_of_color(Color c) const;
187 // Number of pieces of each color and type
188 int piece_count(Color c, PieceType pt) const;
190 // The en passant square
191 Square ep_square() const;
193 // Current king position for each color
194 Square king_square(Color c) const;
197 bool can_castle_kingside(Color c) const;
198 bool can_castle_queenside(Color c) const;
199 bool can_castle(Color c) const;
200 Square initial_kr_square(Color c) const;
201 Square initial_qr_square(Color c) const;
204 Bitboard sliding_attacks(Square s, Direction d) const;
205 Bitboard ray_attacks(Square s, SignedDirection d) const;
206 Bitboard pawn_attacks(Color c, Square s) const;
209 Bitboard piece_attacks(Square s) const;
211 // Bitboards for pinned pieces and discovered check candidates
212 Bitboard discovered_check_candidates(Color c) const;
213 Bitboard pinned_pieces(Color c, Bitboard& p) const;
214 Bitboard pinned_pieces(Color c) const;
217 Bitboard checkers() const;
220 Square piece_list(Color c, PieceType pt, int index) const;
222 // Attack information for a given square
223 bool square_is_attacked(Square s, Color c) const;
224 Bitboard attacks_to(Square s) const;
225 Bitboard attacks_to(Square s, Color c) const;
226 bool is_check() const;
227 bool pawn_attacks_square(Color c, Square f, Square t) const;
230 Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
232 bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
234 // Properties of moves
235 bool pl_move_is_legal(Move m) const;
236 bool pl_move_is_legal(Move m, Bitboard pinned) const;
237 bool move_is_check(Move m) const;
238 bool move_is_check(Move m, Bitboard dcCandidates) const;
239 bool move_is_capture(Move m) const;
240 bool move_is_deep_pawn_push(Move m) const;
241 bool move_is_pawn_push_to_7th(Move m) const;
242 bool move_is_passed_pawn_push(Move m) const;
243 bool move_was_passed_pawn_push(Move m) const;
244 bool move_attacks_square(Move m, Square s) const;
246 // Information about pawns
247 bool pawn_is_passed(Color c, Square s) const;
248 static bool pawn_is_passed(Bitboard theirPawns, Color c, Square s);
249 static bool pawn_is_isolated(Bitboard ourPawns, Square s);
250 static bool pawn_is_doubled(Bitboard ourPawns, Color c, Square s);
253 bool square_is_weak(Square s, Color c) const;
255 // Doing and undoing moves
257 void do_move(Move m, StateInfo& st);
258 void do_move(Move m, StateInfo& st, Bitboard dcCandidates);
259 void undo_move(Move m);
260 void do_null_move(StateInfo& st);
261 void undo_null_move();
262 void setTranspositionTable(TranspositionTable* tt);
264 // Static exchange evaluation
265 int see(Square from, Square to) const;
266 int see(Move m) const;
267 int see(Square to) const;
268 int see_sign(Move m) const;
270 // Accessing hash keys
272 Key get_pawn_key() const;
273 Key get_material_key() const;
275 // Incremental evaluation
276 Value mg_value() const;
277 Value eg_value() const;
278 Value non_pawn_material(Color c) const;
279 Phase game_phase() const;
280 template<GamePhase> Value pst_delta(Piece piece, Square from, Square to) const;
282 // Game termination checks
283 bool is_mate() const;
284 bool is_draw() const;
286 // Check if one side threatens a mate in one
287 bool has_mate_threat(Color c);
289 // Number of plies since the last non-reversible move
290 int rule_50_counter() const;
292 // Other properties of the position
293 bool opposite_colored_bishops() const;
294 bool has_pawn_on_7th(Color c) const;
296 // Reset the gamePly variable to 0
297 void reset_game_ply();
299 // Position consistency check, for debugging
300 bool is_ok(int* failedStep = NULL) const;
302 // Static member functions:
303 static void init_zobrist();
304 static void init_piece_square_tables();
308 // Initialization helper functions (used while setting up a position)
310 void put_piece(Piece p, Square s);
311 void allow_oo(Color c);
312 void allow_ooo(Color c);
314 // Helper functions for doing and undoing moves
315 void do_capture_move(PieceType capture, Color them, Square to);
316 void do_castle_move(Move m);
317 void do_promotion_move(Move m);
318 void do_ep_move(Move m);
319 void undo_castle_move(Move m);
320 void undo_promotion_move(Move m);
321 void undo_ep_move(Move m);
322 void find_checkers();
324 template<PieceType Piece>
325 void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
327 template<bool FindPinned>
328 Bitboard hidden_checkers(Color c) const;
330 // Computing hash keys from scratch (for initialization and debugging)
331 Key compute_key() const;
332 Key compute_pawn_key() const;
333 Key compute_material_key() const;
335 // Computing incremental evaluation scores and material counts
336 template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
337 template<GamePhase> Value compute_value() const;
338 Value compute_non_pawn_material(Color c) const;
341 Bitboard byColorBB[2], byTypeBB[8];
347 int pieceCount[2][8]; // [color][pieceType]
350 Square pieceList[2][8][16]; // [color][pieceType][index]
354 Square kingSquare[2];
357 Key history[MaxGameLength];
358 File initialKFile, initialKRFile, initialQRFile;
359 StateInfo startState;
361 TranspositionTable* TT;
364 static int castleRightsMask[64];
365 static Key zobrist[2][8][64];
366 static Key zobEp[64];
367 static Key zobCastle[16];
368 static Key zobMaterial[2][8][16];
369 static Key zobSideToMove;
370 static Value MgPieceSquareTable[16][64];
371 static Value EgPieceSquareTable[16][64];
376 //// Inline functions
379 inline Piece Position::piece_on(Square s) const {
383 inline Color Position::color_of_piece_on(Square s) const {
384 return color_of_piece(piece_on(s));
387 inline PieceType Position::type_of_piece_on(Square s) const {
388 return type_of_piece(piece_on(s));
391 inline bool Position::square_is_empty(Square s) const {
392 return piece_on(s) == EMPTY;
395 inline bool Position::square_is_occupied(Square s) const {
396 return !square_is_empty(s);
399 inline Value Position::midgame_value_of_piece_on(Square s) const {
400 return piece_value_midgame(piece_on(s));
403 inline Value Position::endgame_value_of_piece_on(Square s) const {
404 return piece_value_endgame(piece_on(s));
407 inline Color Position::side_to_move() const {
411 inline Bitboard Position::occupied_squares() const {
415 inline Bitboard Position::empty_squares() const {
416 return ~(occupied_squares());
419 inline Bitboard Position::pieces_of_color(Color c) const {
423 inline Bitboard Position::pieces_of_type(PieceType pt) const {
427 inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
428 return pieces_of_color(c) & pieces_of_type(pt);
431 inline Bitboard Position::pawns() const {
432 return pieces_of_type(PAWN);
435 inline Bitboard Position::knights() const {
436 return pieces_of_type(KNIGHT);
439 inline Bitboard Position::bishops() const {
440 return pieces_of_type(BISHOP);
443 inline Bitboard Position::rooks() const {
444 return pieces_of_type(ROOK);
447 inline Bitboard Position::queens() const {
448 return pieces_of_type(QUEEN);
451 inline Bitboard Position::kings() const {
452 return pieces_of_type(KING);
455 inline Bitboard Position::rooks_and_queens() const {
456 return rooks() | queens();
459 inline Bitboard Position::bishops_and_queens() const {
460 return bishops() | queens();
463 inline Bitboard Position::sliders() const {
464 return bishops() | queens() | rooks();
467 inline Bitboard Position::pawns(Color c) const {
468 return pieces_of_color_and_type(c, PAWN);
471 inline Bitboard Position::knights(Color c) const {
472 return pieces_of_color_and_type(c, KNIGHT);
475 inline Bitboard Position::bishops(Color c) const {
476 return pieces_of_color_and_type(c, BISHOP);
479 inline Bitboard Position::rooks(Color c) const {
480 return pieces_of_color_and_type(c, ROOK);
483 inline Bitboard Position::queens(Color c) const {
484 return pieces_of_color_and_type(c, QUEEN);
487 inline Bitboard Position::kings(Color c) const {
488 return pieces_of_color_and_type(c, KING);
491 inline Bitboard Position::rooks_and_queens(Color c) const {
492 return rooks_and_queens() & pieces_of_color(c);
495 inline Bitboard Position::bishops_and_queens(Color c) const {
496 return bishops_and_queens() & pieces_of_color(c);
499 inline int Position::piece_count(Color c, PieceType pt) const {
500 return pieceCount[c][pt];
503 inline Square Position::piece_list(Color c, PieceType pt, int index) const {
504 return pieceList[c][pt][index];
507 inline Square Position::ep_square() const {
511 inline Square Position::king_square(Color c) const {
512 return kingSquare[c];
515 inline bool Position::can_castle_kingside(Color side) const {
516 return st->castleRights & (1+int(side));
519 inline bool Position::can_castle_queenside(Color side) const {
520 return st->castleRights & (4+4*int(side));
523 inline bool Position::can_castle(Color side) const {
524 return can_castle_kingside(side) || can_castle_queenside(side);
527 inline Square Position::initial_kr_square(Color c) const {
528 return relative_square(c, make_square(initialKRFile, RANK_1));
531 inline Square Position::initial_qr_square(Color c) const {
532 return relative_square(c, make_square(initialQRFile, RANK_1));
535 inline Bitboard Position::pawn_attacks(Color c, Square s) const {
536 return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
539 template<PieceType Piece> // Knight and King
540 inline Bitboard Position::piece_attacks(Square s) const {
541 return StepAttackBB[Piece][s];
545 inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
546 return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
550 inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
551 return bishop_attacks_bb(s, occupied_squares());
555 inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
556 return rook_attacks_bb(s, occupied_squares());
560 inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
561 return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
564 inline Bitboard Position::checkers() const {
565 return st->checkersBB;
568 inline bool Position::is_check() const {
569 return st->checkersBB != EmptyBoardBB;
572 inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
573 return bit_is_set(pawn_attacks(c, f), t);
576 template<PieceType Piece>
577 Bitboard Position::piece_attacks_square(Square f, Square t) const {
578 return bit_is_set(piece_attacks<Piece>(f), t);
581 inline Bitboard Position::attacks_to(Square s, Color c) const {
583 return attacks_to(s) & pieces_of_color(c);
586 inline bool Position::square_is_attacked(Square s, Color c) const {
588 return attacks_to(s, c) != EmptyBoardBB;
591 inline bool Position::pawn_is_passed(Color c, Square s) const {
592 return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
595 inline bool Position::pawn_is_passed(Bitboard theirPawns, Color c, Square s) {
596 return !(theirPawns & passed_pawn_mask(c, s));
599 inline bool Position::pawn_is_isolated(Bitboard ourPawns, Square s) {
600 return !(ourPawns & neighboring_files_bb(s));
603 inline bool Position::pawn_is_doubled(Bitboard ourPawns, Color c, Square s) {
604 return ourPawns & squares_behind(c, s);
607 inline bool Position::square_is_weak(Square s, Color c) const {
608 return !(pawns(c) & outpost_mask(opposite_color(c), s));
611 inline Key Position::get_key() const {
615 inline Key Position::get_pawn_key() const {
619 inline Key Position::get_material_key() const {
620 return st->materialKey;
623 template<Position::GamePhase Ph>
624 inline Value Position::pst(Color c, PieceType pt, Square s) const {
625 return (Ph == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
626 : EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
629 template<Position::GamePhase Ph>
630 inline Value Position::pst_delta(Piece piece, Square from, Square to) const {
631 return (Ph == MidGame ? MgPieceSquareTable[piece][to] - MgPieceSquareTable[piece][from]
632 : EgPieceSquareTable[piece][to] - EgPieceSquareTable[piece][from]);
635 inline Value Position::mg_value() const {
639 inline Value Position::eg_value() const {
643 inline Value Position::non_pawn_material(Color c) const {
644 return st->npMaterial[c];
647 inline Phase Position::game_phase() const {
649 // Values modified by Joona Kiiski
650 static const Value MidgameLimit = Value(15581);
651 static const Value EndgameLimit = Value(3998);
653 Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
655 if (npm >= MidgameLimit)
656 return PHASE_MIDGAME;
657 else if(npm <= EndgameLimit)
658 return PHASE_ENDGAME;
660 return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
663 inline bool Position::move_is_deep_pawn_push(Move m) const {
665 Color c = side_to_move();
666 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
667 && relative_rank(c, move_to(m)) > RANK_4;
670 inline bool Position::move_is_pawn_push_to_7th(Move m) const {
672 Color c = side_to_move();
673 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
674 && relative_rank(c, move_to(m)) == RANK_7;
677 inline bool Position::move_is_passed_pawn_push(Move m) const {
679 Color c = side_to_move();
680 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
681 && pawn_is_passed(c, move_to(m));
684 inline bool Position::move_was_passed_pawn_push(Move m) const {
686 Color c = opposite_color(side_to_move());
687 return piece_on(move_to(m)) == piece_of_color_and_type(c, PAWN)
688 && pawn_is_passed(c, move_to(m));
691 inline int Position::rule_50_counter() const {
696 inline bool Position::opposite_colored_bishops() const {
698 return piece_count(WHITE, BISHOP) == 1
699 && piece_count(BLACK, BISHOP) == 1
700 && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
703 inline bool Position::has_pawn_on_7th(Color c) const {
705 return pawns(c) & relative_rank_bb(c, RANK_7);
708 inline bool Position::move_is_capture(Move m) const {
710 // Move must not be MOVE_NONE !
712 return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
715 #endif // !defined(POSITION_H_INCLUDED)