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 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 a silly and noisy warning from MSVC compiler
27 // Forcing value to bool 'true' or 'false' (performance warning)
28 #pragma warning(disable: 4800)
38 #include "direction.h"
50 /// FEN string for the initial position:
51 const std::string StartPosition =
52 "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
54 /// Maximum number of plies per game (220 should be enough, because the
55 /// maximum search depth is 100, and during position setup we reset the
56 /// move counter for every non-reversible move):
57 const int MaxGameLength = 220;
64 /// Castle rights, encoded as bit fields:
76 /// The UndoInfo struct stores information we need to restore a Position
77 /// object to its previous state when we retract a move. Whenever a move
78 /// is made on the board (by calling Position::do_move), an UndoInfo object
79 /// must be passed as a parameter. When the move is unmade (by calling
80 /// Position::undo_move), the same UndoInfo object must be passed again.
83 Bitboard pinners[2], pinned[2], dcCandidates[2], checkersBB;
84 Key key, pawnKey, materialKey;
85 int castleRights, rule50;
88 Value mgValue, egValue;
93 /// The position data structure. A position consists of the following data:
95 /// * For each piece type, a bitboard representing the squares occupied
96 /// by pieces of that type.
97 /// * For each color, a bitboard representing the squares occupiecd by
98 /// pieces of that color.
99 /// * A bitboard of all occupied squares.
100 /// * A bitboard of all checking pieces.
101 /// * A 64-entry array of pieces, indexed by the squares of the board.
102 /// * The current side to move.
103 /// * Information about the castling rights for both sides.
104 /// * The initial files of the kings and both pairs of rooks. This is
105 /// used to implement the Chess960 castling rules.
106 /// * The en passant square (which is SQ_NONE if no en passant capture is
108 /// * The squares of the kings for both sides.
109 /// * The last move played.
110 /// * Hash keys for the position itself, the current pawn structure, and
111 /// the current material situation.
112 /// * Hash keys for all previous positions in the game (for detecting
113 /// repetition draws.
114 /// * A counter for detecting 50 move rule draws.
118 friend class MaterialInfo;
119 friend class EndgameFunctions;
124 Position(const Position& pos);
125 Position(const std::string& fen);
128 void from_fen(const std::string& fen);
129 const std::string to_fen() const;
130 void print(Move m = MOVE_NONE) const;
133 void copy(const Position &pos);
134 void flipped_copy(const Position &pos);
136 // The piece on a given square
137 Piece piece_on(Square s) const;
138 PieceType type_of_piece_on(Square s) const;
139 Color color_of_piece_on(Square s) const;
140 bool square_is_empty(Square s) const;
141 bool square_is_occupied(Square s) const;
142 Value midgame_value_of_piece_on(Square s) const;
143 Value endgame_value_of_piece_on(Square s) const;
146 Color side_to_move() const;
148 // Bitboard representation of the position
149 Bitboard empty_squares() const;
150 Bitboard occupied_squares() const;
151 Bitboard pieces_of_color(Color c) const;
152 Bitboard pieces_of_type(PieceType pt) const;
153 Bitboard pieces_of_color_and_type(Color c, PieceType pt) const;
154 Bitboard pawns() const;
155 Bitboard knights() const;
156 Bitboard bishops() const;
157 Bitboard rooks() const;
158 Bitboard queens() const;
159 Bitboard kings() const;
160 Bitboard rooks_and_queens() const;
161 Bitboard bishops_and_queens() const;
162 Bitboard sliders() const;
163 Bitboard pawns(Color c) const;
164 Bitboard knights(Color c) const;
165 Bitboard bishops(Color c) const;
166 Bitboard rooks(Color c) const;
167 Bitboard queens(Color c) const;
168 Bitboard kings(Color c) const;
169 Bitboard rooks_and_queens(Color c) const;
170 Bitboard bishops_and_queens(Color c) const;
171 Bitboard sliders_of_color(Color c) const;
173 // Number of pieces of each color and type
174 int piece_count(Color c, PieceType pt) const;
176 // The en passant square
177 Square ep_square() const;
179 // Current king position for each color
180 Square king_square(Color c) const;
183 bool can_castle_kingside(Color c) const;
184 bool can_castle_queenside(Color c) const;
185 bool can_castle(Color c) const;
186 Square initial_kr_square(Color c) const;
187 Square initial_qr_square(Color c) const;
190 Bitboard sliding_attacks(Square s, Direction d) const;
191 Bitboard ray_attacks(Square s, SignedDirection d) const;
192 Bitboard pawn_attacks(Color c, Square s) const;
195 Bitboard piece_attacks(Square s) const;
197 // Bitboards for pinned pieces and discovered check candidates
198 Bitboard discovered_check_candidates(Color c) const;
199 Bitboard pinned_pieces(Color c, Bitboard& p) const;
200 Bitboard pinned_pieces(Color c) const;
203 Bitboard checkers() const;
206 Square piece_list(Color c, PieceType pt, int index) const;
208 // Attack information for a given square
209 bool square_is_attacked(Square s, Color c) const;
210 Bitboard attacks_to(Square s) const;
211 Bitboard attacks_to(Square s, Color c) const;
212 bool is_check() const;
213 bool pawn_attacks_square(Color c, Square f, Square t) const;
216 Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
218 bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
220 // Properties of moves
221 bool pl_move_is_legal(Move m) const;
222 bool move_is_check(Move m) const;
223 bool move_is_capture(Move m) const;
224 bool move_is_deep_pawn_push(Move m) const;
225 bool move_is_pawn_push_to_7th(Move m) const;
226 bool move_is_passed_pawn_push(Move m) const;
227 bool move_was_passed_pawn_push(Move m) const;
228 bool move_attacks_square(Move m, Square s) const;
230 // Information about pawns
231 bool pawn_is_passed(Color c, Square s) const;
232 bool pawn_is_isolated(Color c, Square s) const;
233 bool pawn_is_doubled(Color c, Square s) const;
235 // Open and half-open files
236 bool file_is_open(File f) const;
237 bool file_is_half_open(Color c, File f) const;
240 bool square_is_weak(Square s, Color c) const;
242 // Doing and undoing moves
243 void do_move(Move m, UndoInfo &u);
244 void undo_move(Move m, const UndoInfo &u);
245 void do_null_move(UndoInfo &u);
246 void undo_null_move(const UndoInfo &u);
248 // Static exchange evaluation
249 int see(Square from, Square to) const;
250 int see(Move m) const;
251 int see(Square to) const;
253 // Accessing hash keys
255 Key get_pawn_key() const;
256 Key get_material_key() const;
258 // Incremental evaluation
259 Value mg_value() const;
260 Value eg_value() const;
261 Value non_pawn_material(Color c) const;
262 Phase game_phase() const;
263 Value mg_pst_delta(Move m) const;
265 // Game termination checks
266 bool is_mate() const;
267 bool is_draw() const;
269 // Check if one side threatens a mate in one
270 bool has_mate_threat(Color c);
272 // Number of plies since the last non-reversible move
273 int rule_50_counter() const;
275 // Other properties of the position
276 bool opposite_colored_bishops() const;
277 bool has_pawn_on_7th(Color c) const;
279 // Reset the gamePly variable to 0
280 void reset_game_ply();
282 // Position consistency check, for debugging
283 bool is_ok(int* failedStep = NULL) const;
285 // Static member functions:
286 static void init_zobrist();
287 static void init_piece_square_tables();
290 // Initialization helper functions (used while setting up a position)
292 void put_piece(Piece p, Square s);
293 void allow_oo(Color c);
294 void allow_ooo(Color c);
296 // Helper functions for doing and undoing moves
297 void do_capture_move(Move m, PieceType capture, Color them, Square to);
298 void do_castle_move(Move m);
299 void do_promotion_move(Move m, UndoInfo &u);
300 void do_ep_move(Move m);
301 void undo_castle_move(Move m);
302 void undo_promotion_move(Move m, const UndoInfo &u);
303 void undo_ep_move(Move m);
304 void find_checkers();
306 template<PieceType Piece>
307 void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
309 template<PieceType Piece, bool FindPinned>
310 Bitboard hidden_checks(Color c, Square ksq, Bitboard& pinners) const;
312 // Computing hash keys from scratch (for initialization and debugging)
313 Key compute_key() const;
314 Key compute_pawn_key() const;
315 Key compute_material_key() const;
317 // Computing incremental evaluation scores and material counts
322 template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
323 template<GamePhase> Value compute_value() const;
324 Value compute_non_pawn_material(Color c) const;
327 Bitboard byColorBB[2], byTypeBB[8];
333 int pieceCount[2][8]; // [color][pieceType]
336 Square pieceList[2][8][16]; // [color][pieceType][index]
340 Square kingSquare[2];
343 Key history[MaxGameLength];
345 File initialKFile, initialKRFile, initialQRFile;
347 // Info backed up in do_move()
349 UndoInfo undoInfoUnion;
350 struct { // Must have the same layout of UndoInfo
351 mutable Bitboard pinners[2], pinned[2], dcCandidates[2];
353 Key key, pawnKey, materialKey;
354 int castleRights, rule50;
357 Value mgValue, egValue;
363 static int castleRightsMask[64];
364 static Key zobrist[2][8][64];
365 static Key zobEp[64];
366 static Key zobCastle[16];
367 static Key zobMaterial[2][8][16];
368 static Key zobSideToMove;
369 static Value MgPieceSquareTable[16][64];
370 static Value EgPieceSquareTable[16][64];
375 //// Inline functions
378 inline Piece Position::piece_on(Square s) const {
382 inline Color Position::color_of_piece_on(Square s) const {
383 return color_of_piece(piece_on(s));
386 inline PieceType Position::type_of_piece_on(Square s) const {
387 return type_of_piece(piece_on(s));
390 inline bool Position::square_is_empty(Square s) const {
391 return piece_on(s) == EMPTY;
394 inline bool Position::square_is_occupied(Square s) const {
395 return !square_is_empty(s);
398 inline Value Position::midgame_value_of_piece_on(Square s) const {
399 return piece_value_midgame(piece_on(s));
402 inline Value Position::endgame_value_of_piece_on(Square s) const {
403 return piece_value_endgame(piece_on(s));
406 inline Color Position::side_to_move() const {
410 inline Bitboard Position::occupied_squares() const {
414 inline Bitboard Position::empty_squares() const {
415 return ~(occupied_squares());
418 inline Bitboard Position::pieces_of_color(Color c) const {
422 inline Bitboard Position::pieces_of_type(PieceType pt) const {
426 inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
427 return pieces_of_color(c) & pieces_of_type(pt);
430 inline Bitboard Position::pawns() const {
431 return pieces_of_type(PAWN);
434 inline Bitboard Position::knights() const {
435 return pieces_of_type(KNIGHT);
438 inline Bitboard Position::bishops() const {
439 return pieces_of_type(BISHOP);
442 inline Bitboard Position::rooks() const {
443 return pieces_of_type(ROOK);
446 inline Bitboard Position::queens() const {
447 return pieces_of_type(QUEEN);
450 inline Bitboard Position::kings() const {
451 return pieces_of_type(KING);
454 inline Bitboard Position::rooks_and_queens() const {
455 return rooks() | queens();
458 inline Bitboard Position::bishops_and_queens() const {
459 return bishops() | queens();
462 inline Bitboard Position::sliders() const {
463 return bishops() | queens() | rooks();
466 inline Bitboard Position::pawns(Color c) const {
467 return pieces_of_color_and_type(c, PAWN);
470 inline Bitboard Position::knights(Color c) const {
471 return pieces_of_color_and_type(c, KNIGHT);
474 inline Bitboard Position::bishops(Color c) const {
475 return pieces_of_color_and_type(c, BISHOP);
478 inline Bitboard Position::rooks(Color c) const {
479 return pieces_of_color_and_type(c, ROOK);
482 inline Bitboard Position::queens(Color c) const {
483 return pieces_of_color_and_type(c, QUEEN);
486 inline Bitboard Position::kings(Color c) const {
487 return pieces_of_color_and_type(c, KING);
490 inline Bitboard Position::rooks_and_queens(Color c) const {
491 return rooks_and_queens() & pieces_of_color(c);
494 inline Bitboard Position::bishops_and_queens(Color c) const {
495 return bishops_and_queens() & pieces_of_color(c);
498 inline Bitboard Position::sliders_of_color(Color c) const {
499 return sliders() & pieces_of_color(c);
502 inline int Position::piece_count(Color c, PieceType pt) const {
503 return pieceCount[c][pt];
506 inline Square Position::piece_list(Color c, PieceType pt, int index) const {
507 return pieceList[c][pt][index];
510 inline Square Position::ep_square() const {
514 inline Square Position::king_square(Color c) const {
515 return kingSquare[c];
518 inline bool Position::can_castle_kingside(Color side) const {
519 return castleRights & (1+int(side));
522 inline bool Position::can_castle_queenside(Color side) const {
523 return castleRights & (4+4*int(side));
526 inline bool Position::can_castle(Color side) const {
527 return can_castle_kingside(side) || can_castle_queenside(side);
530 inline Square Position::initial_kr_square(Color c) const {
531 return relative_square(c, make_square(initialKRFile, RANK_1));
534 inline Square Position::initial_qr_square(Color c) const {
535 return relative_square(c, make_square(initialQRFile, RANK_1));
538 inline Bitboard Position::pawn_attacks(Color c, Square s) const {
539 return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
543 inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
544 return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
548 inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
549 return StepAttackBB[KNIGHT][s];
553 inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
554 return bishop_attacks_bb(s, occupied_squares());
558 inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
559 return rook_attacks_bb(s, occupied_squares());
563 inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
564 return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
568 inline Bitboard Position::piece_attacks<KING>(Square s) const {
569 return StepAttackBB[KING][s];
572 inline Bitboard Position::checkers() const {
576 inline bool Position::is_check() const {
577 return checkersBB != EmptyBoardBB;
580 inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
581 return bit_is_set(pawn_attacks(c, f), t);
584 template<PieceType Piece>
585 Bitboard Position::piece_attacks_square(Square f, Square t) const {
586 return bit_is_set(piece_attacks<Piece>(f), t);
589 inline Bitboard Position::attacks_to(Square s, Color c) const {
591 return attacks_to(s) & pieces_of_color(c);
594 inline bool Position::square_is_attacked(Square s, Color c) const {
596 return attacks_to(s, c) != EmptyBoardBB;
599 inline bool Position::pawn_is_passed(Color c, Square s) const {
600 return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
603 inline bool Position::pawn_is_isolated(Color c, Square s) const {
604 return !(pawns(c) & neighboring_files_bb(s));
607 inline bool Position::pawn_is_doubled(Color c, Square s) const {
608 return pawns(c) & squares_behind(c, s);
611 inline bool Position::file_is_open(File f) const {
612 return !(pawns() & file_bb(f));
615 inline bool Position::file_is_half_open(Color c, File f) const {
616 return !(pawns(c) & file_bb(f));
619 inline bool Position::square_is_weak(Square s, Color c) const {
620 return !(pawns(c) & outpost_mask(opposite_color(c), s));
623 inline Key Position::get_key() const {
627 inline Key Position::get_pawn_key() const {
631 inline Key Position::get_material_key() const {
635 template<Position::GamePhase Phase>
636 inline Value Position::pst(Color c, PieceType pt, Square s) const {
637 return (Phase == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
638 : EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
641 inline Value Position::mg_pst_delta(Move m) const {
642 return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
643 -MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
646 inline Value Position::mg_value() const {
650 inline Value Position::eg_value() const {
654 inline Value Position::non_pawn_material(Color c) const {
655 return npMaterial[c];
658 inline Phase Position::game_phase() const {
660 // The purpose of the Value(325) terms below is to make sure the difference
661 // between MidgameLimit and EndgameLimit is a power of 2, which should make
662 // the division at the end of the function a bit faster.
663 static const Value MidgameLimit = 2 * QueenValueMidgame
664 + 2 * RookValueMidgame
665 + 6 * BishopValueMidgame
668 static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
670 Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
672 if (npm >= MidgameLimit)
673 return PHASE_MIDGAME;
674 else if(npm <= EndgameLimit)
675 return PHASE_ENDGAME;
677 return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
680 inline bool Position::move_is_deep_pawn_push(Move m) const {
682 Color c = side_to_move();
683 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
684 && relative_rank(c, move_to(m)) > RANK_4;
687 inline bool Position::move_is_pawn_push_to_7th(Move m) const {
689 Color c = side_to_move();
690 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
691 && relative_rank(c, move_to(m)) == RANK_7;
694 inline bool Position::move_is_passed_pawn_push(Move m) const {
696 Color c = side_to_move();
697 return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
698 && pawn_is_passed(c, move_to(m));
701 inline bool Position::move_was_passed_pawn_push(Move m) const {
703 Color c = opposite_color(side_to_move());
704 return piece_on(move_to(m)) == piece_of_color_and_type(c, PAWN)
705 && pawn_is_passed(c, move_to(m));
708 inline int Position::rule_50_counter() const {
713 inline bool Position::opposite_colored_bishops() const {
715 return piece_count(WHITE, BISHOP) == 1
716 && piece_count(BLACK, BISHOP) == 1
717 && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
720 inline bool Position::has_pawn_on_7th(Color c) const {
722 return pawns(c) & relative_rank_bb(c, RANK_7);
726 #endif // !defined(POSITION_H_INCLUDED)