/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2013 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include <cassert>
#include <cstring>
+#include <iomanip>
#include <iostream>
#include <sstream>
#include <algorithm>
}
// 5-6. Halfmove clock and fullmove number
- ss >> std::skipws >> st->rule50 >> startPosPly;
+ ss >> std::skipws >> st->rule50 >> gamePly;
// Convert from fullmove starting from 1 to ply starting from 0,
// handle also common incorrect FEN with fullmove = 0.
- startPosPly = std::max(2 * (startPosPly - 1), 0) + int(sideToMove == BLACK);
+ gamePly = std::max(2 * (gamePly - 1), 0) + int(sideToMove == BLACK);
st->key = compute_key();
st->pawnKey = compute_pawn_key();
const string Position::fen() const {
std::ostringstream ss;
- Square sq;
- int emptyCnt;
for (Rank rank = RANK_8; rank >= RANK_1; rank--)
{
- emptyCnt = 0;
-
for (File file = FILE_A; file <= FILE_H; file++)
{
- sq = file | rank;
+ Square sq = file | rank;
if (is_empty(sq))
- emptyCnt++;
- else
{
- if (emptyCnt > 0)
- {
- ss << emptyCnt;
- emptyCnt = 0;
- }
- ss << PieceToChar[piece_on(sq)];
+ int emptyCnt = 1;
+
+ for ( ; file < FILE_H && is_empty(sq++); file++)
+ emptyCnt++;
+
+ ss << emptyCnt;
}
+ else
+ ss << PieceToChar[piece_on(sq)];
}
- if (emptyCnt > 0)
- ss << emptyCnt;
-
if (rank > RANK_1)
ss << '/';
}
ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- ss << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE))))) : 'K');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE)), false) : 'K');
if (can_castle(WHITE_OOO))
- ss << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE))))) : 'Q');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q');
if (can_castle(BLACK_OO))
- ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE))) : 'k');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE)), true) : 'k');
if (can_castle(BLACK_OOO))
- ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE))) : 'q');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE)), true) : 'q');
if (st->castleRights == CASTLES_NONE)
ss << '-';
ss << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
- << st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2;
+ << st->rule50 << " " << 1 + (gamePly - int(sideToMove == BLACK)) / 2;
return ss.str();
}
std::ostringstream ss;
if (move)
- ss << "\nMove is: " << (sideToMove == BLACK ? ".." : "")
+ ss << "\nMove: " << (sideToMove == BLACK ? ".." : "")
<< move_to_san(*const_cast<Position*>(this), move);
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
if (piece_on(sq) != NO_PIECE)
brd[513 - 68*rank_of(sq) + 4*file_of(sq)] = PieceToChar[piece_on(sq)];
- ss << brd << "\nFen is: " << fen() << "\nKey is: " << st->key;
+ ss << brd << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase
+ << std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
+
+ for (Bitboard b = checkers(); b; )
+ ss << square_to_string(pop_lsb(&b)) << " ";
+
+ ss << "\nLegal moves: ";
+ for (MoveList<LEGAL> ml(*this); !ml.end(); ++ml)
+ ss << move_to_san(*const_cast<Position*>(this), ml.move()) << " ";
+
return ss.str();
}
}
-/// Position::move_is_legal() takes a random move and tests whether the move
-/// is legal. This version is not very fast and should be used only in non
-/// time-critical paths.
-
-bool Position::move_is_legal(const Move m) const {
-
- for (MoveList<LEGAL> ml(*this); !ml.end(); ++ml)
- if (ml.move() == m)
- return true;
-
- return false;
-}
-
-
/// Position::is_pseudo_legal() takes a random move and tests whether the move
/// is pseudo legal. It is used to validate moves from TT that can be corrupted
/// due to SMP concurrent access or hash position key aliasing.
bool Position::is_pseudo_legal(const Move m) const {
Color us = sideToMove;
- Color them = ~sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_moved(m);
// Use a slower but simpler function for uncommon cases
if (type_of(m) != NORMAL)
- return move_is_legal(m);
+ return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
if (promotion_type(m) - 2 != NO_PIECE_TYPE)
case DELTA_SE:
// Capture. The destination square must be occupied by an enemy
// piece (en passant captures was handled earlier).
- if (piece_on(to) == NO_PIECE || color_of(piece_on(to)) != them)
+ if (piece_on(to) == NO_PIECE || color_of(piece_on(to)) != ~us)
return false;
// From and to files must be one file apart, avoids a7h5
// Evasions generator already takes care to avoid some kind of illegal moves
// and pl_move_is_legal() relies on this. So we have to take care that the
// same kind of moves are filtered out here.
- if (in_check())
+ if (checkers())
{
if (type_of(pc) != KING)
{
- Bitboard b = checkers();
- Square checksq = pop_lsb(&b);
-
- if (b) // double check ? In this case a king move is required
+ // Double check? In this case a king move is required
+ if (more_than_one(checkers()))
return false;
// Our move must be a blocking evasion or a capture of the checking piece
- if (!((between_bb(checksq, king_square(us)) | checkers()) & to))
+ if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so to catch
// Update side to move
k ^= Zobrist::side;
- // Increment the 50 moves rule draw counter. Resetting it to zero in the
- // case of a capture or a pawn move is taken care of later.
+ // Increment ply counters.In particular rule50 will be later reset it to zero
+ // in case of a capture or a pawn move.
+ gamePly++;
st->rule50++;
st->pliesFromNull++;
- if (type_of(m) == CASTLE)
- {
- st->key = k;
- do_castle_move<true>(m);
- return;
- }
-
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
assert(color_of(piece) == us);
- assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them);
+ assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
assert(capture != KING);
+ if (type_of(m) == CASTLE)
+ {
+ assert(piece == make_piece(us, KING));
+
+ bool kingSide = to > from;
+ Square rfrom = to; // Castle is encoded as "king captures friendly rook"
+ Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ capture = NO_PIECE_TYPE;
+
+ do_castle(from, to, rfrom, rto);
+
+ st->psqScore += psq_delta(make_piece(us, ROOK), rfrom, rto);
+ k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
+ }
+
if (capture)
{
Square capsq = to;
// Update piece list, move the last piece at index[capsq] position and
// shrink the list.
//
- // WARNING: This is a not revresible operation. When we will reinsert the
+ // WARNING: This is a not reversible operation. When we will reinsert the
// captured piece in undo_move() we will put it at the end of the list and
// not in its original place, it means index[] and pieceList[] are not
// guaranteed to be invariant to a do_move() + undo_move() sequence.
pieceList[them][capture][index[lastSquare]] = lastSquare;
pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
- // Update hash keys
+ // Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[them][capture][capsq];
st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
+ prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
st->castleRights &= ~cr;
}
- // Prefetch TT access as soon as we know key is updated
+ // Prefetch TT access as soon as we know the new hash key
prefetch((char*)TT.first_entry(k));
- // Move the piece
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[pt] ^= from_to_bb;
- byColorBB[us] ^= from_to_bb;
-
- board[to] = board[from];
- board[from] = NO_PIECE;
-
- // Update piece lists, index[from] is not updated and becomes stale. This
- // works as long as index[] is accessed just by known occupied squares.
- index[to] = index[from];
- pieceList[us][pt][index[to]] = to;
+ // Move the piece. The tricky Chess960 castle is handled earlier
+ if (type_of(m) != CASTLE)
+ {
+ Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ byColorBB[us] ^= from_to_bb;
+
+ board[from] = NO_PIECE;
+ board[to] = piece;
+
+ // Update piece lists, index[from] is not updated and becomes stale. This
+ // works as long as index[] is accessed just by known occupied squares.
+ index[to] = index[from];
+ pieceList[us][pt][index[to]] = to;
+ }
// If the moving piece is a pawn do some special extra work
if (pt == PAWN)
st->npMaterial[us] += PieceValue[MG][promotion];
}
- // Update pawn hash key
+ // Update pawn hash key and prefetch access to pawnsTable
st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
+ prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
// Reset rule 50 draw counter
st->rule50 = 0;
}
- // Prefetch pawn and material hash tables
- prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
- prefetch((char*)thisThread->materialTable[st->materialKey]);
-
// Update incremental scores
st->psqScore += psq_delta(piece, from, to);
sideToMove = ~sideToMove;
- if (type_of(m) == CASTLE)
- {
- do_castle_move<false>(m);
- return;
- }
-
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece piece = piece_on(to);
- PieceType pt = type_of(piece);
+ PieceType pt = type_of(piece_on(to));
PieceType capture = st->capturedType;
- assert(is_empty(from));
- assert(color_of(piece) == us);
+ assert(is_empty(from) || type_of(m) == CASTLE);
assert(capture != KING);
if (type_of(m) == PROMOTION)
pt = PAWN;
}
- // Put the piece back at the source square
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[pt] ^= from_to_bb;
- byColorBB[us] ^= from_to_bb;
-
- board[from] = board[to];
- board[to] = NO_PIECE;
-
- // Update piece lists, index[to] is not updated and becomes stale. This
- // works as long as index[] is accessed just by known occupied squares.
- index[from] = index[to];
- pieceList[us][pt][index[from]] = from;
+ if (type_of(m) == CASTLE)
+ {
+ bool kingSide = to > from;
+ Square rfrom = to; // Castle is encoded as "king captures friendly rook"
+ Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
+ to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
+ capture = NO_PIECE_TYPE;
+ pt = KING;
+ do_castle(to, from, rto, rfrom);
+ }
+ else
+ {
+ // Put the piece back at the source square
+ Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ byColorBB[us] ^= from_to_bb;
+
+ board[to] = NO_PIECE;
+ board[from] = make_piece(us, pt);
+
+ // Update piece lists, index[to] is not updated and becomes stale. This
+ // works as long as index[] is accessed just by known occupied squares.
+ index[from] = index[to];
+ pieceList[us][pt][index[from]] = from;
+ }
if (capture)
{
// Finally point our state pointer back to the previous state
st = st->previous;
+ gamePly--;
assert(pos_is_ok());
}
-/// Position::do_castle_move() is a private method used to do/undo a castling
-/// move. Note that castling moves are encoded as "king captures friendly rook"
-/// moves, for instance white short castling in a non-Chess960 game is encoded
-/// as e1h1.
-template<bool Do>
-void Position::do_castle_move(Move m) {
-
- assert(is_ok(m));
- assert(type_of(m) == CASTLE);
+/// Position::do_castle() is a helper used to do/undo a castling move. This
+/// is a bit tricky, especially in Chess960.
- Square kto, kfrom, rfrom, rto, kAfter, rAfter;
+void Position::do_castle(Square kfrom, Square kto, Square rfrom, Square rto) {
Color us = sideToMove;
- Square kBefore = from_sq(m);
- Square rBefore = to_sq(m);
-
- // Find after-castle squares for king and rook
- if (rBefore > kBefore) // O-O
- {
- kAfter = relative_square(us, SQ_G1);
- rAfter = relative_square(us, SQ_F1);
- }
- else // O-O-O
- {
- kAfter = relative_square(us, SQ_C1);
- rAfter = relative_square(us, SQ_D1);
- }
-
- kfrom = Do ? kBefore : kAfter;
- rfrom = Do ? rBefore : rAfter;
-
- kto = Do ? kAfter : kBefore;
- rto = Do ? rAfter : rBefore;
-
- assert(piece_on(kfrom) == make_piece(us, KING));
- assert(piece_on(rfrom) == make_piece(us, ROOK));
-
- // Move the pieces, with some care; in chess960 could be kto == rfrom
Bitboard k_from_to_bb = SquareBB[kfrom] ^ SquareBB[kto];
Bitboard r_from_to_bb = SquareBB[rfrom] ^ SquareBB[rto];
byTypeBB[KING] ^= k_from_to_bb;
byTypeBB[ALL_PIECES] ^= k_from_to_bb ^ r_from_to_bb;
byColorBB[us] ^= k_from_to_bb ^ r_from_to_bb;
- // Update board
- Piece king = make_piece(us, KING);
- Piece rook = make_piece(us, ROOK);
+ // Could be from == to, so first set NO_PIECE then KING and ROOK
board[kfrom] = board[rfrom] = NO_PIECE;
- board[kto] = king;
- board[rto] = rook;
-
- // Update piece lists
- pieceList[us][KING][index[kfrom]] = kto;
- pieceList[us][ROOK][index[rfrom]] = rto;
- int tmp = index[rfrom]; // In Chess960 could be kto == rfrom
- index[kto] = index[kfrom];
- index[rto] = tmp;
+ board[kto] = make_piece(us, KING);
+ board[rto] = make_piece(us, ROOK);
+
+ // Could be kfrom == rto, so use a 'tmp' variable
+ int tmp = index[kfrom];
+ index[rto] = index[rfrom];
+ index[kto] = tmp;
+ pieceList[us][KING][index[kto]] = kto;
+ pieceList[us][ROOK][index[rto]] = rto;
+}
- if (Do)
- {
- // Reset capture field
- st->capturedType = NO_PIECE_TYPE;
- // Update incremental scores
- st->psqScore += psq_delta(king, kfrom, kto);
- st->psqScore += psq_delta(rook, rfrom, rto);
+/// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips
+/// the side to move without executing any move on the board.
- // Update hash key
- st->key ^= Zobrist::psq[us][KING][kfrom] ^ Zobrist::psq[us][KING][kto];
- st->key ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
+void Position::do_null_move(StateInfo& newSt) {
- // Clear en passant square
- if (st->epSquare != SQ_NONE)
- {
- st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
- st->epSquare = SQ_NONE;
- }
+ assert(!checkers());
- // Update castling rights
- st->key ^= Zobrist::castle[st->castleRights & castleRightsMask[kfrom]];
- st->castleRights &= ~castleRightsMask[kfrom];
+ memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
- // Update checkers BB
- st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
+ newSt.previous = st;
+ st = &newSt;
- sideToMove = ~sideToMove;
+ if (st->epSquare != SQ_NONE)
+ {
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
+ st->epSquare = SQ_NONE;
}
- else
- // Undo: point our state pointer back to the previous state
- st = st->previous;
- assert(pos_is_ok());
-}
-
-
-/// Position::do_null_move() is used to do/undo a "null move": It flips the side
-/// to move and updates the hash key without executing any move on the board.
-template<bool Do>
-void Position::do_null_move(StateInfo& backupSt) {
+ st->key ^= Zobrist::side;
+ prefetch((char*)TT.first_entry(st->key));
- assert(!in_check());
-
- // Back up the information necessary to undo the null move to the supplied
- // StateInfo object. Note that differently from normal case here backupSt
- // is actually used as a backup storage not as the new state. This reduces
- // the number of fields to be copied.
- StateInfo* src = Do ? st : &backupSt;
- StateInfo* dst = Do ? &backupSt : st;
-
- dst->key = src->key;
- dst->epSquare = src->epSquare;
- dst->psqScore = src->psqScore;
- dst->rule50 = src->rule50;
- dst->pliesFromNull = src->pliesFromNull;
+ st->rule50++;
+ st->pliesFromNull = 0;
sideToMove = ~sideToMove;
- if (Do)
- {
- if (st->epSquare != SQ_NONE)
- st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
+ assert(pos_is_ok());
+}
- st->key ^= Zobrist::side;
- prefetch((char*)TT.first_entry(st->key));
+void Position::undo_null_move() {
- st->epSquare = SQ_NONE;
- st->rule50++;
- st->pliesFromNull = 0;
- }
+ assert(!checkers());
- assert(pos_is_ok());
+ st = st->previous;
+ sideToMove = ~sideToMove;
}
-// Explicit template instantiations
-template void Position::do_null_move<false>(StateInfo& backupSt);
-template void Position::do_null_move<true>(StateInfo& backupSt);
-
/// Position::see() is a static exchange evaluator: It tries to estimate the
-/// material gain or loss resulting from a move. There are three versions of
-/// this function: One which takes a destination square as input, one takes a
-/// move, and one which takes a 'from' and a 'to' square. The function does
-/// not yet understand promotions captures.
+/// material gain or loss resulting from a move. Parameter 'asymmThreshold' takes
+/// tempi into account. If the side who initiated the capturing sequence does the
+/// last capture, he loses a tempo and if the result is below 'asymmThreshold'
+/// the capturing sequence is considered bad.
int Position::see_sign(Move m) const {
return see(m);
}
-int Position::see(Move m) const {
+int Position::see(Move m, int asymmThreshold) const {
Square from, to;
Bitboard occupied, attackers, stmAttackers;
} while (stmAttackers);
+ // If we are doing asymmetric SEE evaluation and the same side does the first
+ // and the last capture, he loses a tempo and gain must be at least worth
+ // 'asymmThreshold', otherwise we replace the score with a very low value,
+ // before negamaxing.
+ if (asymmThreshold)
+ for (int i = 0; i < slIndex; i += 2)
+ if (swapList[i] < asymmThreshold)
+ swapList[i] = - QueenValueMg * 16;
+
// Having built the swap list, we negamax through it to find the best
// achievable score from the point of view of the side to move.
while (--slIndex)
/// Position::is_draw() tests whether the position is drawn by material,
/// repetition, or the 50 moves rule. It does not detect stalemates, this
/// must be done by the search.
-template<bool CheckRepetition, bool CheckThreeFold>
bool Position::is_draw() const {
+ // Draw by material?
if ( !pieces(PAWN)
&& (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
- if (st->rule50 > 99 && (!in_check() || MoveList<LEGAL>(*this).size()))
+ // Draw by the 50 moves rule?
+ if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
return true;
- if (CheckRepetition)
+ // Draw by repetition?
+ int i = 4, e = std::min(st->rule50, st->pliesFromNull);
+
+ if (i <= e)
{
- int i = 4, e = std::min(st->rule50, st->pliesFromNull), cnt;
+ StateInfo* stp = st->previous->previous;
- if (i <= e)
- {
- StateInfo* stp = st->previous->previous;
+ do {
+ stp = stp->previous->previous;
- for (cnt = 0; i <= e; i += 2)
- {
- stp = stp->previous->previous;
+ if (stp->key == st->key)
+ return true;
- if (stp->key == st->key && (!CheckThreeFold || ++cnt >= 2))
- return true;
- }
- }
+ i += 2;
+
+ } while (i <= e);
}
return false;
}
-// Explicit template instantiations
-template bool Position::is_draw<true, true>() const;
-template bool Position::is_draw<true, false>() const;
-template bool Position::is_draw<false,false>() const;
-
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging especially for finding evaluation symmetry bugs.
thisThread = pos.this_thread();
nodes = pos.nodes_searched();
chess960 = pos.is_chess960();
- startPosPly = pos.startpos_ply_counter();
+ gamePly = pos.game_ply();
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!pos.is_empty(s))