Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, 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 <iomanip>
#include <sstream>
-#include "bitcount.h"
+#include "bitboard.h"
#include "misc.h"
#include "movegen.h"
#include "position.h"
-#include "psqtab.h"
#include "thread.h"
#include "tt.h"
#include "uci.h"
using std::string;
-Value PieceValue[PHASE_NB][PIECE_NB] = {
-{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
-{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
-
namespace Zobrist {
Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
namespace {
const string PieceToChar(" PNBRQK pnbrqk");
-Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
// min_attacker() is a helper function used by see() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
-template<int Pt> FORCE_INLINE
-PieceType min_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+template<int Pt>
+PieceType min_attacker(const Bitboard* bb, Square to, Bitboard stmAttackers,
Bitboard& occupied, Bitboard& attackers) {
Bitboard b = stmAttackers & bb[Pt];
return (PieceType)Pt;
}
-template<> FORCE_INLINE
-PieceType min_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+template<>
+PieceType min_attacker<KING>(const Bitboard*, Square, Bitboard, Bitboard&, Bitboard&) {
return KING; // No need to update bitboards: it is the last cycle
}
} // namespace
-/// CheckInfo c'tor
+/// CheckInfo constructor
CheckInfo::CheckInfo(const Position& pos) {
Color them = ~pos.side_to_move();
- ksq = pos.king_square(them);
+ ksq = pos.square<KING>(them);
pinned = pos.pinned_pieces(pos.side_to_move());
dcCandidates = pos.discovered_check_candidates();
- checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
- checkSq[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
- checkSq[BISHOP] = pos.attacks_from<BISHOP>(ksq);
- checkSq[ROOK] = pos.attacks_from<ROOK>(ksq);
- checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
- checkSq[KING] = 0;
+ checkSquares[PAWN] = pos.attacks_from<PAWN>(ksq, them);
+ checkSquares[KNIGHT] = pos.attacks_from<KNIGHT>(ksq);
+ checkSquares[BISHOP] = pos.attacks_from<BISHOP>(ksq);
+ checkSquares[ROOK] = pos.attacks_from<ROOK>(ksq);
+ checkSquares[QUEEN] = checkSquares[BISHOP] | checkSquares[ROOK];
+ checkSquares[KING] = 0;
}
}
os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
- << std::setfill('0') << std::setw(16) << pos.st->key << std::dec << "\nCheckers: ";
+ << std::setfill('0') << std::setw(16) << pos.key() << std::dec << "\nCheckers: ";
for (Bitboard b = pos.checkers(); b; )
os << UCI::square(pop_lsb(&b)) << " ";
/// Position::init() initializes at startup the various arrays used to compute
-/// hash keys and the piece square tables. The latter is a two-step operation:
-/// Firstly, the white halves of the tables are copied from PSQT[] tables.
-/// Secondly, the black halves of the tables are initialized by flipping and
-/// changing the sign of the white scores.
+/// hash keys.
void Position::init() {
Zobrist::side = rng.rand<Key>();
Zobrist::exclusion = rng.rand<Key>();
-
- for (PieceType pt = PAWN; pt <= KING; ++pt)
- {
- PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
- PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
-
- Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
-
- for (Square s = SQ_A1; s <= SQ_H8; ++s)
- {
- psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
- psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
- }
- }
-}
-
-
-/// Position::operator=() creates a copy of 'pos' but detaching the state pointer
-/// from the source to be self-consistent and not depending on any external data.
-
-Position& Position::operator=(const Position& pos) {
-
- std::memcpy(this, &pos, sizeof(Position));
- std::memcpy(&startState, st, sizeof(StateInfo));
- st = &startState;
- nodes = 0;
-
- assert(pos_is_ok());
-
- return *this;
-}
-
-
-/// Position::clear() erases the position object to a pristine state, with an
-/// empty board, white to move, and no castling rights.
-
-void Position::clear() {
-
- std::memset(this, 0, sizeof(Position));
- startState.epSquare = SQ_NONE;
- st = &startState;
-
- for (int i = 0; i < PIECE_TYPE_NB; ++i)
- for (int j = 0; j < 16; ++j)
- pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
}
/// This function is not very robust - make sure that input FENs are correct,
/// this is assumed to be the responsibility of the GUI.
-void Position::set(const string& fenStr, bool isChess960, Thread* th) {
+Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
Square sq = SQ_A8;
std::istringstream ss(fenStr);
- clear();
+ std::memset(this, 0, sizeof(Position));
+ std::memset(si, 0, sizeof(StateInfo));
+ std::fill_n(&pieceList[0][0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
+ st = si;
+
ss >> std::noskipws;
// 1. Piece placement
{
Square rsq;
Color c = islower(token) ? BLACK : WHITE;
+ Piece rook = make_piece(c, ROOK);
token = char(toupper(token));
if (token == 'K')
- for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
+ for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
else if (token == 'Q')
- for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
+ for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
else if (token >= 'A' && token <= 'H')
rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
st->epSquare = SQ_NONE;
}
+ else
+ st->epSquare = SQ_NONE;
// 5-6. Halfmove clock and fullmove number
ss >> std::skipws >> st->rule50 >> gamePly;
set_state(st);
assert(pos_is_ok());
+
+ return *this;
}
void Position::set_castling_right(Color c, Square rfrom) {
- Square kfrom = king_square(c);
+ Square kfrom = square<KING>(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
- si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
+ si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
for (Bitboard b = pieces(); b; )
{
Square s = pop_lsb(&b);
Piece pc = piece_on(s);
si->key ^= Zobrist::psq[color_of(pc)][type_of(pc)][s];
- si->psq += psq[color_of(pc)][type_of(pc)][s];
+ si->psq += PSQT::psq[color_of(pc)][type_of(pc)][s];
}
if (si->epSquare != SQ_NONE)
}
-/// Position::check_blockers() returns a bitboard of all the pieces with color
-/// 'c' that are blocking check on the king with color 'kingColor'. A piece
-/// blocks a check if removing that piece from the board would result in a
-/// position where the king is in check. A check blocking piece can be either a
-/// pinned or a discovered check piece, according if its color 'c' is the same
-/// or the opposite of 'kingColor'.
+/// Position::slider_blockers() returns a bitboard of all the pieces in 'target' that
+/// are blocking attacks on the square 's' from 'sliders'. A piece blocks a slider
+/// if removing that piece from the board would result in a position where square 's'
+/// is attacked. For example, a king-attack blocking piece can be either a pinned or
+/// a discovered check piece, according if its color is the opposite or the same of
+/// the color of the slider.
-Bitboard Position::check_blockers(Color c, Color kingColor) const {
+Bitboard Position::slider_blockers(Bitboard target, Bitboard sliders, Square s) const {
Bitboard b, pinners, result = 0;
- Square ksq = king_square(kingColor);
- // Pinners are sliders that give check when a pinned piece is removed
- pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
- | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(~kingColor);
+ // Pinners are sliders that attack 's' when a pinned piece is removed
+ pinners = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
+ | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
while (pinners)
{
- b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
+ b = between_bb(s, pop_lsb(&pinners)) & pieces();
if (!more_than_one(b))
- result |= b & pieces(c);
+ result |= b & target;
}
return result;
}
Square from = from_sq(m);
assert(color_of(moved_piece(m)) == us);
- assert(piece_on(king_square(us)) == make_piece(us, KING));
+ assert(piece_on(square<KING>(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
if (type_of(m) == ENPASSANT)
{
- Square ksq = king_square(us);
+ Square ksq = square<KING>(us);
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- return !pinned
- || !(pinned & from)
- || aligned(from, to_sq(m), king_square(us));
+ return !(pinned & from)
+ || aligned(from, to_sq(m), square<KING>(us));
}
return false;
// Our move must be a blocking evasion or a capture of the checking piece
- if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
+ if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so as to catch
Square to = to_sq(m);
// Is there a direct check?
- if (ci.checkSq[type_of(piece_on(from))] & to)
+ if (ci.checkSquares[type_of(piece_on(from))] & to)
return true;
// Is there a discovered check?
- if ( ci.dcCandidates
- && (ci.dcCandidates & from)
+ if ( (ci.dcCandidates & from)
&& !aligned(from, to, ci.ksq))
return true;
do_castling<true>(us, from, to, rfrom, rto);
captured = NO_PIECE_TYPE;
- st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
+ st->psq += PSQT::psq[us][ROOK][rto] - PSQT::psq[us][ROOK][rfrom];
k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
}
prefetch(thisThread->materialTable[st->materialKey]);
// Update incremental scores
- st->psq -= psq[them][captured][capsq];
+ st->psq -= PSQT::psq[them][captured][capsq];
// Reset rule 50 counter
st->rule50 = 0;
^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
- st->psq += psq[us][promotion][to] - psq[us][PAWN][to];
+ st->psq += PSQT::psq[us][promotion][to] - PSQT::psq[us][PAWN][to];
// Update material
st->nonPawnMaterial[us] += PieceValue[MG][promotion];
}
// Update incremental scores
- st->psq += psq[us][pt][to] - psq[us][pt][from];
+ st->psq += PSQT::psq[us][pt][to] - PSQT::psq[us][pt][from];
// Set capture piece
st->capturedType = captured;
st->key = k;
// Calculate checkers bitboard (if move gives check)
- st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
+ st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
std::getline(ss, token); // Half and full moves
f += token;
- set(f, is_chess960(), this_thread());
+ set(f, is_chess960(), st, this_thread());
assert(pos_is_ok());
}
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
- || piece_on(king_square(WHITE)) != W_KING
- || piece_on(king_square(BLACK)) != B_KING
+ || piece_on(square<KING>(WHITE)) != W_KING
+ || piece_on(square<KING>(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
- || attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
+ || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
return false;
if (step == Bitboards)
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
{
- if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
+ if (pieceCount[c][pt] != popcount(pieces(c, pt)))
return false;
for (int i = 0; i < pieceCount[c][pt]; ++i)
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
- ||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
+ ||(castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
return false;
}
}