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) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2018 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
uint8_t PopCnt16[1 << 16];
int SquareDistance[SQUARE_NB][SQUARE_NB];
-Magic RookMagics[SQUARE_NB];
-Magic BishopMagics[SQUARE_NB];
-
Bitboard SquareBB[SQUARE_NB];
Bitboard FileBB[FILE_NB];
Bitboard RankBB[RANK_NB];
Bitboard AdjacentFilesBB[FILE_NB];
-Bitboard InFrontBB[COLOR_NB][RANK_NB];
+Bitboard ForwardRanksBB[COLOR_NB][RANK_NB];
Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
Bitboard LineBB[SQUARE_NB][SQUARE_NB];
Bitboard DistanceRingBB[SQUARE_NB][8];
-Bitboard ForwardBB[COLOR_NB][SQUARE_NB];
+Bitboard ForwardFileBB[COLOR_NB][SQUARE_NB];
Bitboard PassedPawnMask[COLOR_NB][SQUARE_NB];
Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
-namespace {
+Magic RookMagics[SQUARE_NB];
+Magic BishopMagics[SQUARE_NB];
- // De Bruijn sequences. See chessprogramming.wikispaces.com/BitScan
- const uint64_t DeBruijn64 = 0x3F79D71B4CB0A89ULL;
- const uint32_t DeBruijn32 = 0x783A9B23;
+namespace {
- int MSBTable[256]; // To implement software msb()
- Square BSFTable[SQUARE_NB]; // To implement software bitscan
Bitboard RookTable[0x19000]; // To store rook attacks
Bitboard BishopTable[0x1480]; // To store bishop attacks
- typedef unsigned (Fn)(Square, Bitboard);
-
- void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index);
-
- // bsf_index() returns the index into BSFTable[] to look up the bitscan. Uses
- // Matt Taylor's folding for 32 bit case, extended to 64 bit by Kim Walisch.
-
- unsigned bsf_index(Bitboard b) {
- b ^= b - 1;
- return Is64Bit ? (b * DeBruijn64) >> 58
- : ((unsigned(b) ^ unsigned(b >> 32)) * DeBruijn32) >> 26;
- }
-
+ void init_magics(Bitboard table[], Magic magics[], Direction directions[]);
// popcount16() counts the non-zero bits using SWAR-Popcount algorithm
}
}
-#ifdef NO_BSF
-
-/// Software fall-back of lsb() and msb() for CPU lacking hardware support
-
-Square lsb(Bitboard b) {
- assert(b);
- return BSFTable[bsf_index(b)];
-}
-
-Square msb(Bitboard b) {
-
- assert(b);
- unsigned b32;
- int result = 0;
-
- if (b > 0xFFFFFFFF)
- {
- b >>= 32;
- result = 32;
- }
-
- b32 = unsigned(b);
-
- if (b32 > 0xFFFF)
- {
- b32 >>= 16;
- result += 16;
- }
-
- if (b32 > 0xFF)
- {
- b32 >>= 8;
- result += 8;
- }
-
- return Square(result + MSBTable[b32]);
-}
-
-#endif // ifdef NO_BSF
-
/// Bitboards::pretty() returns an ASCII representation of a bitboard suitable
/// to be printed to standard output. Useful for debugging.
PopCnt16[i] = (uint8_t) popcount16(i);
for (Square s = SQ_A1; s <= SQ_H8; ++s)
- {
- SquareBB[s] = 1ULL << s;
- BSFTable[bsf_index(SquareBB[s])] = s;
- }
-
- for (Bitboard b = 2; b < 256; ++b)
- MSBTable[b] = MSBTable[b - 1] + !more_than_one(b);
+ SquareBB[s] = (1ULL << s);
for (File f = FILE_A; f <= FILE_H; ++f)
FileBB[f] = f > FILE_A ? FileBB[f - 1] << 1 : FileABB;
AdjacentFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
for (Rank r = RANK_1; r < RANK_8; ++r)
- InFrontBB[WHITE][r] = ~(InFrontBB[BLACK][r + 1] = InFrontBB[BLACK][r] | RankBB[r]);
+ ForwardRanksBB[WHITE][r] = ~(ForwardRanksBB[BLACK][r + 1] = ForwardRanksBB[BLACK][r] | RankBB[r]);
for (Color c = WHITE; c <= BLACK; ++c)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
- ForwardBB[c][s] = InFrontBB[c][rank_of(s)] & FileBB[file_of(s)];
- PawnAttackSpan[c][s] = InFrontBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
- PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
+ ForwardFileBB [c][s] = ForwardRanksBB[c][rank_of(s)] & FileBB[file_of(s)];
+ PawnAttackSpan[c][s] = ForwardRanksBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
+ PassedPawnMask[c][s] = ForwardFileBB [c][s] | PawnAttackSpan[c][s];
}
for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
for (int i = 0; steps[pt][i]; ++i)
{
- Square to = s + Square(c == WHITE ? steps[pt][i] : -steps[pt][i]);
+ Square to = s + Direction(c == WHITE ? steps[pt][i] : -steps[pt][i]);
if (is_ok(to) && distance(s, to) < 3)
{
}
}
- Square RookDeltas[] = { NORTH, EAST, SOUTH, WEST };
- Square BishopDeltas[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
+ Direction RookDirections[] = { NORTH, EAST, SOUTH, WEST };
+ Direction BishopDirections[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST };
- init_magics(RookTable, RookMagics, RookDeltas, magic_index<ROOK>);
- init_magics(BishopTable, BishopMagics, BishopDeltas, magic_index<BISHOP>);
+ init_magics(RookTable, RookMagics, RookDirections);
+ init_magics(BishopTable, BishopMagics, BishopDirections);
for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
{
namespace {
- Bitboard sliding_attack(Square deltas[], Square sq, Bitboard occupied) {
+ Bitboard sliding_attack(Direction directions[], Square sq, Bitboard occupied) {
Bitboard attack = 0;
for (int i = 0; i < 4; ++i)
- for (Square s = sq + deltas[i];
- is_ok(s) && distance(s, s - deltas[i]) == 1;
- s += deltas[i])
+ for (Square s = sq + directions[i];
+ is_ok(s) && distance(s, s - directions[i]) == 1;
+ s += directions[i])
{
attack |= s;
// chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we
// use the so called "fancy" approach.
- void init_magics(Bitboard table[], Magic magics[], Square deltas[], Fn index) {
+ void init_magics(Bitboard table[], Magic magics[], Direction directions[]) {
+ // Optimal PRNG seeds to pick the correct magics in the shortest time
int seeds[][RANK_NB] = { { 8977, 44560, 54343, 38998, 5731, 95205, 104912, 17020 },
{ 728, 10316, 55013, 32803, 12281, 15100, 16645, 255 } };
Bitboard occupancy[4096], reference[4096], edges, b;
- int age[4096] = {0}, current = 0, i, size;
-
- // attacks[s] is a pointer to the beginning of the attacks table for square 's'
- magics[SQ_A1].attacks = table;
+ int epoch[4096] = {}, cnt = 0, size = 0;
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
// all the attacks for each possible subset of the mask and so is 2 power
// the number of 1s of the mask. Hence we deduce the size of the shift to
// apply to the 64 or 32 bits word to get the index.
- magics[s].mask = sliding_attack(deltas, s, 0) & ~edges;
- magics[s].shift = (Is64Bit ? 64 : 32) - popcount(magics[s].mask);
+ Magic& m = magics[s];
+ m.mask = sliding_attack(directions, s, 0) & ~edges;
+ m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask);
+
+ // Set the offset for the attacks table of the square. We have individual
+ // table sizes for each square with "Fancy Magic Bitboards".
+ m.attacks = s == SQ_A1 ? table : magics[s - 1].attacks + size;
// Use Carry-Rippler trick to enumerate all subsets of masks[s] and
// store the corresponding sliding attack bitboard in reference[].
b = size = 0;
do {
occupancy[size] = b;
- reference[size] = sliding_attack(deltas, s, b);
+ reference[size] = sliding_attack(directions, s, b);
if (HasPext)
- magics[s].attacks[pext(b, magics[s].mask)] = reference[size];
+ m.attacks[pext(b, m.mask)] = reference[size];
size++;
- b = (b - magics[s].mask) & magics[s].mask;
+ b = (b - m.mask) & m.mask;
} while (b);
- // Set the offset for the table of the next square. We have individual
- // table sizes for each square with "Fancy Magic Bitboards".
- if (s < SQ_H8)
- magics[s + 1].attacks = magics[s].attacks + size;
-
if (HasPext)
continue;
// Find a magic for square 's' picking up an (almost) random number
// until we find the one that passes the verification test.
- do {
- do
- magics[s].magic = rng.sparse_rand<Bitboard>();
- while (popcount((magics[s].magic * magics[s].mask) >> 56) < 6);
+ for (int i = 0; i < size; )
+ {
+ for (m.magic = 0; popcount((m.magic * m.mask) >> 56) < 6; )
+ m.magic = rng.sparse_rand<Bitboard>();
// A good magic must map every possible occupancy to an index that
// looks up the correct sliding attack in the attacks[s] database.
// Note that we build up the database for square 's' as a side
- // effect of verifying the magic.
- for (++current, i = 0; i < size; ++i)
+ // effect of verifying the magic. Keep track of the attempt count
+ // and save it in epoch[], little speed-up trick to avoid resetting
+ // m.attacks[] after every failed attempt.
+ for (++cnt, i = 0; i < size; ++i)
{
- unsigned idx = index(s, occupancy[i]);
+ unsigned idx = m.index(occupancy[i]);
- if (age[idx] < current)
+ if (epoch[idx] < cnt)
{
- age[idx] = current;
- magics[s].attacks[idx] = reference[i];
+ epoch[idx] = cnt;
+ m.attacks[idx] = reference[i];
}
- else if (magics[s].attacks[idx] != reference[i])
+ else if (m.attacks[idx] != reference[i])
break;
}
- } while (i < size);
+ }
}
}
}