#include "bitcount.h"
#include "movegen.h"
+#include "notation.h"
#include "position.h"
#include "psqtab.h"
#include "rkiss.h"
using std::cout;
using std::endl;
-Key Position::zobrist[2][8][64];
-Key Position::zobEp[8];
-Key Position::zobCastle[16];
-Key Position::zobSideToMove;
-Key Position::zobExclusion;
-
-Score Position::pieceSquareTable[16][64];
-
-// Material values arrays, indexed by Piece
-const Value PieceValueMidgame[17] = {
- VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame
-};
-
-const Value PieceValueEndgame[17] = {
- VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame
-};
-
-// To convert a Piece to and from a FEN char
static const string PieceToChar(" PNBRQK pnbrqk");
+CACHE_LINE_ALIGNMENT
+
+Score pieceSquareTable[PIECE_NB][SQUARE_NB];
+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];
+Key enpassant[FILE_NB];
+Key castle[CASTLE_RIGHT_NB];
+Key side;
+Key exclusion;
+
+/// init() initializes at startup the various arrays used to compute hash keys
+/// and the piece square tables. The latter is a two-step operation: First, the
+/// white halves of the tables are copied from PSQT[] tables. Second, the black
+/// halves of the tables are initialized by flipping and changing the sign of
+/// the white scores.
+
+void init() {
+
+ RKISS rk;
+
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ psq[c][pt][s] = rk.rand<Key>();
+
+ for (File f = FILE_A; f <= FILE_H; f++)
+ enpassant[f] = rk.rand<Key>();
+
+ for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
+ {
+ Bitboard b = cr;
+ while (b)
+ {
+ Key k = castle[1ULL << pop_lsb(&b)];
+ castle[cr] ^= k ? k : rk.rand<Key>();
+ }
+ }
+
+ side = rk.rand<Key>();
+ exclusion = rk.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++)
+ {
+ pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]);
+ pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]);
+ }
+ }
+}
+
+} // namespace Zobrist
+
+
+namespace {
+
+/// next_attacker() is an helper function used by see() to locate the least
+/// valuable attacker for the side to move, remove the attacker we just found
+/// from the 'occupied' bitboard and scan for new X-ray attacks behind it.
+
+template<int Pt> FORCE_INLINE
+PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+ Bitboard& occupied, Bitboard& attackers) {
+
+ if (stmAttackers & bb[Pt])
+ {
+ Bitboard b = stmAttackers & bb[Pt];
+ occupied ^= b & ~(b - 1);
+
+ if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
+ attackers |= attacks_bb<BISHOP>(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
+
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+
+ return (PieceType)Pt;
+ }
+ return next_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
+}
+
+template<> FORCE_INLINE
+PieceType next_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+ return KING; // No need to update bitboards, it is the last cycle
+}
+
+} // namespace
+
/// CheckInfo c'tor
/// object do not depend on any external data so we detach state pointer from
/// the source one.
-void Position::operator=(const Position& pos) {
+Position& Position::operator=(const Position& pos) {
memcpy(this, &pos, sizeof(Position));
startState = *st;
nodes = 0;
assert(pos_is_ok());
+
+ return *this;
}
string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
+ sync_cout;
+
if (move)
- {
- Position p(*this);
- cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
- }
+ cout << "\nMove is: " << (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)];
- cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << endl;
+ cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << sync_endl;
}
while (pinners)
{
- b = between_bb(ksq, pop_1st_bit(&pinners)) & pieces();
+ b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
if (b && !more_than_one(b) && (b & pieces(sideToMove)))
result |= b;
}
-/// Position::move_attacks_square() tests whether a move from the current
-/// position attacks a given square.
-
-bool Position::move_attacks_square(Move m, Square s) const {
-
- assert(is_ok(m));
- assert(is_ok(s));
-
- Bitboard occ, xray;
- Square from = from_sq(m);
- Square to = to_sq(m);
- Piece piece = piece_moved(m);
-
- assert(!is_empty(from));
-
- // Update occupancy as if the piece is moving
- occ = pieces() ^ from ^ to;
-
- // The piece moved in 'to' attacks the square 's' ?
- if (attacks_from(piece, to, occ) & s)
- return true;
-
- // Scan for possible X-ray attackers behind the moved piece
- xray = (attacks_bb< ROOK>(s, occ) & pieces(color_of(piece), QUEEN, ROOK))
- | (attacks_bb<BISHOP>(s, occ) & pieces(color_of(piece), QUEEN, BISHOP));
-
- // Verify attackers are triggered by our move and not already existing
- return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
-}
-
-
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
if (type_of(pc) != KING)
{
Bitboard b = checkers();
- Square checksq = pop_1st_bit(&b);
+ Square checksq = pop_lsb(&b);
if (b) // double check ? In this case a king move is required
return false;
Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
- // which are recalculated from scratch anyway, then switch our state pointer
- // to point to the new, ready to be updated, state.
- memcpy(&newSt, st, sizeof(ReducedStateInfo));
+ // which are going to be recalculated from scratch anyway, then switch our state
+ // pointer to point to the new, ready to be updated, state.
+ memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
newSt.previous = st;
st = &newSt;
// Update side to move
- k ^= zobSideToMove;
+ 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.
board[capsq] = NO_PIECE;
}
- st->pawnKey ^= zobrist[them][PAWN][capsq];
+ st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= PieceValueMidgame[capture];
+ st->npMaterial[them] -= PieceValue[MG][capture];
// Remove the captured piece
byTypeBB[ALL_PIECES] ^= capsq;
pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
// Update hash keys
- k ^= zobrist[them][capture][capsq];
- st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
+ k ^= Zobrist::psq[them][capture][capsq];
+ st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
// Update incremental scores
st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
}
// Update hash key
- k ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
+ k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
- k ^= zobEp[file_of(st->epSquare)];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
{
int cr = castleRightsMask[from] | castleRightsMask[to];
- k ^= zobCastle[st->castleRights & cr];
+ k ^= Zobrist::castle[st->castleRights & cr];
st->castleRights &= ~cr;
}
&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = Square((from + to) / 2);
- k ^= zobEp[file_of(st->epSquare)];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
if (type_of(m) == PROMOTION)
pieceList[us][promotion][index[to]] = to;
// Update hash keys
- k ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
- st->pawnKey ^= zobrist[us][PAWN][to];
- st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]++]
- ^ zobrist[us][PAWN][pieceCount[us][PAWN]];
+ k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
+ st->pawnKey ^= Zobrist::psq[us][PAWN][to];
+ st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]++]
+ ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
- st->npMaterial[us] += PieceValueMidgame[promotion];
+ st->npMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
// Reset rule 50 draw counter
st->rule50 = 0;
st->psqScore += psq_delta(rook, rfrom, rto);
// Update hash key
- st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
+ st->key ^= Zobrist::psq[us][KING][kfrom] ^ Zobrist::psq[us][KING][kto];
+ st->key ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
// Clear en passant square
if (st->epSquare != SQ_NONE)
{
- st->key ^= zobEp[file_of(st->epSquare)];
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
// Update castling rights
- st->key ^= zobCastle[st->castleRights & castleRightsMask[kfrom]];
+ st->key ^= Zobrist::castle[st->castleRights & castleRightsMask[kfrom]];
st->castleRights &= ~castleRightsMask[kfrom];
// Update checkers BB
if (Do)
{
if (st->epSquare != SQ_NONE)
- st->key ^= zobEp[file_of(st->epSquare)];
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
- st->key ^= zobSideToMove;
+ st->key ^= Zobrist::side;
prefetch((char*)TT.first_entry(st->key));
st->epSquare = SQ_NONE;
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
- if (PieceValueMidgame[piece_on(to_sq(m))] >= PieceValueMidgame[piece_moved(m)])
+ if (PieceValue[MG][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
return 1;
return see(m);
int Position::see(Move m) const {
Square from, to;
- Bitboard occ, attackers, stmAttackers, b;
+ Bitboard occupied, attackers, stmAttackers;
int swapList[32], slIndex = 1;
- PieceType capturedType, pt;
+ PieceType captured;
Color stm;
assert(is_ok(m));
- // As castle moves are implemented as capturing the rook, they have
- // SEE == RookValueMidgame most of the times (unless the rook is under
- // attack).
- if (type_of(m) == CASTLE)
- return 0;
-
from = from_sq(m);
to = to_sq(m);
- capturedType = type_of(piece_on(to));
- occ = pieces();
+ captured = type_of(piece_on(to));
+ occupied = pieces() ^ from;
// Handle en passant moves
if (type_of(m) == ENPASSANT)
{
Square capQq = to - pawn_push(sideToMove);
- assert(!capturedType);
+ assert(!captured);
assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
- occ ^= capQq;
- capturedType = PAWN;
+ occupied ^= capQq;
+ captured = PAWN;
}
+ else if (type_of(m) == CASTLE)
+ // Castle moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply return 0 that is always the correct value
+ // unless the rook is ends up under attack.
+ return 0;
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
- occ ^= from;
- attackers = attackers_to(to, occ);
+ attackers = attackers_to(to, occupied);
// If the opponent has no attackers we are finished
stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return PieceValueMidgame[capturedType];
+ return PieceValue[MG][captured];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
- swapList[0] = PieceValueMidgame[capturedType];
- capturedType = type_of(piece_on(from));
+ swapList[0] = PieceValue[MG][captured];
+ captured = type_of(piece_on(from));
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
- assert(pt < KING);
-
- // Remove the attacker we just found from the 'occupied' bitboard,
- // and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces(pt);
- occ ^= (b & (~b + 1));
- attackers |= (attacks_bb<ROOK>(to, occ) & pieces(ROOK, QUEEN))
- | (attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN));
-
- attackers &= occ; // Cut out pieces we've already done
+ assert(slIndex < 32);
// Add the new entry to the swap list
- assert(slIndex < 32);
- swapList[slIndex] = -swapList[slIndex - 1] + PieceValueMidgame[capturedType];
+ swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
slIndex++;
- // Remember the value of the capturing piece, and change the side to
- // move before beginning the next iteration.
- capturedType = pt;
+ // Locate and remove from 'occupied' the next least valuable attacker
+ captured = next_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ attackers &= occupied; // Remove the just found attacker
stm = ~stm;
stmAttackers = attackers & pieces(stm);
- // Stop before processing a king capture
- if (capturedType == KING && stmAttackers)
+ if (captured == KING)
{
- assert(slIndex < 32);
- swapList[slIndex++] = QueenValueMidgame*10;
+ // Stop before processing a king capture
+ if (stmAttackers)
+ swapList[slIndex++] = QueenValueMg * 16;
+
break;
}
+
} while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
for (int i = 0; i < 8; i++)
for (int j = 0; j < 16; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
-
- for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
- board[sq] = NO_PIECE;
}
Key Position::compute_key() const {
- Key k = zobCastle[st->castleRights];
+ Key k = Zobrist::castle[st->castleRights];
for (Bitboard b = pieces(); b; )
{
- Square s = pop_1st_bit(&b);
- k ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
}
if (ep_square() != SQ_NONE)
- k ^= zobEp[file_of(ep_square())];
+ k ^= Zobrist::enpassant[file_of(ep_square())];
if (sideToMove == BLACK)
- k ^= zobSideToMove;
+ k ^= Zobrist::side;
return k;
}
for (Bitboard b = pieces(PAWN); b; )
{
- Square s = pop_1st_bit(&b);
- k ^= zobrist[color_of(piece_on(s))][PAWN][s];
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
}
return k;
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
for (int cnt = 0; cnt < piece_count(c, pt); cnt++)
- k ^= zobrist[c][pt][cnt];
+ k ^= Zobrist::psq[c][pt][cnt];
return k;
}
for (Bitboard b = pieces(); b; )
{
- Square s = pop_1st_bit(&b);
+ Square s = pop_lsb(&b);
score += pieceSquareTable[piece_on(s)][s];
}
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- value += piece_count(c, pt) * PieceValueMidgame[pt];
+ value += piece_count(c, pt) * PieceValue[MG][pt];
return value;
}
/// 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 SkipRepetition>
+template<bool CheckRepetition, bool CheckThreeFold>
bool Position::is_draw() const {
- // Draw by material?
if ( !pieces(PAWN)
- && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
- // Draw by the 50 moves rule?
if (st->rule50 > 99 && (!in_check() || MoveList<LEGAL>(*this).size()))
return true;
- // Draw by repetition?
- if (!SkipRepetition)
+ if (CheckRepetition)
{
- int i = 4, e = std::min(st->rule50, st->pliesFromNull);
+ int i = 4, e = std::min(st->rule50, st->pliesFromNull), cnt;
if (i <= e)
{
StateInfo* stp = st->previous->previous;
- do {
+ for (cnt = 0; i <= e; i += 2)
+ {
stp = stp->previous->previous;
- if (stp->key == st->key)
+ if (stp->key == st->key && (!CheckThreeFold || ++cnt >= 2))
return true;
-
- i +=2;
-
- } while (i <= e);
+ }
}
}
}
// Explicit template instantiations
-template bool Position::is_draw<false>() const;
-template bool Position::is_draw<true>() const;
-
-
-/// Position::init() is a static member function which initializes at startup
-/// the various arrays used to compute hash keys and the piece square tables.
-/// The latter is a two-step operation: First, the white halves of the tables
-/// are copied from PSQT[] tables. Second, the black halves of the tables are
-/// initialized by flipping and changing the sign of the white scores.
-
-void Position::init() {
-
- RKISS rk;
-
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- zobrist[c][pt][s] = rk.rand<Key>();
-
- for (File f = FILE_A; f <= FILE_H; f++)
- zobEp[f] = rk.rand<Key>();
-
- for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
- {
- Bitboard b = cr;
- while (b)
- {
- Key k = zobCastle[1ULL << pop_1st_bit(&b)];
- zobCastle[cr] ^= k ? k : rk.rand<Key>();
- }
- }
-
- zobSideToMove = rk.rand<Key>();
- zobExclusion = rk.rand<Key>();
-
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- Score v = make_score(PieceValueMidgame[pt], PieceValueEndgame[pt]);
-
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- {
- pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]);
- pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]);
- }
- }
-}
+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
if ((*step)++, debugKingCount)
{
- int kingCount[2] = {};
+ int kingCount[COLOR_NB] = {};
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (type_of(piece_on(s)) == KING)