/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
+ Copyright (C) 2004-2021 The Stockfish developers (see AUTHORS file)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
&& !pos.can_castle(ANY_CASTLING))
{
StateInfo st;
+ ASSERT_ALIGNED(&st, Eval::NNUE::kCacheLineSize);
+
Position p;
p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
Tablebases::ProbeState s1, s2;
std::memset(this, 0, sizeof(Position));
std::memset(si, 0, sizeof(StateInfo));
- std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
st = si;
- // Each piece on board gets a unique ID used to track the piece later
- PieceId piece_id, next_piece_id = PIECE_ID_ZERO;
-
ss >> std::noskipws;
// 1. Piece placement
else if (token == '/')
sq += 2 * SOUTH;
- else if ((idx = PieceToChar.find(token)) != string::npos)
- {
- auto pc = Piece(idx);
- put_piece(pc, sq);
-
- if (Eval::useNNUE)
- {
- // Kings get a fixed ID, other pieces get ID in order of placement
- piece_id =
- (idx == W_KING) ? PIECE_ID_WKING :
- (idx == B_KING) ? PIECE_ID_BKING :
- next_piece_id++;
- evalList.put_piece(piece_id, sq, pc);
- }
-
+ else if ((idx = PieceToChar.find(token)) != string::npos) {
+ put_piece(Piece(idx), sq);
++sq;
}
}
chess960 = isChess960;
thisThread = th;
set_state(st);
+ st->accumulator.state[WHITE] = Eval::NNUE::INIT;
+ st->accumulator.state[BLACK] = Eval::NNUE::INIT;
assert(pos_is_ok());
// 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)
+ if (type_of(m) == EN_PASSANT)
{
Square ksq = square<KING>(us);
Square capsq = to - pawn_push(us);
// of direct checks and ordinary discovered check, so the only case we
// need to handle is the unusual case of a discovered check through
// the captured pawn.
- case ENPASSANT:
+ case EN_PASSANT:
{
Square capsq = make_square(file_of(to), rank_of(from));
Bitboard b = (pieces() ^ from ^ capsq) | to;
++st->pliesFromNull;
// Used by NNUE
- st->accumulator.computed_accumulation = false;
- st->accumulator.computed_score = false;
- PieceId dp0 = PIECE_ID_NONE;
- PieceId dp1 = PIECE_ID_NONE;
+ st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+ st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
auto& dp = st->dirtyPiece;
dp.dirty_num = 1;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(from);
- Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
+ Piece captured = type_of(m) == EN_PASSANT ? make_piece(them, PAWN) : piece_on(to);
assert(color_of(pc) == us);
assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
// update non-pawn material.
if (type_of(captured) == PAWN)
{
- if (type_of(m) == ENPASSANT)
+ if (type_of(m) == EN_PASSANT)
{
capsq -= pawn_push(us);
if (Eval::useNNUE)
{
- dp.dirty_num = 2; // 2 pieces moved
- dp1 = piece_id_on(capsq);
- dp.pieceId[1] = dp1;
- dp.old_piece[1] = evalList.piece_with_id(dp1);
- evalList.put_piece(dp1, capsq, NO_PIECE);
- dp.new_piece[1] = evalList.piece_with_id(dp1);
+ dp.dirty_num = 2; // 1 piece moved, 1 piece captured
+ dp.piece[1] = captured;
+ dp.from[1] = capsq;
+ dp.to[1] = SQ_NONE;
}
// Update board and piece lists
remove_piece(capsq);
- if (type_of(m) == ENPASSANT)
+ if (type_of(m) == EN_PASSANT)
board[capsq] = NO_PIECE;
// Update material hash key and prefetch access to materialTable
{
if (Eval::useNNUE)
{
- dp0 = piece_id_on(from);
- dp.pieceId[0] = dp0;
- dp.old_piece[0] = evalList.piece_with_id(dp0);
- evalList.put_piece(dp0, to, pc);
- dp.new_piece[0] = evalList.piece_with_id(dp0);
+ dp.piece[0] = pc;
+ dp.from[0] = from;
+ dp.to[0] = to;
}
move_piece(from, to);
// If the moving piece is a pawn do some special extra work
if (type_of(pc) == PAWN)
{
- // Set en-passant square if the moved pawn can be captured
+ // Set en passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
&& (pawn_attacks_bb(us, to - pawn_push(us)) & pieces(them, PAWN)))
{
if (Eval::useNNUE)
{
- dp0 = piece_id_on(to);
- evalList.put_piece(dp0, to, promotion);
- dp.new_piece[0] = evalList.piece_with_id(dp0);
+ // Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
+ dp.to[0] = SQ_NONE;
+ dp.piece[dp.dirty_num] = promotion;
+ dp.from[dp.dirty_num] = SQ_NONE;
+ dp.to[dp.dirty_num] = to;
+ dp.dirty_num++;
}
// Update hash keys
{
move_piece(to, from); // Put the piece back at the source square
- if (Eval::useNNUE)
- {
- PieceId dp0 = st->dirtyPiece.pieceId[0];
- evalList.put_piece(dp0, from, pc);
- }
-
if (st->capturedPiece)
{
Square capsq = to;
- if (type_of(m) == ENPASSANT)
+ if (type_of(m) == EN_PASSANT)
{
capsq -= pawn_push(us);
}
put_piece(st->capturedPiece, capsq); // Restore the captured piece
-
- if (Eval::useNNUE)
- {
- PieceId dp1 = st->dirtyPiece.pieceId[1];
- assert(evalList.piece_with_id(dp1).from[WHITE] == PS_NONE);
- assert(evalList.piece_with_id(dp1).from[BLACK] == PS_NONE);
- evalList.put_piece(dp1, capsq, st->capturedPiece);
- }
}
}
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
- if (Eval::useNNUE)
+ if (Do && Eval::useNNUE)
{
- PieceId dp0, dp1;
auto& dp = st->dirtyPiece;
- dp.dirty_num = 2; // 2 pieces moved
-
- if (Do)
- {
- dp0 = piece_id_on(from);
- dp1 = piece_id_on(rfrom);
- dp.pieceId[0] = dp0;
- dp.old_piece[0] = evalList.piece_with_id(dp0);
- evalList.put_piece(dp0, to, make_piece(us, KING));
- dp.new_piece[0] = evalList.piece_with_id(dp0);
- dp.pieceId[1] = dp1;
- dp.old_piece[1] = evalList.piece_with_id(dp1);
- evalList.put_piece(dp1, rto, make_piece(us, ROOK));
- dp.new_piece[1] = evalList.piece_with_id(dp1);
- }
- else
- {
- dp0 = piece_id_on(to);
- dp1 = piece_id_on(rto);
- evalList.put_piece(dp0, from, make_piece(us, KING));
- evalList.put_piece(dp1, rfrom, make_piece(us, ROOK));
- }
+ dp.piece[0] = make_piece(us, KING);
+ dp.from[0] = from;
+ dp.to[0] = to;
+ dp.piece[1] = make_piece(us, ROOK);
+ dp.from[1] = rfrom;
+ dp.to[1] = rto;
+ dp.dirty_num = 2;
}
// Remove both pieces first since squares could overlap in Chess960
assert(!checkers());
assert(&newSt != st);
- if (Eval::useNNUE)
- {
- std::memcpy(&newSt, st, sizeof(StateInfo));
- st->accumulator.computed_score = false;
- }
- else
- std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
+ std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
newSt.previous = st;
st = &newSt;
+ st->dirtyPiece.dirty_num = 0;
+ st->dirtyPiece.piece[0] = NO_PIECE; // Avoid checks in UpdateAccumulator()
+ st->accumulator.state[WHITE] = Eval::NNUE::EMPTY;
+ st->accumulator.state[BLACK] = Eval::NNUE::EMPTY;
+
if (st->epSquare != SQ_NONE)
{
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
/// Position::key_after() computes the new hash key after the given move. Needed
/// for speculative prefetch. It doesn't recognize special moves like castling,
-/// en-passant and promotions.
+/// en passant and promotions.
Key Position::key_after(Move m) const {
assert(0 && "pos_is_ok: Bitboards");
StateInfo si = *st;
+ ASSERT_ALIGNED(&si, Eval::NNUE::kCacheLineSize);
+
set_state(&si);
if (std::memcmp(&si, st, sizeof(StateInfo)))
assert(0 && "pos_is_ok: State");
for (Piece pc : Pieces)
- {
if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
|| pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
assert(0 && "pos_is_ok: Pieces");
- for (int i = 0; i < pieceCount[pc]; ++i)
- if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
- assert(0 && "pos_is_ok: Index");
- }
-
for (Color c : { WHITE, BLACK })
for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
{