/*
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) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2004-2020 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
Zobrist::enpassant[f] = rng.rand<Key>();
for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
- {
- Zobrist::castling[cr] = 0;
- Bitboard b = cr;
- while (b)
- {
- Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
- Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
- }
- }
+ Zobrist::castling[cr] = rng.rand<Key>();
Zobrist::side = rng.rand<Key>();
Zobrist::noPawns = rng.rand<Key>();
4) En passant target square (in algebraic notation). If there's no en passant
target square, this is "-". If a pawn has just made a 2-square move, this
- is the position "behind" the pawn. This is recorded only if there is a pawn
- in position to make an en passant capture, and if there really is a pawn
- that might have advanced two squares.
+ is the position "behind" the pawn. Following X-FEN standard, this is recorded only
+ if there is a pawn in position to make an en passant capture, and if there really
+ is a pawn that might have advanced two squares.
5) Halfmove clock. This is the number of halfmoves since the last pawn advance
or capture. This is used to determine if a draw can be claimed under the
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 ((idx = PieceToChar.find(token)) != string::npos)
{
- put_piece(Piece(idx), sq);
+ 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);
+ }
+
++sq;
}
}
set_castling_right(c, rsq);
}
- // 4. En passant square. Ignore if no pawn capture is possible
+ // 4. En passant square.
+ // Ignore if square is invalid or not on side to move relative rank 6.
+ bool enpassant = false;
+
if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
- && ((ss >> row) && (row == '3' || row == '6')))
+ && ((ss >> row) && (row == (sideToMove == WHITE ? '6' : '3'))))
{
st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
- if ( !(attackers_to(st->epSquare) & pieces(sideToMove, PAWN))
- || !(pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove))))
- st->epSquare = SQ_NONE;
+ // En passant square will be considered only if
+ // a) side to move have a pawn threatening epSquare
+ // b) there is an enemy pawn in front of epSquare
+ // c) there is no piece on epSquare or behind epSquare
+ enpassant = pawn_attacks_bb(~sideToMove, st->epSquare) & pieces(sideToMove, PAWN)
+ && (pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove)))
+ && !(pieces() & (st->epSquare | (st->epSquare + pawn_push(sideToMove))));
}
- else
+
+ if (!enpassant)
st->epSquare = SQ_NONE;
// 5-6. Halfmove clock and fullmove number
++st->rule50;
++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;
+ auto& dp = st->dirtyPiece;
+ dp.dirty_num = 1;
+
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
else
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
+ 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);
+ }
+
// Update board and piece lists
remove_piece(capsq);
// Update castling rights if needed
if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
{
- int cr = castlingRightsMask[from] | castlingRightsMask[to];
- k ^= Zobrist::castling[st->castlingRights & cr];
- st->castlingRights &= ~cr;
+ k ^= Zobrist::castling[st->castlingRights];
+ st->castlingRights &= ~(castlingRightsMask[from] | castlingRightsMask[to]);
+ k ^= Zobrist::castling[st->castlingRights];
}
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
+ {
+ 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);
+ }
+
move_piece(from, to);
+ }
// If the moving piece is a pawn do some special extra work
if (type_of(pc) == PAWN)
remove_piece(to);
put_piece(promotion, to);
+ if (Eval::useNNUE)
+ {
+ dp0 = piece_id_on(to);
+ evalList.put_piece(dp0, to, promotion);
+ dp.new_piece[0] = evalList.piece_with_id(dp0);
+ }
+
// Update hash keys
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
st->pawnKey ^= Zobrist::psq[pc][to];
{
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;
}
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)
+ {
+ 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));
+ }
+ }
+
// Remove both pieces first since squares could overlap in Chess960
remove_piece(Do ? from : to);
remove_piece(Do ? rfrom : rto);
assert(!checkers());
assert(&newSt != st);
- std::memcpy(&newSt, st, sizeof(StateInfo));
+ if (Eval::useNNUE)
+ {
+ std::memcpy(&newSt, st, sizeof(StateInfo));
+ st->accumulator.computed_score = false;
+ }
+ else
+ std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
+
newSt.previous = st;
st = &newSt;