namespace {
// Bonus for having the side to move (modified by Joona Kiiski)
- const Score TempoValue = make_score(48, 22);
+ const Score Tempo = make_score(48, 22);
// To convert a Piece to and from a FEN char
const string PieceToChar(" PNBRQK pnbrqk .");
}
-/// Position c'tors. Here we always create a copy of the original position
-/// or the FEN string, we want the new born Position object do not depend
-/// on any external data so we detach state pointer from the source one.
+/// Position::operator=() creates a copy of 'pos'. We want the new born Position
+/// object do not depend on any external data so we detach state pointer from
+/// the source one.
-void Position::copy(const Position& pos, int th) {
+Position& Position::operator=(const Position& pos) {
memcpy(this, &pos, sizeof(Position));
startState = *st;
st = &startState;
- threadID = th;
nodes = 0;
-
- assert(pos_is_ok());
-}
-
-Position::Position(const string& fen, bool isChess960, int th) {
-
- from_fen(fen, isChess960);
- threadID = th;
+ return *this;
}
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->value = compute_value();
+ st->psqScore = compute_psq_score();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
/// Position::set_castle_right() is an helper function used to set castling
/// rights given the corresponding color and the rook starting square.
-void Position::set_castle_right(Color c, Square rsq) {
+void Position::set_castle_right(Color c, Square rfrom) {
+
+ Square kfrom = king_square(c);
+ bool kingSide = kfrom < rfrom;
+ int cr = (kingSide ? WHITE_OO : WHITE_OOO) << c;
- int f = (rsq < king_square(c) ? WHITE_OOO : WHITE_OO) << c;
+ st->castleRights |= cr;
+ castleRightsMask[kfrom] |= cr;
+ castleRightsMask[rfrom] |= cr;
+ castleRookSquare[cr] = rfrom;
- st->castleRights |= f;
- castleRightsMask[king_square(c)] ^= f;
- castleRightsMask[rsq] ^= f;
- castleRookSquare[f] = rsq;
+ Square kto = relative_square(c, kingSide ? SQ_G1 : SQ_C1);
+ Square rto = relative_square(c, kingSide ? SQ_F1 : SQ_D1);
+
+ for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
+ if (s != kfrom && s != rfrom)
+ castlePath[cr] |= s;
+
+ for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
+ if (s != kfrom && s != rfrom)
+ castlePath[cr] |= s;
}
{
sq = make_square(file, rank);
- if (square_is_empty(sq))
+ if (square_empty(sq))
emptyCnt++;
else
{
if (move)
{
- Position p(*this, thread());
+ Position p(*this);
cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
}
while (pinners)
{
- b = squares_between(ksq, pop_1st_bit(&pinners)) & occupied_squares();
+ b = squares_between(ksq, pop_1st_bit(&pinners)) & pieces();
- // Only one bit set and is an our piece?
- if (b && !(b & (b - 1)) && (b & pieces(sideToMove)))
+ if (b && single_bit(b) && (b & pieces(sideToMove)))
result |= b;
}
return result;
Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
- assert(square_is_ok(s));
+ assert(is_ok(s));
switch (type_of(p))
{
bool Position::move_attacks_square(Move m, Square s) const {
assert(is_ok(m));
- assert(square_is_ok(s));
+ assert(is_ok(s));
Bitboard occ, xray;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece piece = piece_on(from);
+ Piece piece = piece_moved(m);
- assert(!square_is_empty(from));
+ assert(!square_empty(from));
// Update occupancy as if the piece is moving
- occ = occupied_squares();
- occ ^= from;
- occ ^= to;
+ occ = pieces() ^ from ^ to;
// The piece moved in 'to' attacks the square 's' ?
if (attacks_from(piece, to, occ) & s)
Color us = sideToMove;
Square from = from_sq(m);
- assert(color_of(piece_on(from)) == us);
+ assert(color_of(piece_moved(m)) == us);
assert(piece_on(king_square(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
Square to = to_sq(m);
Square capsq = to + pawn_push(them);
Square ksq = king_square(us);
- Bitboard b = occupied_squares();
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
- assert(piece_on(from) == make_piece(us, PAWN));
+ assert(piece_moved(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(them, PAWN));
assert(piece_on(to) == NO_PIECE);
- b ^= from;
- b ^= capsq;
- b |= to;
-
return !(attacks_bb<ROOK>(ksq, b) & pieces(ROOK, QUEEN, them))
&& !(attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, them));
}
Color them = ~sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece pc = piece_on(from);
+ Piece pc = piece_moved(m);
// Use a slower but simpler function for uncommon cases
if (is_special(m))
return move_is_legal(m);
// Is not a promotion, so promotion piece must be empty
- if (promotion_piece_type(m) - 2 != NO_PIECE_TYPE)
+ if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
// If the from square is not occupied by a piece belonging to the side to
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
- if (!square_is_empty(to))
+ if (!square_empty(to))
return false;
break;
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_4
- || !square_is_empty(to)
- || !square_is_empty(from + DELTA_N))
+ || !square_empty(to)
+ || !square_empty(from + DELTA_N))
return false;
break;
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_5
- || !square_is_empty(to)
- || !square_is_empty(from + DELTA_S))
+ || !square_empty(to)
+ || !square_empty(from + DELTA_S))
return false;
break;
// same kind of moves are filtered out here.
if (in_check())
{
- // In case of king moves under check we have to remove king so to catch
- // as invalid moves like b1a1 when opposite queen is on c1.
- if (type_of(piece_on(from)) == KING)
- {
- Bitboard b = occupied_squares();
- b ^= from;
- if (attackers_to(to_sq(m), b) & pieces(~us))
- return false;
- }
- else
+ if (type_of(pc) != KING)
{
- Bitboard target = checkers();
- Square checksq = pop_1st_bit(&target);
+ Bitboard b = checkers();
+ Square checksq = pop_1st_bit(&b);
- if (target) // double check ? In this case a king move is required
+ if (b) // double check ? In this case a king move is required
return false;
// Our move must be a blocking evasion or a capture of the checking piece
- target = squares_between(checksq, king_square(us)) | checkers();
- if (!(target & to_sq(m)))
+ if (!((squares_between(checksq, king_square(us)) | checkers()) & to))
return false;
}
+ // In case of king moves under check we have to remove king so to catch
+ // as invalid moves like b1a1 when opposite queen is on c1.
+ else if (attackers_to(to, pieces() ^ from) & pieces(~us))
+ return false;
}
return true;
return false;
Color us = sideToMove;
- Bitboard b = occupied_squares();
Square ksq = king_square(~us);
// Promotion with check ?
if (is_promotion(m))
- {
- b ^= from;
- return attacks_from(Piece(promotion_piece_type(m)), to, b) & ksq;
- }
+ return attacks_from(Piece(promotion_type(m)), to, pieces() ^ from) & ksq;
// En passant capture with check ? We have already handled the case
// of direct checks and ordinary discovered check, the only case we
if (is_enpassant(m))
{
Square capsq = make_square(file_of(to), rank_of(from));
- b ^= from;
- b ^= capsq;
- b |= to;
- return (attacks_bb<ROOK>(ksq, b) & pieces(ROOK, QUEEN, us))
- ||(attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, us));
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
+
+ return (attacks_bb< ROOK>(ksq, b) & pieces( ROOK, QUEEN, us))
+ | (attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, us));
}
// Castling with check ?
if (is_castle(m))
{
- Square kfrom, kto, rfrom, rto;
- kfrom = from;
- rfrom = to;
+ Square kfrom = from;
+ Square rfrom = to; // 'King captures the rook' notation
+ Square kto = relative_square(us, rfrom > kfrom ? SQ_G1 : SQ_C1);
+ Square rto = relative_square(us, rfrom > kfrom ? SQ_F1 : SQ_D1);
+ Bitboard b = (pieces() ^ kfrom ^ rfrom) | rto | kto;
- if (rfrom > kfrom)
- {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else {
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
- b ^= kfrom;
- b ^= rfrom;
- b |= rto;
- b |= kto;
return attacks_bb<ROOK>(rto, b) & ksq;
}
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
- Score value;
+ Score psq_score;
Square epSquare;
};
st->npMaterial[them] -= PieceValueMidgame[capture];
// Remove the captured piece
- byColorBB[them] ^= capsq;
+ byTypeBB[ALL_PIECES] ^= capsq;
byTypeBB[capture] ^= capsq;
- occupied ^= capsq;
+ byColorBB[them] ^= capsq;
// Update piece list, move the last piece at index[capsq] position and
// shrink the list.
st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
// Update incremental scores
- st->value -= pst(make_piece(them, capture), capsq);
+ st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
// Reset rule 50 counter
st->rule50 = 0;
}
// Update castle rights if needed
- if ( st->castleRights != CASTLES_NONE
- && (castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
+ if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
{
- int cr = castleRightsMask[from] & castleRightsMask[to];
- k ^= zobCastle[st->castleRights & (cr ^ ALL_CASTLES)];
- st->castleRights &= cr;
+ int cr = castleRightsMask[from] | castleRightsMask[to];
+ k ^= zobCastle[st->castleRights & cr];
+ st->castleRights &= ~cr;
}
// Prefetch TT access as soon as we know key is updated
// Move the piece
Bitboard from_to_bb = SquareBB[from] | SquareBB[to];
- byColorBB[us] ^= from_to_bb;
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
byTypeBB[pt] ^= from_to_bb;
- occupied ^= from_to_bb;
+ byColorBB[us] ^= from_to_bb;
board[to] = board[from];
board[from] = NO_PIECE;
if (pt == PAWN)
{
// Set en-passant square, only if moved pawn can be captured
- if ( (to ^ from) == 16
+ if ( (int(to) ^ int(from)) == 16
&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them)))
{
st->epSquare = Square((from + to) / 2);
if (is_promotion(m))
{
- PieceType promotion = promotion_piece_type(m);
+ PieceType promotion = promotion_type(m);
assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
^ zobrist[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
- st->value += pst(make_piece(us, promotion), to)
- - pst(make_piece(us, PAWN), to);
+ st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
+ - pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
}
// Prefetch pawn and material hash tables
- Threads[threadID].pawnTable.prefetch(st->pawnKey);
- Threads[threadID].materialTable.prefetch(st->materialKey);
+ prefetch((char*)this_thread->pawnTable.entries[st->pawnKey]);
+ prefetch((char*)this_thread->materialTable.entries[st->materialKey]);
// Update incremental scores
- st->value += pst_delta(piece, from, to);
+ st->psqScore += psq_delta(piece, from, to);
// Set capture piece
st->capturedType = capture;
// Finish
sideToMove = ~sideToMove;
- st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
+ st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
assert(pos_is_ok());
}
PieceType pt = type_of(piece);
PieceType capture = st->capturedType;
- assert(square_is_empty(from));
+ assert(square_empty(from));
assert(color_of(piece) == us);
assert(capture != KING);
if (is_promotion(m))
{
- PieceType promotion = promotion_piece_type(m);
+ PieceType promotion = promotion_type(m);
assert(promotion == pt);
assert(relative_rank(us, to) == RANK_8);
// Put the piece back at the source square
Bitboard from_to_bb = SquareBB[from] | SquareBB[to];
- byColorBB[us] ^= from_to_bb;
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
byTypeBB[pt] ^= from_to_bb;
- occupied ^= from_to_bb;
+ byColorBB[us] ^= from_to_bb;
board[from] = board[to];
board[to] = NO_PIECE;
}
// Restore the captured piece
- byColorBB[them] |= capsq;
+ byTypeBB[ALL_PIECES] |= capsq;
byTypeBB[capture] |= capsq;
- occupied |= capsq;
+ byColorBB[them] |= capsq;
board[capsq] = make_piece(them, capture);
assert(piece_on(rfrom) == make_piece(us, ROOK));
// Remove pieces from source squares
- byColorBB[us] ^= kfrom;
+ byTypeBB[ALL_PIECES] ^= kfrom;
byTypeBB[KING] ^= kfrom;
- occupied ^= kfrom;
- byColorBB[us] ^= rfrom;
+ byColorBB[us] ^= kfrom;
+ byTypeBB[ALL_PIECES] ^= rfrom;
byTypeBB[ROOK] ^= rfrom;
- occupied ^= rfrom;
+ byColorBB[us] ^= rfrom;
// Put pieces on destination squares
- byColorBB[us] |= kto;
+ byTypeBB[ALL_PIECES] |= kto;
byTypeBB[KING] |= kto;
- occupied |= kto;
- byColorBB[us] |= rto;
+ byColorBB[us] |= kto;
+ byTypeBB[ALL_PIECES] |= rto;
byTypeBB[ROOK] |= rto;
- occupied |= rto;
+ byColorBB[us] |= rto;
// Update board
Piece king = make_piece(us, KING);
st->capturedType = NO_PIECE_TYPE;
// Update incremental scores
- st->value += pst_delta(king, kfrom, kto);
- st->value += pst_delta(rook, rfrom, rto);
+ st->psqScore += psq_delta(king, kfrom, kto);
+ st->psqScore += psq_delta(rook, rfrom, rto);
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
}
// Update castling rights
- int cr = castleRightsMask[kfrom];
- st->key ^= zobCastle[st->castleRights & (cr ^ ALL_CASTLES)];
- st->castleRights &= cr;
+ st->key ^= zobCastle[st->castleRights & castleRightsMask[kfrom]];
+ st->castleRights &= ~castleRightsMask[kfrom];
// Update checkers BB
st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
// Finish
sideToMove = ~sideToMove;
- st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
+ st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
else
// Undo: point our state pointer back to the previous state
dst->key = src->key;
dst->epSquare = src->epSquare;
- dst->value = src->value;
+ dst->psqScore = src->psqScore;
dst->rule50 = src->rule50;
dst->pliesFromNull = src->pliesFromNull;
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
- st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
+ st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
assert(pos_is_ok());
assert(is_ok(m));
- Square from = from_sq(m);
- Square to = to_sq(m);
-
// 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)] >= PieceValueMidgame[piece_on(from)])
+ if (PieceValueMidgame[piece_on(to_sq(m))] >= PieceValueMidgame[piece_moved(m)])
return 1;
return see(m);
from = from_sq(m);
to = to_sq(m);
capturedType = type_of(piece_on(to));
- occ = occupied_squares();
+ occ = pieces();
// Handle en passant moves
if (is_enpassant(m))
void Position::clear() {
+ memset(this, 0, sizeof(Position));
+ startState.epSquare = SQ_NONE;
st = &startState;
- memset(st, 0, sizeof(StateInfo));
- st->epSquare = SQ_NONE;
-
- memset(byColorBB, 0, sizeof(Bitboard) * 2);
- memset(byTypeBB, 0, sizeof(Bitboard) * 8);
- memset(pieceCount, 0, sizeof(int) * 2 * 8);
- memset(index, 0, sizeof(int) * 64);
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;
- castleRightsMask[sq] = ALL_CASTLES;
- }
- sideToMove = WHITE;
- nodes = 0;
- occupied = 0;
}
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
+ byTypeBB[ALL_PIECES] |= s;
byTypeBB[pt] |= s;
byColorBB[c] |= s;
- occupied |= s;
}
Key result = zobCastle[st->castleRights];
for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (!square_is_empty(s))
+ if (!square_empty(s))
result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
if (ep_square() != SQ_NONE)
}
-/// Position::compute_value() compute the incremental scores for the middle
+/// Position::compute_psq_score() computes the incremental scores for the middle
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
-Score Position::compute_value() const {
+Score Position::compute_psq_score() const {
Bitboard b;
Score result = SCORE_ZERO;
{
b = pieces(pt, c);
while (b)
- result += pst(make_piece(c, pt), pop_1st_bit(&b));
+ result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
}
- result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
+ result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
return result;
}
Bitboard b = cr;
while (b)
{
- Key k = zobCastle[1 << pop_1st_bit(&b)];
+ Key k = zobCastle[1ULL << pop_1st_bit(&b)];
zobCastle[cr] ^= k ? k : rk.rand<Key>();
}
}
}
-/// Position::flip_me() flips position with the white and black sides reversed. This
+/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging especially for finding evaluation symmetry bugs.
-void Position::flip_me() {
+void Position::flip() {
// Make a copy of current position before to start changing
- const Position pos(*this, threadID);
+ const Position pos(*this);
clear();
- threadID = pos.thread();
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (!pos.square_is_empty(s))
+ if (!pos.square_empty(s))
put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
// Side to move
st->materialKey = compute_material_key();
// Incremental scores
- st->value = compute_value();
+ st->psqScore = compute_psq_score();
// Material
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
if (debugBitboards)
{
// The intersection of the white and black pieces must be empty
- if (!(pieces(WHITE) & pieces(BLACK)))
+ if (pieces(WHITE) & pieces(BLACK))
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
- if ((pieces(WHITE) | pieces(BLACK)) != occupied_squares())
+ if ((pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
// Separate piece type bitboards must have empty intersections
// Incremental eval OK?
if (failedStep) (*failedStep)++;
- if (debugIncrementalEval && st->value != compute_value())
+ if (debugIncrementalEval && st->psqScore != compute_psq_score())
return false;
// Non-pawn material OK?
Piece rook = (f & (WHITE_OO | WHITE_OOO) ? W_ROOK : B_ROOK);
- if ( castleRightsMask[castleRookSquare[f]] != (ALL_CASTLES ^ f)
- || piece_on(castleRookSquare[f]) != rook)
+ if ( piece_on(castleRookSquare[f]) != rook
+ || castleRightsMask[castleRookSquare[f]] != f)
return false;
}