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);
{
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);
}
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_moved(m);
- assert(!square_is_empty(from));
+ assert(!square_empty(from));
// Update occupancy as if the piece is moving
occ = pieces() ^ from ^ 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;
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
- Score value;
+ Score psq_score;
Square epSquare;
};
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;
^ 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*)Threads.this_thread()->pawnTable.entries[st->pawnKey]);
+ prefetch((char*)Threads.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);
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];
// 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());
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;
}
}
-/// 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);
// 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?