#include <algorithm>
#include <cassert>
-#include <cstring> // For std::memset, std::memcmp
+#include <cstddef> // For offsetof()
+#include <cstring> // For std::memset, std::memcmp
#include <iomanip>
#include <sstream>
#include "thread.h"
#include "tt.h"
#include "uci.h"
+#include "syzygy/tbprobe.h"
using std::string;
+namespace PSQT {
+ extern Score psq[PIECE_NB][SQUARE_NB];
+}
+
namespace Zobrist {
Key psq[PIECE_NB][SQUARE_NB];
/// operator<<(Position) returns an ASCII representation of the position
-std::ostream& operator<<(std::ostream& os, const Position& pos) {
+std::ostream& operator<<(std::ostream& os, Position& pos) {
os << "\n +---+---+---+---+---+---+---+---+\n";
}
os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
- << std::setfill('0') << std::setw(16) << pos.key() << std::dec << "\nCheckers: ";
+ << std::setfill('0') << std::setw(16) << pos.key()
+ << std::setfill(' ') << std::dec << "\nCheckers: ";
for (Bitboard b = pos.checkers(); b; )
os << UCI::square(pop_lsb(&b)) << " ";
+ if ( int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
+ && !pos.can_castle(ANY_CASTLING))
+ {
+ Tablebases::ProbeState s1, s2;
+ Tablebases::WDLScore wdl = Tablebases::probe_wdl(pos, &s1);
+ int dtz = Tablebases::probe_dtz(pos, &s2);
+ os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
+ << "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
+ }
+
return os;
}
}
+/// Position::set() is an overload to initialize the position object with
+/// the given endgame code string like "KBPKN". It is manily an helper to
+/// get the material key out of an endgame code. Position is not playable,
+/// indeed is even not guaranteed to be legal.
+
+Position& Position::set(const string& code, Color c, StateInfo* si) {
+
+ assert(code.length() > 0 && code.length() < 8);
+ assert(code[0] == 'K');
+
+ string sides[] = { code.substr(code.find('K', 1)), // Weak
+ code.substr(0, code.find('K', 1)) }; // Strong
+
+ std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
+
+ string fenStr = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/"
+ + sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10";
+
+ return set(fenStr, false, si, nullptr);
+}
+
+
/// Position::fen() returns a FEN representation of the position. In case of
/// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
/// slider if removing that piece from the board would result in a position where
/// square 's' is attacked. For example, a king-attack blocking piece can be either
/// a pinned or a discovered check piece, according if its color is the opposite
-/// or the same of the color of the slider. The pinners bitboard get filled with
-/// real and potential pinners.
+/// or the same of the color of the slider.
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
- Bitboard b, p, result = 0;
+ Bitboard result = 0;
+ pinners = 0;
- // Pinners are sliders that attack 's' when a pinned piece is removed
- pinners = p = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
- | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
+ // Snipers are sliders that attack 's' when a piece is removed
+ Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
+ | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
- while (p)
+ while (snipers)
{
- b = between_bb(s, pop_lsb(&p)) & pieces();
-
- if (!more_than_one(b))
- result |= b;
+ Square sniperSq = pop_lsb(&snipers);
+ Bitboard b = between_bb(s, sniperSq) & pieces();
+
+ if (!more_than_one(b))
+ {
+ result |= b;
+ if (b & pieces(color_of(piece_on(s))))
+ pinners |= sniperSq;
+ }
}
return result;
}
}
-/// Position::see() is a static exchange evaluator: It tries to estimate the
-/// material gain or loss resulting from a move.
+/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
+/// SEE value of move is greater or equal to the given value. We'll use an
+/// algorithm similar to alpha-beta pruning with a null window.
-Value Position::see_sign(Move m) const {
+bool Position::see_ge(Move m, Value v) const {
assert(is_ok(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 (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
- return VALUE_KNOWN_WIN;
+ // Castling moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
+ // correct unless in the rare case the rook ends up under attack.
+ if (type_of(m) == CASTLING)
+ return VALUE_ZERO >= v;
+
+ Square from = from_sq(m), to = to_sq(m);
+ PieceType nextVictim = type_of(piece_on(from));
+ Color stm = ~color_of(piece_on(from)); // First consider opponent's move
+ Value balance; // Values of the pieces taken by us minus opponent's ones
+ Bitboard occupied, stmAttackers;
- return see(m);
-}
+ if (type_of(m) == ENPASSANT)
+ {
+ occupied = SquareBB[to - pawn_push(~stm)]; // Remove the captured pawn
+ balance = PieceValue[MG][PAWN];
+ }
+ else
+ {
+ balance = PieceValue[MG][piece_on(to)];
+ occupied = 0;
+ }
-Value Position::see(Move m) const {
+ if (balance < v)
+ return false;
- Square from, to;
- Bitboard occupied, attackers, stmAttackers;
- Value swapList[32];
- int slIndex = 1;
- PieceType captured;
- Color stm;
+ if (nextVictim == KING)
+ return true;
- assert(is_ok(m));
+ balance -= PieceValue[MG][nextVictim];
- from = from_sq(m);
- to = to_sq(m);
- swapList[0] = PieceValue[MG][piece_on(to)];
- stm = color_of(piece_on(from));
- occupied = pieces() ^ from;
+ if (balance >= v)
+ return true;
- // Castling moves are implemented as king capturing the rook so cannot
- // be handled correctly. Simply return VALUE_ZERO that is always correct
- // unless in the rare case the rook ends up under attack.
- if (type_of(m) == CASTLING)
- return VALUE_ZERO;
+ bool relativeStm = true; // True if the opponent is to move
+ occupied ^= pieces() ^ from ^ to;
- if (type_of(m) == ENPASSANT)
- {
- occupied ^= to - pawn_push(stm); // Remove the captured pawn
- swapList[0] = PieceValue[MG][PAWN];
- }
+ // Find all attackers to the destination square, with the moving piece removed,
+ // but possibly an X-ray attacker added behind it.
+ Bitboard attackers = attackers_to(to, occupied) & occupied;
- // Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it.
- attackers = attackers_to(to, occupied) & occupied;
-
- // If the opponent has no attackers we are finished
- stm = ~stm;
- stmAttackers = attackers & pieces(stm);
- if (!stmAttackers)
- return swapList[0];
-
- // Don't allow pinned pieces to attack as long all pinners (this includes also
- // potential ones) are on their original square. When a pinner moves to the
- // exchange-square or get captured on it, we fall back to standard SEE behaviour.
- else if ( (stmAttackers & st->blockersForKing[stm])
- && ((st->pinnersForKing[stm] & (occupied ^ (occupied & to))) == st->pinnersForKing[stm]))
+ while (true)
{
- // Pinned pieces can't attack so remove them from attackers
- stmAttackers ^= (stmAttackers & st->blockersForKing[stm]);
- if (!stmAttackers)
- return swapList[0];
- }
-
- // The destination square is defended, which makes things rather more
- // difficult to compute. We proceed by building up a "swap list" containing
- // the material gain or loss at each stop in a sequence of captures to the
- // 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.
- captured = type_of(piece_on(from));
+ stmAttackers = attackers & pieces(stm);
- do {
- assert(slIndex < 32);
+ // Don't allow pinned pieces to attack pieces except the king as long all
+ // pinners are on their original square.
+ if (!(st->pinnersForKing[stm] & ~occupied))
+ stmAttackers &= ~st->blockersForKing[stm];
- // Add the new entry to the swap list
- swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
+ if (!stmAttackers)
+ return relativeStm;
// Locate and remove the next least valuable attacker
- captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
- stm = ~stm;
- stmAttackers = attackers & pieces(stm);
- if ( stmAttackers
- && (stmAttackers & st->blockersForKing[stm])
- && ((st->pinnersForKing[stm] & (occupied ^ (occupied & to))) == st->pinnersForKing[stm]))
- stmAttackers ^= (stmAttackers & st->blockersForKing[stm]);
+ nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ if (nextVictim == KING)
+ return relativeStm == bool(attackers & pieces(~stm));
- ++slIndex;
+ balance += relativeStm ? PieceValue[MG][nextVictim]
+ : -PieceValue[MG][nextVictim];
- } while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
+ relativeStm = !relativeStm;
- // Having built the swap list, we negamax through it to find the best
- // achievable score from the point of view of the side to move.
- while (--slIndex)
- swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
+ if (relativeStm == (balance >= v))
+ return relativeStm;
- return swapList[0];
+ stm = ~stm;
+ }
}