Key Position::zobrist[2][8][64];
Key Position::zobEp[64];
Key Position::zobCastle[16];
-Key Position::zobMaterial[2][8][16];
Key Position::zobSideToMove;
Key Position::zobExclusion;
key ^= zobEp[st->epSquare];
}
}
+
+ if (pm) // promotion ?
+ {
+ PieceType promotion = move_promotion_piece(m);
+
+ assert(promotion >= KNIGHT && promotion <= QUEEN);
+
+ // Insert promoted piece instead of pawn
+ clear_bit(&(byTypeBB[PAWN]), to);
+ set_bit(&(byTypeBB[promotion]), to);
+ board[to] = piece_of_color_and_type(us, promotion);
+
+ // Update piece counts
+ pieceCount[us][promotion]++;
+ pieceCount[us][PAWN]--;
+
+ // Update material key
+ st->materialKey ^= zobrist[us][PAWN][pieceCount[us][PAWN]];
+ st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]-1];
+
+ // Update piece lists, move the last pawn at index[to] position
+ // and shrink the list. Add a new promotion piece to the list.
+ Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
+ index[lastPawnSquare] = index[to];
+ pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
+ pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
+ index[to] = pieceCount[us][promotion] - 1;
+ pieceList[us][promotion][index[to]] = to;
+
+ // Partially revert hash keys update
+ key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
+ st->pawnKey ^= zobrist[us][PAWN][to];
+
+ // Partially revert and update incremental scores
+ st->value -= pst(us, PAWN, to);
+ st->value += pst(us, promotion, to);
+
+ // Update material
+ st->npMaterial[us] += piece_value_midgame(promotion);
+ }
}
// Update incremental scores
// Set capture piece
st->capture = capture;
- if (pm) // promotion ?
- {
- PieceType promotion = move_promotion_piece(m);
-
- assert(promotion >= KNIGHT && promotion <= QUEEN);
-
- // Insert promoted piece instead of pawn
- clear_bit(&(byTypeBB[PAWN]), to);
- set_bit(&(byTypeBB[promotion]), to);
- board[to] = piece_of_color_and_type(us, promotion);
-
- // Update material key
- st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
- st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
-
- // Update piece counts
- pieceCount[us][PAWN]--;
- pieceCount[us][promotion]++;
-
- // Update piece lists, move the last pawn at index[to] position
- // and shrink the list. Add a new promotion piece to the list.
- Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
- index[lastPawnSquare] = index[to];
- pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
- pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
- index[to] = pieceCount[us][promotion] - 1;
- pieceList[us][promotion][index[to]] = to;
-
- // Partially revert hash keys update
- key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
- st->pawnKey ^= zobrist[us][PAWN][to];
-
- // Partially revert and update incremental scores
- st->value -= pst(us, PAWN, to);
- st->value += pst(us, promotion, to);
-
- // Update material
- st->npMaterial[us] += piece_value_midgame(promotion);
- }
-
// Update the key with the final value
st->key = key;
Square capsq = to;
- if (ep) // en passant ?
+ // If the captured piece was a pawn, update pawn hash key,
+ // otherwise update non-pawn material.
+ if (capture == PAWN)
{
- capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
+ if (ep) // en passant ?
+ {
+ capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
- assert(to == st->epSquare);
- assert(relative_rank(opposite_color(them), to) == RANK_6);
- assert(piece_on(to) == EMPTY);
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
+ assert(to == st->epSquare);
+ assert(relative_rank(opposite_color(them), to) == RANK_6);
+ assert(piece_on(to) == EMPTY);
+ assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- board[capsq] = EMPTY;
+ board[capsq] = EMPTY;
+ }
+ st->pawnKey ^= zobrist[them][PAWN][capsq];
}
+ else
+ st->npMaterial[them] -= piece_value_midgame(capture);
// Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
// Update incremental scores
st->value -= pst(them, capture, capsq);
- // If the captured piece was a pawn, update pawn hash key,
- // otherwise update non-pawn material.
- if (capture == PAWN)
- st->pawnKey ^= zobrist[them][PAWN][capsq];
- else
- st->npMaterial[them] -= piece_value_midgame(capture);
-
- // Update material hash key
- st->materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
-
// Update piece count
pieceCount[them][capture]--;
+ // Update material hash key
+ st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
+
// Update piece list, move the last piece at index[capsq] position
//
// WARNING: This is a not perfectly revresible operation. When we
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
{
int count = piece_count(c, pt);
- for (int i = 0; i <= count; i++)
- result ^= zobMaterial[c][pt][i];
+ for (int i = 0; i < count; i++)
+ result ^= zobrist[c][pt][i];
}
return result;
}
zobCastle[i] = genrand_int64();
zobSideToMove = genrand_int64();
-
- for (int i = 0; i < 2; i++)
- for (int j = 0; j < 8; j++)
- for (int k = 0; k < 16; k++)
- zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
-
- for (int i = 0; i < 16; i++)
- zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
-
zobExclusion = genrand_int64();
}