#include "bitcount.h"
#include "movegen.h"
+#include "notation.h"
#include "position.h"
#include "psqtab.h"
#include "rkiss.h"
using std::cout;
using std::endl;
-Key Position::zobrist[2][8][64];
-Key Position::zobEp[8];
-Key Position::zobCastle[16];
-Key Position::zobSideToMove;
-Key Position::zobExclusion;
-
-Score Position::pieceSquareTable[16][64];
-
-// Material values arrays, indexed by Piece
-const Value PieceValueMidgame[17] = {
- VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame
-};
-
-const Value PieceValueEndgame[17] = {
- VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame,
- VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
- PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame
-};
-
-// To convert a Piece to and from a FEN char
static const string PieceToChar(" PNBRQK pnbrqk");
+CACHE_LINE_ALIGNMENT
+
+Score pieceSquareTable[PIECE_NB][SQUARE_NB];
+Value PieceValue[PHASE_NB][PIECE_NB] = {
+{ VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg },
+{ VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } };
+
+namespace Zobrist {
+
+Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+Key enpassant[FILE_NB];
+Key castle[CASTLE_RIGHT_NB];
+Key side;
+Key exclusion;
+
+/// init() initializes at startup the various arrays used to compute hash keys
+/// and the piece square tables. The latter is a two-step operation: First, the
+/// white halves of the tables are copied from PSQT[] tables. Second, the black
+/// halves of the tables are initialized by flipping and changing the sign of
+/// the white scores.
+
+void init() {
+
+ RKISS rk;
+
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ psq[c][pt][s] = rk.rand<Key>();
+
+ for (File f = FILE_A; f <= FILE_H; f++)
+ enpassant[f] = rk.rand<Key>();
+
+ for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
+ {
+ Bitboard b = cr;
+ while (b)
+ {
+ Key k = castle[1ULL << pop_lsb(&b)];
+ castle[cr] ^= k ? k : rk.rand<Key>();
+ }
+ }
+
+ side = rk.rand<Key>();
+ exclusion = rk.rand<Key>();
+
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ {
+ PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
+ PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
+
+ Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
+
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ {
+ pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]);
+ pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]);
+ }
+ }
+}
+
+} // namespace Zobrist
+
+
+namespace {
+
+/// next_attacker() is an helper function used by see() to locate the least
+/// valuable attacker for the side to move, remove the attacker we just found
+/// from the 'occupied' bitboard and scan for new X-ray attacks behind it.
+
+template<int Pt> FORCE_INLINE
+PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
+ Bitboard& occupied, Bitboard& attackers) {
+
+ if (stmAttackers & bb[Pt])
+ {
+ Bitboard b = stmAttackers & bb[Pt];
+ occupied ^= b & ~(b - 1);
+
+ if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
+ attackers |= attacks_bb<BISHOP>(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
+
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb<ROOK>(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+
+ return (PieceType)Pt;
+ }
+ return next_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
+}
+
+template<> FORCE_INLINE
+PieceType next_attacker<KING>(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+ return KING; // No need to update bitboards, it is the last cycle
+}
+
+} // namespace
+
/// CheckInfo c'tor
/// object do not depend on any external data so we detach state pointer from
/// the source one.
-void Position::operator=(const Position& pos) {
+Position& Position::operator=(const Position& pos) {
memcpy(this, &pos, sizeof(Position));
startState = *st;
nodes = 0;
assert(pos_is_ok());
+
+ return *this;
}
-/// Position::from_fen() initializes the position object with the given FEN
-/// string. This function is not very robust - make sure that input FENs are
-/// correct (this is assumed to be the responsibility of the GUI).
+/// Position::set() initializes the position object with the given FEN string.
+/// This function is not very robust - make sure that input FENs are correct,
+/// this is assumed to be the responsibility of the GUI.
-void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
+void Position::set(const string& fenStr, bool isChess960, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
char col, row, token;
size_t p;
Square sq = SQ_A8;
- std::istringstream fen(fenStr);
+ std::istringstream ss(fenStr);
clear();
- fen >> std::noskipws;
+ ss >> std::noskipws;
// 1. Piece placement
- while ((fen >> token) && !isspace(token))
+ while ((ss >> token) && !isspace(token))
{
if (isdigit(token))
sq += Square(token - '0'); // Advance the given number of files
}
// 2. Active color
- fen >> token;
+ ss >> token;
sideToMove = (token == 'w' ? WHITE : BLACK);
- fen >> token;
+ ss >> token;
// 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
// Shredder-FEN that uses the letters of the columns on which the rooks began
// the game instead of KQkq and also X-FEN standard that, in case of Chess960,
// if an inner rook is associated with the castling right, the castling tag is
// replaced by the file letter of the involved rook, as for the Shredder-FEN.
- while ((fen >> token) && !isspace(token))
+ while ((ss >> token) && !isspace(token))
{
Square rsq;
Color c = islower(token) ? BLACK : WHITE;
for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
else if (token >= 'A' && token <= 'H')
- rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
+ rsq = File(token - 'A') | relative_rank(c, RANK_1);
else
continue;
}
// 4. En passant square. Ignore if no pawn capture is possible
- if ( ((fen >> col) && (col >= 'a' && col <= 'h'))
- && ((fen >> row) && (row == '3' || row == '6')))
+ if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
+ && ((ss >> row) && (row == '3' || row == '6')))
{
- st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
+ st->epSquare = File(col - 'a') | Rank(row - '1');
if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
st->epSquare = SQ_NONE;
}
// 5-6. Halfmove clock and fullmove number
- fen >> std::skipws >> st->rule50 >> startPosPly;
+ ss >> std::skipws >> st->rule50 >> startPosPly;
// Convert from fullmove starting from 1 to ply starting from 0,
// handle also common incorrect FEN with fullmove = 0.
}
-/// Position::to_fen() returns a FEN representation of the position. In case
+/// Position::fen() returns a FEN representation of the position. In case
/// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function.
-const string Position::to_fen() const {
+const string Position::fen() const {
- std::ostringstream fen;
+ std::ostringstream ss;
Square sq;
int emptyCnt;
for (File file = FILE_A; file <= FILE_H; file++)
{
- sq = make_square(file, rank);
+ sq = file | rank;
if (is_empty(sq))
emptyCnt++;
{
if (emptyCnt > 0)
{
- fen << emptyCnt;
+ ss << emptyCnt;
emptyCnt = 0;
}
- fen << PieceToChar[piece_on(sq)];
+ ss << PieceToChar[piece_on(sq)];
}
}
if (emptyCnt > 0)
- fen << emptyCnt;
+ ss << emptyCnt;
if (rank > RANK_1)
- fen << '/';
+ ss << '/';
}
- fen << (sideToMove == WHITE ? " w " : " b ");
+ ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- fen << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE))))) : 'K');
+ ss << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE))))) : 'K');
if (can_castle(WHITE_OOO))
- fen << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE))))) : 'Q');
+ ss << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE))))) : 'Q');
if (can_castle(BLACK_OO))
- fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE))) : 'k');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE))) : 'k');
if (can_castle(BLACK_OOO))
- fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE))) : 'q');
+ ss << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE))) : 'q');
if (st->castleRights == CASTLES_NONE)
- fen << '-';
+ ss << '-';
- fen << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
+ ss << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
<< st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2;
- return fen.str();
+ return ss.str();
}
-/// Position::print() prints an ASCII representation of the position to
-/// the standard output. If a move is given then also the san is printed.
+/// Position::pretty() returns an ASCII representation of the position to be
+/// printed to the standard output together with the move's san notation.
-void Position::print(Move move) const {
+const string Position::pretty(Move move) const {
const string dottedLine = "\n+---+---+---+---+---+---+---+---+";
const string twoRows = dottedLine + "\n| | . | | . | | . | | . |"
string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
+ std::ostringstream ss;
+
if (move)
- {
- Position p(*this);
- cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
- }
+ ss << "\nMove is: " << (sideToMove == BLACK ? ".." : "")
+ << move_to_san(*const_cast<Position*>(this), move);
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
if (piece_on(sq) != NO_PIECE)
brd[513 - 68*rank_of(sq) + 4*file_of(sq)] = PieceToChar[piece_on(sq)];
- cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << endl;
+ ss << brd << "\nFen is: " << fen() << "\nKey is: " << st->key;
+ return ss.str();
}
while (pinners)
{
- b = between_bb(ksq, pop_1st_bit(&pinners)) & pieces();
+ b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
if (b && !more_than_one(b) && (b & pieces(sideToMove)))
result |= b;
}
-/// Position::move_attacks_square() tests whether a move from the current
-/// position attacks a given square.
-
-bool Position::move_attacks_square(Move m, Square s) const {
-
- assert(is_ok(m));
- assert(is_ok(s));
-
- Bitboard occ, xray;
- Square from = from_sq(m);
- Square to = to_sq(m);
- Piece piece = piece_moved(m);
-
- assert(!is_empty(from));
-
- // Update occupancy as if the piece is moving
- occ = pieces() ^ from ^ to;
-
- // The piece moved in 'to' attacks the square 's' ?
- if (attacks_from(piece, to, occ) & s)
- return true;
-
- // Scan for possible X-ray attackers behind the moved piece
- xray = (attacks_bb< ROOK>(s, occ) & pieces(color_of(piece), QUEEN, ROOK))
- | (attacks_bb<BISHOP>(s, occ) & pieces(color_of(piece), QUEEN, BISHOP));
-
- // Verify attackers are triggered by our move and not already existing
- return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
-}
-
-
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
- if (is_enpassant(m))
+ if (type_of(m) == ENPASSANT)
{
Color them = ~us;
Square to = to_sq(m);
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (type_of(piece_on(from)) == KING)
- return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(~us));
+ return type_of(m) == CASTLE || !(attackers_to(to_sq(m)) & pieces(~us));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
}
-/// Position::move_is_legal() takes a random move and tests whether the move
-/// is legal. This version is not very fast and should be used only in non
-/// time-critical paths.
-
-bool Position::move_is_legal(const Move m) const {
-
- for (MoveList<MV_LEGAL> ml(*this); !ml.end(); ++ml)
- if (ml.move() == m)
- return true;
-
- return false;
-}
-
-
/// Position::is_pseudo_legal() takes a random move and tests whether the move
/// is pseudo legal. It is used to validate moves from TT that can be corrupted
/// due to SMP concurrent access or hash position key aliasing.
bool Position::is_pseudo_legal(const Move m) const {
Color us = sideToMove;
- Color them = ~sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_moved(m);
// Use a slower but simpler function for uncommon cases
- if (is_special(m))
- return move_is_legal(m);
+ if (type_of(m) != NORMAL)
+ return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
// The destination square cannot be occupied by a friendly piece
- if (color_of(piece_on(to)) == us)
+ if (piece_on(to) != NO_PIECE && color_of(piece_on(to)) == us)
return false;
// Handle the special case of a pawn move
case DELTA_SE:
// Capture. The destination square must be occupied by an enemy
// piece (en passant captures was handled earlier).
- if (color_of(piece_on(to)) != them)
+ if (piece_on(to) == NO_PIECE || color_of(piece_on(to)) != ~us)
return false;
// From and to files must be one file apart, avoids a7h5
{
if (type_of(pc) != KING)
{
- Bitboard b = checkers();
- Square checksq = pop_1st_bit(&b);
-
- if (b) // double check ? In this case a king move is required
+ // Double check? In this case a king move is required
+ if (more_than_one(checkers()))
return false;
// Our move must be a blocking evasion or a capture of the checking piece
- if (!((between_bb(checksq, king_square(us)) | checkers()) & to))
+ if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so to catch
}
// Can we skip the ugly special cases ?
- if (!is_special(m))
+ if (type_of(m) == NORMAL)
return false;
Color us = sideToMove;
Square ksq = king_square(~us);
- // Promotion with check ?
- if (is_promotion(m))
+ switch (type_of(m))
+ {
+ case PROMOTION:
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
// need to handle is the unusual case of a discovered check through
// the captured pawn.
- if (is_enpassant(m))
+ case ENPASSANT:
{
- Square capsq = make_square(file_of(to), rank_of(from));
+ Square capsq = file_of(to) | rank_of(from);
Bitboard b = (pieces() ^ from ^ capsq) | to;
return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK))
| (attacks_bb<BISHOP>(ksq, b) & pieces(us, QUEEN, BISHOP));
}
-
- // Castling with check ?
- if (is_castle(m))
+ case CASTLE:
{
Square kfrom = from;
Square rfrom = to; // 'King captures the rook' notation
return attacks_bb<ROOK>(rto, b) & ksq;
}
-
- return false;
+ default:
+ assert(false);
+ return false;
+ }
}
Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
- // which are recalculated from scratch anyway, then switch our state pointer
- // to point to the new, ready to be updated, state.
- struct ReducedStateInfo {
- Key pawnKey, materialKey;
- Value npMaterial[2];
- int castleRights, rule50, pliesFromNull;
- Score psq_score;
- Square epSquare;
- };
-
- memcpy(&newSt, st, sizeof(ReducedStateInfo));
+ // which are going to be recalculated from scratch anyway, then switch our state
+ // pointer to point to the new, ready to be updated, state.
+ memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
newSt.previous = st;
st = &newSt;
// Update side to move
- k ^= zobSideToMove;
+ k ^= Zobrist::side;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of a capture or a pawn move is taken care of later.
st->rule50++;
st->pliesFromNull++;
- if (is_castle(m))
+ if (type_of(m) == CASTLE)
{
st->key = k;
do_castle_move<true>(m);
Square to = to_sq(m);
Piece piece = piece_on(from);
PieceType pt = type_of(piece);
- PieceType capture = is_enpassant(m) ? PAWN : type_of(piece_on(to));
+ PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
assert(color_of(piece) == us);
- assert(color_of(piece_on(to)) != us);
+ assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them);
assert(capture != KING);
if (capture)
// update non-pawn material.
if (capture == PAWN)
{
- if (is_enpassant(m))
+ if (type_of(m) == ENPASSANT)
{
capsq += pawn_push(them);
board[capsq] = NO_PIECE;
}
- st->pawnKey ^= zobrist[them][PAWN][capsq];
+ st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= PieceValueMidgame[capture];
+ st->npMaterial[them] -= PieceValue[MG][capture];
// Remove the captured piece
byTypeBB[ALL_PIECES] ^= capsq;
pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
// Update hash keys
- k ^= zobrist[them][capture][capsq];
- st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
+ k ^= Zobrist::psq[them][capture][capsq];
+ st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
// Update incremental scores
st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
}
// Update hash key
- k ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
+ k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
- k ^= zobEp[file_of(st->epSquare)];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
{
int cr = castleRightsMask[from] | castleRightsMask[to];
- k ^= zobCastle[st->castleRights & cr];
+ k ^= Zobrist::castle[st->castleRights & cr];
st->castleRights &= ~cr;
}
&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = Square((from + to) / 2);
- k ^= zobEp[file_of(st->epSquare)];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
- if (is_promotion(m))
+ if (type_of(m) == PROMOTION)
{
PieceType promotion = promotion_type(m);
pieceList[us][promotion][index[to]] = to;
// Update hash keys
- k ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
- st->pawnKey ^= zobrist[us][PAWN][to];
- st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]++]
- ^ zobrist[us][PAWN][pieceCount[us][PAWN]];
+ k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
+ st->pawnKey ^= Zobrist::psq[us][PAWN][to];
+ st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]++]
+ ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
- st->npMaterial[us] += PieceValueMidgame[promotion];
+ st->npMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
// Reset rule 50 draw counter
st->rule50 = 0;
}
// Prefetch pawn and material hash tables
- prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
- prefetch((char*)thisThread->materialTable.entries[st->materialKey]);
+ prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
+ prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psqScore += psq_delta(piece, from, to);
if (moveIsCheck)
{
- if (is_special(m))
+ if (type_of(m) != NORMAL)
st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
sideToMove = ~sideToMove;
- if (is_castle(m))
+ if (type_of(m) == CASTLE)
{
do_castle_move<false>(m);
return;
assert(color_of(piece) == us);
assert(capture != KING);
- if (is_promotion(m))
+ if (type_of(m) == PROMOTION)
{
PieceType promotion = promotion_type(m);
{
Square capsq = to;
- if (is_enpassant(m))
+ if (type_of(m) == ENPASSANT)
{
capsq -= pawn_push(us);
void Position::do_castle_move(Move m) {
assert(is_ok(m));
- assert(is_castle(m));
+ assert(type_of(m) == CASTLE);
Square kto, kfrom, rfrom, rto, kAfter, rAfter;
st->psqScore += psq_delta(rook, rfrom, rto);
// Update hash key
- st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
+ st->key ^= Zobrist::psq[us][KING][kfrom] ^ Zobrist::psq[us][KING][kto];
+ st->key ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
// Clear en passant square
if (st->epSquare != SQ_NONE)
{
- st->key ^= zobEp[file_of(st->epSquare)];
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
// Update castling rights
- st->key ^= zobCastle[st->castleRights & castleRightsMask[kfrom]];
+ st->key ^= Zobrist::castle[st->castleRights & castleRightsMask[kfrom]];
st->castleRights &= ~castleRightsMask[kfrom];
// Update checkers BB
if (Do)
{
if (st->epSquare != SQ_NONE)
- st->key ^= zobEp[file_of(st->epSquare)];
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
- st->key ^= zobSideToMove;
+ st->key ^= Zobrist::side;
prefetch((char*)TT.first_entry(st->key));
st->epSquare = SQ_NONE;
// 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_sq(m))] >= PieceValueMidgame[piece_moved(m)])
+ if (PieceValue[MG][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
return 1;
return see(m);
int Position::see(Move m) const {
Square from, to;
- Bitboard occ, attackers, stmAttackers, b;
+ Bitboard occupied, attackers, stmAttackers;
int swapList[32], slIndex = 1;
- PieceType capturedType, pt;
+ PieceType captured;
Color stm;
assert(is_ok(m));
- // As castle moves are implemented as capturing the rook, they have
- // SEE == RookValueMidgame most of the times (unless the rook is under
- // attack).
- if (is_castle(m))
- return 0;
-
from = from_sq(m);
to = to_sq(m);
- capturedType = type_of(piece_on(to));
- occ = pieces();
+ captured = type_of(piece_on(to));
+ occupied = pieces() ^ from;
// Handle en passant moves
- if (is_enpassant(m))
+ if (type_of(m) == ENPASSANT)
{
Square capQq = to - pawn_push(sideToMove);
- assert(!capturedType);
+ assert(!captured);
assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
- occ ^= capQq;
- capturedType = PAWN;
+ occupied ^= capQq;
+ captured = PAWN;
}
+ else if (type_of(m) == CASTLE)
+ // Castle moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply return 0 that is always the correct value
+ // unless the rook is ends up under attack.
+ return 0;
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
- occ ^= from;
- attackers = attackers_to(to, occ);
+ attackers = attackers_to(to, occupied);
// If the opponent has no attackers we are finished
stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return PieceValueMidgame[capturedType];
+ return PieceValue[MG][captured];
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
// 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.
- swapList[0] = PieceValueMidgame[capturedType];
- capturedType = type_of(piece_on(from));
+ swapList[0] = PieceValue[MG][captured];
+ captured = type_of(piece_on(from));
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
- assert(pt < KING);
-
- // Remove the attacker we just found from the 'occupied' bitboard,
- // and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces(pt);
- occ ^= (b & (~b + 1));
- attackers |= (attacks_bb<ROOK>(to, occ) & pieces(ROOK, QUEEN))
- | (attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN));
-
- attackers &= occ; // Cut out pieces we've already done
+ assert(slIndex < 32);
// Add the new entry to the swap list
- assert(slIndex < 32);
- swapList[slIndex] = -swapList[slIndex - 1] + PieceValueMidgame[capturedType];
+ swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
slIndex++;
- // Remember the value of the capturing piece, and change the side to
- // move before beginning the next iteration.
- capturedType = pt;
+ // Locate and remove from 'occupied' the next least valuable attacker
+ captured = next_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
+
+ attackers &= occupied; // Remove the just found attacker
stm = ~stm;
stmAttackers = attackers & pieces(stm);
- // Stop before processing a king capture
- if (capturedType == KING && stmAttackers)
+ if (captured == KING)
{
- assert(slIndex < 32);
- swapList[slIndex++] = QueenValueMidgame*10;
+ // Stop before processing a king capture
+ if (stmAttackers)
+ swapList[slIndex++] = QueenValueMg * 16;
+
break;
}
+
} while (stmAttackers);
// Having built the swap list, we negamax through it to find the best
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;
}
Key Position::compute_key() const {
- Key k = zobCastle[st->castleRights];
+ Key k = Zobrist::castle[st->castleRights];
for (Bitboard b = pieces(); b; )
{
- Square s = pop_1st_bit(&b);
- k ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
}
if (ep_square() != SQ_NONE)
- k ^= zobEp[file_of(ep_square())];
+ k ^= Zobrist::enpassant[file_of(ep_square())];
if (sideToMove == BLACK)
- k ^= zobSideToMove;
+ k ^= Zobrist::side;
return k;
}
for (Bitboard b = pieces(PAWN); b; )
{
- Square s = pop_1st_bit(&b);
- k ^= zobrist[color_of(piece_on(s))][PAWN][s];
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
}
return k;
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
for (int cnt = 0; cnt < piece_count(c, pt); cnt++)
- k ^= zobrist[c][pt][cnt];
+ k ^= Zobrist::psq[c][pt][cnt];
return k;
}
for (Bitboard b = pieces(); b; )
{
- Square s = pop_1st_bit(&b);
+ Square s = pop_lsb(&b);
score += pieceSquareTable[piece_on(s)][s];
}
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- value += piece_count(c, pt) * PieceValueMidgame[pt];
+ value += piece_count(c, pt) * PieceValue[MG][pt];
return value;
}
/// Position::is_draw() tests whether the position is drawn by material,
/// repetition, or the 50 moves rule. It does not detect stalemates, this
/// must be done by the search.
-template<bool SkipRepetition>
+template<bool CheckRepetition, bool CheckThreeFold>
bool Position::is_draw() const {
- // Draw by material?
if ( !pieces(PAWN)
- && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
- // Draw by the 50 moves rule?
- if (st->rule50 > 99 && (!in_check() || MoveList<MV_LEGAL>(*this).size()))
+ if (st->rule50 > 99 && (!in_check() || MoveList<LEGAL>(*this).size()))
return true;
- // Draw by repetition?
- if (!SkipRepetition)
+ if (CheckRepetition)
{
- int i = 4, e = std::min(st->rule50, st->pliesFromNull);
+ int i = 4, e = std::min(st->rule50, st->pliesFromNull), cnt;
if (i <= e)
{
StateInfo* stp = st->previous->previous;
- do {
+ for (cnt = 0; i <= e; i += 2)
+ {
stp = stp->previous->previous;
- if (stp->key == st->key)
+ if (stp->key == st->key && (!CheckThreeFold || ++cnt >= 2))
return true;
-
- i +=2;
-
- } while (i <= e);
+ }
}
}
}
// Explicit template instantiations
-template bool Position::is_draw<false>() const;
-template bool Position::is_draw<true>() const;
-
-
-/// Position::init() is a static member function which initializes at startup
-/// the various arrays used to compute hash keys and the piece square tables.
-/// The latter is a two-step operation: First, the white halves of the tables
-/// are copied from PSQT[] tables. Second, the black halves of the tables are
-/// initialized by flipping and changing the sign of the white scores.
-
-void Position::init() {
-
- RKISS rk;
-
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- zobrist[c][pt][s] = rk.rand<Key>();
-
- for (File f = FILE_A; f <= FILE_H; f++)
- zobEp[f] = rk.rand<Key>();
-
- for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
- {
- Bitboard b = cr;
- while (b)
- {
- Key k = zobCastle[1ULL << pop_1st_bit(&b)];
- zobCastle[cr] ^= k ? k : rk.rand<Key>();
- }
- }
-
- zobSideToMove = rk.rand<Key>();
- zobExclusion = rk.rand<Key>();
-
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- Score v = make_score(PieceValueMidgame[pt], PieceValueEndgame[pt]);
-
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- {
- pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]);
- pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]);
- }
- }
-}
+template bool Position::is_draw<true, true>() const;
+template bool Position::is_draw<true, false>() const;
+template bool Position::is_draw<false,false>() const;
/// Position::flip() flips position with the white and black sides reversed. This
if ((*step)++, debugKingCount)
{
- int kingCount[2] = {};
+ int kingCount[COLOR_NB] = {};
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (type_of(piece_on(s)) == KING)