X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=inline;f=src%2Fposition.cpp;h=bef7a0fe4732f5c34ccefa5e068a6d892a2272cb;hb=7f142d68179919a507204e7980fff4f79648dbbc;hp=1a8c7e00d6a0bc24af2e44c395a70fb9eb6c1d4b;hpb=d3608c4e79a29110f4c4a369d7207c6dd8e01f34;p=stockfish
diff --git a/src/position.cpp b/src/position.cpp
index 1a8c7e00..bef7a0fe 100644
--- a/src/position.cpp
+++ b/src/position.cpp
@@ -17,12 +17,12 @@
along with this program. If not, see .
*/
+#include
#include
#include
#include
#include
#include
-#include
#include "bitcount.h"
#include "movegen.h"
@@ -41,96 +41,50 @@ static const string PieceToChar(" PNBRQK pnbrqk");
CACHE_LINE_ALIGNMENT
-Score pieceSquareTable[PIECE_NB][SQUARE_NB];
+Score psq[COLOR_NB][PIECE_TYPE_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();
-
- for (File f = FILE_A; f <= FILE_H; f++)
- enpassant[f] = rk.rand();
-
- 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();
- }
- }
-
- side = rk.rand();
- exclusion = rk.rand();
-
- 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]);
- }
- }
+ Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+ Key enpassant[FILE_NB];
+ Key castle[CASTLE_RIGHT_NB];
+ Key side;
+ Key exclusion;
}
-} // namespace Zobrist
-
+Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion;}
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.
+// min_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 bitboards and scan for new X-ray attacks behind it.
template FORCE_INLINE
-PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers,
- Bitboard& occupied, Bitboard& attackers) {
+PieceType min_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);
+ Bitboard b = stmAttackers & bb[Pt];
+ if (!b)
+ return min_attacker(bb, to, stmAttackers, occupied, attackers);
- if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
- attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
+ occupied ^= b & ~(b - 1);
- if (Pt == ROOK || Pt == QUEEN)
- attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+ if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
+ attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
- return (PieceType)Pt;
- }
- return next_attacker(bb, to, stmAttackers, occupied, attackers);
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+
+ attackers &= occupied; // After X-ray that may add already processed pieces
+ return (PieceType)Pt;
}
template<> FORCE_INLINE
-PieceType next_attacker(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+PieceType min_attacker(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
return KING; // No need to update bitboards, it is the last cycle
}
@@ -156,13 +110,60 @@ CheckInfo::CheckInfo(const Position& pos) {
}
+/// Position::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 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::psq[c][pt][s] = rk.rand();
+
+ for (File f = FILE_A; f <= FILE_H; ++f)
+ Zobrist::enpassant[f] = rk.rand();
+
+ for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; ++cr)
+ {
+ Bitboard b = cr;
+ while (b)
+ {
+ Key k = Zobrist::castle[1ULL << pop_lsb(&b)];
+ Zobrist::castle[cr] ^= k ? k : rk.rand();
+ }
+ }
+
+ Zobrist::side = rk.rand();
+ Zobrist::exclusion = rk.rand();
+
+ 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)
+ {
+ psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
+ psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
+ }
+ }
+}
+
+
/// 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.
Position& Position::operator=(const Position& pos) {
- memcpy(this, &pos, sizeof(Position));
+ std::memcpy(this, &pos, sizeof(Position));
startState = *st;
st = &startState;
nodes = 0;
@@ -231,8 +232,8 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
else if ((p = PieceToChar.find(token)) != string::npos)
{
- put_piece(Piece(p), sq);
- sq++;
+ put_piece(sq, color_of(Piece(p)), type_of(Piece(p)));
+ ++sq;
}
}
@@ -254,10 +255,10 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
token = char(toupper(token));
if (token == 'K')
- for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {}
+ for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
else if (token == 'Q')
- for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
+ for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
else if (token >= 'A' && token <= 'H')
rsq = File(token - 'A') | relative_rank(c, RANK_1);
@@ -288,7 +289,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->psqScore = compute_psq_score();
+ st->psq = 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);
@@ -316,11 +317,11 @@ void Position::set_castle_right(Color c, Square rfrom) {
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
- for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
+ for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
if (s != kfrom && s != rfrom)
castlePath[c][cs] |= s;
- for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
+ for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
if (s != kfrom && s != rfrom)
castlePath[c][cs] |= s;
}
@@ -333,18 +334,18 @@ const string Position::fen() const {
std::ostringstream ss;
- for (Rank rank = RANK_8; rank >= RANK_1; rank--)
+ for (Rank rank = RANK_8; rank >= RANK_1; --rank)
{
- for (File file = FILE_A; file <= FILE_H; file++)
+ for (File file = FILE_A; file <= FILE_H; ++file)
{
Square sq = file | rank;
- if (is_empty(sq))
+ if (empty(sq))
{
int emptyCnt = 1;
- for ( ; file < FILE_H && is_empty(sq++); file++)
- emptyCnt++;
+ for ( ; file < FILE_H && empty(++sq); ++file)
+ ++emptyCnt;
ss << emptyCnt;
}
@@ -391,16 +392,18 @@ const string Position::pretty(Move move) const {
string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ brd[513 - 68 * rank_of(s) + 4 * file_of(s)] = PieceToChar[piece_on(s)];
+ }
+
std::ostringstream ss;
if (move)
ss << "\nMove: " << (sideToMove == BLACK ? ".." : "")
<< move_to_san(*const_cast(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)];
-
ss << brd << "\nFen: " << fen() << "\nKey: " << std::hex << std::uppercase
<< std::setfill('0') << std::setw(16) << st->key << "\nCheckers: ";
@@ -415,36 +418,28 @@ const string Position::pretty(Move move) const {
}
-/// Position:hidden_checkers<>() returns a bitboard of all pinned (against the
-/// king) pieces for the given color. Or, when template parameter FindPinned is
-/// false, the function return the pieces of the given color candidate for a
-/// discovery check against the enemy king.
-template
-Bitboard Position::hidden_checkers() const {
+/// Position:hidden_checkers() returns a bitboard of all pinned / discovery check
+/// pieces, according to the call parameters. Pinned pieces protect our king,
+/// discovery check pieces attack the enemy king.
+
+Bitboard Position::hidden_checkers(Square ksq, Color c) const {
- // Pinned pieces protect our king, dicovery checks attack the enemy king
- Bitboard b, result = 0;
- Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove);
- Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove);
+ Bitboard b, pinners, result = 0;
- // Pinners are sliders, that give check when candidate pinned is removed
- pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
- | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq]);
+ // Pinners are sliders that give check when pinned piece is removed
+ pinners = ( (pieces( ROOK, QUEEN) & PseudoAttacks[ROOK ][ksq])
+ | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq])) & pieces(c);
while (pinners)
{
b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
- if (b && !more_than_one(b) && (b & pieces(sideToMove)))
- result |= b;
+ if (!more_than_one(b))
+ result |= b & pieces(sideToMove);
}
return result;
}
-// Explicit template instantiations
-template Bitboard Position::hidden_checkers() const;
-template Bitboard Position::hidden_checkers() const;
-
/// Position::attackers_to() computes a bitboard of all pieces which attack a
/// given square. Slider attacks use occ bitboard as occupancy.
@@ -477,9 +472,9 @@ Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
}
-/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
+/// Position::legal() tests whether a pseudo-legal move is legal
-bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
+bool Position::legal(Move m, Bitboard pinned) const {
assert(is_ok(m));
assert(pinned == pinned_pieces());
@@ -487,7 +482,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
Color us = sideToMove;
Square from = from_sq(m);
- assert(color_of(piece_moved(m)) == us);
+ assert(color_of(moved_piece(m)) == us);
assert(piece_on(king_square(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
@@ -502,7 +497,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
Bitboard b = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
- assert(piece_moved(m) == make_piece(us, PAWN));
+ assert(moved_piece(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(them, PAWN));
assert(piece_on(to) == NO_PIECE);
@@ -524,16 +519,16 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
}
-/// 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
+/// Position::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 {
+bool Position::pseudo_legal(const Move m) const {
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece pc = piece_moved(m);
+ Piece pc = moved_piece(m);
// Use a slower but simpler function for uncommon cases
if (type_of(m) != NORMAL)
@@ -549,7 +544,7 @@ bool Position::is_pseudo_legal(const Move m) const {
return false;
// The destination square cannot be occupied by a friendly piece
- if (piece_on(to) != NO_PIECE && color_of(piece_on(to)) == us)
+ if (pieces(us) & to)
return false;
// Handle the special case of a pawn move
@@ -586,7 +581,7 @@ bool Position::is_pseudo_legal(const Move m) const {
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
- if (!is_empty(to))
+ if (!empty(to))
return false;
break;
@@ -595,8 +590,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_4
- || !is_empty(to)
- || !is_empty(from + DELTA_N))
+ || !empty(to)
+ || !empty(from + DELTA_N))
return false;
break;
@@ -605,8 +600,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_5
- || !is_empty(to)
- || !is_empty(from + DELTA_S))
+ || !empty(to)
+ || !empty(from + DELTA_S))
return false;
break;
@@ -644,11 +639,11 @@ bool Position::is_pseudo_legal(const Move m) const {
/// Position::move_gives_check() tests whether a pseudo-legal move gives a check
-bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
+bool Position::gives_check(Move m, const CheckInfo& ci) const {
assert(is_ok(m));
assert(ci.dcCandidates == discovered_check_candidates());
- assert(color_of(piece_moved(m)) == sideToMove);
+ assert(color_of(moved_piece(m)) == sideToMove);
Square from = from_sq(m);
Square to = to_sq(m);
@@ -659,7 +654,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
return true;
// Discovery check ?
- if (ci.dcCandidates && (ci.dcCandidates & from))
+ if (unlikely(ci.dcCandidates) && (ci.dcCandidates & from))
{
// For pawn and king moves we need to verify also direction
if ( (pt != PAWN && pt != KING)
@@ -697,9 +692,9 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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;
- return attacks_bb(rto, b) & ksq;
+ return (PseudoAttacks[ROOK][rto] & ksq)
+ && (attacks_bb(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & ksq);
}
default:
assert(false);
@@ -715,7 +710,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
void Position::do_move(Move m, StateInfo& newSt) {
CheckInfo ci(*this);
- do_move(m, newSt, ci, move_gives_check(m, ci));
+ do_move(m, newSt, ci, gives_check(m, ci));
}
void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
@@ -723,13 +718,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
assert(is_ok(m));
assert(&newSt != st);
- nodes++;
+ ++nodes;
Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
// 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));
+ std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
newSt.previous = st;
st = &newSt;
@@ -739,45 +734,45 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Increment ply counters.In particular rule50 will be later reset it to zero
// in case of a capture or a pawn move.
- gamePly++;
- st->rule50++;
- st->pliesFromNull++;
+ ++gamePly;
+ ++st->rule50;
+ ++st->pliesFromNull;
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece piece = piece_on(from);
- PieceType pt = type_of(piece);
- PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
+ Piece pc = piece_on(from);
+ PieceType pt = type_of(pc);
+ PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
- assert(color_of(piece) == us);
+ assert(color_of(pc) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
- assert(capture != KING);
+ assert(captured != KING);
if (type_of(m) == CASTLE)
{
- assert(piece == make_piece(us, KING));
+ assert(pc == make_piece(us, KING));
bool kingSide = to > from;
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
- capture = NO_PIECE_TYPE;
+ captured = NO_PIECE_TYPE;
do_castle(from, to, rfrom, rto);
- st->psqScore += psq_delta(make_piece(us, ROOK), rfrom, rto);
+ st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
}
- if (capture)
+ if (captured)
{
Square capsq = to;
// If the captured piece is a pawn, update pawn hash key, otherwise
// update non-pawn material.
- if (capture == PAWN)
+ if (captured == PAWN)
{
if (type_of(m) == ENPASSANT)
{
@@ -795,32 +790,18 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= PieceValue[MG][capture];
-
- // Remove the captured piece
- byTypeBB[ALL_PIECES] ^= capsq;
- byTypeBB[capture] ^= capsq;
- byColorBB[them] ^= capsq;
-
- // Update piece list, move the last piece at index[capsq] position and
- // shrink the list.
- //
- // WARNING: This is a not reversible operation. When we will reinsert the
- // captured piece in undo_move() we will put it at the end of the list and
- // not in its original place, it means index[] and pieceList[] are not
- // guaranteed to be invariant to a do_move() + undo_move() sequence.
- Square lastSquare = pieceList[them][capture][--pieceCount[them][capture]];
- index[lastSquare] = index[capsq];
- pieceList[them][capture][index[lastSquare]] = lastSquare;
- pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
+ st->npMaterial[them] -= PieceValue[MG][captured];
+
+ // Update board and piece lists
+ remove_piece(capsq, them, captured);
// Update material hash key and prefetch access to materialTable
- k ^= Zobrist::psq[them][capture][capsq];
- st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
+ k ^= Zobrist::psq[them][captured][capsq];
+ st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
- st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
+ st->psq -= psq[them][captured][capsq];
// Reset rule 50 counter
st->rule50 = 0;
@@ -849,20 +830,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Move the piece. The tricky Chess960 castle is handled earlier
if (type_of(m) != CASTLE)
- {
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[pt] ^= from_to_bb;
- byColorBB[us] ^= from_to_bb;
-
- board[from] = NO_PIECE;
- board[to] = piece;
-
- // Update piece lists, index[from] is not updated and becomes stale. This
- // works as long as index[] is accessed just by known occupied squares.
- index[to] = index[from];
- pieceList[us][pt][index[to]] = to;
- }
+ move_piece(from, to, us, pt);
// If the moving piece is a pawn do some special extra work
if (pt == PAWN)
@@ -882,29 +850,17 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- // Replace the pawn with the promoted piece
- byTypeBB[PAWN] ^= to;
- byTypeBB[promotion] |= to;
- board[to] = make_piece(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 lastSquare = pieceList[us][PAWN][--pieceCount[us][PAWN]];
- index[lastSquare] = index[to];
- pieceList[us][PAWN][index[lastSquare]] = lastSquare;
- pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
- index[to] = pieceCount[us][promotion];
- pieceList[us][promotion][index[to]] = to;
+ remove_piece(to, us, PAWN);
+ put_piece(to, us, promotion);
// Update hash keys
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]++]
+ st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]-1]
^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
- st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
- - pieceSquareTable[make_piece(us, PAWN)][to];
+ st->psq += psq[us][promotion][to] - psq[us][PAWN][to];
// Update material
st->npMaterial[us] += PieceValue[MG][promotion];
@@ -919,10 +875,10 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
}
// Update incremental scores
- st->psqScore += psq_delta(piece, from, to);
+ st->psq += psq[us][pt][to] - psq[us][pt][from];
// Set capture piece
- st->capturedType = capture;
+ st->capturedType = captured;
// Update the key with the final value
st->key = k;
@@ -972,10 +928,10 @@ void Position::undo_move(Move m) {
Square from = from_sq(m);
Square to = to_sq(m);
PieceType pt = type_of(piece_on(to));
- PieceType capture = st->capturedType;
+ PieceType captured = st->capturedType;
- assert(is_empty(from) || type_of(m) == CASTLE);
- assert(capture != KING);
+ assert(empty(from) || type_of(m) == CASTLE);
+ assert(captured != KING);
if (type_of(m) == PROMOTION)
{
@@ -985,20 +941,8 @@ void Position::undo_move(Move m) {
assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
- // Replace the promoted piece with the pawn
- byTypeBB[promotion] ^= to;
- byTypeBB[PAWN] |= to;
- board[to] = make_piece(us, PAWN);
-
- // Update piece lists, move the last promoted piece at index[to] position
- // and shrink the list. Add a new pawn to the list.
- Square lastSquare = pieceList[us][promotion][--pieceCount[us][promotion]];
- index[lastSquare] = index[to];
- pieceList[us][promotion][index[lastSquare]] = lastSquare;
- pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
- index[to] = pieceCount[us][PAWN]++;
- pieceList[us][PAWN][index[to]] = to;
-
+ remove_piece(to, us, promotion);
+ put_piece(to, us, PAWN);
pt = PAWN;
}
@@ -1008,28 +952,14 @@ void Position::undo_move(Move m) {
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
- capture = NO_PIECE_TYPE;
+ captured = NO_PIECE_TYPE;
pt = KING;
do_castle(to, from, rto, rfrom);
}
else
- {
- // Put the piece back at the source square
- Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
- byTypeBB[ALL_PIECES] ^= from_to_bb;
- byTypeBB[pt] ^= from_to_bb;
- byColorBB[us] ^= from_to_bb;
-
- board[to] = NO_PIECE;
- board[from] = make_piece(us, pt);
-
- // Update piece lists, index[to] is not updated and becomes stale. This
- // works as long as index[] is accessed just by known occupied squares.
- index[from] = index[to];
- pieceList[us][pt][index[from]] = from;
- }
+ move_piece(to, from, us, pt); // Put the piece back at the source square
- if (capture)
+ if (captured)
{
Square capsq = to;
@@ -1043,21 +973,12 @@ void Position::undo_move(Move m) {
assert(piece_on(capsq) == NO_PIECE);
}
- // Restore the captured piece
- byTypeBB[ALL_PIECES] |= capsq;
- byTypeBB[capture] |= capsq;
- byColorBB[them] |= capsq;
-
- board[capsq] = make_piece(them, capture);
-
- // Update piece list, add a new captured piece in capsq square
- index[capsq] = pieceCount[them][capture]++;
- pieceList[them][capture][index[capsq]] = capsq;
+ put_piece(capsq, them, captured); // Restore the captured piece
}
// Finally point our state pointer back to the previous state
st = st->previous;
- gamePly--;
+ --gamePly;
assert(pos_is_ok());
}
@@ -1068,25 +989,12 @@ void Position::undo_move(Move m) {
void Position::do_castle(Square kfrom, Square kto, Square rfrom, Square rto) {
- Color us = sideToMove;
- Bitboard k_from_to_bb = SquareBB[kfrom] ^ SquareBB[kto];
- Bitboard r_from_to_bb = SquareBB[rfrom] ^ SquareBB[rto];
- byTypeBB[KING] ^= k_from_to_bb;
- byTypeBB[ROOK] ^= r_from_to_bb;
- byTypeBB[ALL_PIECES] ^= k_from_to_bb ^ r_from_to_bb;
- byColorBB[us] ^= k_from_to_bb ^ r_from_to_bb;
-
- // Could be from == to, so first set NO_PIECE then KING and ROOK
- board[kfrom] = board[rfrom] = NO_PIECE;
- board[kto] = make_piece(us, KING);
- board[rto] = make_piece(us, ROOK);
-
- // Could be kfrom == rto, so use a 'tmp' variable
- int tmp = index[kfrom];
- index[rto] = index[rfrom];
- index[kto] = tmp;
- pieceList[us][KING][index[kto]] = kto;
- pieceList[us][ROOK][index[rto]] = rto;
+ // Remove both pieces first since squares could overlap in Chess960
+ remove_piece(kfrom, sideToMove, KING);
+ remove_piece(rfrom, sideToMove, ROOK);
+ board[kfrom] = board[rfrom] = NO_PIECE; // Since remove_piece doesn't do it for us
+ put_piece(kto, sideToMove, KING);
+ put_piece(rto, sideToMove, ROOK);
}
@@ -1097,7 +1005,7 @@ void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
- memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
+ std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
newSt.previous = st;
st = &newSt;
@@ -1111,7 +1019,7 @@ void Position::do_null_move(StateInfo& newSt) {
st->key ^= Zobrist::side;
prefetch((char*)TT.first_entry(st->key));
- st->rule50++;
+ ++st->rule50;
st->pliesFromNull = 0;
sideToMove = ~sideToMove;
@@ -1141,7 +1049,7 @@ int Position::see_sign(Move m) const {
// 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][piece_on(to_sq(m))] >= PieceValue[MG][piece_moved(m)])
+ if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
return 1;
return see(m);
@@ -1159,36 +1067,31 @@ int Position::see(Move m, int asymmThreshold) const {
from = from_sq(m);
to = to_sq(m);
- captured = type_of(piece_on(to));
+ swapList[0] = PieceValue[MG][type_of(piece_on(to))];
+ stm = color_of(piece_on(from));
occupied = pieces() ^ from;
- // Handle en passant moves
+ // Castle moves are implemented as king capturing the rook so cannot be
+ // handled correctly. Simply return 0 that is always the correct value
+ // unless in the rare case the rook ends up under attack.
+ if (type_of(m) == CASTLE)
+ return 0;
+
if (type_of(m) == ENPASSANT)
{
- Square capQq = to - pawn_push(sideToMove);
-
- assert(!captured);
- assert(type_of(piece_on(capQq)) == PAWN);
-
- // Remove the captured pawn
- occupied ^= capQq;
- captured = PAWN;
+ occupied ^= to - pawn_push(stm); // Remove the captured pawn
+ swapList[0] = PieceValue[MG][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.
- attackers = attackers_to(to, occupied);
+ attackers = attackers_to(to, occupied) & occupied;
// If the opponent has no attackers we are finished
- stm = ~color_of(piece_on(from));
+ stm = ~stm;
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return PieceValue[MG][captured];
+ 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
@@ -1196,7 +1099,6 @@ int Position::see(Move m, int asymmThreshold) const {
// 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] = PieceValue[MG][captured];
captured = type_of(piece_on(from));
do {
@@ -1204,21 +1106,17 @@ int Position::see(Move m, int asymmThreshold) const {
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
- slIndex++;
+ ++slIndex;
- // Locate and remove from 'occupied' the next least valuable attacker
- captured = next_attacker(byTypeBB, to, stmAttackers, occupied, attackers);
-
- attackers &= occupied; // Remove the just found attacker
+ // Locate and remove the next least valuable attacker
+ captured = min_attacker(byTypeBB, to, stmAttackers, occupied, attackers);
stm = ~stm;
stmAttackers = attackers & pieces(stm);
- if (captured == KING)
+ // Stop before processing a king capture
+ if (captured == KING && stmAttackers)
{
- // Stop before processing a king capture
- if (stmAttackers)
- swapList[slIndex++] = QueenValueMg * 16;
-
+ swapList[slIndex++] = QueenValueMg * 16;
break;
}
@@ -1247,31 +1145,13 @@ int Position::see(Move m, int asymmThreshold) const {
void Position::clear() {
- memset(this, 0, sizeof(Position));
+ std::memset(this, 0, sizeof(Position));
startState.epSquare = SQ_NONE;
st = &startState;
- for (int i = 0; i < 8; i++)
- for (int j = 0; j < 16; j++)
- pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
-}
-
-
-/// Position::put_piece() puts a piece on the given square of the board,
-/// updating the board array, pieces list, bitboards, and piece counts.
-
-void Position::put_piece(Piece p, Square s) {
-
- Color c = color_of(p);
- PieceType pt = type_of(p);
-
- board[s] = p;
- index[s] = pieceCount[c][pt]++;
- pieceList[c][pt][index[s]] = s;
-
- byTypeBB[ALL_PIECES] |= s;
- byTypeBB[pt] |= s;
- byColorBB[c] |= s;
+ for (int i = 0; i < PIECE_TYPE_NB; ++i)
+ for (int j = 0; j < 16; ++j)
+ pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
}
@@ -1330,9 +1210,9 @@ Key Position::compute_material_key() const {
Key k = 0;
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= QUEEN; pt++)
- for (int cnt = 0; cnt < piece_count(c, pt); cnt++)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= QUEEN; ++pt)
+ for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
k ^= Zobrist::psq[c][pt][cnt];
return k;
@@ -1343,6 +1223,7 @@ Key Position::compute_material_key() const {
/// 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_psq_score() const {
Score score = SCORE_ZERO;
@@ -1350,7 +1231,8 @@ Score Position::compute_psq_score() const {
for (Bitboard b = pieces(); b; )
{
Square s = pop_lsb(&b);
- score += pieceSquareTable[piece_on(s)][s];
+ Piece pc = piece_on(s);
+ score += psq[color_of(pc)][type_of(pc)][s];
}
return score;
@@ -1366,8 +1248,8 @@ Value Position::compute_non_pawn_material(Color c) const {
Value value = VALUE_ZERO;
- for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- value += piece_count(c, pt) * PieceValue[MG][pt];
+ for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
+ value += pieceCount[c][pt] * PieceValue[MG][pt];
return value;
}
@@ -1387,7 +1269,6 @@ bool Position::is_draw() const {
if (st->rule50 > 99 && (!checkers() || MoveList(*this).size()))
return true;
- // Draw by repetition?
int i = 4, e = std::min(st->rule50, st->pliesFromNull);
if (i <= e)
@@ -1398,7 +1279,7 @@ bool Position::is_draw() const {
stp = stp->previous->previous;
if (stp->key == st->key)
- return true;
+ return true; // Draw after first repetition
i += 2;
@@ -1412,42 +1293,36 @@ bool Position::is_draw() const {
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging especially for finding evaluation symmetry bugs.
+static char toggle_case(char c) {
+ return char(islower(c) ? toupper(c) : tolower(c));
+}
+
void Position::flip() {
- const Position pos(*this);
+ string f, token;
+ std::stringstream ss(fen());
- clear();
+ for (Rank rank = RANK_8; rank >= RANK_1; --rank) // Piece placement
+ {
+ std::getline(ss, token, rank > RANK_1 ? '/' : ' ');
+ f.insert(0, token + (f.empty() ? " " : "/"));
+ }
- sideToMove = ~pos.side_to_move();
- thisThread = pos.this_thread();
- nodes = pos.nodes_searched();
- chess960 = pos.is_chess960();
- gamePly = pos.game_ply();
+ ss >> token; // Active color
+ f += (token == "w" ? "B " : "W "); // Will be lowercased later
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (!pos.is_empty(s))
- put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
+ ss >> token; // Castling availability
+ f += token + " ";
- if (pos.can_castle(WHITE_OO))
- set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, KING_SIDE));
- if (pos.can_castle(WHITE_OOO))
- set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, QUEEN_SIDE));
- if (pos.can_castle(BLACK_OO))
- set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, KING_SIDE));
- if (pos.can_castle(BLACK_OOO))
- set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, QUEEN_SIDE));
+ std::transform(f.begin(), f.end(), f.begin(), toggle_case);
- if (pos.st->epSquare != SQ_NONE)
- st->epSquare = ~pos.st->epSquare;
+ ss >> token; // En passant square
+ f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
- st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
+ std::getline(ss, token); // Half and full moves
+ f += token;
- st->key = compute_key();
- st->pawnKey = compute_pawn_key();
- st->materialKey = compute_material_key();
- st->psqScore = compute_psq_score();
- st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
- st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
+ set(f, is_chess960(), this_thread());
assert(pos_is_ok());
}
@@ -1491,9 +1366,9 @@ bool Position::pos_is_ok(int* failedStep) const {
{
int kingCount[COLOR_NB] = {};
- for (Square s = SQ_A1; s <= SQ_H8; s++)
+ for (Square s = SQ_A1; s <= SQ_H8; ++s)
if (type_of(piece_on(s)) == KING)
- kingCount[color_of(piece_on(s))]++;
+ ++kingCount[color_of(piece_on(s))];
if (kingCount[0] != 1 || kingCount[1] != 1)
return false;
@@ -1518,8 +1393,8 @@ bool Position::pos_is_ok(int* failedStep) const {
return false;
// Separate piece type bitboards must have empty intersections
- for (PieceType p1 = PAWN; p1 <= KING; p1++)
- for (PieceType p2 = PAWN; p2 <= KING; p2++)
+ for (PieceType p1 = PAWN; p1 <= KING; ++p1)
+ for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
@@ -1536,36 +1411,30 @@ bool Position::pos_is_ok(int* failedStep) const {
if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key())
return false;
- if ((*step)++, debugIncrementalEval && st->psqScore != compute_psq_score())
+ if ((*step)++, debugIncrementalEval && st->psq != compute_psq_score())
return false;
if ((*step)++, debugNonPawnMaterial)
- {
if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE)
|| st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
return false;
- }
if ((*step)++, debugPieceCounts)
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
if (pieceCount[c][pt] != popcount(pieces(c, pt)))
return false;
if ((*step)++, debugPieceList)
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- for (int i = 0; i < pieceCount[c][pt]; i++)
- {
- if (piece_on(piece_list(c, pt)[i]) != make_piece(c, pt))
- return false;
-
- if (index[piece_list(c, pt)[i]] != i)
+ for (Color c = WHITE; c <= BLACK; ++c)
+ for (PieceType pt = PAWN; pt <= KING; ++pt)
+ for (int i = 0; i < pieceCount[c][pt]; ++i)
+ if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
+ || index[pieceList[c][pt][i]] != i)
return false;
- }
if ((*step)++, debugCastleSquares)
- for (Color c = WHITE; c <= BLACK; c++)
+ for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
CastleRight cr = make_castle_right(c, s);
@@ -1573,10 +1442,8 @@ bool Position::pos_is_ok(int* failedStep) const {
if (!can_castle(cr))
continue;
- if ((castleRightsMask[king_square(c)] & cr) != cr)
- return false;
-
- if ( piece_on(castleRookSquare[c][s]) != make_piece(c, ROOK)
+ if ( (castleRightsMask[king_square(c)] & cr) != cr
+ || piece_on(castleRookSquare[c][s]) != make_piece(c, ROOK)
|| castleRightsMask[castleRookSquare[c][s]] != cr)
return false;
}