X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fposition.cpp;h=a069cf404be6d012a7ac129c4386b0c3a1721586;hb=dbbbd3880cc13ee5cf07390fbe1be07121abe613;hp=d1e3f448071a947d7950032cf93eedd9a22d0609;hpb=8b45b603271f8d85ac6fbf4e7cfd68c8da06a3cd;p=stockfish
diff --git a/src/position.cpp b/src/position.cpp
index d1e3f448..c693b660 100644
--- a/src/position.cpp
+++ b/src/position.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,57 +17,158 @@
along with this program. If not, see .
*/
-
-////
-//// Includes
-////
-
#include
#include
-#include
#include
+#include
+#include
#include "bitcount.h"
-#include "mersenne.h"
#include "movegen.h"
-#include "movepick.h"
+#include "notation.h"
#include "position.h"
#include "psqtab.h"
-#include "san.h"
-#include "ucioption.h"
+#include "rkiss.h"
+#include "thread.h"
+#include "tt.h"
using std::string;
+using std::cout;
+using std::endl;
+
+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 {
-////
-//// Variables
-////
+Key psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
+Key enpassant[FILE_NB];
+Key castle[CASTLE_RIGHT_NB];
+Key side;
+Key exclusion;
-int Position::castleRightsMask[64];
+/// 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 Position::zobrist[2][8][64];
-Key Position::zobEp[64];
-Key Position::zobCastle[16];
-Key Position::zobMaterial[2][8][16];
-Key Position::zobSideToMove;
+ for (File f = FILE_A; f <= FILE_H; f++)
+ enpassant[f] = rk.rand();
-Value Position::MgPieceSquareTable[16][64];
-Value Position::EgPieceSquareTable[16][64];
+ 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();
+ }
+ }
-static bool RequestPending = false;
+ side = rk.rand();
+ exclusion = rk.rand();
-////
-//// Functions
-////
+ 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];
-/// Constructors
+ Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
-Position::Position(const Position& pos) {
- copy(pos);
+ 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]);
+ }
+ }
}
-Position::Position(const string& fen) {
- from_fen(fen);
+} // 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 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(to, occupied) & (bb[BISHOP] | bb[QUEEN]);
+
+ if (Pt == ROOK || Pt == QUEEN)
+ attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]);
+
+ return (PieceType)Pt;
+ }
+ return next_attacker(bb, to, stmAttackers, occupied, attackers);
+}
+
+template<> FORCE_INLINE
+PieceType next_attacker(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) {
+ return KING; // No need to update bitboards, it is the last cycle
+}
+
+} // namespace
+
+
+/// CheckInfo c'tor
+
+CheckInfo::CheckInfo(const Position& pos) {
+
+ Color them = ~pos.side_to_move();
+ ksq = pos.king_square(them);
+
+ pinned = pos.pinned_pieces();
+ dcCandidates = pos.discovered_check_candidates();
+
+ checkSq[PAWN] = pos.attacks_from(ksq, them);
+ checkSq[KNIGHT] = pos.attacks_from(ksq);
+ checkSq[BISHOP] = pos.attacks_from(ksq);
+ checkSq[ROOK] = pos.attacks_from(ksq);
+ checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK];
+ checkSq[KING] = 0;
+}
+
+
+/// 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));
+ startState = *st;
+ st = &startState;
+ nodes = 0;
+
+ assert(pos_is_ok());
+
+ return *this;
}
@@ -75,342 +176,302 @@ Position::Position(const string& 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& fen) {
+void Position::from_fen(const string& fenStr, bool isChess960, Thread* th) {
+/*
+ A FEN string defines a particular position using only the ASCII character set.
+
+ A FEN string contains six fields separated by a space. The fields are:
- static const string pieceLetters = "KQRBNPkqrbnp";
- static const Piece pieces[] = { WK, WQ, WR, WB, WN, WP, BK, BQ, BR, BB, BN, BP };
+ 1) Piece placement (from white's perspective). Each rank is described, starting
+ with rank 8 and ending with rank 1; within each rank, the contents of each
+ square are described from file A through file H. Following the Standard
+ Algebraic Notation (SAN), each piece is identified by a single letter taken
+ from the standard English names. White pieces are designated using upper-case
+ letters ("PNBRQK") while Black take lowercase ("pnbrqk"). Blank squares are
+ noted using digits 1 through 8 (the number of blank squares), and "/"
+ separates ranks.
+
+ 2) Active color. "w" means white moves next, "b" means black.
+
+ 3) Castling availability. If neither side can castle, this is "-". Otherwise,
+ this has one or more letters: "K" (White can castle kingside), "Q" (White
+ can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
+ can castle queenside).
+
+ 4) En passant target square (in algebraic notation). If there's no en passant
+ target square, this is "-". If a pawn has just made a 2-square move, this
+ is the position "behind" the pawn. This is recorded regardless of whether
+ there is a pawn in position to make an en passant capture.
+
+ 5) Halfmove clock. This is the number of halfmoves since the last pawn advance
+ or capture. This is used to determine if a draw can be claimed under the
+ fifty-move rule.
+
+ 6) Fullmove number. The number of the full move. It starts at 1, and is
+ incremented after Black's move.
+*/
+
+ char col, row, token;
+ size_t p;
+ Square sq = SQ_A8;
+ std::istringstream fen(fenStr);
clear();
+ fen >> std::noskipws;
- // Board
- Rank rank = RANK_8;
- File file = FILE_A;
- size_t i = 0;
- for ( ; fen[i] != ' '; i++)
+ // 1. Piece placement
+ while ((fen >> token) && !isspace(token))
{
- if (isdigit(fen[i]))
- {
- // Skip the given number of files
- file += (fen[i] - '1' + 1);
- continue;
- }
- else if (fen[i] == '/')
- {
- file = FILE_A;
- rank--;
- continue;
- }
- size_t idx = pieceLetters.find(fen[i]);
- if (idx == string::npos)
+ if (isdigit(token))
+ sq += Square(token - '0'); // Advance the given number of files
+
+ else if (token == '/')
+ sq -= Square(16);
+
+ else if ((p = PieceToChar.find(token)) != string::npos)
{
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
+ put_piece(Piece(p), sq);
+ sq++;
}
- Square square = make_square(file, rank);
- put_piece(pieces[idx], square);
- file++;
}
- // Side to move
- i++;
- if (fen[i] != 'w' && fen[i] != 'b')
+ // 2. Active color
+ fen >> token;
+ sideToMove = (token == 'w' ? WHITE : BLACK);
+ fen >> 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))
{
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
- }
- sideToMove = (fen[i] == 'w' ? WHITE : BLACK);
+ Square rsq;
+ Color c = islower(token) ? BLACK : WHITE;
- // Castling rights
- i++;
- if (fen[i] != ' ')
- {
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
- }
+ token = char(toupper(token));
- i++;
- while(strchr("KQkqabcdefghABCDEFGH-", fen[i])) {
- if (fen[i] == '-')
- {
- i++;
- break;
- }
- else if(fen[i] == 'K') allow_oo(WHITE);
- else if(fen[i] == 'Q') allow_ooo(WHITE);
- else if(fen[i] == 'k') allow_oo(BLACK);
- else if(fen[i] == 'q') allow_ooo(BLACK);
- else if(fen[i] >= 'A' && fen[i] <= 'H') {
- File rookFile, kingFile = FILE_NONE;
- for(Square square = SQ_B1; square <= SQ_G1; square++)
- if(piece_on(square) == WK)
- kingFile = square_file(square);
- if(kingFile == FILE_NONE) {
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
- }
- initialKFile = kingFile;
- rookFile = File(fen[i] - 'A') + FILE_A;
- if(rookFile < initialKFile) {
- allow_ooo(WHITE);
- initialQRFile = rookFile;
- }
- else {
- allow_oo(WHITE);
- initialKRFile = rookFile;
- }
- }
- else if(fen[i] >= 'a' && fen[i] <= 'h') {
- File rookFile, kingFile = FILE_NONE;
- for(Square square = SQ_B8; square <= SQ_G8; square++)
- if(piece_on(square) == BK)
- kingFile = square_file(square);
- if(kingFile == FILE_NONE) {
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
- }
- initialKFile = kingFile;
- rookFile = File(fen[i] - 'a') + FILE_A;
- if(rookFile < initialKFile) {
- allow_ooo(BLACK);
- initialQRFile = rookFile;
- }
- else {
- allow_oo(BLACK);
- initialKRFile = rookFile;
- }
- }
- else {
- std::cout << "Error in FEN at character " << i << std::endl;
- return;
- }
- i++;
- }
+ if (token == 'K')
+ for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {}
- // Skip blanks
- while (fen[i] == ' ')
- i++;
+ else if (token == 'Q')
+ for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
- // En passant square
- if ( i <= fen.length() - 2
- && (fen[i] >= 'a' && fen[i] <= 'h')
- && (fen[i+1] == '3' || fen[i+1] == '6'))
- st->epSquare = square_from_string(fen.substr(i, 2));
+ else if (token >= 'A' && token <= 'H')
+ rsq = File(token - 'A') | relative_rank(c, RANK_1);
- // Various initialisation
- for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
- castleRightsMask[sq] = ALL_CASTLES;
+ else
+ continue;
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO|WHITE_OOO);
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO|BLACK_OOO);
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ set_castle_right(c, rsq);
+ }
+
+ // 4. En passant square. Ignore if no pawn capture is possible
+ if ( ((fen >> col) && (col >= 'a' && col <= 'h'))
+ && ((fen >> row) && (row == '3' || row == '6')))
+ {
+ st->epSquare = File(col - 'a') | Rank(row - '1');
- find_checkers();
+ 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;
+
+ // Convert from fullmove starting from 1 to ply starting from 0,
+ // handle also common incorrect FEN with fullmove = 0.
+ startPosPly = std::max(2 * (startPosPly - 1), 0) + int(sideToMove == BLACK);
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
- st->mgValue = compute_value();
- st->egValue = 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);
+ chess960 = isChess960;
+ thisThread = th;
+
+ assert(pos_is_ok());
}
-/// Position::to_fen() converts the position object to a FEN string. This is
-/// probably only useful for debugging.
+/// Position::set_castle_right() is an helper function used to set castling
+/// rights given the corresponding color and the rook starting square.
+
+void Position::set_castle_right(Color c, Square rfrom) {
+
+ Square kfrom = king_square(c);
+ CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
+ CastleRight cr = make_castle_right(c, cs);
+
+ st->castleRights |= cr;
+ castleRightsMask[kfrom] |= cr;
+ castleRightsMask[rfrom] |= cr;
+ castleRookSquare[c][cs] = 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++)
+ if (s != kfrom && s != rfrom)
+ castlePath[c][cs] |= s;
+
+ for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
+ if (s != kfrom && s != rfrom)
+ castlePath[c][cs] |= s;
+}
+
+
+/// Position::to_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 {
- static const string pieceLetters = " PNBRQK pnbrqk";
- string fen;
- int skip;
+ std::ostringstream fen;
+ Square sq;
+ int emptyCnt;
for (Rank rank = RANK_8; rank >= RANK_1; rank--)
{
- skip = 0;
+ emptyCnt = 0;
+
for (File file = FILE_A; file <= FILE_H; file++)
{
- Square sq = make_square(file, rank);
- if (!square_is_occupied(sq))
- { skip++;
- continue;
- }
- if (skip > 0)
+ sq = file | rank;
+
+ if (is_empty(sq))
+ emptyCnt++;
+ else
{
- fen += (char)skip + '0';
- skip = 0;
+ if (emptyCnt > 0)
+ {
+ fen << emptyCnt;
+ emptyCnt = 0;
+ }
+ fen << PieceToChar[piece_on(sq)];
}
- fen += pieceLetters[piece_on(sq)];
}
- if (skip > 0)
- fen += (char)skip + '0';
- fen += (rank > RANK_1 ? '/' : ' ');
+ if (emptyCnt > 0)
+ fen << emptyCnt;
+
+ if (rank > RANK_1)
+ fen << '/';
}
- fen += (sideToMove == WHITE ? "w " : "b ");
- if (st->castleRights != NO_CASTLES)
- {
- if (can_castle_kingside(WHITE)) fen += 'K';
- if (can_castle_queenside(WHITE)) fen += 'Q';
- if (can_castle_kingside(BLACK)) fen += 'k';
- if (can_castle_queenside(BLACK)) fen += 'q';
- } else
- fen += '-';
-
- fen += ' ';
- if (ep_square() != SQ_NONE)
- fen += square_to_string(ep_square());
- else
- fen += '-';
- return fen;
-}
+ fen << (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');
-/// Position::print() prints an ASCII representation of the position to
-/// the standard output. If a move is given then also the san is print.
+ if (can_castle(WHITE_OOO))
+ fen << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE))))) : 'Q');
-void Position::print(Move m) const {
+ if (can_castle(BLACK_OO))
+ fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE))) : 'k');
- static const string pieceLetters = " PNBRQK PNBRQK .";
+ if (can_castle(BLACK_OOO))
+ fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE))) : 'q');
- // Check for reentrancy, as example when called from inside
- // MovePicker that is used also here in move_to_san()
- if (RequestPending)
- return;
+ if (st->castleRights == CASTLES_NONE)
+ fen << '-';
- RequestPending = true;
+ fen << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ")
+ << st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2;
- std::cout << std::endl;
- if (m != MOVE_NONE)
- {
- string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : "");
- std::cout << "Move is: " << col << move_to_san(*this, m) << std::endl;
- }
- for (Rank rank = RANK_8; rank >= RANK_1; rank--)
- {
- std::cout << "+---+---+---+---+---+---+---+---+" << std::endl;
- for (File file = FILE_A; file <= FILE_H; file++)
- {
- Square sq = make_square(file, rank);
- Piece piece = piece_on(sq);
- if (piece == EMPTY && square_color(sq) == WHITE)
- piece = NO_PIECE;
+ return fen.str();
+}
- char col = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
- std::cout << '|' << col << pieceLetters[piece] << col;
- }
- std::cout << '|' << std::endl;
- }
- std::cout << "+---+---+---+---+---+---+---+---+" << std::endl
- << "Fen is: " << to_fen() << std::endl
- << "Key is: " << st->key << std::endl;
- RequestPending = false;
-}
+/// Position::print() prints an ASCII representation of the position to
+/// the standard output. If a move is given then also the san is printed.
+void Position::print(Move move) const {
-/// Position::copy() creates a copy of the input position.
+ const string dottedLine = "\n+---+---+---+---+---+---+---+---+";
+ const string twoRows = dottedLine + "\n| | . | | . | | . | | . |"
+ + dottedLine + "\n| . | | . | | . | | . | |";
-void Position::copy(const Position& pos) {
+ string brd = twoRows + twoRows + twoRows + twoRows + dottedLine;
- memcpy(this, &pos, sizeof(Position));
- saveState(); // detach and copy state info
-}
+ sync_cout;
+ if (move)
+ {
+ Position p(*this);
+ cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
+ }
-/// Position:hidden_checkers<>() returns a bitboard of all pinned (against the
-/// king) pieces for the given color and for the given pinner type. Or, when
-/// template parameter FindPinned is false, the pieces of the given color
-/// candidate for a discovery check against the enemy king.
-/// Note that checkersBB bitboard must be already updated.
+ 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)];
-template
-Bitboard Position::hidden_checkers(Color c) const {
+ cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << sync_endl;
+}
- Bitboard pinners, result = EmptyBoardBB;
- // Pinned pieces protect our king, dicovery checks attack
- // the enemy king.
- Square ksq = king_square(FindPinned ? c : opposite_color(c));
+/// 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 {
- // Pinners are sliders, not checkers, that give check when
- // candidate pinned is removed.
- pinners = (rooks_and_queens(FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq])
- | (bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq]);
+ // 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);
- if (FindPinned && pinners)
- pinners &= ~st->checkersBB;
+ // Pinners are sliders, that give check when candidate pinned is removed
+ pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
+ | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq]);
while (pinners)
{
- Square s = pop_1st_bit(&pinners);
- Bitboard b = squares_between(s, ksq) & occupied_squares();
+ b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
- assert(b);
-
- if ( !(b & (b - 1)) // Only one bit set?
- && (b & pieces_of_color(c))) // Is an our piece?
+ if (b && !more_than_one(b) && (b & pieces(sideToMove)))
result |= b;
}
return result;
}
+// Explicit template instantiations
+template Bitboard Position::hidden_checkers() const;
+template Bitboard Position::hidden_checkers() const;
-/// Position:pinned_pieces() returns a bitboard of all pinned (against the
-/// king) pieces for the given color.
-
-Bitboard Position::pinned_pieces(Color c) const {
-
- return hidden_checkers(c);
-}
+/// Position::attackers_to() computes a bitboard of all pieces which attack a
+/// given square. Slider attacks use occ bitboard as occupancy.
-/// Position:discovered_check_candidates() returns a bitboard containing all
-/// pieces for the given side which are candidates for giving a discovered
-/// check.
+Bitboard Position::attackers_to(Square s, Bitboard occ) const {
-Bitboard Position::discovered_check_candidates(Color c) const {
-
- return hidden_checkers(c);
+ return (attacks_from(s, BLACK) & pieces(WHITE, PAWN))
+ | (attacks_from(s, WHITE) & pieces(BLACK, PAWN))
+ | (attacks_from(s) & pieces(KNIGHT))
+ | (attacks_bb(s, occ) & pieces(ROOK, QUEEN))
+ | (attacks_bb(s, occ) & pieces(BISHOP, QUEEN))
+ | (attacks_from(s) & pieces(KING));
}
-/// Position::attacks_to() computes a bitboard containing all pieces which
-/// attacks a given square.
-
-Bitboard Position::attacks_to(Square s) const {
- return (pawn_attacks(BLACK, s) & pawns(WHITE))
- | (pawn_attacks(WHITE, s) & pawns(BLACK))
- | (piece_attacks(s) & pieces_of_type(KNIGHT))
- | (piece_attacks(s) & rooks_and_queens())
- | (piece_attacks(s) & bishops_and_queens())
- | (piece_attacks(s) & pieces_of_type(KING));
-}
-
-/// Position::piece_attacks_square() tests whether the piece on square f
-/// attacks square t.
+/// Position::attacks_from() computes a bitboard of all attacks of a given piece
+/// put in a given square. Slider attacks use occ bitboard as occupancy.
-bool Position::piece_attacks_square(Piece p, Square f, Square t) const {
+Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
- assert(square_is_ok(f));
- assert(square_is_ok(t));
+ assert(is_ok(s));
- switch (p)
+ switch (type_of(p))
{
- case WP: return pawn_attacks_square(WHITE, f, t);
- case BP: return pawn_attacks_square(BLACK, f, t);
- case WN: case BN: return piece_attacks_square(f, t);
- case WB: case BB: return piece_attacks_square(f, t);
- case WR: case BR: return piece_attacks_square(f, t);
- case WQ: case BQ: return piece_attacks_square(f, t);
- case WK: case BK: return piece_attacks_square(f, t);
- default: break;
+ case BISHOP: return attacks_bb(s, occ);
+ case ROOK : return attacks_bb(s, occ);
+ case QUEEN : return attacks_bb(s, occ) | attacks_bb(s, occ);
+ default : return StepAttacksBB[p][s];
}
- return false;
}
@@ -419,1032 +480,755 @@ bool Position::piece_attacks_square(Piece p, Square f, Square t) const {
bool Position::move_attacks_square(Move m, Square s) const {
- assert(move_is_ok(m));
- assert(square_is_ok(s));
+ assert(is_ok(m));
+ assert(is_ok(s));
- Square f = move_from(m), t = move_to(m);
+ Bitboard occ, xray;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ Piece piece = piece_moved(m);
- assert(square_is_occupied(f));
+ assert(!is_empty(from));
- if (piece_attacks_square(piece_on(f), t, s))
- return true;
+ // Update occupancy as if the piece is moving
+ occ = pieces() ^ from ^ to;
- // Move the piece and scan for X-ray attacks behind it
- Bitboard occ = occupied_squares();
- Color us = color_of_piece_on(f);
- clear_bit(&occ, f);
- set_bit(&occ, t);
- Bitboard xray = ( (rook_attacks_bb(s, occ) & rooks_and_queens())
- |(bishop_attacks_bb(s, occ) & bishops_and_queens())) & pieces_of_color(us);
-
- // If we have attacks we need to verify that are caused by our move
- // and are not already existent ones.
- return xray && (xray ^ (xray & piece_attacks(s)));
-}
-
-
-/// Position::find_checkers() computes the checkersBB bitboard, which
-/// contains a nonzero bit for each checking piece (0, 1 or 2). It
-/// currently works by calling Position::attacks_to, which is probably
-/// inefficient. Consider rewriting this function to use the last move
-/// played, like in non-bitboard versions of Glaurung.
+ // The piece moved in 'to' attacks the square 's' ?
+ if (attacks_from(piece, to, occ) & s)
+ return true;
-void Position::find_checkers() {
+ // Scan for possible X-ray attackers behind the moved piece
+ xray = (attacks_bb< ROOK>(s, occ) & pieces(color_of(piece), QUEEN, ROOK))
+ | (attacks_bb(s, occ) & pieces(color_of(piece), QUEEN, BISHOP));
- Color us = side_to_move();
- st->checkersBB = attacks_to(king_square(us), opposite_color(us));
+ // Verify attackers are triggered by our move and not already existing
+ return xray && (xray ^ (xray & attacks_from(s)));
}
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
-bool Position::pl_move_is_legal(Move m) const {
-
- // If we're in check, all pseudo-legal moves are legal, because our
- // check evasion generator only generates true legal moves.
- return is_check() || pl_move_is_legal(m, pinned_pieces(side_to_move()));
-}
-
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
- assert(is_ok());
- assert(move_is_ok(m));
- assert(pinned == pinned_pieces(side_to_move()));
- assert(!is_check());
+ assert(is_ok(m));
+ assert(pinned == pinned_pieces());
- // Castling moves are checked for legality during move generation.
- if (move_is_castle(m))
- return true;
+ Color us = sideToMove;
+ Square from = from_sq(m);
- Color us = side_to_move();
- Square from = move_from(m);
- Square ksq = king_square(us);
+ assert(color_of(piece_moved(m)) == us);
+ assert(piece_on(king_square(us)) == make_piece(us, KING));
- assert(color_of_piece_on(from) == us);
- assert(piece_on(ksq) == piece_of_color_and_type(us, KING));
-
- // 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 (move_is_ep(m))
+ // 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 (type_of(m) == ENPASSANT)
{
- Color them = opposite_color(us);
- Square to = move_to(m);
- Square capsq = make_square(square_file(to), square_rank(from));
- Bitboard b = occupied_squares();
+ Color them = ~us;
+ Square to = to_sq(m);
+ Square capsq = to + pawn_push(them);
+ Square ksq = king_square(us);
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
- assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- assert(piece_on(to) == EMPTY);
-
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
+ assert(piece_moved(m) == make_piece(us, PAWN));
+ assert(piece_on(capsq) == make_piece(them, PAWN));
+ assert(piece_on(to) == NO_PIECE);
- return !(rook_attacks_bb(ksq, b) & rooks_and_queens(them))
- && !(bishop_attacks_bb(ksq, b) & bishops_and_queens(them));
+ return !(attacks_bb< ROOK>(ksq, b) & pieces(them, QUEEN, ROOK))
+ && !(attacks_bb(ksq, b) & pieces(them, QUEEN, BISHOP));
}
// If the moving piece is a king, check whether the destination
- // square is attacked by the opponent.
- if (from == ksq)
- return !(square_is_attacked(move_to(m), opposite_color(us)));
+ // square is attacked by the opponent. Castling moves are checked
+ // for legality during move generation.
+ if (type_of(piece_on(from)) == KING)
+ 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.
- return ( !pinned
- || !bit_is_set(pinned, from)
- || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq)));
+ return !pinned
+ || !(pinned & from)
+ || squares_aligned(from, to_sq(m), king_square(us));
}
-/// Position::move_is_check() tests whether a pseudo-legal move is a check
+/// 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_check(Move m) const {
+bool Position::move_is_legal(const Move m) const {
- Bitboard dc = discovered_check_candidates(side_to_move());
- return move_is_check(m, dc);
-}
-
-bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
-
- assert(is_ok());
- assert(move_is_ok(m));
- assert(dcCandidates == discovered_check_candidates(side_to_move()));
+ for (MoveList ml(*this); !ml.end(); ++ml)
+ if (ml.move() == m)
+ return true;
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
- Square ksq = king_square(them);
+ return false;
+}
- assert(color_of_piece_on(from) == us);
- assert(piece_on(ksq) == piece_of_color_and_type(them, KING));
- // Proceed according to the type of the moving piece
- switch (type_of_piece_on(from))
- {
- case PAWN:
+/// 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.
- if (bit_is_set(pawn_attacks(them, ksq), to)) // Normal check?
- return true;
+bool Position::is_pseudo_legal(const Move m) const {
- if ( dcCandidates // Discovered check?
- && bit_is_set(dcCandidates, from)
- && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq)))
- return true;
+ Color us = sideToMove;
+ Color them = ~sideToMove;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ Piece pc = piece_moved(m);
- if (move_is_promotion(m)) // Promotion with check?
- {
- Bitboard b = occupied_squares();
- clear_bit(&b, from);
+ // Use a slower but simpler function for uncommon cases
+ if (type_of(m) != NORMAL)
+ return move_is_legal(m);
- switch (move_promotion_piece(m))
- {
- case KNIGHT:
- return bit_is_set(piece_attacks(to), ksq);
- case BISHOP:
- return bit_is_set(bishop_attacks_bb(to, b), ksq);
- case ROOK:
- return bit_is_set(rook_attacks_bb(to, b), ksq);
- case QUEEN:
- return bit_is_set(queen_attacks_bb(to, b), ksq);
- default:
- assert(false);
- }
- }
- // 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.
- else if (move_is_ep(m))
- {
- Square capsq = make_square(square_file(to), square_rank(from));
- Bitboard b = occupied_squares();
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
- return (rook_attacks_bb(ksq, b) & rooks_and_queens(us))
- ||(bishop_attacks_bb(ksq, b) & bishops_and_queens(us));
- }
+ // Is not a promotion, so promotion piece must be empty
+ if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
- // Test discovered check and normal check according to piece type
- case KNIGHT:
- return (dcCandidates && bit_is_set(dcCandidates, from))
- || bit_is_set(piece_attacks(ksq), to);
-
- case BISHOP:
- return (dcCandidates && bit_is_set(dcCandidates, from))
- || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks(ksq), to));
-
- case ROOK:
- return (dcCandidates && bit_is_set(dcCandidates, from))
- || (direction_is_straight(ksq, to) && bit_is_set(piece_attacks(ksq), to));
-
- case QUEEN:
- // Discovered checks are impossible!
- assert(!bit_is_set(dcCandidates, from));
- return ( (direction_is_straight(ksq, to) && bit_is_set(piece_attacks(ksq), to))
- || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks(ksq), to)));
-
- case KING:
- // Discovered check?
- if ( bit_is_set(dcCandidates, from)
- && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq)))
- return true;
-
- // Castling with check?
- if (move_is_castle(m))
- {
- Square kfrom, kto, rfrom, rto;
- Bitboard b = occupied_squares();
- kfrom = from;
- rfrom = to;
-
- if (rfrom > kfrom)
- {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else {
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
- clear_bit(&b, kfrom);
- clear_bit(&b, rfrom);
- set_bit(&b, rto);
- set_bit(&b, kto);
- return bit_is_set(rook_attacks_bb(rto, b), ksq);
- }
+ // If the from square is not occupied by a piece belonging to the side to
+ // move, the move is obviously not legal.
+ if (pc == NO_PIECE || color_of(pc) != us)
return false;
- default: // NO_PIECE_TYPE
- break;
- }
- assert(false);
- return false;
-}
+ // The destination square cannot be occupied by a friendly piece
+ if (color_of(piece_on(to)) == us)
+ return false;
+ // Handle the special case of a pawn move
+ if (type_of(pc) == PAWN)
+ {
+ // Move direction must be compatible with pawn color
+ int direction = to - from;
+ if ((us == WHITE) != (direction > 0))
+ return false;
-/// Position::update_checkers() udpates chekers info given the move. It is called
-/// in do_move() and is faster then find_checkers().
+ // We have already handled promotion moves, so destination
+ // cannot be on the 8/1th rank.
+ if (rank_of(to) == RANK_8 || rank_of(to) == RANK_1)
+ return false;
-template
-inline void Position::update_checkers(Bitboard* pCheckersBB, Square ksq, Square from,
- Square to, Bitboard dcCandidates) {
+ // Proceed according to the square delta between the origin and
+ // destination squares.
+ switch (direction)
+ {
+ case DELTA_NW:
+ case DELTA_NE:
+ case DELTA_SW:
+ 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)
+ return false;
- const bool Bishop = (Piece == QUEEN || Piece == BISHOP);
- const bool Rook = (Piece == QUEEN || Piece == ROOK);
- const bool Slider = Bishop || Rook;
+ // From and to files must be one file apart, avoids a7h5
+ if (abs(file_of(from) - file_of(to)) != 1)
+ return false;
+ break;
- // Direct checks
- if ( ( (Bishop && bit_is_set(BishopPseudoAttacks[ksq], to))
- || (Rook && bit_is_set(RookPseudoAttacks[ksq], to)))
- && bit_is_set(piece_attacks(ksq), to)) // slow, try to early skip
- set_bit(pCheckersBB, to);
+ case DELTA_N:
+ case DELTA_S:
+ // Pawn push. The destination square must be empty.
+ if (!is_empty(to))
+ return false;
+ break;
- else if ( Piece != KING
- && !Slider
- && bit_is_set(piece_attacks(ksq), to))
- set_bit(pCheckersBB, to);
+ case DELTA_NN:
+ // Double white pawn push. The destination square must be on the fourth
+ // 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))
+ return false;
+ break;
- // Discovery checks
- if (Piece != QUEEN && bit_is_set(dcCandidates, from))
- {
- if (Piece != ROOK)
- (*pCheckersBB) |= (piece_attacks(ksq) & rooks_and_queens(side_to_move()));
+ case DELTA_SS:
+ // Double black pawn push. The destination square must be on the fifth
+ // 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))
+ return false;
+ break;
- if (Piece != BISHOP)
- (*pCheckersBB) |= (piece_attacks(ksq) & bishops_and_queens(side_to_move()));
+ default:
+ return false;
+ }
}
-}
+ else if (!(attacks_from(pc, from) & to))
+ return false;
+ // Evasions generator already takes care to avoid some kind of illegal moves
+ // and pl_move_is_legal() relies on this. So we have to take care that the
+ // same kind of moves are filtered out here.
+ if (in_check())
+ {
+ if (type_of(pc) != KING)
+ {
+ Bitboard b = checkers();
+ Square checksq = pop_lsb(&b);
-/// Position::do_move() makes a move, and saves all information necessary
-/// to a StateInfo object. The move is assumed to be legal.
-/// Pseudo-legal moves should be filtered out before this function is called.
+ if (b) // double check ? In this case a king move is required
+ return false;
-void Position::do_move(Move m, StateInfo& newSt) {
+ // Our move must be a blocking evasion or a capture of the checking piece
+ if (!((between_bb(checksq, king_square(us)) | checkers()) & to))
+ return false;
+ }
+ // In case of king moves under check we have to remove king so to catch
+ // as invalid moves like b1a1 when opposite queen is on c1.
+ else if (attackers_to(to, pieces() ^ from) & pieces(~us))
+ return false;
+ }
- do_move(m, newSt, discovered_check_candidates(side_to_move()));
+ return true;
}
-void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
- assert(is_ok());
- assert(move_is_ok(m));
+/// Position::move_gives_check() tests whether a pseudo-legal move gives a check
- // 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 key, pawnKey, materialKey;
- int castleRights, rule50;
- Square epSquare;
- Value mgValue, egValue;
- Value npMaterial[2];
- };
+bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
- memcpy(&newSt, st, sizeof(ReducedStateInfo));
- newSt.capture = NO_PIECE_TYPE;
- newSt.previous = st;
- st = &newSt;
+ assert(is_ok(m));
+ assert(ci.dcCandidates == discovered_check_candidates());
+ assert(color_of(piece_moved(m)) == sideToMove);
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[gamePly] = st->key;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ PieceType pt = type_of(piece_on(from));
- // Increment the 50 moves rule draw counter. Resetting it to zero in the
- // case of non-reversible moves is taken care of later.
- st->rule50++;
+ // Direct check ?
+ if (ci.checkSq[pt] & to)
+ return true;
- if (move_is_castle(m))
- do_castle_move(m);
- else if (move_is_promotion(m))
- do_promotion_move(m);
- else if (move_is_ep(m))
- do_ep_move(m);
- else
+ // Discovery check ?
+ if (ci.dcCandidates && (ci.dcCandidates & from))
{
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
-
- assert(color_of_piece_on(from) == us);
- assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
-
- Piece piece = piece_on(from);
- PieceType pt = type_of_piece(piece);
-
- st->capture = type_of_piece_on(to);
-
- if (st->capture)
- do_capture_move(st->capture, them, to);
-
- // Move the piece
- Bitboard move_bb = make_move_bb(from, to);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[pt]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
-
- board[to] = board[from];
- board[from] = EMPTY;
-
- // Update hash key
- st->key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
-
- // Update incremental scores
- st->mgValue += pst_delta(piece, from, to);
- st->egValue += pst_delta(piece, from, to);
-
- // If the moving piece was a king, update the king square
- if (pt == KING)
- kingSquare[us] = to;
-
- // Reset en passant square
- if (st->epSquare != SQ_NONE)
- {
- st->key ^= zobEp[st->epSquare];
- st->epSquare = SQ_NONE;
- }
-
- // If the moving piece was a pawn do some special extra work
- if (pt == PAWN)
- {
- // Reset rule 50 draw counter
- st->rule50 = 0;
-
- // Update pawn hash key
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
-
- // Set en passant square, only if moved pawn can be captured
- if (abs(int(to) - int(from)) == 16)
- {
- if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
- || (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
- {
- st->epSquare = Square((int(from) + int(to)) / 2);
- st->key ^= zobEp[st->epSquare];
- }
- }
- }
-
- // Update piece lists
- pieceList[us][pt][index[from]] = to;
- index[to] = index[from];
-
- // Update castle rights, try to shortcut a common case
- if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
- {
- st->key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[from];
- st->castleRights &= castleRightsMask[to];
- st->key ^= zobCastle[st->castleRights];
- }
-
- // Update checkers bitboard, piece must be already moved
- st->checkersBB = EmptyBoardBB;
- Square ksq = king_square(them);
- switch (pt)
- {
- case PAWN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- case KNIGHT: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- case BISHOP: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- case ROOK: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- case QUEEN: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- case KING: update_checkers(&(st->checkersBB), ksq, from, to, dcCandidates); break;
- default: assert(false); break;
- }
+ // For pawn and king moves we need to verify also direction
+ if ( (pt != PAWN && pt != KING)
+ || !squares_aligned(from, to, king_square(~sideToMove)))
+ return true;
}
- // Finish
- st->key ^= zobSideToMove;
- sideToMove = opposite_color(sideToMove);
- gamePly++;
+ // Can we skip the ugly special cases ?
+ if (type_of(m) == NORMAL)
+ return false;
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ Color us = sideToMove;
+ Square ksq = king_square(~us);
- assert(is_ok());
-}
+ // Promotion with check ?
+ if (type_of(m) == 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 (type_of(m) == ENPASSANT)
+ {
+ Square capsq = file_of(to) | rank_of(from);
+ Bitboard b = (pieces() ^ from ^ capsq) | to;
-/// Position::do_capture_move() is a private method used to update captured
-/// piece info. It is called from the main Position::do_move function.
+ return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK))
+ | (attacks_bb(ksq, b) & pieces(us, QUEEN, BISHOP));
+ }
-void Position::do_capture_move(PieceType capture, Color them, Square to) {
+ // Castling with check ?
+ if (type_of(m) == CASTLE)
+ {
+ Square kfrom = from;
+ 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;
- assert(capture != KING);
+ return attacks_bb(rto, b) & ksq;
+ }
- // Remove captured piece
- clear_bit(&(byColorBB[them]), to);
- clear_bit(&(byTypeBB[capture]), to);
- clear_bit(&(byTypeBB[0]), to);
+ return false;
+}
- // Update hash key
- st->key ^= zobrist[them][capture][to];
- // If the captured piece was a pawn, update pawn hash key
- if (capture == PAWN)
- st->pawnKey ^= zobrist[them][PAWN][to];
+/// Position::do_move() makes a move, and saves all information necessary
+/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
+/// moves should be filtered out before this function is called.
- // Update incremental scores
- st->mgValue -= pst(them, capture, to);
- st->egValue -= pst(them, capture, to);
+void Position::do_move(Move m, StateInfo& newSt) {
- // Update material
- if (capture != PAWN)
- st->npMaterial[them] -= piece_value_midgame(capture);
+ CheckInfo ci(*this);
+ do_move(m, newSt, ci, move_gives_check(m, ci));
+}
- // Update material hash key
- st->materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
+void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
- // Update piece count
- pieceCount[them][capture]--;
+ assert(is_ok(m));
+ assert(&newSt != st);
- // Update piece list
- pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
- index[pieceList[them][capture][index[to]]] = index[to];
-
- // Reset rule 50 counter
- st->rule50 = 0;
-}
+ nodes++;
+ 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.
+ memcpy(&newSt, st, sizeof(ReducedStateInfo));
-/// Position::do_castle_move() is a private method used to make a castling
-/// move. It is called from the main Position::do_move function. Note that
-/// castling moves are encoded as "king captures friendly rook" moves, for
-/// instance white short castling in a non-Chess960 game is encoded as e1h1.
+ newSt.previous = st;
+ st = &newSt;
-void Position::do_castle_move(Move m) {
+ // Update side to move
+ k ^= Zobrist::side;
- assert(is_ok());
- assert(move_is_ok(m));
- assert(move_is_castle(m));
+ // 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++;
- Color us = side_to_move();
- Color them = opposite_color(us);
+ if (type_of(m) == CASTLE)
+ {
+ st->key = k;
+ do_castle_move(m);
+ return;
+ }
- // Find source squares for king and rook
- Square kfrom = move_from(m);
- Square rfrom = move_to(m); // HACK: See comment at beginning of function
- Square kto, rto;
+ 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));
- assert(piece_on(kfrom) == piece_of_color_and_type(us, KING));
- assert(piece_on(rfrom) == piece_of_color_and_type(us, ROOK));
+ assert(color_of(piece) == us);
+ assert(color_of(piece_on(to)) != us);
+ assert(capture != KING);
- // Find destination squares for king and rook
- if (rfrom > kfrom) // O-O
+ if (capture)
{
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
+ Square capsq = to;
- // Move the pieces
- Bitboard kmove_bb = make_move_bb(kfrom, kto);
- do_move_bb(&(byColorBB[us]), kmove_bb);
- do_move_bb(&(byTypeBB[KING]), kmove_bb);
- do_move_bb(&(byTypeBB[0]), kmove_bb); // HACK: byTypeBB[0] == occupied squares
-
- Bitboard rmove_bb = make_move_bb(rfrom, rto);
- do_move_bb(&(byColorBB[us]), rmove_bb);
- do_move_bb(&(byTypeBB[ROOK]), rmove_bb);
- do_move_bb(&(byTypeBB[0]), rmove_bb); // HACK: byTypeBB[0] == occupied squares
-
- // Update board array
- Piece king = piece_of_color_and_type(us, KING);
- Piece rook = piece_of_color_and_type(us, ROOK);
- board[kfrom] = board[rfrom] = EMPTY;
- board[kto] = king;
- board[rto] = rook;
+ // If the captured piece is a pawn, update pawn hash key, otherwise
+ // update non-pawn material.
+ if (capture == PAWN)
+ {
+ if (type_of(m) == ENPASSANT)
+ {
+ capsq += pawn_push(them);
- // Update king square
- kingSquare[us] = kto;
+ assert(pt == PAWN);
+ assert(to == st->epSquare);
+ assert(relative_rank(us, to) == RANK_6);
+ assert(piece_on(to) == NO_PIECE);
+ assert(piece_on(capsq) == make_piece(them, PAWN));
- // Update piece lists
- pieceList[us][KING][index[kfrom]] = kto;
- pieceList[us][ROOK][index[rfrom]] = rto;
- int tmp = index[rfrom];
- index[kto] = index[kfrom];
- index[rto] = tmp;
+ board[capsq] = NO_PIECE;
+ }
- // Update incremental scores
- st->mgValue += pst_delta(king, kfrom, kto);
- st->egValue += pst_delta(king, kfrom, kto);
- st->mgValue += pst_delta(rook, rfrom, rto);
- st->egValue += pst_delta(rook, rfrom, rto);
+ 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 revresible 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;
+
+ // Update hash keys
+ 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];
+
+ // Reset rule 50 counter
+ st->rule50 = 0;
+ }
// Update hash key
- st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
+ k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to];
- // Clear en passant square
+ // Reset en passant square
if (st->epSquare != SQ_NONE)
{
- st->key ^= zobEp[st->epSquare];
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
- // Update castling rights
- st->key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[kfrom];
- st->key ^= zobCastle[st->castleRights];
-
- // Reset rule 50 counter
- st->rule50 = 0;
-
- // Update checkers BB
- st->checkersBB = attacks_to(king_square(them), us);
-}
-
-
-/// Position::do_promotion_move() is a private method used to make a promotion
-/// move. It is called from the main Position::do_move function.
-
-void Position::do_promotion_move(Move m) {
-
- Color us, them;
- Square from, to;
- PieceType promotion;
-
- assert(is_ok());
- assert(move_is_ok(m));
- assert(move_is_promotion(m));
-
- us = side_to_move();
- them = opposite_color(us);
- from = move_from(m);
- to = move_to(m);
-
- assert(relative_rank(us, to) == RANK_8);
- assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
- assert(color_of_piece_on(to) == them || square_is_empty(to));
-
- st->capture = type_of_piece_on(to);
-
- if (st->capture)
- do_capture_move(st->capture, them, to);
-
- // Remove pawn
- clear_bit(&(byColorBB[us]), from);
- clear_bit(&(byTypeBB[PAWN]), from);
- clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- board[from] = EMPTY;
+ // Update castle rights if needed
+ if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
+ {
+ int cr = castleRightsMask[from] | castleRightsMask[to];
+ k ^= Zobrist::castle[st->castleRights & cr];
+ st->castleRights &= ~cr;
+ }
- // Insert promoted piece
- promotion = move_promotion_piece(m);
- assert(promotion >= KNIGHT && promotion <= QUEEN);
- set_bit(&(byColorBB[us]), to);
- set_bit(&(byTypeBB[promotion]), to);
- set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(us, promotion);
+ // Prefetch TT access as soon as we know key is updated
+ prefetch((char*)TT.first_entry(k));
- // Update hash key
- st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
+ // Move the piece
+ Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
+ byTypeBB[ALL_PIECES] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ byColorBB[us] ^= from_to_bb;
- // Update pawn hash key
- st->pawnKey ^= zobrist[us][PAWN][from];
-
- // Update material key
- st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
- st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
+ board[to] = board[from];
+ board[from] = NO_PIECE;
- // Update piece counts
- pieceCount[us][PAWN]--;
- pieceCount[us][promotion]++;
+ // 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;
- // Update piece lists
- pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]];
- index[pieceList[us][PAWN][index[from]]] = index[from];
- pieceList[us][promotion][pieceCount[us][promotion] - 1] = to;
- index[to] = pieceCount[us][promotion] - 1;
+ // If the moving piece is a pawn do some special extra work
+ if (pt == PAWN)
+ {
+ // Set en-passant square, only if moved pawn can be captured
+ if ( (int(to) ^ int(from)) == 16
+ && (attacks_from(from + pawn_push(us), us) & pieces(them, PAWN)))
+ {
+ st->epSquare = Square((from + to) / 2);
+ k ^= Zobrist::enpassant[file_of(st->epSquare)];
+ }
- // Update incremental scores
- st->mgValue -= pst(us, PAWN, from);
- st->mgValue += pst(us, promotion, to);
- st->egValue -= pst(us, PAWN, from);
- st->egValue += pst(us, promotion, to);
+ if (type_of(m) == PROMOTION)
+ {
+ PieceType promotion = promotion_type(m);
+
+ 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;
+
+ // 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]++]
+ ^ 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] += PieceValue[MG][promotion];
+ }
- // Update material
- st->npMaterial[us] += piece_value_midgame(promotion);
+ // Update pawn hash key
+ st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
- // Clear the en passant square
- if (st->epSquare != SQ_NONE)
- {
- st->key ^= zobEp[st->epSquare];
- st->epSquare = SQ_NONE;
+ // Reset rule 50 draw counter
+ st->rule50 = 0;
}
- // Update castle rights
- st->key ^= zobCastle[st->castleRights];
- st->castleRights &= castleRightsMask[to];
- st->key ^= zobCastle[st->castleRights];
+ // Prefetch pawn and material hash tables
+ prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]);
+ prefetch((char*)thisThread->materialTable.entries[st->materialKey]);
- // Reset rule 50 counter
- st->rule50 = 0;
+ // Update incremental scores
+ st->psqScore += psq_delta(piece, from, to);
- // Update checkers BB
- st->checkersBB = attacks_to(king_square(them), us);
-}
+ // Set capture piece
+ st->capturedType = capture;
+ // Update the key with the final value
+ st->key = k;
-/// Position::do_ep_move() is a private method used to make an en passant
-/// capture. It is called from the main Position::do_move function.
+ // Update checkers bitboard, piece must be already moved
+ st->checkersBB = 0;
-void Position::do_ep_move(Move m) {
+ if (moveIsCheck)
+ {
+ if (type_of(m) != NORMAL)
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
+ else
+ {
+ // Direct checks
+ if (ci.checkSq[pt] & to)
+ st->checkersBB |= to;
- Color us, them;
- Square from, to, capsq;
+ // Discovery checks
+ if (ci.dcCandidates && (ci.dcCandidates & from))
+ {
+ if (pt != ROOK)
+ st->checkersBB |= attacks_from(king_square(them)) & pieces(us, QUEEN, ROOK);
- assert(is_ok());
- assert(move_is_ok(m));
- assert(move_is_ep(m));
+ if (pt != BISHOP)
+ st->checkersBB |= attacks_from(king_square(them)) & pieces(us, QUEEN, BISHOP);
+ }
+ }
+ }
- us = side_to_move();
- them = opposite_color(us);
- from = move_from(m);
- to = move_to(m);
- capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
+ sideToMove = ~sideToMove;
- assert(to == st->epSquare);
- assert(relative_rank(us, to) == RANK_6);
- assert(piece_on(to) == EMPTY);
- assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
- assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
+ assert(pos_is_ok());
+}
- // Remove captured pawn
- clear_bit(&(byColorBB[them]), capsq);
- clear_bit(&(byTypeBB[PAWN]), capsq);
- clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares
- board[capsq] = EMPTY;
- // Move capturing pawn
- Bitboard move_bb = make_move_bb(from, to);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[PAWN]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
- board[to] = board[from];
- board[from] = EMPTY;
+/// Position::undo_move() unmakes a move. When it returns, the position should
+/// be restored to exactly the same state as before the move was made.
- // Update material hash key
- st->materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
+void Position::undo_move(Move m) {
- // Update piece count
- pieceCount[them][PAWN]--;
+ assert(is_ok(m));
- // Update piece list
- pieceList[us][PAWN][index[from]] = to;
- index[to] = index[from];
- pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]];
- index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
+ sideToMove = ~sideToMove;
- // Update hash key
- st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- st->key ^= zobrist[them][PAWN][capsq];
- st->key ^= zobEp[st->epSquare];
+ if (type_of(m) == CASTLE)
+ {
+ do_castle_move(m);
+ return;
+ }
- // Update pawn hash key
- st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- st->pawnKey ^= zobrist[them][PAWN][capsq];
+ Color us = sideToMove;
+ Color them = ~us;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
+ Piece piece = piece_on(to);
+ PieceType pt = type_of(piece);
+ PieceType capture = st->capturedType;
- // Update incremental scores
- Piece pawn = piece_of_color_and_type(us, PAWN);
- st->mgValue += pst_delta(pawn, from, to);
- st->egValue += pst_delta(pawn, from, to);
- st->mgValue -= pst(them, PAWN, capsq);
- st->egValue -= pst(them, PAWN, capsq);
+ assert(is_empty(from));
+ assert(color_of(piece) == us);
+ assert(capture != KING);
- // Reset en passant square
- st->epSquare = SQ_NONE;
+ if (type_of(m) == PROMOTION)
+ {
+ PieceType promotion = promotion_type(m);
+
+ assert(promotion == pt);
+ 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;
+
+ pt = PAWN;
+ }
- // Reset rule 50 counter
- st->rule50 = 0;
+ // 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;
- // Update checkers BB
- st->checkersBB = attacks_to(king_square(them), us);
-}
+ board[from] = board[to];
+ board[to] = NO_PIECE;
+ // 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;
-/// Position::undo_move() unmakes a move. When it returns, the position should
-/// be restored to exactly the same state as before the move was made.
+ if (capture)
+ {
+ Square capsq = to;
-void Position::undo_move(Move m) {
+ if (type_of(m) == ENPASSANT)
+ {
+ capsq -= pawn_push(us);
- assert(is_ok());
- assert(move_is_ok(m));
+ assert(pt == PAWN);
+ assert(to == st->previous->epSquare);
+ assert(relative_rank(us, to) == RANK_6);
+ assert(piece_on(capsq) == NO_PIECE);
+ }
- gamePly--;
- sideToMove = opposite_color(sideToMove);
+ // Restore the captured piece
+ byTypeBB[ALL_PIECES] |= capsq;
+ byTypeBB[capture] |= capsq;
+ byColorBB[them] |= capsq;
- if (move_is_castle(m))
- undo_castle_move(m);
- else if (move_is_promotion(m))
- undo_promotion_move(m);
- else if (move_is_ep(m))
- undo_ep_move(m);
- else
- {
- Color us, them;
- Square from, to;
- PieceType piece;
-
- us = side_to_move();
- them = opposite_color(us);
- from = move_from(m);
- to = move_to(m);
-
- assert(piece_on(from) == EMPTY);
- assert(color_of_piece_on(to) == us);
-
- // Put the piece back at the source square
- Bitboard move_bb = make_move_bb(to, from);
- piece = type_of_piece_on(to);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[piece]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
- board[from] = piece_of_color_and_type(us, piece);
-
- // If the moving piece was a king, update the king square
- if (piece == KING)
- kingSquare[us] = from;
-
- // Update piece list
- pieceList[us][piece][index[to]] = from;
- index[from] = index[to];
-
- if (st->capture)
- {
- assert(st->capture != KING);
-
- // Restore the captured piece
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[st->capture]), to);
- set_bit(&(byTypeBB[0]), to);
- board[to] = piece_of_color_and_type(them, st->capture);
-
- // Update piece list
- pieceList[them][st->capture][pieceCount[them][st->capture]] = to;
- index[to] = pieceCount[them][st->capture];
-
- // Update piece count
- pieceCount[them][st->capture]++;
- } else
- board[to] = EMPTY;
+ 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;
}
// Finally point our state pointer back to the previous state
st = st->previous;
- assert(is_ok());
+ assert(pos_is_ok());
}
-/// Position::undo_castle_move() is a private method used to unmake a castling
-/// move. It is called from the main Position::undo_move function. Note that
-/// castling moves are encoded as "king captures friendly rook" moves, for
-/// instance white short castling in a non-Chess960 game is encoded as e1h1.
-
-void Position::undo_castle_move(Move m) {
+/// Position::do_castle_move() is a private method used to do/undo a castling
+/// move. Note that castling moves are encoded as "king captures friendly rook"
+/// moves, for instance white short castling in a non-Chess960 game is encoded
+/// as e1h1.
+template
+void Position::do_castle_move(Move m) {
- assert(move_is_ok(m));
- assert(move_is_castle(m));
+ assert(is_ok(m));
+ assert(type_of(m) == CASTLE);
- // When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
- // so the code below is correct.
- Color us = side_to_move();
+ Square kto, kfrom, rfrom, rto, kAfter, rAfter;
- // Find source squares for king and rook
- Square kfrom = move_from(m);
- Square rfrom = move_to(m); // HACK: See comment at beginning of function
- Square kto, rto;
+ Color us = sideToMove;
+ Square kBefore = from_sq(m);
+ Square rBefore = to_sq(m);
- // Find destination squares for king and rook
- if (rfrom > kfrom) // O-O
+ // Find after-castle squares for king and rook
+ if (rBefore > kBefore) // O-O
+ {
+ kAfter = relative_square(us, SQ_G1);
+ rAfter = relative_square(us, SQ_F1);
+ }
+ else // O-O-O
{
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- } else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
+ kAfter = relative_square(us, SQ_C1);
+ rAfter = relative_square(us, SQ_D1);
}
- assert(piece_on(kto) == piece_of_color_and_type(us, KING));
- assert(piece_on(rto) == piece_of_color_and_type(us, ROOK));
+ kfrom = Do ? kBefore : kAfter;
+ rfrom = Do ? rBefore : rAfter;
- // Put the pieces back at the source square
- Bitboard kmove_bb = make_move_bb(kto, kfrom);
- do_move_bb(&(byColorBB[us]), kmove_bb);
- do_move_bb(&(byTypeBB[KING]), kmove_bb);
- do_move_bb(&(byTypeBB[0]), kmove_bb); // HACK: byTypeBB[0] == occupied squares
+ kto = Do ? kAfter : kBefore;
+ rto = Do ? rAfter : rBefore;
- Bitboard rmove_bb = make_move_bb(rto, rfrom);
- do_move_bb(&(byColorBB[us]), rmove_bb);
- do_move_bb(&(byTypeBB[ROOK]), rmove_bb);
- do_move_bb(&(byTypeBB[0]), rmove_bb); // HACK: byTypeBB[0] == occupied squares
+ assert(piece_on(kfrom) == make_piece(us, KING));
+ assert(piece_on(rfrom) == make_piece(us, ROOK));
- // Update board
- board[rto] = board[kto] = EMPTY;
- board[rfrom] = piece_of_color_and_type(us, ROOK);
- board[kfrom] = piece_of_color_and_type(us, KING);
+ // Move the pieces, with some care; in chess960 could be kto == rfrom
+ 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;
- // Update king square
- kingSquare[us] = kfrom;
+ // Update board
+ Piece king = make_piece(us, KING);
+ Piece rook = make_piece(us, ROOK);
+ board[kfrom] = board[rfrom] = NO_PIECE;
+ board[kto] = king;
+ board[rto] = rook;
// Update piece lists
- pieceList[us][KING][index[kto]] = kfrom;
- pieceList[us][ROOK][index[rto]] = rfrom;
- int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC.
- index[kfrom] = index[kto];
- index[rfrom] = tmp;
-}
+ pieceList[us][KING][index[kfrom]] = kto;
+ pieceList[us][ROOK][index[rfrom]] = rto;
+ int tmp = index[rfrom]; // In Chess960 could be kto == rfrom
+ index[kto] = index[kfrom];
+ index[rto] = tmp;
+ if (Do)
+ {
+ // Reset capture field
+ st->capturedType = NO_PIECE_TYPE;
-/// Position::undo_promotion_move() is a private method used to unmake a
-/// promotion move. It is called from the main Position::do_move
-/// function.
+ // Update incremental scores
+ st->psqScore += psq_delta(king, kfrom, kto);
+ st->psqScore += psq_delta(rook, rfrom, rto);
-void Position::undo_promotion_move(Move m) {
+ // Update hash key
+ st->key ^= Zobrist::psq[us][KING][kfrom] ^ Zobrist::psq[us][KING][kto];
+ st->key ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
- Color us, them;
- Square from, to;
- PieceType promotion;
-
- assert(move_is_ok(m));
- assert(move_is_promotion(m));
-
- // When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
- // so the code below is correct.
- us = side_to_move();
- them = opposite_color(us);
- from = move_from(m);
- to = move_to(m);
-
- assert(relative_rank(us, to) == RANK_8);
- assert(piece_on(from) == EMPTY);
-
- // Remove promoted piece
- promotion = move_promotion_piece(m);
- assert(piece_on(to)==piece_of_color_and_type(us, promotion));
- assert(promotion >= KNIGHT && promotion <= QUEEN);
- clear_bit(&(byColorBB[us]), to);
- clear_bit(&(byTypeBB[promotion]), to);
- clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
-
- // Insert pawn at source square
- set_bit(&(byColorBB[us]), from);
- set_bit(&(byTypeBB[PAWN]), from);
- set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- board[from] = piece_of_color_and_type(us, PAWN);
-
- // Update piece list
- pieceList[us][PAWN][pieceCount[us][PAWN]] = from;
- index[from] = pieceCount[us][PAWN];
- pieceList[us][promotion][index[to]] =
- pieceList[us][promotion][pieceCount[us][promotion] - 1];
- index[pieceList[us][promotion][index[to]]] = index[to];
-
- // Update piece counts
- pieceCount[us][promotion]--;
- pieceCount[us][PAWN]++;
-
- if (st->capture)
- {
- assert(st->capture != KING);
-
- // Insert captured piece:
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[st->capture]), to);
- set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(them, st->capture);
-
- // Update piece list
- pieceList[them][st->capture][pieceCount[them][st->capture]] = to;
- index[to] = pieceCount[them][st->capture];
-
- // Update piece count
- pieceCount[them][st->capture]++;
- } else
- board[to] = EMPTY;
-}
+ // Clear en passant square
+ if (st->epSquare != SQ_NONE)
+ {
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
+ st->epSquare = SQ_NONE;
+ }
+ // Update castling rights
+ st->key ^= Zobrist::castle[st->castleRights & castleRightsMask[kfrom]];
+ st->castleRights &= ~castleRightsMask[kfrom];
-/// Position::undo_ep_move() is a private method used to unmake an en passant
-/// capture. It is called from the main Position::undo_move function.
-
-void Position::undo_ep_move(Move m) {
-
- assert(move_is_ok(m));
- assert(move_is_ep(m));
-
- // When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
- // so the code below is correct.
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
- Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
-
- assert(to == st->previous->epSquare);
- assert(relative_rank(us, to) == RANK_6);
- assert(piece_on(to) == piece_of_color_and_type(us, PAWN));
- assert(piece_on(from) == EMPTY);
- assert(piece_on(capsq) == EMPTY);
-
- // Restore captured pawn
- set_bit(&(byColorBB[them]), capsq);
- set_bit(&(byTypeBB[PAWN]), capsq);
- set_bit(&(byTypeBB[0]), capsq);
- board[capsq] = piece_of_color_and_type(them, PAWN);
-
- // Move capturing pawn back to source square
- Bitboard move_bb = make_move_bb(to, from);
- do_move_bb(&(byColorBB[us]), move_bb);
- do_move_bb(&(byTypeBB[PAWN]), move_bb);
- do_move_bb(&(byTypeBB[0]), move_bb);
- board[to] = EMPTY;
- board[from] = piece_of_color_and_type(us, PAWN);
-
- // Update piece list
- pieceList[us][PAWN][index[to]] = from;
- index[from] = index[to];
- pieceList[them][PAWN][pieceCount[them][PAWN]] = capsq;
- index[capsq] = pieceCount[them][PAWN];
+ // Update checkers BB
+ st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
- // Update piece count
- pieceCount[them][PAWN]++;
-}
+ sideToMove = ~sideToMove;
+ }
+ else
+ // Undo: point our state pointer back to the previous state
+ st = st->previous;
+ assert(pos_is_ok());
+}
-/// Position::do_null_move makes() a "null move": It switches the side to move
-/// and updates the hash key without executing any move on the board.
+/// Position::do_null_move() is used to do/undo a "null move": It flips the side
+/// to move and updates the hash key without executing any move on the board.
+template
void Position::do_null_move(StateInfo& backupSt) {
- assert(is_ok());
- assert(!is_check());
+ assert(!in_check());
// Back up the information necessary to undo the null move to the supplied
- // StateInfo object.
- // Note that differently from normal case here backupSt is actually used as
- // a backup storage not as a new state to be used.
- backupSt.epSquare = st->epSquare;
- backupSt.key = st->key;
- backupSt.mgValue = st->mgValue;
- backupSt.egValue = st->egValue;
- backupSt.previous = st->previous;
- st->previous = &backupSt;
-
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[gamePly] = st->key;
-
- // Update the necessary information
- sideToMove = opposite_color(sideToMove);
- if (st->epSquare != SQ_NONE)
- st->key ^= zobEp[st->epSquare];
+ // StateInfo object. Note that differently from normal case here backupSt
+ // is actually used as a backup storage not as the new state. This reduces
+ // the number of fields to be copied.
+ StateInfo* src = Do ? st : &backupSt;
+ StateInfo* dst = Do ? &backupSt : st;
- st->epSquare = SQ_NONE;
- st->rule50++;
- gamePly++;
- st->key ^= zobSideToMove;
-
- st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
-
- assert(is_ok());
-}
+ dst->key = src->key;
+ dst->epSquare = src->epSquare;
+ dst->psqScore = src->psqScore;
+ dst->rule50 = src->rule50;
+ dst->pliesFromNull = src->pliesFromNull;
+ sideToMove = ~sideToMove;
-/// Position::undo_null_move() unmakes a "null move".
-
-void Position::undo_null_move() {
-
- assert(is_ok());
- assert(!is_check());
+ if (Do)
+ {
+ if (st->epSquare != SQ_NONE)
+ st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
- // Restore information from the our backup StateInfo object
- st->epSquare = st->previous->epSquare;
- st->key = st->previous->key;
- st->mgValue = st->previous->mgValue;
- st->egValue = st->previous->egValue;
- st->previous = st->previous->previous;
+ st->key ^= Zobrist::side;
+ prefetch((char*)TT.first_entry(st->key));
- // Update the necessary information
- sideToMove = opposite_color(sideToMove);
- st->rule50--;
- gamePly--;
+ st->epSquare = SQ_NONE;
+ st->rule50++;
+ st->pliesFromNull = 0;
+ }
- assert(is_ok());
+ assert(pos_is_ok());
}
+// Explicit template instantiations
+template void Position::do_null_move(StateInfo& backupSt);
+template void Position::do_null_move(StateInfo& backupSt);
+
/// Position::see() is a static exchange evaluator: It tries to estimate the
/// material gain or loss resulting from a move. There are three versions of
@@ -1452,108 +1236,61 @@ void Position::undo_null_move() {
/// move, and one which takes a 'from' and a 'to' square. The function does
/// not yet understand promotions captures.
-int Position::see(Square to) const {
-
- assert(square_is_ok(to));
- return see(SQ_NONE, to);
-}
-
-int Position::see(Move m) const {
-
- assert(move_is_ok(m));
- return see(move_from(m), move_to(m));
-}
-
int Position::see_sign(Move m) const {
- assert(move_is_ok(m));
-
- Square from = move_from(m);
- Square to = move_to(m);
+ assert(is_ok(m));
- // Early return if SEE cannot be negative because capturing piece value
- // is not bigger then captured one.
- if ( midgame_value_of_piece_on(from) <= midgame_value_of_piece_on(to)
- && type_of_piece_on(from) != KING)
- return 1;
+ // 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)])
+ return 1;
- return see(from, to);
+ return see(m);
}
-int Position::see(Square from, Square to) const {
-
- // Material values
- static const int seeValues[18] = {
- 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
- 0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
- 0, 0
- };
-
- Bitboard attackers, stmAttackers, occ, b;
-
- assert(square_is_ok(from) || from == SQ_NONE);
- assert(square_is_ok(to));
+int Position::see(Move m) const {
- // Initialize colors
- Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
- Color them = opposite_color(us);
+ Square from, to;
+ Bitboard occupied, attackers, stmAttackers;
+ int swapList[32], slIndex = 1;
+ PieceType captured;
+ Color stm;
- // Initialize pieces
- Piece piece = piece_on(from);
- Piece capture = piece_on(to);
+ assert(is_ok(m));
- // Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it.
- occ = occupied_squares();
+ from = from_sq(m);
+ to = to_sq(m);
+ captured = type_of(piece_on(to));
+ occupied = pieces() ^ from;
// Handle en passant moves
- if (st->epSquare == to && type_of_piece_on(from) == PAWN)
+ if (type_of(m) == ENPASSANT)
{
- assert(capture == EMPTY);
+ Square capQq = to - pawn_push(sideToMove);
- Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S);
- capture = piece_on(capQq);
- assert(type_of_piece_on(capQq) == PAWN);
+ assert(!captured);
+ assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
- clear_bit(&occ, capQq);
+ 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;
- while (true)
- {
- clear_bit(&occ, from);
- attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
- | (bishop_attacks_bb(to, occ) & bishops_and_queens())
- | (piece_attacks(to) & knights())
- | (piece_attacks(to) & kings())
- | (pawn_attacks(WHITE, to) & pawns(BLACK))
- | (pawn_attacks(BLACK, to) & pawns(WHITE));
-
- if (from != SQ_NONE)
- break;
-
- // If we don't have any attacker we are finished
- if ((attackers & pieces_of_color(us)) == EmptyBoardBB)
- return 0;
-
- // Locate the least valuable attacker to the destination square
- // and use it to initialize from square.
- PieceType pt;
- for (pt = PAWN; !(attackers & pieces_of_color_and_type(us, pt)); pt++)
- assert(pt < KING);
-
- from = first_1(attackers & pieces_of_color_and_type(us, pt));
- piece = piece_on(from);
- }
+ // 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);
// If the opponent has no attackers we are finished
- stmAttackers = attackers & pieces_of_color(them);
+ stm = ~color_of(piece_on(from));
+ stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
- return seeValues[capture];
-
- attackers &= occ; // Remove the moving piece
+ 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
@@ -1561,152 +1298,73 @@ int Position::see(Square from, Square to) 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.
- int lastCapturingPieceValue = seeValues[piece];
- int swapList[32], n = 1;
- Color c = them;
- PieceType pt;
-
- swapList[0] = seeValues[capture];
+ 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_of_type(pt)); pt++)
- assert(pt < KING);
+ assert(slIndex < 32);
- // Remove the attacker we just found from the 'attackers' bitboard,
- // and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces_of_type(pt);
- occ ^= (b & (~b + 1));
- attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens())
- | (bishop_attacks_bb(to, occ) & bishops_and_queens());
+ // Add the new entry to the swap list
+ swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
+ slIndex++;
- attackers &= occ;
+ // Locate and remove from 'occupied' the next least valuable attacker
+ captured = next_attacker(byTypeBB, to, stmAttackers, occupied, attackers);
- // Add the new entry to the swap list
- assert(n < 32);
- swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
- n++;
-
- // Remember the value of the capturing piece, and change the side to move
- // before beginning the next iteration
- lastCapturingPieceValue = seeValues[pt];
- c = opposite_color(c);
- stmAttackers = attackers & pieces_of_color(c);
-
- // Stop after a king capture
- if (pt == KING && stmAttackers)
+ attackers &= occupied; // Remove the just found attacker
+ stm = ~stm;
+ stmAttackers = attackers & pieces(stm);
+
+ if (captured == KING)
{
- assert(n < 32);
- swapList[n++] = 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
- // achievable score from the point of view of the side to move
- while (--n)
- swapList[n-1] = Min(-swapList[n], swapList[n-1]);
+ // achievable score from the point of view of the side to move.
+ while (--slIndex)
+ swapList[slIndex-1] = std::min(-swapList[slIndex], swapList[slIndex-1]);
return swapList[0];
}
-/// Position::saveState() copies the content of the current state
-/// inside startState and makes st point to it. This is needed
-/// when the st pointee could become stale, as example because
-/// the caller is about to going out of scope.
-
-void Position::saveState() {
-
- startState = *st;
- st = &startState;
- st->previous = NULL; // as a safe guard
-}
-
-
/// Position::clear() erases the position object to a pristine state, with an
/// empty board, white to move, and no castling rights.
void Position::clear() {
+ memset(this, 0, sizeof(Position));
+ startState.epSquare = SQ_NONE;
st = &startState;
- memset(st, 0, sizeof(StateInfo));
- st->epSquare = SQ_NONE;
- memset(index, 0, sizeof(int) * 64);
- memset(byColorBB, 0, sizeof(Bitboard) * 2);
-
- for (int i = 0; i < 64; i++)
- board[i] = EMPTY;
-
- for (int i = 0; i < 7; i++)
- {
- byTypeBB[i] = EmptyBoardBB;
- pieceCount[0][i] = pieceCount[1][i] = 0;
- for (int j = 0; j < 8; j++)
+ for (int i = 0; i < 8; i++)
+ for (int j = 0; j < 16; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
- }
-
- sideToMove = WHITE;
- gamePly = 0;
- initialKFile = FILE_E;
- initialKRFile = FILE_H;
- initialQRFile = FILE_A;
-}
-
-
-/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
-/// UCI interface code, whenever a non-reversible move is made in a
-/// 'position fen moves m1 m2 ...' command. This makes it possible
-/// for the program to handle games of arbitrary length, as long as the GUI
-/// handles draws by the 50 move rule correctly.
-
-void Position::reset_game_ply() {
-
- gamePly = 0;
}
/// Position::put_piece() puts a piece on the given square of the board,
-/// updating the board array, bitboards, and piece counts.
+/// updating the board array, pieces list, bitboards, and piece counts.
void Position::put_piece(Piece p, Square s) {
- Color c = color_of_piece(p);
- PieceType pt = type_of_piece(p);
+ Color c = color_of(p);
+ PieceType pt = type_of(p);
board[s] = p;
- index[s] = pieceCount[c][pt];
+ index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
- set_bit(&(byTypeBB[pt]), s);
- set_bit(&(byColorBB[c]), s);
- set_bit(&byTypeBB[0], s); // HACK: byTypeBB[0] contains all occupied squares.
-
- pieceCount[c][pt]++;
-
- if (pt == KING)
- kingSquare[c] = s;
-}
-
-
-/// Position::allow_oo() gives the given side the right to castle kingside.
-/// Used when setting castling rights during parsing of FEN strings.
-
-void Position::allow_oo(Color c) {
-
- st->castleRights |= (1 + int(c));
-}
-
-
-/// Position::allow_ooo() gives the given side the right to castle queenside.
-/// Used when setting castling rights during parsing of FEN strings.
-
-void Position::allow_ooo(Color c) {
-
- st->castleRights |= (4 + 4*int(c));
+ byTypeBB[ALL_PIECES] |= s;
+ byTypeBB[pt] |= s;
+ byColorBB[c] |= s;
}
@@ -1717,20 +1375,21 @@ void Position::allow_ooo(Color c) {
Key Position::compute_key() const {
- Key result = Key(0ULL);
+ Key k = Zobrist::castle[st->castleRights];
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (square_is_occupied(s))
- result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
+ }
if (ep_square() != SQ_NONE)
- result ^= zobEp[ep_square()];
+ k ^= Zobrist::enpassant[file_of(ep_square())];
- result ^= zobCastle[st->castleRights];
- if (side_to_move() == BLACK)
- result ^= zobSideToMove;
+ if (sideToMove == BLACK)
+ k ^= Zobrist::side;
- return result;
+ return k;
}
@@ -1742,20 +1401,15 @@ Key Position::compute_key() const {
Key Position::compute_pawn_key() const {
- Key result = Key(0ULL);
- Bitboard b;
- Square s;
+ Key k = 0;
- for (Color c = WHITE; c <= BLACK; c++)
+ for (Bitboard b = pieces(PAWN); b; )
{
- b = pawns(c);
- while(b)
- {
- s = pop_1st_bit(&b);
- result ^= zobrist[c][PAWN][s];
- }
+ Square s = pop_lsb(&b);
+ k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
}
- return result;
+
+ return k;
}
@@ -1767,429 +1421,267 @@ Key Position::compute_pawn_key() const {
Key Position::compute_material_key() const {
- Key result = Key(0ULL);
+ Key k = 0;
+
for (Color c = WHITE; c <= BLACK; c++)
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];
- }
- return result;
+ for (int cnt = 0; cnt < piece_count(c, pt); cnt++)
+ k ^= Zobrist::psq[c][pt][cnt];
+
+ return k;
}
-/// 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.
-template
-Value Position::compute_value() const {
+Score Position::compute_psq_score() const {
- Value result = Value(0);
- Bitboard b;
- Square s;
+ Score score = SCORE_ZERO;
- for (Color c = WHITE; c <= BLACK; c++)
- for (PieceType pt = PAWN; pt <= KING; pt++)
- {
- b = pieces_of_color_and_type(c, pt);
- while(b)
- {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += pst(c, pt, s);
- }
- }
+ for (Bitboard b = pieces(); b; )
+ {
+ Square s = pop_lsb(&b);
+ score += pieceSquareTable[piece_on(s)][s];
+ }
- const Value TempoValue = (Phase == MidGame ? TempoValueMidgame : TempoValueEndgame);
- result += (side_to_move() == WHITE)? TempoValue / 2 : -TempoValue / 2;
- return result;
+ return score;
}
/// Position::compute_non_pawn_material() computes the total non-pawn middle
-/// game material score for the given side. Material scores are updated
+/// game material value for the given side. Material values are updated
/// incrementally during the search, this function is only used while
/// initializing a new Position object.
Value Position::compute_non_pawn_material(Color c) const {
- Value result = Value(0);
+ Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
- {
- Bitboard b = pieces_of_color_and_type(c, pt);
- while (b)
- {
- assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
- pop_1st_bit(&b);
- result += piece_value_midgame(pt);
- }
- }
- return result;
+ 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 Position::is_draw() const {
// Draw by material?
- if ( !pawns()
- && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ if ( !pieces(PAWN)
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg))
return true;
// Draw by the 50 moves rule?
- if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
+ if (st->rule50 > 99 && (!in_check() || MoveList(*this).size()))
return true;
// Draw by repetition?
- for (int i = 2; i < Min(gamePly, st->rule50); i += 2)
- if (history[gamePly - i] == st->key)
- return true;
-
- return false;
-}
-
-
-/// Position::is_mate() returns true or false depending on whether the
-/// side to move is checkmated.
-
-bool Position::is_mate() const {
-
- MoveStack moves[256];
-
- return is_check() && !generate_evasions(*this, moves, pinned_pieces(sideToMove));
-}
-
-
-/// Position::has_mate_threat() tests whether a given color has a mate in one
-/// from the current position.
-
-bool Position::has_mate_threat(Color c) {
-
- StateInfo st1, st2;
- Color stm = side_to_move();
-
- if (is_check())
- return false;
-
- // If the input color is not equal to the side to move, do a null move
- if (c != stm)
- do_null_move(st1);
-
- MoveStack mlist[120];
- int count;
- bool result = false;
- Bitboard dc = discovered_check_candidates(sideToMove);
- Bitboard pinned = pinned_pieces(sideToMove);
-
- // Generate pseudo-legal non-capture and capture check moves
- count = generate_non_capture_checks(*this, mlist, dc);
- count += generate_captures(*this, mlist + count);
-
- // Loop through the moves, and see if one of them is mate
- for (int i = 0; i < count; i++)
+ if (!SkipRepetition)
{
- Move move = mlist[i].move;
-
- if (!pl_move_is_legal(move, pinned))
- continue;
-
- do_move(move, st2);
- if (is_mate())
- result = true;
-
- undo_move(move);
- }
-
- // Undo null move, if necessary
- if (c != stm)
- undo_null_move();
-
- return result;
-}
-
-
-/// Position::init_zobrist() is a static member function which initializes the
-/// various arrays used to compute hash keys.
-
-void Position::init_zobrist() {
-
- for (int i = 0; i < 2; i++)
- for (int j = 0; j < 8; j++)
- for (int k = 0; k < 64; k++)
- zobrist[i][j][k] = Key(genrand_int64());
-
- for (int i = 0; i < 64; i++)
- zobEp[i] = Key(genrand_int64());
-
- for (int i = 0; i < 16; i++)
- zobCastle[i] = genrand_int64();
+ int i = 4, e = std::min(st->rule50, st->pliesFromNull);
- 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);
-}
+ if (i <= e)
+ {
+ StateInfo* stp = st->previous->previous;
+ do {
+ stp = stp->previous->previous;
-/// Position::init_piece_square_tables() initializes the piece square tables.
-/// This is a two-step operation: First, the white halves of the tables are
-/// copied from the MgPST[][] and EgPST[][] arrays, with a small random number
-/// added to each entry if the "Randomness" UCI parameter is non-zero.
-/// Second, the black halves of the tables are initialized by mirroring
-/// and changing the sign of the corresponding white scores.
+ if (stp->key == st->key)
+ return true;
-void Position::init_piece_square_tables() {
+ i +=2;
- int r = get_option_value_int("Randomness"), i;
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- for (Piece p = WP; p <= WK; p++)
- {
- i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
- MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
- EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
+ } while (i <= e);
}
+ }
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- for (Piece p = BP; p <= BK; p++)
- {
- MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
- EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
- }
+ return false;
}
+// Explicit template instantiations
+template bool Position::is_draw() const;
+template bool Position::is_draw() const;
-/// Position::flipped_copy() makes a copy of the input position, but with
-/// the white and black sides reversed. This is only useful for debugging,
-/// especially for finding evaluation symmetry bugs.
-
-void Position::flipped_copy(const Position& pos) {
- assert(pos.is_ok());
-
- clear();
-
- // Board
- for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (!pos.square_is_empty(s))
- put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
+/// Position::flip() flips position with the white and black sides reversed. This
+/// is only useful for debugging especially for finding evaluation symmetry bugs.
- // Side to move
- sideToMove = opposite_color(pos.side_to_move());
+void Position::flip() {
- // Castling rights
- if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
- if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
- if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
- if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
+ const Position pos(*this);
- initialKFile = pos.initialKFile;
- initialKRFile = pos.initialKRFile;
- initialQRFile = pos.initialQRFile;
+ clear();
- for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
- castleRightsMask[sq] = ALL_CASTLES;
+ sideToMove = ~pos.side_to_move();
+ thisThread = pos.this_thread();
+ nodes = pos.nodes_searched();
+ chess960 = pos.is_chess960();
+ startPosPly = pos.startpos_ply_counter();
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO);
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO);
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (!pos.is_empty(s))
+ put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
+
+ 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));
- // En passant square
if (pos.st->epSquare != SQ_NONE)
- st->epSquare = flip_square(pos.st->epSquare);
+ st->epSquare = ~pos.st->epSquare;
- // Checkers
- find_checkers();
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
- // Hash keys
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
-
- // Incremental scores
- st->mgValue = compute_value();
- st->egValue = compute_value();
-
- // Material
+ st->psqScore = compute_psq_score();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
- assert(is_ok());
+ assert(pos_is_ok());
}
-/// Position::is_ok() performs some consitency checks for the position object.
+/// Position::pos_is_ok() performs some consitency checks for the position object.
/// This is meant to be helpful when debugging.
-bool Position::is_ok(int* failedStep) const {
-
- // What features of the position should be verified?
- static const bool debugBitboards = false;
- static const bool debugKingCount = false;
- static const bool debugKingCapture = false;
- static const bool debugCheckerCount = false;
- static const bool debugKey = false;
- static const bool debugMaterialKey = false;
- static const bool debugPawnKey = false;
- static const bool debugIncrementalEval = false;
- static const bool debugNonPawnMaterial = false;
- static const bool debugPieceCounts = false;
- static const bool debugPieceList = false;
-
- if (failedStep) *failedStep = 1;
-
- // Side to move OK?
- if (!color_is_ok(side_to_move()))
- return false;
+bool Position::pos_is_ok(int* failedStep) const {
- // Are the king squares in the position correct?
- if (failedStep) (*failedStep)++;
- if (piece_on(king_square(WHITE)) != WK)
- return false;
+ int dummy, *step = failedStep ? failedStep : &dummy;
- if (failedStep) (*failedStep)++;
- if (piece_on(king_square(BLACK)) != BK)
+ // What features of the position should be verified?
+ const bool all = false;
+
+ const bool debugBitboards = all || false;
+ const bool debugKingCount = all || false;
+ const bool debugKingCapture = all || false;
+ const bool debugCheckerCount = all || false;
+ const bool debugKey = all || false;
+ const bool debugMaterialKey = all || false;
+ const bool debugPawnKey = all || false;
+ const bool debugIncrementalEval = all || false;
+ const bool debugNonPawnMaterial = all || false;
+ const bool debugPieceCounts = all || false;
+ const bool debugPieceList = all || false;
+ const bool debugCastleSquares = all || false;
+
+ *step = 1;
+
+ if (sideToMove != WHITE && sideToMove != BLACK)
return false;
- // Castle files OK?
- if (failedStep) (*failedStep)++;
- if (!file_is_ok(initialKRFile))
+ if ((*step)++, piece_on(king_square(WHITE)) != W_KING)
return false;
- if (!file_is_ok(initialQRFile))
+ if ((*step)++, piece_on(king_square(BLACK)) != B_KING)
return false;
- // Do both sides have exactly one king?
- if (failedStep) (*failedStep)++;
- if (debugKingCount)
+ if ((*step)++, debugKingCount)
{
- int kingCount[2] = {0, 0};
+ int kingCount[COLOR_NB] = {};
+
for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (type_of_piece_on(s) == KING)
- kingCount[color_of_piece_on(s)]++;
+ if (type_of(piece_on(s)) == KING)
+ kingCount[color_of(piece_on(s))]++;
if (kingCount[0] != 1 || kingCount[1] != 1)
return false;
}
- // Can the side to move capture the opponent's king?
- if (failedStep) (*failedStep)++;
- if (debugKingCapture)
- {
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square ksq = king_square(them);
- if (square_is_attacked(ksq, us))
+ if ((*step)++, debugKingCapture)
+ if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
return false;
- }
- // Is there more than 2 checkers?
- if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s(st->checkersBB) > 2)
+ if ((*step)++, debugCheckerCount && popcount(st->checkersBB) > 2)
return false;
- // Bitboards OK?
- if (failedStep) (*failedStep)++;
- if (debugBitboards)
+ if ((*step)++, debugBitboards)
{
// The intersection of the white and black pieces must be empty
- if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ if (pieces(WHITE) & pieces(BLACK))
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
- if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
+ if ((pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
// Separate piece type bitboards must have empty intersections
for (PieceType p1 = PAWN; p1 <= KING; p1++)
for (PieceType p2 = PAWN; p2 <= KING; p2++)
- if (p1 != p2 && (pieces_of_type(p1) & pieces_of_type(p2)))
+ if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
- // En passant square OK?
- if (failedStep) (*failedStep)++;
- if (ep_square() != SQ_NONE)
- {
- // The en passant square must be on rank 6, from the point of view of the
- // side to move.
- if (relative_rank(side_to_move(), ep_square()) != RANK_6)
- return false;
- }
-
- // Hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugKey && st->key != compute_key())
+ if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6)
return false;
- // Pawn hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugPawnKey && st->pawnKey != compute_pawn_key())
+ if ((*step)++, debugKey && st->key != compute_key())
return false;
- // Material hash key OK?
- if (failedStep) (*failedStep)++;
- if (debugMaterialKey && st->materialKey != compute_material_key())
+ if ((*step)++, debugPawnKey && st->pawnKey != compute_pawn_key())
return false;
- // Incremental eval OK?
- if (failedStep) (*failedStep)++;
- if (debugIncrementalEval)
- {
- if (st->mgValue != compute_value())
- return false;
+ if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key())
+ return false;
- if (st->egValue != compute_value())
- return false;
- }
+ if ((*step)++, debugIncrementalEval && st->psqScore != compute_psq_score())
+ return false;
- // Non-pawn material OK?
- if (failedStep) (*failedStep)++;
- if (debugNonPawnMaterial)
+ if ((*step)++, debugNonPawnMaterial)
{
- if (st->npMaterial[WHITE] != compute_non_pawn_material(WHITE))
- return false;
-
- if (st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
+ if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE)
+ || st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
return false;
}
- // Piece counts OK?
- if (failedStep) (*failedStep)++;
- if (debugPieceCounts)
+ if ((*step)++, debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
+ if (pieceCount[c][pt] != popcount(pieces(c, pt)))
return false;
- if (failedStep) (*failedStep)++;
- if (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 ((*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)) != piece_of_color_and_type(c, pt))
+ if (piece_on(piece_list(c, pt)[i]) != make_piece(c, pt))
return false;
- if (index[piece_list(c, pt, i)] != i)
+ if (index[piece_list(c, pt)[i]] != i)
return false;
}
- }
- if (failedStep) *failedStep = 0;
+
+ if ((*step)++, debugCastleSquares)
+ 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);
+
+ if (!can_castle(cr))
+ continue;
+
+ if ((castleRightsMask[king_square(c)] & cr) != cr)
+ return false;
+
+ if ( piece_on(castleRookSquare[c][s]) != make_piece(c, ROOK)
+ || castleRightsMask[castleRookSquare[c][s]] != cr)
+ return false;
+ }
+
+ *step = 0;
return true;
}