const Value PieceValueMidgame[17] = {
VALUE_ZERO,
PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
- RookValueMidgame, QueenValueMidgame, VALUE_ZERO,
- VALUE_ZERO, VALUE_ZERO,
+ RookValueMidgame, QueenValueMidgame,
+ VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
RookValueMidgame, QueenValueMidgame
};
const Value PieceValueEndgame[17] = {
VALUE_ZERO,
PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
- RookValueEndgame, QueenValueEndgame, VALUE_ZERO,
- VALUE_ZERO, VALUE_ZERO,
+ RookValueEndgame, QueenValueEndgame,
+ VALUE_ZERO, VALUE_ZERO, VALUE_ZERO,
PawnValueEndgame, KnightValueEndgame, BishopValueEndgame,
RookValueEndgame, QueenValueEndgame
};
startState = *st;
st = &startState;
- st->previous = NULL; // as a safe guard
+ st->previous = NULL; // As a safe guard
}
*/
char token;
- int hmc, fmn;
size_t p;
+ string ep;
Square sq = SQ_A8;
std::istringstream ss(fen);
clear();
- ss >> std::noskipws;
+ ss >> std::skipws >> token >> std::noskipws;
- // 1. Piece placement field
- while ((ss >> token) && !isspace(token))
+ // 1. Piece placement
+ while (!isspace(token))
{
- if ((p = PieceToChar.find(token)) != string::npos)
+ if (token == '/')
+ sq -= Square(16); // Jump back of 2 rows
+
+ else if (isdigit(token))
+ sq += Square(token - '0'); // Skip the given number of files
+
+ else if ((p = PieceToChar.find(token)) != string::npos)
{
put_piece(Piece(p), sq);
sq++;
}
- else if (isdigit(token))
- sq += Square(token - '0'); // Skip the given number of files
- else if (token == '/')
- sq -= SQ_A3; // Jump back of 2 rows
- else
- goto incorrect_fen;
+
+ ss >> token;
}
// 2. Active color
- if (!(ss >> token) || (token != 'w' && token != 'b'))
- goto incorrect_fen;
-
+ ss >> std::skipws >> token;
sideToMove = (token == 'w' ? WHITE : BLACK);
- if (!(ss >> token) || !isspace(token))
- goto incorrect_fen;
-
// 3. Castling availability
- while ((ss >> token) && !isspace(token))
- if (!set_castling_rights(token))
- goto incorrect_fen;
-
- // 4. En passant square
- char col, row;
- if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
- && ((ss >> row) && (row == '3' || row == '6')))
+ ss >> token >> std::noskipws;
+ while (token != '-' && !isspace(token))
+ {
+ set_castling_rights(token);
+ ss >> token;
+ }
+
+ // 4. En passant square. Ignore if no pawn capture is possible
+ ss >> std::skipws >> ep;
+ if (ep.size() == 2)
{
- st->epSquare = make_square(File(col - 'a') + FILE_A, Rank(row - '1') + RANK_1);
+ st->epSquare = make_square(File(ep[0] - 'a'), Rank(ep[1] - '1'));
- // Ignore if no capture is possible
- Color them = opposite_color(sideToMove);
- if (!(attacks_from<PAWN>(st->epSquare, them) & pieces(PAWN, sideToMove)))
+ if (!(attackers_to(st->epSquare) & pieces(PAWN, sideToMove)))
st->epSquare = SQ_NONE;
}
- // 5. Halfmove clock
- if (ss >> std::skipws >> hmc)
- st->rule50 = hmc;
-
- // 6. Fullmove number
- if (ss >> fmn)
- startPosPlyCounter = (fmn - 1) * 2 + int(sideToMove == BLACK);
+ // 5-6. Halfmove clock and fullmove number
+ ss >> st->rule50 >> fullMoves;
// Various initialisations
castleRightsMask[make_square(initialKFile, RANK_1)] ^= WHITE_OO | WHITE_OOO;
st->value = compute_value();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
- return;
-
-incorrect_fen:
- cout << "Error in FEN string: " << fen << endl;
}
/// associated with the castling right, the traditional castling tag will be replaced
/// by the file letter of the involved rook as for the Shredder-FEN.
-bool Position::set_castling_rights(char token) {
+void Position::set_castling_rights(char token) {
+
+ Color c = islower(token) ? BLACK : WHITE;
- Color c = token >= 'a' ? BLACK : WHITE;
- Square sqA = (c == WHITE ? SQ_A1 : SQ_A8);
- Square sqH = (c == WHITE ? SQ_H1 : SQ_H8);
- Piece rook = (c == WHITE ? WR : BR);
+ Square sqA = relative_square(c, SQ_A1);
+ Square sqH = relative_square(c, SQ_H1);
initialKFile = square_file(king_square(c));
- token = char(toupper(token));
- if (token == 'K')
+ if (toupper(token) == 'K')
{
for (Square sq = sqH; sq >= sqA; sq--)
- if (piece_on(sq) == rook)
+ if (piece_on(sq) == make_piece(c, ROOK))
{
set_castle_kingside(c);
initialKRFile = square_file(sq);
break;
}
}
- else if (token == 'Q')
+ else if (toupper(token) == 'Q')
{
for (Square sq = sqA; sq <= sqH; sq++)
- if (piece_on(sq) == rook)
+ if (piece_on(sq) == make_piece(c, ROOK))
{
set_castle_queenside(c);
initialQRFile = square_file(sq);
break;
}
}
- else if (token >= 'A' && token <= 'H')
+ else if (toupper(token) >= 'A' && toupper(token) <= 'H')
{
- File rookFile = File(token - 'A') + FILE_A;
+ File rookFile = File(toupper(token) - 'A');
+
if (rookFile < initialKFile)
{
set_castle_queenside(c);
initialKRFile = rookFile;
}
}
- else
- return token == '-';
-
- return true;
}
}
-/// Position::move_is_pl_slow() takes a position and a move and tests whether
-/// the move is pseudo legal. This version is not very fast and should be used
+/// Position::move_is_pl_slow() takes a move and tests whether the move
+/// is pseudo legal. This version is not very fast and should be used
/// only in non time-critical paths.
bool Position::move_is_pl_slow(const Move m) const {
}
-/// Fast version of Position::move_is_pl() that takes a position a move and a
-/// bitboard of pinned pieces as input, and tests whether the move is pseudo legal.
+/// Fast version of Position::move_is_pl() that takes a move and a bitboard
+/// of pinned pieces as input, and tests whether the move is pseudo legal.
bool Position::move_is_pl(const Move m) const {
StateInfo newSt;
+ // Update the number of full moves after black's move
+ if (sideToMove == BLACK)
+ fullMoves++;
+
do_move(m, newSt);
// Reset "game ply" in case we made a non-reversible move.
if (st->rule50 == 0)
st->gamePly = 0;
- // Update the number of plies played from the starting position
- startPosPlyCounter++;
-
// Our StateInfo newSt is about going out of scope so copy
// its content before it disappears.
detach();
st = &startState;
memset(st, 0, sizeof(StateInfo));
st->epSquare = SQ_NONE;
- startPosPlyCounter = 0;
+ fullMoves = 1;
nodes = 0;
memset(byColorBB, 0, sizeof(Bitboard) * 2);
if (can_castle_queenside(c) && piece_on(initial_qr_square(c)) != make_piece(c, ROOK))
return false;
}
- // If we cannot castle castleRightsMask[] could be not valid, for instance when
- // king initial file is FILE_A as queen rook.
- if (can_castle(WHITE) || can_castle(BLACK))
- {
- if (castleRightsMask[initial_kr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OO))
- return false;
- if (castleRightsMask[initial_qr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OOO))
- return false;
- if (castleRightsMask[initial_kr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OO))
- return false;
- if (castleRightsMask[initial_qr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OOO))
- return false;
- }
+ if (castleRightsMask[initial_kr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OO))
+ return false;
+ if (castleRightsMask[initial_qr_square(WHITE)] != (ALL_CASTLES ^ WHITE_OOO))
+ return false;
+ if (castleRightsMask[initial_kr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OO))
+ return false;
+ if (castleRightsMask[initial_qr_square(BLACK)] != (ALL_CASTLES ^ BLACK_OOO))
+ return false;
}
if (failedStep) *failedStep = 0;
enum TimeType { OptimumTime, MaxTime };
template<TimeType>
- int remaining(int myTime, int movesToGo, int currentPly);
+ int remaining(int myTime, int movesToGo, int fullMoveNumber);
}
}
-void TimeManager::init(const SearchLimits& limits, int currentPly)
+void TimeManager::init(const SearchLimits& limits, int fullMoveNumber)
{
/* We support four different kind of time controls:
hypMyTime = Max(hypMyTime, 0);
- t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, currentPly);
- t2 = minThinkingTime + remaining<MaxTime>(hypMyTime, hypMTG, currentPly);
+ t1 = minThinkingTime + remaining<OptimumTime>(hypMyTime, hypMTG, fullMoveNumber);
+ t2 = minThinkingTime + remaining<MaxTime>(hypMyTime, hypMTG, fullMoveNumber);
optimumSearchTime = Min(optimumSearchTime, t1);
maximumSearchTime = Min(maximumSearchTime, t2);
namespace {
template<TimeType T>
- int remaining(int myTime, int movesToGo, int currentPly)
+ int remaining(int myTime, int movesToGo, int fullMoveNumber)
{
const float TMaxRatio = (T == OptimumTime ? 1 : MaxRatio);
const float TStealRatio = (T == OptimumTime ? 0 : StealRatio);
+ int currentPly = 2 * fullMoveNumber;
int thisMoveImportance = move_importance(currentPly);
int otherMovesImportance = 0;