use double slashes (//) only for comments.
closes #4820
No functional change.
namespace Stockfish {
-/// setup_bench() builds a list of UCI commands to be run by bench. There
-/// are five parameters: TT size in MB, number of search threads that
-/// should be used, the limit value spent for each position, a file name
-/// where to look for positions in FEN format, and the type of the limit:
-/// depth, perft, nodes and movetime (in milliseconds). Examples:
-///
-/// bench : search default positions up to depth 13
-/// bench 64 1 15 : search default positions up to depth 15 (TT = 64MB)
-/// bench 64 1 100000 default nodes : search default positions for 100K nodes each
-/// bench 64 4 5000 current movetime : search current position with 4 threads for 5 sec
-/// bench 16 1 5 blah perft : run a perft 5 on positions in file "blah"
+// setup_bench() builds a list of UCI commands to be run by bench. There
+// are five parameters: TT size in MB, number of search threads that
+// should be used, the limit value spent for each position, a file name
+// where to look for positions in FEN format, and the type of the limit:
+// depth, perft, nodes and movetime (in milliseconds). Examples:
+//
+// bench : search default positions up to depth 13
+// bench 64 1 15 : search default positions up to depth 15 (TT = 64MB)
+// bench 64 1 100000 default nodes : search default positions for 100K nodes each
+// bench 64 4 5000 current movetime : search current position with 4 threads for 5 sec
+// bench 16 1 5 blah perft : run a perft 5 on positions in file "blah"
std::vector<std::string> setup_bench(const Position& current, std::istream& is) {
}
-/// safe_destination() returns the bitboard of target square for the given step
-/// from the given square. If the step is off the board, returns empty bitboard.
+// safe_destination() returns the bitboard of target square for the given step
+// from the given square. If the step is off the board, returns empty bitboard.
inline Bitboard safe_destination(Square s, int step) {
Square to = Square(s + step);
}
-/// Bitboards::pretty() returns an ASCII representation of a bitboard suitable
-/// to be printed to standard output. Useful for debugging.
+// Bitboards::pretty() returns an ASCII representation of a bitboard suitable
+// to be printed to standard output. Useful for debugging.
std::string Bitboards::pretty(Bitboard b) {
}
-/// Bitboards::init() initializes various bitboard tables. It is called at
-/// startup and relies on global objects to be already zero-initialized.
+// Bitboards::init() initializes various bitboard tables. It is called at
+// startup and relies on global objects to be already zero-initialized.
void Bitboards::init() {
extern Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
-/// Magic holds all magic bitboards relevant data for a single square
+// Magic holds all magic bitboards relevant data for a single square
struct Magic {
Bitboard mask;
Bitboard magic;
}
-/// Overloads of bitwise operators between a Bitboard and a Square for testing
-/// whether a given bit is set in a bitboard, and for setting and clearing bits.
+// Overloads of bitwise operators between a Bitboard and a Square for testing
+// whether a given bit is set in a bitboard, and for setting and clearing bits.
inline Bitboard operator&( Bitboard b, Square s) { return b & square_bb(s); }
inline Bitboard operator|( Bitboard b, Square s) { return b | square_bb(s); }
}
-/// rank_bb() and file_bb() return a bitboard representing all the squares on
-/// the given file or rank.
+// rank_bb() and file_bb() return a bitboard representing all the squares on
+// the given file or rank.
constexpr Bitboard rank_bb(Rank r) {
return Rank1BB << (8 * r);
}
-/// shift() moves a bitboard one or two steps as specified by the direction D
+// shift() moves a bitboard one or two steps as specified by the direction D
template<Direction D>
constexpr Bitboard shift(Bitboard b) {
}
-/// pawn_attacks_bb() returns the squares attacked by pawns of the given color
-/// from the squares in the given bitboard.
+// pawn_attacks_bb() returns the squares attacked by pawns of the given color
+// from the squares in the given bitboard.
template<Color C>
constexpr Bitboard pawn_attacks_bb(Bitboard b) {
return PawnAttacks[c][s];
}
-/// line_bb() returns a bitboard representing an entire line (from board edge
-/// to board edge) that intersects the two given squares. If the given squares
-/// are not on a same file/rank/diagonal, the function returns 0. For instance,
-/// line_bb(SQ_C4, SQ_F7) will return a bitboard with the A2-G8 diagonal.
+// line_bb() returns a bitboard representing an entire line (from board edge
+// to board edge) that intersects the two given squares. If the given squares
+// are not on a same file/rank/diagonal, the function returns 0. For instance,
+// line_bb(SQ_C4, SQ_F7) will return a bitboard with the A2-G8 diagonal.
inline Bitboard line_bb(Square s1, Square s2) {
}
-/// between_bb(s1, s2) returns a bitboard representing the squares in the semi-open
-/// segment between the squares s1 and s2 (excluding s1 but including s2). If the
-/// given squares are not on a same file/rank/diagonal, it returns s2. For instance,
-/// between_bb(SQ_C4, SQ_F7) will return a bitboard with squares D5, E6 and F7, but
-/// between_bb(SQ_E6, SQ_F8) will return a bitboard with the square F8. This trick
-/// allows to generate non-king evasion moves faster: the defending piece must either
-/// interpose itself to cover the check or capture the checking piece.
+// between_bb(s1, s2) returns a bitboard representing the squares in the semi-open
+// segment between the squares s1 and s2 (excluding s1 but including s2). If the
+// given squares are not on a same file/rank/diagonal, it returns s2. For instance,
+// between_bb(SQ_C4, SQ_F7) will return a bitboard with squares D5, E6 and F7, but
+// between_bb(SQ_E6, SQ_F8) will return a bitboard with the square F8. This trick
+// allows to generate non-king evasion moves faster: the defending piece must either
+// interpose itself to cover the check or capture the checking piece.
inline Bitboard between_bb(Square s1, Square s2) {
return BetweenBB[s1][s2];
}
-/// aligned() returns true if the squares s1, s2 and s3 are aligned either on a
-/// straight or on a diagonal line.
+// aligned() returns true if the squares s1, s2 and s3 are aligned either on a
+// straight or on a diagonal line.
inline bool aligned(Square s1, Square s2, Square s3) {
return line_bb(s1, s2) & s3;
}
-/// distance() functions return the distance between x and y, defined as the
-/// number of steps for a king in x to reach y.
+// distance() functions return the distance between x and y, defined as the
+// number of steps for a king in x to reach y.
template<typename T1 = Square> inline int distance(Square x, Square y);
template<> inline int distance<File>(Square x, Square y) { return std::abs(file_of(x) - file_of(y)); }
inline int edge_distance(File f) { return std::min(f, File(FILE_H - f)); }
-/// attacks_bb(Square) returns the pseudo attacks of the given piece type
-/// assuming an empty board.
+// attacks_bb(Square) returns the pseudo attacks of the given piece type
+// assuming an empty board.
template<PieceType Pt>
inline Bitboard attacks_bb(Square s) {
}
-/// attacks_bb(Square, Bitboard) returns the attacks by the given piece
-/// assuming the board is occupied according to the passed Bitboard.
-/// Sliding piece attacks do not continue passed an occupied square.
+// attacks_bb(Square, Bitboard) returns the attacks by the given piece
+// assuming the board is occupied according to the passed Bitboard.
+// Sliding piece attacks do not continue passed an occupied square.
template<PieceType Pt>
inline Bitboard attacks_bb(Square s, Bitboard occupied) {
}
-/// popcount() counts the number of non-zero bits in a bitboard
+// popcount() counts the number of non-zero bits in a bitboard
inline int popcount(Bitboard b) {
}
-/// lsb() and msb() return the least/most significant bit in a non-zero bitboard
+// lsb() and msb() return the least/most significant bit in a non-zero bitboard
#if defined(__GNUC__) // GCC, Clang, ICX
#endif
-/// least_significant_square_bb() returns the bitboard of the least significant
-/// square of a non-zero bitboard. It is equivalent to square_bb(lsb(bb)).
+// least_significant_square_bb() returns the bitboard of the least significant
+// square of a non-zero bitboard. It is equivalent to square_bb(lsb(bb)).
inline Bitboard least_significant_square_bb(Bitboard b) {
assert(b);
return b & -b;
}
-/// pop_lsb() finds and clears the least significant bit in a non-zero bitboard
+// pop_lsb() finds and clears the least significant bit in a non-zero bitboard
inline Square pop_lsb(Bitboard& b) {
assert(b);
std::string currentEvalFileName = "None";
- /// NNUE::init() tries to load a NNUE network at startup time, or when the engine
- /// receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
- /// The name of the NNUE network is always retrieved from the EvalFile option.
- /// We search the given network in three locations: internally (the default
- /// network may be embedded in the binary), in the active working directory and
- /// in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
- /// variable to have the engine search in a special directory in their distro.
+ // NNUE::init() tries to load a NNUE network at startup time, or when the engine
+ // receives a UCI command "setoption name EvalFile value nn-[a-z0-9]{12}.nnue"
+ // The name of the NNUE network is always retrieved from the EvalFile option.
+ // We search the given network in three locations: internally (the default
+ // network may be embedded in the binary), in the active working directory and
+ // in the engine directory. Distro packagers may define the DEFAULT_NNUE_DIRECTORY
+ // variable to have the engine search in a special directory in their distro.
void NNUE::init() {
}
}
- /// NNUE::verify() verifies that the last net used was loaded successfully
+ // NNUE::verify() verifies that the last net used was loaded successfully
void NNUE::verify() {
std::string eval_file = std::string(Options["EvalFile"]);
}
-/// simple_eval() returns a static, purely materialistic evaluation of the position
-/// from the point of view of the given color. It can be divided by PawnValue to get
-/// an approximation of the material advantage on the board in terms of pawns.
+// simple_eval() returns a static, purely materialistic evaluation of the position
+// from the point of view of the given color. It can be divided by PawnValue to get
+// an approximation of the material advantage on the board in terms of pawns.
Value Eval::simple_eval(const Position& pos, Color c) {
return PawnValue * (pos.count<PAWN>(c) - pos.count<PAWN>(~c))
}
-/// evaluate() is the evaluator for the outer world. It returns a static evaluation
-/// of the position from the point of view of the side to move.
+// evaluate() is the evaluator for the outer world. It returns a static evaluation
+// of the position from the point of view of the side to move.
Value Eval::evaluate(const Position& pos) {
return v;
}
-/// trace() is like evaluate(), but instead of returning a value, it returns
-/// a string (suitable for outputting to stdout) that contains the detailed
-/// descriptions and values of each evaluation term. Useful for debugging.
-/// Trace scores are from white's point of view
+// trace() is like evaluate(), but instead of returning a value, it returns
+// a string (suitable for outputting to stdout) that contains the detailed
+// descriptions and values of each evaluation term. Useful for debugging.
+// Trace scores are from white's point of view
std::string Eval::trace(Position& pos) {
namespace {
-/// Version number or dev.
+// Version number or dev.
constexpr std::string_view version = "dev";
-/// Our fancy logging facility. The trick here is to replace cin.rdbuf() and
-/// cout.rdbuf() with two Tie objects that tie cin and cout to a file stream. We
-/// can toggle the logging of std::cout and std:cin at runtime whilst preserving
-/// usual I/O functionality, all without changing a single line of code!
-/// Idea from http://groups.google.com/group/comp.lang.c++/msg/1d941c0f26ea0d81
+// Our fancy logging facility. The trick here is to replace cin.rdbuf() and
+// cout.rdbuf() with two Tie objects that tie cin and cout to a file stream. We
+// can toggle the logging of std::cout and std:cin at runtime whilst preserving
+// usual I/O functionality, all without changing a single line of code!
+// Idea from http://groups.google.com/group/comp.lang.c++/msg/1d941c0f26ea0d81
struct Tie: public std::streambuf { // MSVC requires split streambuf for cin and cout
} // namespace
-/// engine_info() returns the full name of the current Stockfish version.
-/// For local dev compiles we try to append the commit sha and commit date
-/// from git if that fails only the local compilation date is set and "nogit" is specified:
-/// Stockfish dev-YYYYMMDD-SHA
-/// or
-/// Stockfish dev-YYYYMMDD-nogit
-///
-/// For releases (non dev builds) we only include the version number:
-/// Stockfish version
+// engine_info() returns the full name of the current Stockfish version.
+// For local dev compiles we try to append the commit sha and commit date
+// from git if that fails only the local compilation date is set and "nogit" is specified:
+// Stockfish dev-YYYYMMDD-SHA
+// or
+// Stockfish dev-YYYYMMDD-nogit
+//
+// For releases (non-dev builds) we only include the version number:
+// Stockfish version
std::string engine_info(bool to_uci) {
std::stringstream ss;
}
-/// compiler_info() returns a string trying to describe the compiler we use
+// compiler_info() returns a string trying to describe the compiler we use
std::string compiler_info() {
#define make_version_string(major, minor, patch) stringify(major) "." stringify(minor) "." stringify(patch)
-/// Predefined macros hell:
-///
-/// __GNUC__ Compiler is GCC, Clang or ICX
-/// __clang__ Compiler is Clang or ICX
-/// __INTEL_LLVM_COMPILER Compiler is ICX
-/// _MSC_VER Compiler is MSVC
-/// _WIN32 Building on Windows (any)
-/// _WIN64 Building on Windows 64 bit
+// Predefined macros hell:
+//
+// __GNUC__ Compiler is GCC, Clang or ICX
+// __clang__ Compiler is Clang or ICX
+// __INTEL_LLVM_COMPILER Compiler is ICX
+// _MSC_VER Compiler is MSVC
+// _WIN32 Building on Windows (any)
+// _WIN64 Building on Windows 64 bit
std::string compiler = "\nCompiled by : ";
}
-/// Debug functions used mainly to collect run-time statistics
+// Debug functions used mainly to collect run-time statistics
constexpr int MaxDebugSlots = 32;
namespace {
}
-/// Used to serialize access to std::cout to avoid multiple threads writing at
-/// the same time.
+// Used to serialize access to std::cout to avoid multiple threads writing at
+// the same time.
std::ostream& operator<<(std::ostream& os, SyncCout sc) {
}
-/// Trampoline helper to avoid moving Logger to misc.h
+// Trampoline helper to avoid moving Logger to misc.h
void start_logger(const std::string& fname) { Logger::start(fname); }
-/// prefetch() preloads the given address in L1/L2 cache. This is a non-blocking
-/// function that doesn't stall the CPU waiting for data to be loaded from memory,
-/// which can be quite slow.
+// prefetch() preloads the given address in L1/L2 cache. This is a non-blocking
+// function that doesn't stall the CPU waiting for data to be loaded from memory,
+// which can be quite slow.
#ifdef NO_PREFETCH
void prefetch(void*) {}
#endif
-/// std_aligned_alloc() is our wrapper for systems where the c++17 implementation
-/// does not guarantee the availability of aligned_alloc(). Memory allocated with
-/// std_aligned_alloc() must be freed with std_aligned_free().
+// std_aligned_alloc() is our wrapper for systems where the c++17 implementation
+// does not guarantee the availability of aligned_alloc(). Memory allocated with
+// std_aligned_alloc() must be freed with std_aligned_free().
void* std_aligned_alloc(size_t alignment, size_t size) {
#endif
}
-/// aligned_large_pages_alloc() will return suitably aligned memory, if possible using large pages.
+// aligned_large_pages_alloc() will return suitably aligned memory, if possible using large pages.
#if defined(_WIN32)
// Try to allocate large pages
void* mem = aligned_large_pages_alloc_windows(allocSize);
- // Fall back to regular, page aligned, allocation if necessary
+ // Fall back to regular, page-aligned, allocation if necessary
if (!mem)
mem = VirtualAlloc(nullptr, allocSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
#endif
-/// aligned_large_pages_free() will free the previously allocated ttmem
+// aligned_large_pages_free() will free the previously allocated ttmem
#if defined(_WIN32)
#else
-/// best_node() retrieves logical processor information using Windows specific
-/// API and returns the best node id for the thread with index idx. Original
-/// code from Texel by Peter Österlund.
+// best_node() retrieves logical processor information using Windows specific
+// API and returns the best node id for the thread with index idx. Original
+// code from Texel by Peter Österlund.
static int best_node(size_t idx) {
std::vector<int> groups;
- // Run as many threads as possible on the same node until core limit is
- // reached, then move on filling the next node.
+ // Run as many threads as possible on the same node until the core limit is
+ // reached, then move on to filling the next node.
for (int n = 0; n < nodes; n++)
for (int i = 0; i < cores / nodes; i++)
groups.push_back(n);
}
-/// bindThisThread() set the group affinity of the current thread
+// bindThisThread() sets the group affinity of the current thread
void bindThisThread(size_t idx) {
pathSeparator = "\\";
#ifdef _MSC_VER
// Under windows argv[0] may not have the extension. Also _get_pgmptr() had
- // issues in some windows 10 versions, so check returned values carefully.
+ // issues in some Windows 10 versions, so check returned values carefully.
char* pgmptr = nullptr;
if (!_get_pgmptr(&pgmptr) && pgmptr != nullptr && *pgmptr)
argv0 = pgmptr;
}
-// IsLittleEndian : true if and only if the binary is compiled on a little endian machine
+// IsLittleEndian : true if and only if the binary is compiled on a little-endian machine
static inline const union { uint32_t i; char c[4]; } Le = { 0x01020304 };
static inline const bool IsLittleEndian = (Le.c[0] == 4);
};
-/// xorshift64star Pseudo-Random Number Generator
-/// This class is based on original code written and dedicated
-/// to the public domain by Sebastiano Vigna (2014).
-/// It has the following characteristics:
-///
-/// - Outputs 64-bit numbers
-/// - Passes Dieharder and SmallCrush test batteries
-/// - Does not require warm-up, no zeroland to escape
-/// - Internal state is a single 64-bit integer
-/// - Period is 2^64 - 1
-/// - Speed: 1.60 ns/call (Core i7 @3.40GHz)
-///
-/// For further analysis see
-/// <http://vigna.di.unimi.it/ftp/papers/xorshift.pdf>
+// xorshift64star Pseudo-Random Number Generator
+// This class is based on original code written and dedicated
+// to the public domain by Sebastiano Vigna (2014).
+// It has the following characteristics:
+//
+// - Outputs 64-bit numbers
+// - Passes Dieharder and SmallCrush test batteries
+// - Does not require warm-up, no zeroland to escape
+// - Internal state is a single 64-bit integer
+// - Period is 2^64 - 1
+// - Speed: 1.60 ns/call (Core i7 @3.40GHz)
+//
+// For further analysis see
+// <http://vigna.di.unimi.it/ftp/papers/xorshift.pdf>
class PRNG {
template<typename T> T rand() { return T(rand64()); }
- /// Special generator used to fast init magic numbers.
- /// Output values only have 1/8th of their bits set on average.
+ // Special generator used to fast init magic numbers.
+ // Output values only have 1/8th of their bits set on average.
template<typename T> T sparse_rand()
{ return T(rand64() & rand64() & rand64()); }
};
#endif
}
-/// Under Windows it is not possible for a process to run on more than one
-/// logical processor group. This usually means to be limited to use max 64
-/// cores. To overcome this, some special platform specific API should be
-/// called to set group affinity for each thread. Original code from Texel by
-/// Peter Österlund.
+// Under Windows it is not possible for a process to run on more than one
+// logical processor group. This usually means being limited to using max 64
+// cores. To overcome this, some special platform-specific API should be
+// called to set group affinity for each thread. Original code from Texel by
+// Peter Österlund.
namespace WinProcGroup {
void bindThisThread(size_t idx);
} // namespace
-/// <CAPTURES> Generates all pseudo-legal captures plus queen promotions
-/// <QUIETS> Generates all pseudo-legal non-captures and underpromotions
-/// <EVASIONS> Generates all pseudo-legal check evasions
-/// <NON_EVASIONS> Generates all pseudo-legal captures and non-captures
-/// <QUIET_CHECKS> Generates all pseudo-legal non-captures giving check,
-/// except castling and promotions
-///
-/// Returns a pointer to the end of the move list.
+// <CAPTURES> Generates all pseudo-legal captures plus queen promotions
+// <QUIETS> Generates all pseudo-legal non-captures and underpromotions
+// <EVASIONS> Generates all pseudo-legal check evasions
+// <NON_EVASIONS> Generates all pseudo-legal captures and non-captures
+// <QUIET_CHECKS> Generates all pseudo-legal non-captures giving check,
+// except castling and promotions
+//
+// Returns a pointer to the end of the move list.
template<GenType Type>
ExtMove* generate(const Position& pos, ExtMove* moveList) {
template ExtMove* generate<NON_EVASIONS>(const Position&, ExtMove*);
-/// generate<LEGAL> generates all the legal moves in the given position
+// generate<LEGAL> generates all the legal moves in the given position
template<>
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* moveList) {
template<GenType>
ExtMove* generate(const Position& pos, ExtMove* moveList);
-/// The MoveList struct wraps the generate() function and returns a convenient
-/// list of moves. Using MoveList is sometimes preferable to directly calling
-/// the lower level generate() function.
+// The MoveList struct wraps the generate() function and returns a convenient
+// list of moves. Using MoveList is sometimes preferable to directly calling
+// the lower level generate() function.
template<GenType T>
struct MoveList {
} // namespace
-/// Constructors of the MovePicker class. As arguments, we pass information
-/// to help it return the (presumably) good moves first, to decide which
-/// moves to return (in the quiescence search, for instance, we only want to
-/// search captures, promotions, and some checks) and how important a good
-/// move ordering is at the current node.
+// Constructors of the MovePicker class. As arguments, we pass information
+// to help it return the (presumably) good moves first, to decide which
+// moves to return (in the quiescence search, for instance, we only want to
+// search captures, promotions, and some checks) and how important a good
+// move ordering is at the current node.
-/// MovePicker constructor for the main search
+// MovePicker constructor for the main search
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
const CapturePieceToHistory* cph,
const PieceToHistory** ch,
!(ttm && pos.pseudo_legal(ttm));
}
-/// MovePicker constructor for quiescence search
+// MovePicker constructor for quiescence search
MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const ButterflyHistory* mh,
const CapturePieceToHistory* cph,
const PieceToHistory** ch,
&& pos.pseudo_legal(ttm));
}
-/// MovePicker constructor for ProbCut: we generate captures with SEE greater
-/// than or equal to the given threshold.
+// MovePicker constructor for ProbCut: we generate captures with SEE greater
+// than or equal to the given threshold.
MovePicker::MovePicker(const Position& p, Move ttm, Value th, const CapturePieceToHistory* cph)
: pos(p), captureHistory(cph), ttMove(ttm), threshold(th)
{
&& pos.see_ge(ttm, threshold));
}
-/// MovePicker::score() assigns a numerical value to each move in a list, used
-/// for sorting. Captures are ordered by Most Valuable Victim (MVV), preferring
-/// captures with a good history. Quiets moves are ordered using the history tables.
+// MovePicker::score() assigns a numerical value to each move in a list, used
+// for sorting. Captures are ordered by Most Valuable Victim (MVV), preferring
+// captures with a good history. Quiets moves are ordered using the history tables.
template<GenType Type>
void MovePicker::score() {
}
}
-/// MovePicker::select() returns the next move satisfying a predicate function.
-/// It never returns the TT move.
+// MovePicker::select() returns the next move satisfying a predicate function.
+// It never returns the TT move.
template<MovePicker::PickType T, typename Pred>
Move MovePicker::select(Pred filter) {
return MOVE_NONE;
}
-/// MovePicker::next_move() is the most important method of the MovePicker class. It
-/// returns a new pseudo-legal move every time it is called until there are no more
-/// moves left, picking the move with the highest score from a list of generated moves.
+// MovePicker::next_move() is the most important method of the MovePicker class. It
+// returns a new pseudo-legal move every time it is called until there are no more
+// moves left, picking the move with the highest score from a list of generated moves.
Move MovePicker::next_move(bool skipQuiets) {
top:
namespace Stockfish {
class Position;
-/// StatsEntry stores the stat table value. It is usually a number but could
-/// be a move or even a nested history. We use a class instead of naked value
-/// to directly call history update operator<<() on the entry so to use stats
-/// tables at caller sites as simple multi-dim arrays.
+// StatsEntry stores the stat table value. It is usually a number but could
+// be a move or even a nested history. We use a class instead of a naked value
+// to directly call history update operator<<() on the entry so to use stats
+// tables at caller sites as simple multi-dim arrays.
template<typename T, int D>
class StatsEntry {
}
};
-/// Stats is a generic N-dimensional array used to store various statistics.
-/// The first template parameter T is the base type of the array, the second
-/// template parameter D limits the range of updates in [-D, D] when we update
-/// values with the << operator, while the last parameters (Size and Sizes)
-/// encode the dimensions of the array.
+// Stats is a generic N-dimensional array used to store various statistics.
+// The first template parameter T is the base type of the array, and the second
+// template parameter D limits the range of updates in [-D, D] when we update
+// values with the << operator, while the last parameters (Size and Sizes)
+// encode the dimensions of the array.
template <typename T, int D, int Size, int... Sizes>
struct Stats : public std::array<Stats<T, D, Sizes...>, Size>
{
void fill(const T& v) {
- // For standard-layout 'this' points to first struct member
+ // For standard-layout 'this' points to the first struct member
assert(std::is_standard_layout_v<stats>);
using entry = StatsEntry<T, D>;
template <typename T, int D, int Size>
struct Stats<T, D, Size> : public std::array<StatsEntry<T, D>, Size> {};
-/// In stats table, D=0 means that the template parameter is not used
+// In stats table, D=0 means that the template parameter is not used
enum StatsParams { NOT_USED = 0 };
enum StatsType { NoCaptures, Captures };
-/// ButterflyHistory records how often quiet moves have been successful or
-/// unsuccessful during the current search, and is used for reduction and move
-/// ordering decisions. It uses 2 tables (one for each color) indexed by
-/// the move's from and to squares, see www.chessprogramming.org/Butterfly_Boards
-/// (~11 elo)
+// ButterflyHistory records how often quiet moves have been successful or
+// unsuccessful during the current search, and is used for reduction and move
+// ordering decisions. It uses 2 tables (one for each color) indexed by
+// the move's from and to squares, see www.chessprogramming.org/Butterfly_Boards
+// (~11 elo)
using ButterflyHistory = Stats<int16_t, 7183, COLOR_NB, int(SQUARE_NB) * int(SQUARE_NB)>;
-/// CounterMoveHistory stores counter moves indexed by [piece][to] of the previous
-/// move, see www.chessprogramming.org/Countermove_Heuristic
+// CounterMoveHistory stores counter moves indexed by [piece][to] of the previous
+// move, see www.chessprogramming.org/Countermove_Heuristic
using CounterMoveHistory = Stats<Move, NOT_USED, PIECE_NB, SQUARE_NB>;
-/// CapturePieceToHistory is addressed by a move's [piece][to][captured piece type]
+// CapturePieceToHistory is addressed by a move's [piece][to][captured piece type]
using CapturePieceToHistory = Stats<int16_t, 10692, PIECE_NB, SQUARE_NB, PIECE_TYPE_NB>;
-/// PieceToHistory is like ButterflyHistory but is addressed by a move's [piece][to]
+// PieceToHistory is like ButterflyHistory but is addressed by a move's [piece][to]
using PieceToHistory = Stats<int16_t, 29952, PIECE_NB, SQUARE_NB>;
-/// ContinuationHistory is the combined history of a given pair of moves, usually
-/// the current one given a previous one. The nested history table is based on
-/// PieceToHistory instead of ButterflyBoards.
-/// (~63 elo)
+// ContinuationHistory is the combined history of a given pair of moves, usually
+// the current one given a previous one. The nested history table is based on
+// PieceToHistory instead of ButterflyBoards.
+// (~63 elo)
using ContinuationHistory = Stats<PieceToHistory, NOT_USED, PIECE_NB, SQUARE_NB>;
-/// MovePicker class is used to pick one pseudo-legal move at a time from the
-/// current position. The most important method is next_move(), which returns a
-/// new pseudo-legal move each time it is called, until there are no moves left,
-/// when MOVE_NONE is returned. In order to improve the efficiency of the
-/// alpha-beta algorithm, MovePicker attempts to return the moves which are most
-/// likely to get a cut-off first.
+// MovePicker class is used to pick one pseudo-legal move at a time from the
+// current position. The most important method is next_move(), which returns a
+// new pseudo-legal move each time it is called, until there are no moves left,
+// when MOVE_NONE is returned. In order to improve the efficiency of the
+// alpha-beta algorithm, MovePicker attempts to return the moves which are most
+// likely to get a cut-off first.
class MovePicker {
enum PickType { Next, Best };
return write_parameters(stream);
}
- /// Save eval, to a file given by its name
+ // Save eval, to a file given by its name
bool save_eval(const std::optional<std::string>& filename) {
std::string actualFilename;
} // namespace
-/// operator<<(Position) returns an ASCII representation of the position
+// operator<<(Position) returns an ASCII representation of the position
std::ostream& operator<<(std::ostream& os, const Position& pos) {
Move cuckooMove[8192];
-/// Position::init() initializes at startup the various arrays used to compute hash keys
+// Position::init() initializes at startup the various arrays used to compute hash keys
void Position::init() {
}
-/// Position::set() initializes the position object with the given FEN string.
-/// This function is not very robust - make sure that input FENs are correct,
-/// this is assumed to be the responsibility of the GUI.
+// Position::set() initializes the position object with the given FEN string.
+// This function is not very robust - make sure that input FENs are correct,
+// this is assumed to be the responsibility of the GUI.
Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
/*
}
-/// Position::set_castling_right() is a helper function used to set castling
-/// rights given the corresponding color and the rook starting square.
+// Position::set_castling_right() is a helper function used to set castling
+// rights given the corresponding color and the rook starting square.
void Position::set_castling_right(Color c, Square rfrom) {
}
-/// Position::set_check_info() sets king attacks to detect if a move gives check
+// Position::set_check_info() sets king attacks to detect if a move gives check
void Position::set_check_info() const {
}
-/// Position::set_state() computes the hash keys of the position, and other
-/// data that once computed is updated incrementally as moves are made.
-/// The function is only used when a new position is set up
+// Position::set_state() computes the hash keys of the position, and other
+// data that once computed is updated incrementally as moves are made.
+// The function is only used when a new position is set up
void Position::set_state() const {
}
-/// Position::set() is an overload to initialize the position object with
-/// the given endgame code string like "KBPKN". It is mainly a helper to
-/// get the material key out of an endgame code.
+// Position::set() is an overload to initialize the position object with
+// the given endgame code string like "KBPKN". It is mainly a helper to
+// get the material key out of an endgame code.
Position& Position::set(const string& code, Color c, StateInfo* si) {
}
-/// Position::fen() returns a FEN representation of the position. In case of
-/// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
+// Position::fen() returns a FEN representation of the position. In case of
+// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
string Position::fen() const {
return ss.str();
}
-/// update_slider_blockers() calculates st->blockersForKing[c] and st->pinners[~c],
-/// which store respectively the pieces preventing king of color c from being in check
-/// and the slider pieces of color ~c pinning pieces of color c to the king.
+// update_slider_blockers() calculates st->blockersForKing[c] and st->pinners[~c],
+// which store respectively the pieces preventing king of color c from being in check
+// and the slider pieces of color ~c pinning pieces of color c to the king.
void Position::update_slider_blockers(Color c) const {
Square ksq = square<KING>(c);
}
-/// Position::attackers_to() computes a bitboard of all pieces which attack a
-/// given square. Slider attacks use the occupied bitboard to indicate occupancy.
+// Position::attackers_to() computes a bitboard of all pieces which attack a
+// given square. Slider attacks use the occupied bitboard to indicate occupancy.
Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
}
-/// Position::legal() tests whether a pseudo-legal move is legal
+// Position::legal() tests whether a pseudo-legal move is legal
bool Position::legal(Move m) const {
if (attackers_to(s) & pieces(~us))
return false;
- // In case of Chess960, verify if the Rook blocks some checks
+ // In case of Chess960, verify if the Rook blocks some checks.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
return !chess960 || !(blockers_for_king(us) & to_sq(m));
}
}
-/// Position::pseudo_legal() takes a random move and tests whether the move is
-/// pseudo-legal. It is used to validate moves from TT that can be corrupted
-/// due to SMP concurrent access or hash position key aliasing.
+// Position::pseudo_legal() takes a random move and tests whether the move is
+// pseudo-legal. It is used to validate moves from TT that can be corrupted
+// due to SMP concurrent access or hash position key aliasing.
bool Position::pseudo_legal(const Move m) const {
}
-/// Position::gives_check() tests whether a pseudo-legal move gives a check
+// Position::gives_check() tests whether a pseudo-legal move gives a check
bool Position::gives_check(Move m) const {
}
-/// 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.
+// 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.
void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
}
-/// 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.
+// 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.
void Position::undo_move(Move m) {
}
-/// Position::do_castling() is a helper used to do/undo a castling move. This
-/// is a bit tricky in Chess960 where from/to squares can overlap.
+// Position::do_castling() is a helper used to do/undo a castling move. This
+// is a bit tricky in Chess960 where from/to squares can overlap.
template<bool Do>
void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
}
-/// Position::do_null_move() is used to do a "null move": it flips
-/// the side to move without executing any move on the board.
+// Position::do_null_move() is used to do a "null move": it flips
+// the side to move without executing any move on the board.
void Position::do_null_move(StateInfo& newSt) {
}
-/// Position::undo_null_move() must be used to undo a "null move"
+// Position::undo_null_move() must be used to undo a "null move"
void Position::undo_null_move() {
}
-/// Position::key_after() computes the new hash key after the given move. Needed
-/// for speculative prefetch. It doesn't recognize special moves like castling,
-/// en passant and promotions.
+// Position::key_after() computes the new hash key after the given move. Needed
+// for speculative prefetch. It doesn't recognize special moves like castling,
+// en passant and promotions.
Key Position::key_after(Move m) const {
}
-/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
-/// SEE value of move is greater or equal to the given threshold. We'll use an
-/// algorithm similar to alpha-beta pruning with a null window.
+// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
+// SEE value of move is greater or equal to the given threshold. We'll use an
+// algorithm similar to alpha-beta pruning with a null window.
bool Position::see_ge(Move m, Value threshold) const {
return bool(res);
}
-/// Position::is_draw() tests whether the position is drawn by 50-move rule
-/// or by repetition. It does not detect stalemates.
+// Position::is_draw() tests whether the position is drawn by 50-move rule
+// or by repetition. It does not detect stalemates.
bool Position::is_draw(int ply) const {
}
-/// Position::has_game_cycle() tests if the position has a move which draws by repetition,
-/// or an earlier position has a move that directly reaches the current position.
+// Position::has_game_cycle() tests if the position has a move which draws by repetition,
+// or an earlier position has a move that directly reaches the current position.
bool Position::has_game_cycle(int ply) const {
}
-/// Position::flip() flips position with the white and black sides reversed. This
-/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
+// Position::flip() flips position with the white and black sides reversed. This
+// is only useful for debugging e.g. for finding evaluation symmetry bugs.
void Position::flip() {
}
-/// Position::pos_is_ok() performs some consistency checks for the
-/// position object and raise an assert if something wrong is detected.
-/// This is meant to be helpful when debugging.
+// Position::pos_is_ok() performs some consistency checks for the
+// position object and raise an assert if something wrong is detected.
+// This is meant to be helpful when debugging.
bool Position::pos_is_ok() const {
namespace Stockfish {
-/// StateInfo struct stores information needed to restore a Position object to
-/// its previous state when we retract a move. Whenever a move is made on the
-/// board (by calling Position::do_move), a StateInfo object must be passed.
+// StateInfo struct stores information needed to restore a Position object to
+// its previous state when we retract a move. Whenever a move is made on the
+// board (by calling Position::do_move), a StateInfo object must be passed.
struct StateInfo {
};
-/// A list to keep track of the position states along the setup moves (from the
-/// start position to the position just before the search starts). Needed by
-/// 'draw by repetition' detection. Use a std::deque because pointers to
-/// elements are not invalidated upon list resizing.
+// A list to keep track of the position states along the setup moves (from the
+// start position to the position just before the search starts). Needed by
+// 'draw by repetition' detection. Use a std::deque because pointers to
+// elements are not invalidated upon list resizing.
using StateListPtr = std::unique_ptr<std::deque<StateInfo>>;
-/// Position class stores information regarding the board representation as
-/// pieces, side to move, hash keys, castling info, etc. Important methods are
-/// do_move() and undo_move(), used by the search to update node info when
-/// traversing the search tree.
+// Position class stores information regarding the board representation as
+// pieces, side to move, hash keys, castling info, etc. Important methods are
+// do_move() and undo_move(), used by the search to update node info when
+// traversing the search tree.
class Thread;
class Position {
|| type_of(m) == EN_PASSANT;
}
-// returns true if a move is generated from the capture stage
-// having also queen promotions covered, i.e. consistency with the capture stage move generation
+// Returns true if a move is generated from the capture stage, having also
+// queen promotions covered, i.e. consistency with the capture stage move generation
// is needed to avoid the generation of duplicate moves.
inline bool Position::capture_stage(Move m) const {
assert(is_ok(m));
} // namespace
-/// Search::init() is called at startup to initialize various lookup tables
+// Search::init() is called at startup to initialize various lookup tables
void Search::init() {
}
-/// Search::clear() resets search state to its initial value
+// Search::clear() resets search state to its initial value
void Search::clear() {
}
-/// MainThread::search() is started when the program receives the UCI 'go'
-/// command. It searches from the root position and outputs the "bestmove".
+// MainThread::search() is started when the program receives the UCI 'go'
+// command. It searches from the root position and outputs the "bestmove".
void MainThread::search() {
}
-/// Thread::search() is the main iterative deepening loop. It calls search()
-/// repeatedly with increasing depth until the allocated thinking time has been
-/// consumed, the user stops the search, or the maximum search depth is reached.
+// Thread::search() is the main iterative deepening loop. It calls search()
+// repeatedly with increasing depth until the allocated thinking time has been
+// consumed, the user stops the search, or the maximum search depth is reached.
void Thread::search() {
} // namespace
-/// MainThread::check_time() is used to print debug info and, more importantly,
-/// to detect when we are out of available time and thus stop the search.
+// MainThread::check_time() is used to print debug info and, more importantly,
+// to detect when we are out of available time and thus stop the search.
void MainThread::check_time() {
}
-/// UCI::pv() formats PV information according to the UCI protocol. UCI requires
-/// that all (if any) unsearched PV lines are sent using a previous search score.
+// UCI::pv() formats PV information according to the UCI protocol. UCI requires
+// that all (if any) unsearched PV lines are sent using a previous search score.
string UCI::pv(const Position& pos, Depth depth) {
}
-/// RootMove::extract_ponder_from_tt() is called in case we have no ponder move
-/// before exiting the search, for instance, in case we stop the search during a
-/// fail high at root. We try hard to have a ponder move to return to the GUI,
-/// otherwise in case of 'ponder on' we have nothing to think about.
+// RootMove::extract_ponder_from_tt() is called in case we have no ponder move
+// before exiting the search, for instance, in case we stop the search during a
+// fail high at root. We try hard to have a ponder move to return to the GUI,
+// otherwise in case of 'ponder on' we have nothing to think about.
bool RootMove::extract_ponder_from_tt(Position& pos) {
namespace Search {
-/// Stack struct keeps track of the information we need to remember from nodes
-/// shallower and deeper in the tree during the search. Each search thread has
-/// its own array of Stack objects, indexed by the current ply.
+// Stack struct keeps track of the information we need to remember from nodes
+// shallower and deeper in the tree during the search. Each search thread has
+// its own array of Stack objects, indexed by the current ply.
struct Stack {
Move* pv;
};
-/// RootMove struct is used for moves at the root of the tree. For each root move
-/// we store a score and a PV (really a refutation in the case of moves which
-/// fail low). Score is normally set at -VALUE_INFINITE for all non-pv moves.
+// RootMove struct is used for moves at the root of the tree. For each root move
+// we store a score and a PV (really a refutation in the case of moves which
+// fail low). Score is normally set at -VALUE_INFINITE for all non-pv moves.
struct RootMove {
using RootMoves = std::vector<RootMove>;
-/// LimitsType struct stores information sent by GUI about available time to
-/// search the current move, maximum depth/time, or if we are in analysis mode.
+// LimitsType struct stores information sent by GUI about available time to
+// search the current move, maximum depth/time, or if we are in analysis mode.
struct LimitsType {
return (T(0) < val) - (val < T(0));
}
-// Numbers in little endian used by sparseIndex[] to point into blockLength[]
+// Numbers in little-endian used by sparseIndex[] to point into blockLength[]
struct SparseEntry {
char block[4]; // Number of block
char offset[2]; // Offset within the block
enum Side { Left, Right };
uint8_t lr[3]; // The first 12 bits is the left-hand symbol, the second 12
- // bits is the right-hand symbol. If symbol has length 1,
+ // bits is the right-hand symbol. If the symbol has length 1,
// then the left-hand symbol is the stored value.
template<Side S>
Sym get() {
std::string TBFile::Paths;
-// struct PairsData contains low level indexing information to access TB data.
-// There are 8, 4 or 2 PairsData records for each TBTable, according to type of
-// table and if positions have pawns or not. It is populated at first access.
+// struct PairsData contains low-level indexing information to access TB data.
+// There are 8, 4, or 2 PairsData records for each TBTable, according to the type
+// of table and if positions have pawns or not. It is populated at first access.
struct PairsData {
uint8_t flags; // Table flags, see enum TBFlag
uint8_t maxSymLen; // Maximum length in bits of the Huffman symbols
hasUniquePieces = true;
// Set the leading color. In case both sides have pawns the leading color
- // is the side with less pawns because this leads to better compression.
+ // is the side with fewer pawns because this leads to better compression.
bool c = !pos.count<PAWN>(BLACK)
|| ( pos.count<PAWN>(WHITE)
&& pos.count<PAWN>(BLACK) >= pos.count<PAWN>(WHITE));
}
// class TBTables creates and keeps ownership of the TBTable objects, one for
-// each TB file found. It supports a fast, hash based, table lookup. Populated
+// each TB file found. It supports a fast, hash-based, table lookup. Populated
// at init time, accessed at probe time.
class TBTables {
// mostly-draw or mostly-win tables this can leave many 64-byte blocks only half-filled, so
// in such cases blocks are 32 bytes long. The blocks of DTZ tables are up to 1024 bytes long.
// The generator picks the size that leads to the smallest table. The "book" of symbols and
-// Huffman codes is the same for all blocks in the table. A non-symmetric pawnless TB file
+// Huffman codes are the same for all blocks in the table. A non-symmetric pawnless TB file
// will have one table for wtm and one for btm, a TB file with pawns will have tables per
-// file a,b,c,d also in this case one set for wtm and one for btm.
+// file a,b,c,d also, in this case, one set for wtm and one for btm.
int decompress_pairs(PairsData* d, uint64_t idx) {
// Special case where all table positions store the same value
uint32_t block = number<uint32_t, LittleEndian>(&d->sparseIndex[k].block);
int offset = number<uint16_t, LittleEndian>(&d->sparseIndex[k].offset);
- // Now compute the difference idx - I(k). From definition of k we know that
+ // Now compute the difference idx - I(k). From the definition of k, we know that
//
// idx = k * d->span + idx % d->span (2)
//
// Sum the above to offset to find the offset corresponding to our idx
offset += diff;
- // Move to previous/next block, until we reach the correct block that contains idx,
+ // Move to the previous/next block, until we reach the correct block that contains idx,
// that is when 0 <= offset <= d->blockLength[block]
while (offset < 0)
offset += d->blockLength[--block] + 1;
// Read the first 64 bits in our block, this is a (truncated) sequence of
// unknown number of symbols of unknown length but we know the first one
- // is at the beginning of this 64 bits sequence.
+ // is at the beginning of this 64-bit sequence.
uint64_t buf64 = number<uint64_t, BigEndian>(ptr); ptr += 2;
int buf64Size = 64;
Sym sym;
// Now add the value of the lowest symbol of length len to get our symbol
sym += number<Sym, LittleEndian>(&d->lowestSym[len]);
- // If our offset is within the number of values represented by symbol sym
- // we are done...
+ // If our offset is within the number of values represented by symbol sym,
+ // we are done.
if (offset < d->symlen[sym] + 1)
break;
}
}
- // Ok, now we have our symbol that expands into d->symlen[sym] + 1 symbols.
+ // Now we have our symbol that expands into d->symlen[sym] + 1 symbols.
// We binary-search for our value recursively expanding into the left and
// right child symbols until we reach a leaf node where symlen[sym] + 1 == 1
// that will store the value we need.
// If a symbol contains 36 sub-symbols (d->symlen[sym] + 1 = 36) and
// expands in a pair (d->symlen[left] = 23, d->symlen[right] = 11), then
- // we know that, for instance the ten-th value (offset = 10) will be on
+ // we know that, for instance, the tenth value (offset = 10) will be on
// the left side because in Recursive Pairing child symbols are adjacent.
if (offset < d->symlen[left] + 1)
sym = left;
// DTZ scores are sorted by frequency of occurrence and then assigned the
// values 0, 1, 2, ... in order of decreasing frequency. This is done for each
// of the four WDLScore values. The mapping information necessary to reconstruct
-// the original values is stored in the TB file and read during map[] init.
+// the original values are stored in the TB file and read during map[] init.
WDLScore map_score(TBTable<WDL>*, File, int value, WDLScore) { return WDLScore(value - 2); }
int map_score(TBTable<DTZ>* entry, File f, int value, WDLScore wdl) {
}
// DTZ tables store distance to zero in number of moves or plies. We
- // want to return plies, so we have convert to plies when needed.
+ // want to return plies, so we have to convert to plies when needed.
if ( (wdl == WDLWin && !(flags & TBFlag::WinPlies))
|| (wdl == WDLLoss && !(flags & TBFlag::LossPlies))
|| wdl == WDLCursedWin
}
// Compute a unique index out of a position and use it to probe the TB file. To
-// encode k pieces of same type and color, first sort the pieces by square in
+// encode k pieces of the same type and color, first sort the pieces by square in
// ascending order s1 <= s2 <= ... <= sk then compute the unique index as:
//
// idx = Binomial[1][s1] + Binomial[2][s2] + ... + Binomial[k][sk]
// A given TB entry like KRK has associated two material keys: KRvk and Kvkr.
// If both sides have the same pieces keys are equal. In this case TB tables
- // only store the 'white to move' case, so if the position to lookup has black
+ // only stores the 'white to move' case, so if the position to lookup has black
// to move, we need to switch the color and flip the squares before to lookup.
bool symmetricBlackToMove = (entry->key == entry->key2 && pos.side_to_move());
- // TB files are calculated for white as stronger side. For instance we have
- // KRvK, not KvKR. A position where stronger side is white will have its
- // material key == entry->key, otherwise we have to switch the color and
+ // TB files are calculated for white as the stronger side. For instance, we
+ // have KRvK, not KvKR. A position where the stronger side is white will have
+ // its material key == entry->key, otherwise we have to switch the color and
// flip the squares before to lookup.
bool blackStronger = (pos.material_key() != entry->key);
// Rs "together" in 62 * 61 / 2 ways (we divide by 2 because rooks can be
// swapped and still get the same position.)
//
- // In case we have at least 3 unique pieces (included kings) we encode them
+ // In case we have at least 3 unique pieces (including kings) we encode them
// together.
if (entry->hasUniquePieces) {
idx *= d->groupIdx[0];
Square* groupSq = squares + d->groupLen[0];
- // Encode remaining pawns then pieces according to square, in ascending order
+ // Encode remaining pawns and then pieces according to square, in ascending order
bool remainingPawns = entry->hasPawns && entry->pawnCount[1];
while (d->groupLen[++next])
uint64_t n = 0;
// Map down a square if "comes later" than a square in the previous
- // groups (similar to what done earlier for leading group pieces).
+ // groups (similar to what was done earlier for leading group pieces).
for (int i = 0; i < d->groupLen[next]; ++i)
{
auto f = [&](Square s) { return groupSq[i] > s; };
}
// Group together pieces that will be encoded together. The general rule is that
-// a group contains pieces of same type and color. The exception is the leading
+// a group contains pieces of the same type and color. The exception is the leading
// group that, in case of positions without pawns, can be formed by 3 different
// pieces (default) or by the king pair when there is not a unique piece apart
// from the kings. When there are pawns, pawns are always first in pieces[].
// In Recursive Pairing each symbol represents a pair of children symbols. So
// read d->btree[] symbols data and expand each one in his left and right child
-// symbol until reaching the leafs that represent the symbol value.
+// symbol until reaching the leaves that represent the symbol value.
uint8_t set_symlen(PairsData* d, Sym s, std::vector<bool>& visited) {
visited[s] = true; // We can set it now because tree is acyclic
// See https://en.wikipedia.org/wiki/Huffman_coding
// The canonical code is ordered such that longer symbols (in terms of
- // the number of bits of their Huffman code) have lower numeric value,
+ // the number of bits of their Huffman code) have a lower numeric value,
// so that d->lowestSym[i] >= d->lowestSym[i+1] (when read as LittleEndian).
// Starting from this we compute a base64[] table indexed by symbol length
// and containing 64 bit values so that d->base64[i] >= d->base64[i+1].
return data += uintptr_t(data) & 1; // Word alignment
}
-// Populate entry's PairsData records with data from the just memory mapped file.
+// Populate entry's PairsData records with data from the just memory-mapped file.
// Called at first access.
template<typename T>
void set(T& e, uint8_t* data) {
}
}
-// If the TB file corresponding to the given position is already memory mapped
-// then return its base address, otherwise try to memory map and init it. Called
-// at every probe, memory map and init only at first access. Function is thread
+// If the TB file corresponding to the given position is already memory-mapped
+// then return its base address, otherwise, try to memory map and init it. Called
+// at every probe, memory map, and init only at first access. Function is thread
// safe and can be called concurrently.
template<TBType Type>
void* mapped(TBTable<Type>& e, const Position& pos) {
}
// For a position where the side to move has a winning capture it is not necessary
-// to store a winning value so the generator treats such positions as "don't cares"
+// to store a winning value so the generator treats such positions as "don't care"
// and tries to assign to it a value that improves the compression ratio. Similarly,
// if the side to move has a drawing capture, then the position is at least drawn.
// If the position is won, then the TB needs to store a win value. But if the
// their results and must probe the position itself. The "best" result of these
// probes is the correct result for the position.
// DTZ tables do not store values when a following move is a zeroing winning move
-// (winning capture or winning pawn move). Also DTZ store wrong values for positions
+// (winning capture or winning pawn move). Also, DTZ store wrong values for positions
// where the best move is an ep-move (even if losing). So in all these cases set
// the state to ZEROING_BEST_MOVE.
template<bool CheckZeroingMoves>
} // namespace
-/// Tablebases::init() is called at startup and after every change to
-/// "SyzygyPath" UCI option to (re)create the various tables. It is not thread
-/// safe, nor it needs to be.
+// Tablebases::init() is called at startup and after every change to
+// "SyzygyPath" UCI option to (re)create the various tables. It is not thread
+// safe, nor it needs to be.
void Tablebases::init(const std::string& paths) {
TBTables.clear();
// MapKK[] encodes all the 462 possible legal positions of two kings where
// the first is in the a1-d1-d4 triangle. If the first king is on the a1-d4
- // diagonal, the other one shall not to be above the a1-h8 diagonal.
+ // diagonal, the other one shall not be above the a1-h8 diagonal.
std::vector<std::pair<int, Square>> bothOnDiagonal;
code = 0;
for (int idx = 0; idx < 10; idx++)
MapKK[idx][s2] = code++;
}
- // Legal positions with both kings on diagonal are encoded as last ones
+ // Legal positions with both kings on a diagonal are encoded as last ones
for (auto p : bothOnDiagonal)
MapKK[p.first][p.second] = code++;
// MapPawns[s] encodes squares a2-h7 to 0..47. This is the number of possible
// available squares when the leading one is in 's'. Moreover the pawn with
- // highest MapPawns[] is the leading pawn, the one nearest the edge and,
- // among pawns with same file, the one with lowest rank.
+ // highest MapPawns[] is the leading pawn, the one nearest the edge, and
+ // among pawns with the same file, the one with the lowest rank.
int availableSquares = 47; // Available squares when lead pawn is in a2
// Init the tables for the encoding of leading pawns group: with 7-men TB we
if (*result == FAIL || wdl == WDLDraw) // DTZ tables don't store draws
return 0;
- // DTZ stores a 'don't care' value in this case, or even a plain wrong
+ // DTZ stores a 'don't care value in this case, or even a plain wrong
// one as in case the best move is a losing ep, so it cannot be probed.
if (*result == ZEROING_BEST_MOVE)
return dtz_before_zeroing(wdl);
// For zeroing moves we want the dtz of the move _before_ doing it,
// otherwise we will get the dtz of the next move sequence. Search the
// position after the move to get the score sign (because even in a
- // winning position we could make a losing capture or going for a draw).
+ // winning position we could make a losing capture or go for a draw).
dtz = zeroing ? -dtz_before_zeroing(search<false>(pos, result))
: -probe_dtz(pos, result);
}
else if (pos.is_draw(1))
{
- // In case a root move leads to a draw by repetition or
- // 50-move rule, we set dtz to zero. Note: since we are
- // only 1 ply from the root, this must be a true 3-fold
- // repetition inside the game history.
+ // In case a root move leads to a draw by repetition or 50-move rule,
+ // we set dtz to zero. Note: since we are only 1 ply from the root,
+ // this must be a true 3-fold repetition inside the game history.
dtz = 0;
}
else
ThreadPool Threads; // Global object
-/// Thread constructor launches the thread and waits until it goes to sleep
-/// in idle_loop(). Note that 'searching' and 'exit' should be already set.
+// Thread constructor launches the thread and waits until it goes to sleep
+// in idle_loop(). Note that 'searching' and 'exit' should be already set.
Thread::Thread(size_t n) : idx(n), stdThread(&Thread::idle_loop, this) {
}
-/// Thread destructor wakes up the thread in idle_loop() and waits
-/// for its termination. Thread should be already waiting.
+// Thread destructor wakes up the thread in idle_loop() and waits
+// for its termination. Thread should be already waiting.
Thread::~Thread() {
}
-/// Thread::clear() reset histories, usually before a new game
+// Thread::clear() reset histories, usually before a new game
void Thread::clear() {
}
-/// Thread::start_searching() wakes up the thread that will start the search
+// Thread::start_searching() wakes up the thread that will start the search
void Thread::start_searching() {
mutex.lock();
}
-/// Thread::wait_for_search_finished() blocks on the condition variable
-/// until the thread has finished searching.
+// Thread::wait_for_search_finished() blocks on the condition variable
+// until the thread has finished searching.
void Thread::wait_for_search_finished() {
}
-/// Thread::idle_loop() is where the thread is parked, blocked on the
-/// condition variable, when it has no work to do.
+// Thread::idle_loop() is where the thread is parked, blocked on the
+// condition variable, when it has no work to do.
void Thread::idle_loop() {
// If OS already scheduled us on a different group than 0 then don't overwrite
// the choice, eventually we are one of many one-threaded processes running on
// some Windows NUMA hardware, for instance in fishtest. To make it simple,
- // just check if running threads are below a threshold, in this case all this
+ // just check if running threads are below a threshold, in this case, all this
// NUMA machinery is not needed.
if (Options["Threads"] > 8)
WinProcGroup::bindThisThread(idx);
}
}
-/// ThreadPool::set() creates/destroys threads to match the requested number.
-/// Created and launched threads will immediately go to sleep in idle_loop.
-/// Upon resizing, threads are recreated to allow for binding if necessary.
+// ThreadPool::set() creates/destroys threads to match the requested number.
+// Created and launched threads will immediately go to sleep in idle_loop.
+// Upon resizing, threads are recreated to allow for binding if necessary.
void ThreadPool::set(size_t requested) {
}
-/// ThreadPool::clear() sets threadPool data to initial values
+// ThreadPool::clear() sets threadPool data to initial values
void ThreadPool::clear() {
}
-/// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
-/// returns immediately. Main thread will wake up other threads and start the search.
+// ThreadPool::start_thinking() wakes up main thread waiting in idle_loop() and
+// returns immediately. Main thread will wake up other threads and start the search.
void ThreadPool::start_thinking(Position& pos, StateListPtr& states,
const Search::LimitsType& limits, bool ponderMode) {
std::map<Move, int64_t> votes;
Value minScore = VALUE_NONE;
- // Find minimum score of all threads
+ // Find the minimum score of all threads
for (Thread* th: threads)
minScore = std::min(minScore, th->rootMoves[0].score);
}
-/// Start non-main threads
+// Start non-main threads
void ThreadPool::start_searching() {
}
-/// Wait for non-main threads
+// Wait for non-main threads
void ThreadPool::wait_for_search_finished() const {
namespace Stockfish {
-/// Thread class keeps together all the thread-related stuff. We use
-/// per-thread pawn and material hash tables so that once we get a
-/// pointer to an entry its life time is unlimited and we don't have
-/// to care about someone changing the entry under our feet.
+// Thread class keeps together all the thread-related stuff. We use
+// per-thread pawn and material hash tables so that once we get a
+// pointer to an entry its lifetime is unlimited and we don't have
+// to care about someone changing the entry under our feet.
class Thread {
};
-/// MainThread is a derived class specific for main thread
+// MainThread is a derived class specific for main thread
struct MainThread : public Thread {
};
-/// ThreadPool struct handles all the threads-related stuff like init, starting,
-/// parking and, most importantly, launching a thread. All the access to threads
-/// is done through this class.
+// ThreadPool struct handles all the threads-related stuff like init, starting,
+// parking and, most importantly, launching a thread. All the access to threads
+// is done through this class.
struct ThreadPool {
#include <thread>
-/// On OSX threads other than the main thread are created with a reduced stack
-/// size of 512KB by default, this is too low for deep searches, which require
-/// somewhat more than 1MB stack, so adjust it to TH_STACK_SIZE.
-/// The implementation calls pthread_create() with the stack size parameter
-/// equal to the linux 8MB default, on platforms that support it.
+// On OSX threads other than the main thread are created with a reduced stack
+// size of 512KB by default, this is too low for deep searches, which require
+// somewhat more than 1MB stack, so adjust it to TH_STACK_SIZE.
+// The implementation calls pthread_create() with the stack size parameter
+// equal to the Linux 8MB default, on platforms that support it.
#if defined(__APPLE__) || defined(__MINGW32__) || defined(__MINGW64__) || defined(USE_PTHREADS)
TimeManagement Time; // Our global time management object
-/// TimeManagement::init() is called at the beginning of the search and calculates
-/// the bounds of time allowed for the current game ply. We currently support:
+// TimeManagement::init() is called at the beginning of the search and calculates
+// the bounds of time allowed for the current game ply. We currently support:
// 1) x basetime (+ z increment)
// 2) x moves in y seconds (+ z increment)
void TimeManagement::init(Search::LimitsType& limits, Color us, int ply) {
- // if we have no time, no need to initialize TM, except for the start time,
+ // If we have no time, no need to initialize TM, except for the start time,
// which is used by movetime.
startTime = limits.startTime;
if (limits.time[us] == 0)
namespace Stockfish {
-/// The TimeManagement class computes the optimal time to think depending on
-/// the maximum available time, the game move number and other parameters.
+// The TimeManagement class computes the optimal time to think depending on
+// the maximum available time, the game move number, and other parameters.
class TimeManagement {
public:
TranspositionTable TT; // Our global transposition table
-/// TTEntry::save() populates the TTEntry with a new node's data, possibly
-/// overwriting an old position. Update is not atomic and can be racy.
+// TTEntry::save() populates the TTEntry with a new node's data, possibly
+// overwriting an old position. The update is not atomic and can be racy.
void TTEntry::save(Key k, Value v, bool pv, Bound b, Depth d, Move m, Value ev) {
}
-/// TranspositionTable::resize() sets the size of the transposition table,
-/// measured in megabytes. Transposition table consists of a power of 2 number
-/// of clusters and each cluster consists of ClusterSize number of TTEntry.
+// TranspositionTable::resize() sets the size of the transposition table,
+// measured in megabytes. Transposition table consists of a power of 2 number
+// of clusters and each cluster consists of ClusterSize number of TTEntry.
void TranspositionTable::resize(size_t mbSize) {
}
-/// TranspositionTable::clear() initializes the entire transposition table to zero,
+// TranspositionTable::clear() initializes the entire transposition table to zero,
// in a multi-threaded way.
void TranspositionTable::clear() {
}
-/// TranspositionTable::probe() looks up the current position in the transposition
-/// table. It returns true and a pointer to the TTEntry if the position is found.
-/// Otherwise, it returns false and a pointer to an empty or least valuable TTEntry
-/// to be replaced later. The replace value of an entry is calculated as its depth
-/// minus 8 times its relative age. TTEntry t1 is considered more valuable than
-/// TTEntry t2 if its replace value is greater than that of t2.
+// TranspositionTable::probe() looks up the current position in the transposition
+// table. It returns true and a pointer to the TTEntry if the position is found.
+// Otherwise, it returns false and a pointer to an empty or least valuable TTEntry
+// to be replaced later. The replace value of an entry is calculated as its depth
+// minus 8 times its relative age. TTEntry t1 is considered more valuable than
+// TTEntry t2 if its replace value is greater than that of t2.
TTEntry* TranspositionTable::probe(const Key key, bool& found) const {
}
-/// TranspositionTable::hashfull() returns an approximation of the hashtable
-/// occupation during a search. The hash is x permill full, as per UCI protocol.
+// TranspositionTable::hashfull() returns an approximation of the hashtable
+// occupation during a search. The hash is x permill full, as per UCI protocol.
int TranspositionTable::hashfull() const {
namespace Stockfish {
-/// TTEntry struct is the 10 bytes transposition table entry, defined as below:
-///
-/// key 16 bit
-/// depth 8 bit
-/// generation 5 bit
-/// pv node 1 bit
-/// bound type 2 bit
-/// move 16 bit
-/// value 16 bit
-/// eval value 16 bit
+// TTEntry struct is the 10 bytes transposition table entry, defined as below:
+//
+// key 16 bit
+// depth 8 bit
+// generation 5 bit
+// pv node 1 bit
+// bound type 2 bit
+// move 16 bit
+// value 16 bit
+// eval value 16 bit
struct TTEntry {
};
-/// A TranspositionTable is an array of Cluster, of size clusterCount. Each
-/// cluster consists of ClusterSize number of TTEntry. Each non-empty TTEntry
-/// contains information on exactly one position. The size of a Cluster should
-/// divide the size of a cache line for best performance, as the cacheline is
-/// prefetched when possible.
+// A TranspositionTable is an array of Cluster, of size clusterCount. Each
+// cluster consists of ClusterSize number of TTEntry. Each non-empty TTEntry
+// contains information on exactly one position. The size of a Cluster should
+// divide the size of a cache line for best performance, as the cacheline is
+// prefetched when possible.
class TranspositionTable {
#define SetDefaultRange SetRange(default_range)
-/// Tune class implements the 'magic' code that makes the setup of a fishtest
-/// tuning session as easy as it can be. Mainly you have just to remove const
-/// qualifiers from the variables you want to tune and flag them for tuning, so
-/// if you have:
-///
-/// const Value myValue[][2] = { { V(100), V(20) }, { V(7), V(78) } };
-///
-/// If you have a my_post_update() function to run after values have been updated,
-/// and a my_range() function to set custom Option's min-max values, then you just
-/// remove the 'const' qualifiers and write somewhere below in the file:
-///
-/// TUNE(SetRange(my_range), myValue, my_post_update);
-///
-/// You can also set the range directly, and restore the default at the end
-///
-/// TUNE(SetRange(-100, 100), myValue, SetDefaultRange);
-///
-/// In case update function is slow and you have many parameters, you can add:
-///
-/// UPDATE_ON_LAST();
-///
-/// And the values update, including post update function call, will be done only
-/// once, after the engine receives the last UCI option, that is the one defined
-/// and created as the last one, so the GUI should send the options in the same
-/// order in which have been defined.
+// Tune class implements the 'magic' code that makes the setup of a fishtest tuning
+// session as easy as it can be. Mainly you have just to remove const qualifiers
+// from the variables you want to tune and flag them for tuning, so if you have:
+//
+// const Value myValue[][2] = { { V(100), V(20) }, { V(7), V(78) } };
+//
+// If you have a my_post_update() function to run after values have been updated,
+// and a my_range() function to set custom Option's min-max values, then you just
+// remove the 'const' qualifiers and write somewhere below in the file:
+//
+// TUNE(SetRange(my_range), myValue, my_post_update);
+//
+// You can also set the range directly, and restore the default at the end
+//
+// TUNE(SetRange(-100, 100), myValue, SetDefaultRange);
+//
+// In case update function is slow and you have many parameters, you can add:
+//
+// UPDATE_ON_LAST();
+//
+// And the values update, including post update function call, will be done only
+// once, after the engine receives the last UCI option, that is the one defined
+// and created as the last one, so the GUI should send the options in the same
+// order in which have been defined.
class Tune {
static bool update_on_last;
};
-// Some macro magic :-) we define a dummy int variable that compiler initializes calling Tune::add()
+// Some macro magic :-) we define a dummy int variable that the compiler initializes calling Tune::add()
#define STRINGIFY(x) #x
#define UNIQUE2(x, y) x ## y
#define UNIQUE(x, y) UNIQUE2(x, y) // Two indirection levels to expand __LINE__
#ifndef TYPES_H_INCLUDED
#define TYPES_H_INCLUDED
-/// When compiling with provided Makefile (e.g. for Linux and OSX), configuration
-/// is done automatically. To get started type 'make help'.
-///
-/// When Makefile is not used (e.g. with Microsoft Visual Studio) some switches
-/// need to be set manually:
-///
-/// -DNDEBUG | Disable debugging mode. Always use this for release.
-///
-/// -DNO_PREFETCH | Disable use of prefetch asm-instruction. You may need this to
-/// | run on some very old machines.
-///
-/// -DUSE_POPCNT | Add runtime support for use of popcnt asm-instruction. Works
-/// | only in 64-bit mode and requires hardware with popcnt support.
-///
-/// -DUSE_PEXT | Add runtime support for use of pext asm-instruction. Works
-/// | only in 64-bit mode and requires hardware with pext support.
+// When compiling with provided Makefile (e.g. for Linux and OSX), configuration
+// is done automatically. To get started type 'make help'.
+//
+// When Makefile is not used (e.g. with Microsoft Visual Studio) some switches
+// need to be set manually:
+//
+// -DNDEBUG | Disable debugging mode. Always use this for release.
+//
+// -DNO_PREFETCH | Disable use of prefetch asm-instruction. You may need this to
+// | run on some very old machines.
+//
+// -DUSE_POPCNT | Add runtime support for use of popcnt asm-instruction. Works
+// | only in 64-bit mode and requires hardware with popcnt support.
+//
+// -DUSE_PEXT | Add runtime support for use of pext asm-instruction. Works
+// | only in 64-bit mode and requires hardware with pext support.
#include <cassert>
#include <cstdint>
#pragma warning(disable: 4800) // Forcing value to bool 'true' or 'false'
#endif
-/// Predefined macros hell:
-///
-/// __GNUC__ Compiler is GCC, Clang or ICX
-/// __clang__ Compiler is Clang or ICX
-/// __INTEL_LLVM_COMPILER Compiler is ICX
-/// _MSC_VER Compiler is MSVC
-/// _WIN32 Building on Windows (any)
-/// _WIN64 Building on Windows 64 bit
+// Predefined macros hell:
+//
+// __GNUC__ Compiler is GCC, Clang or ICX
+// __clang__ Compiler is Clang or ICX
+// __INTEL_LLVM_COMPILER Compiler is ICX
+// _MSC_VER Compiler is MSVC
+// _WIN32 Building on Windows (any)
+// _WIN64 Building on Windows 64 bit
#if defined(__GNUC__ ) && (__GNUC__ < 9 || (__GNUC__ == 9 && __GNUC_MINOR__ <= 2)) && defined(_WIN32) && !defined(__clang__)
#define ALIGNAS_ON_STACK_VARIABLES_BROKEN
constexpr int MAX_MOVES = 256;
constexpr int MAX_PLY = 246;
-/// A move needs 16 bits to be stored
-///
-/// bit 0- 5: destination square (from 0 to 63)
-/// bit 6-11: origin square (from 0 to 63)
-/// bit 12-13: promotion piece type - 2 (from KNIGHT-2 to QUEEN-2)
-/// bit 14-15: special move flag: promotion (1), en passant (2), castling (3)
-/// NOTE: en passant bit is set only when a pawn can be captured
-///
-/// Special cases are MOVE_NONE and MOVE_NULL. We can sneak these in because in
-/// any normal move destination square is always different from origin square
-/// while MOVE_NONE and MOVE_NULL have the same origin and destination square.
+// A move needs 16 bits to be stored
+//
+// bit 0- 5: destination square (from 0 to 63)
+// bit 6-11: origin square (from 0 to 63)
+// bit 12-13: promotion piece type - 2 (from KNIGHT-2 to QUEEN-2)
+// bit 14-15: special move flag: promotion (1), en passant (2), castling (3)
+// NOTE: en passant bit is set only when a pawn can be captured
+//
+// Special cases are MOVE_NONE and MOVE_NULL. We can sneak these in because in
+// any normal move destination square is always different from origin square
+// while MOVE_NONE and MOVE_NULL have the same origin and destination square.
enum Move : int {
MOVE_NONE,
#undef ENABLE_INCR_OPERATORS_ON
#undef ENABLE_BASE_OPERATORS_ON
-/// Additional operators to add a Direction to a Square
+// Additional operators to add a Direction to a Square
constexpr Square operator+(Square s, Direction d) { return Square(int(s) + int(d)); }
constexpr Square operator-(Square s, Direction d) { return Square(int(s) - int(d)); }
inline Square& operator+=(Square& s, Direction d) { return s = s + d; }
return Move(T + ((pt - KNIGHT) << 12) + (from << 6) + to);
}
-/// Based on a congruential pseudo-random number generator
+// Based on a congruential pseudo-random number generator
constexpr Key make_key(uint64_t seed) {
return seed * 6364136223846793005ULL + 1442695040888963407ULL;
}
} // namespace
-/// UCI::loop() waits for a command from the stdin, parses it, and then calls the appropriate
-/// function. It also intercepts an end-of-file (EOF) indication from the stdin to ensure a
-/// graceful exit if the GUI dies unexpectedly. When called with some command-line arguments,
-/// like running 'bench', the function returns immediately after the command is executed.
-/// In addition to the UCI ones, some additional debug commands are also supported.
+// UCI::loop() waits for a command from the stdin, parses it, and then calls the appropriate
+// function. It also intercepts an end-of-file (EOF) indication from the stdin to ensure a
+// graceful exit if the GUI dies unexpectedly. When called with some command-line arguments,
+// like running 'bench', the function returns immediately after the command is executed.
+// In addition to the UCI ones, some additional debug commands are also supported.
void UCI::loop(int argc, char* argv[]) {
}
-/// Turns a Value to an integer centipawn number,
-/// without treatment of mate and similar special scores.
+// Turns a Value to an integer centipawn number,
+// without treatment of mate and similar special scores.
int UCI::to_cp(Value v) {
return 100 * v / UCI::NormalizeToPawnValue;
}
-/// UCI::value() converts a Value to a string by adhering to the UCI protocol specification:
-///
-/// cp <x> The score from the engine's point of view in centipawns.
-/// mate <y> Mate in 'y' moves (not plies). If the engine is getting mated,
-/// uses negative values for 'y'.
+// UCI::value() converts a Value to a string by adhering to the UCI protocol specification:
+//
+// cp <x> The score from the engine's point of view in centipawns.
+// mate <y> Mate in 'y' moves (not plies). If the engine is getting mated,
+// uses negative values for 'y'.
std::string UCI::value(Value v) {
}
-/// UCI::wdl() reports the win-draw-loss (WDL) statistics given an evaluation
-/// and a game ply based on the data gathered for fishtest LTC games.
+// UCI::wdl() reports the win-draw-loss (WDL) statistics given an evaluation
+// and a game ply based on the data gathered for fishtest LTC games.
std::string UCI::wdl(Value v, int ply) {
}
-/// UCI::square() converts a Square to a string in algebraic notation (g1, a7, etc.)
+// UCI::square() converts a Square to a string in algebraic notation (g1, a7, etc.)
std::string UCI::square(Square s) {
return std::string{ char('a' + file_of(s)), char('1' + rank_of(s)) };
}
-/// UCI::move() converts a Move to a string in coordinate notation (g1f3, a7a8q).
-/// The only special case is castling where the e1g1 notation is printed in
-/// standard chess mode and in e1h1 notation it is printed in Chess960 mode.
-/// Internally, all castling moves are always encoded as 'king captures rook'.
+// UCI::move() converts a Move to a string in coordinate notation (g1f3, a7a8q).
+// The only special case is castling where the e1g1 notation is printed in
+// standard chess mode and in e1h1 notation it is printed in Chess960 mode.
+// Internally, all castling moves are always encoded as 'king captures rook'.
std::string UCI::move(Move m, bool chess960) {
}
-/// UCI::to_move() converts a string representing a move in coordinate notation
-/// (g1f3, a7a8q) to the corresponding legal Move, if any.
+// UCI::to_move() converts a string representing a move in coordinate notation
+// (g1f3, a7a8q) to the corresponding legal Move, if any.
Move UCI::to_move(const Position& pos, std::string& str) {
class Option;
-/// Define a custom comparator, because the UCI options should be case-insensitive
+// Define a custom comparator, because the UCI options should be case-insensitive
struct CaseInsensitiveLess {
bool operator() (const std::string&, const std::string&) const;
};
-/// The options container is defined as a std::map
+// The options container is defined as a std::map
using OptionsMap = std::map<std::string, Option, CaseInsensitiveLess>;
-/// The Option class implements each option as specified by the UCI protocol
+// The Option class implements each option as specified by the UCI protocol
class Option {
using OnChange = void (*)(const Option&);
namespace UCI {
-/// 'On change' actions, triggered by an option's value change
+// 'On change' actions, triggered by an option's value change
static void on_clear_hash(const Option&) { Search::clear(); }
static void on_hash_size(const Option& o) { TT.resize(size_t(o)); }
static void on_logger(const Option& o) { start_logger(o); }
static void on_tb_path(const Option& o) { Tablebases::init(o); }
static void on_eval_file(const Option&) { Eval::NNUE::init(); }
-/// Our case insensitive less() function as required by UCI protocol
+// Our case insensitive less() function as required by UCI protocol
bool CaseInsensitiveLess::operator() (const string& s1, const string& s2) const {
return std::lexicographical_compare(s1.begin(), s1.end(), s2.begin(), s2.end(),
}
-/// UCI::init() initializes the UCI options to their hard-coded default values
+// UCI::init() initializes the UCI options to their hard-coded default values
void init(OptionsMap& o) {
}
-/// operator<<() is used to print all the options default values in chronological
-/// insertion order (the idx field) and in the format defined by the UCI protocol.
+// operator<<() is used to print all the options default values in chronological
+// insertion order (the idx field) and in the format defined by the UCI protocol.
std::ostream& operator<<(std::ostream& os, const OptionsMap& om) {
}
-/// Option class constructors and conversion operators
+// Option class constructors and conversion operators
Option::Option(const char* v, OnChange f) : type("string"), min(0), max(0), on_change(f)
{ defaultValue = currentValue = v; }
}
-/// operator<<() inits options and assigns idx in the correct printing order
+// operator<<() inits options and assigns idx in the correct printing order
void Option::operator<<(const Option& o) {
}
-/// operator=() updates currentValue and triggers on_change() action. It's up to
-/// the GUI to check for option's limits, but we could receive the new value
-/// from the user by console window, so let's check the bounds anyway.
+// operator=() updates currentValue and triggers on_change() action. It's up to
+// the GUI to check for option's limits, but we could receive the new value
+// from the user by console window, so let's check the bounds anyway.
Option& Option::operator=(const string& v) {