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This patch ports the efficiently updatable neural network (NNUE) evaluation to Stockfish. Both the NNUE and the classical evaluations are available, and can be used to assign a value to a position that is later used in alpha-beta (PVS) search to find the best move. The classical evaluation computes this value as a function of various chess concepts, handcrafted by experts, tested and tuned using fishtest. The NNUE evaluation computes this value with a neural network based on basic inputs. The network is optimized and trained on the evalutions of millions of positions at moderate search depth. The NNUE evaluation was first introduced in shogi, and ported to Stockfish afterward. It can be evaluated efficiently on CPUs, and exploits the fact that only parts of the neural network need to be updated after a typical chess move. [The nodchip repository](https://github.com/nodchip/Stockfish) provides additional tools to train and develop the NNUE networks. This patch is the result of contributions of various authors, from various communities, including: nodchip, ynasu87, yaneurao (initial port and NNUE authors), domschl, FireFather, rqs, xXH4CKST3RXx, tttak, zz4032, joergoster, mstembera, nguyenpham, erbsenzaehler, dorzechowski, and vondele. This new evaluation needed various changes to fishtest and the corresponding infrastructure, for which tomtor, ppigazzini, noobpwnftw, daylen, and vondele are gratefully acknowledged. The first networks have been provided by gekkehenker and sergiovieri, with the latter net (nn-97f742aaefcd.nnue) being the current default. The evaluation function can be selected at run time with the `Use NNUE` (true/false) UCI option, provided the `EvalFile` option points the the network file (depending on the GUI, with full path). The performance of the NNUE evaluation relative to the classical evaluation depends somewhat on the hardware, and is expected to improve quickly, but is currently on > 80 Elo on fishtest: 60000 @ 10+0.1 th 1 https://tests.stockfishchess.org/tests/view/5f28fe6ea5abc164f05e4c4c ELO: 92.77 +-2.1 (95%) LOS: 100.0% Total: 60000 W: 24193 L: 8543 D: 27264 Ptnml(0-2): 609, 3850, 9708, 10948, 4885 40000 @ 20+0.2 th 8 https://tests.stockfishchess.org/tests/view/5f290229a5abc164f05e4c58 ELO: 89.47 +-2.0 (95%) LOS: 100.0% Total: 40000 W: 12756 L: 2677 D: 24567 Ptnml(0-2): 74, 1583, 8550, 7776, 2017 At the same time, the impact on the classical evaluation remains minimal, causing no significant regression: sprt @ 10+0.1 th 1 https://tests.stockfishchess.org/tests/view/5f2906a2a5abc164f05e4c5b LLR: 2.94 (-2.94,2.94) {-6.00,-4.00} Total: 34936 W: 6502 L: 6825 D: 21609 Ptnml(0-2): 571, 4082, 8434, 3861, 520 sprt @ 60+0.6 th 1 https://tests.stockfishchess.org/tests/view/5f2906cfa5abc164f05e4c5d LLR: 2.93 (-2.94,2.94) {-6.00,-4.00} Total: 10088 W: 1232 L: 1265 D: 7591 Ptnml(0-2): 49, 914, 3170, 843, 68 The needed networks can be found at https://tests.stockfishchess.org/nns It is recommended to use the default one as indicated by the `EvalFile` UCI option. Guidelines for testing new nets can be found at https://github.com/glinscott/fishtest/wiki/Creating-my-first-test#nnue-net-tests Integration has been discussed in various issues: https://github.com/official-stockfish/Stockfish/issues/2823 https://github.com/official-stockfish/Stockfish/issues/2728 The integration branch will be closed after the merge: https://github.com/official-stockfish/Stockfish/pull/2825 https://github.com/official-stockfish/Stockfish/tree/nnue-player-wip closes https://github.com/official-stockfish/Stockfish/pull/2912 This will be an exciting time for computer chess, looking forward to seeing the evolution of this approach. Bench: 4746616
1398 lines
43 KiB
C++
1398 lines
43 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <algorithm>
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#include <cassert>
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#include <cstddef> // For offsetof()
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#include <cstring> // For std::memset, std::memcmp
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#include <iomanip>
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#include <sstream>
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#include "bitboard.h"
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#include "misc.h"
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#include "movegen.h"
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#include "position.h"
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#include "thread.h"
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#include "tt.h"
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#include "uci.h"
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#include "syzygy/tbprobe.h"
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using std::string;
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namespace Zobrist {
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Key psq[PIECE_NB][SQUARE_NB];
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Key enpassant[FILE_NB];
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Key castling[CASTLING_RIGHT_NB];
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Key side, noPawns;
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}
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namespace {
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const string PieceToChar(" PNBRQK pnbrqk");
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constexpr Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
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B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
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} // namespace
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/// operator<<(Position) returns an ASCII representation of the position
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std::ostream& operator<<(std::ostream& os, const Position& pos) {
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os << "\n +---+---+---+---+---+---+---+---+\n";
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for (Rank r = RANK_8; r >= RANK_1; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
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os << " | " << (1 + r) << "\n +---+---+---+---+---+---+---+---+\n";
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}
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os << " a b c d e f g h\n"
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<< "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
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<< std::setfill('0') << std::setw(16) << pos.key()
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<< std::setfill(' ') << std::dec << "\nCheckers: ";
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for (Bitboard b = pos.checkers(); b; )
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os << UCI::square(pop_lsb(&b)) << " ";
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if ( int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
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&& !pos.can_castle(ANY_CASTLING))
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{
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StateInfo st;
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Position p;
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p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
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Tablebases::ProbeState s1, s2;
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Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
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int dtz = Tablebases::probe_dtz(p, &s2);
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os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
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<< "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
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}
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return os;
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}
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// Marcel van Kervinck's cuckoo algorithm for fast detection of "upcoming repetition"
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// situations. Description of the algorithm in the following paper:
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// https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
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// First and second hash functions for indexing the cuckoo tables
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inline int H1(Key h) { return h & 0x1fff; }
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inline int H2(Key h) { return (h >> 16) & 0x1fff; }
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// Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
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Key cuckoo[8192];
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Move cuckooMove[8192];
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/// Position::init() initializes at startup the various arrays used to compute hash keys
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void Position::init() {
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PRNG rng(1070372);
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for (Piece pc : Pieces)
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for (Square s = SQ_A1; s <= SQ_H8; ++s)
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Zobrist::psq[pc][s] = rng.rand<Key>();
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for (File f = FILE_A; f <= FILE_H; ++f)
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Zobrist::enpassant[f] = rng.rand<Key>();
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for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
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Zobrist::castling[cr] = rng.rand<Key>();
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Zobrist::side = rng.rand<Key>();
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Zobrist::noPawns = rng.rand<Key>();
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// Prepare the cuckoo tables
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std::memset(cuckoo, 0, sizeof(cuckoo));
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std::memset(cuckooMove, 0, sizeof(cuckooMove));
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int count = 0;
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for (Piece pc : Pieces)
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for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
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for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
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if ((type_of(pc) != PAWN) && (attacks_bb(type_of(pc), s1, 0) & s2))
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{
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Move move = make_move(s1, s2);
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Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
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int i = H1(key);
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while (true)
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{
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std::swap(cuckoo[i], key);
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std::swap(cuckooMove[i], move);
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if (move == MOVE_NONE) // Arrived at empty slot?
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break;
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i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
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}
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count++;
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}
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assert(count == 3668);
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}
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/// Position::set() initializes the position object with the given FEN string.
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/// This function is not very robust - make sure that input FENs are correct,
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/// this is assumed to be the responsibility of the GUI.
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Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
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/*
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A FEN string defines a particular position using only the ASCII character set.
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A FEN string contains six fields separated by a space. The fields are:
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1) Piece placement (from white's perspective). Each rank is described, starting
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with rank 8 and ending with rank 1. Within each rank, the contents of each
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square are described from file A through file H. Following the Standard
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Algebraic Notation (SAN), each piece is identified by a single letter taken
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from the standard English names. White pieces are designated using upper-case
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letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
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noted using digits 1 through 8 (the number of blank squares), and "/"
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separates ranks.
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2) Active color. "w" means white moves next, "b" means black.
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3) Castling availability. If neither side can castle, this is "-". Otherwise,
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this has one or more letters: "K" (White can castle kingside), "Q" (White
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can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
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can castle queenside).
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4) En passant target square (in algebraic notation). If there's no en passant
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target square, this is "-". If a pawn has just made a 2-square move, this
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is the position "behind" the pawn. Following X-FEN standard, this is recorded only
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if there is a pawn in position to make an en passant capture, and if there really
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is a pawn that might have advanced two squares.
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5) Halfmove clock. This is the number of halfmoves since the last pawn advance
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or capture. This is used to determine if a draw can be claimed under the
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fifty-move rule.
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6) Fullmove number. The number of the full move. It starts at 1, and is
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incremented after Black's move.
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*/
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unsigned char col, row, token;
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size_t idx;
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Square sq = SQ_A8;
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std::istringstream ss(fenStr);
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std::memset(this, 0, sizeof(Position));
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std::memset(si, 0, sizeof(StateInfo));
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std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
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st = si;
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// Each piece on board gets a unique ID used to track the piece later
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PieceId piece_id, next_piece_id = PIECE_ID_ZERO;
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ss >> std::noskipws;
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// 1. Piece placement
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while ((ss >> token) && !isspace(token))
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{
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if (isdigit(token))
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sq += (token - '0') * EAST; // Advance the given number of files
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else if (token == '/')
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sq += 2 * SOUTH;
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else if ((idx = PieceToChar.find(token)) != string::npos)
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{
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auto pc = Piece(idx);
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put_piece(pc, sq);
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if (Eval::useNNUE)
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{
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// Kings get a fixed ID, other pieces get ID in order of placement
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piece_id =
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(idx == W_KING) ? PIECE_ID_WKING :
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(idx == B_KING) ? PIECE_ID_BKING :
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next_piece_id++;
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evalList.put_piece(piece_id, sq, pc);
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}
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++sq;
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}
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}
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// 2. Active color
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ss >> token;
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sideToMove = (token == 'w' ? WHITE : BLACK);
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ss >> token;
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// 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
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// Shredder-FEN that uses the letters of the columns on which the rooks began
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// the game instead of KQkq and also X-FEN standard that, in case of Chess960,
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// if an inner rook is associated with the castling right, the castling tag is
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// replaced by the file letter of the involved rook, as for the Shredder-FEN.
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while ((ss >> token) && !isspace(token))
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{
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Square rsq;
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Color c = islower(token) ? BLACK : WHITE;
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Piece rook = make_piece(c, ROOK);
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token = char(toupper(token));
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if (token == 'K')
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for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
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else if (token == 'Q')
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for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
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else if (token >= 'A' && token <= 'H')
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rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
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else
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continue;
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set_castling_right(c, rsq);
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}
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// 4. En passant square.
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// Ignore if square is invalid or not on side to move relative rank 6.
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bool enpassant = false;
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if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
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&& ((ss >> row) && (row == (sideToMove == WHITE ? '6' : '3'))))
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{
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st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
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// En passant square will be considered only if
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// a) side to move have a pawn threatening epSquare
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// b) there is an enemy pawn in front of epSquare
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// c) there is no piece on epSquare or behind epSquare
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enpassant = pawn_attacks_bb(~sideToMove, st->epSquare) & pieces(sideToMove, PAWN)
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&& (pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove)))
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&& !(pieces() & (st->epSquare | (st->epSquare + pawn_push(sideToMove))));
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}
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if (!enpassant)
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st->epSquare = SQ_NONE;
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// 5-6. Halfmove clock and fullmove number
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ss >> std::skipws >> st->rule50 >> gamePly;
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// Convert from fullmove starting from 1 to gamePly starting from 0,
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// handle also common incorrect FEN with fullmove = 0.
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gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
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chess960 = isChess960;
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thisThread = th;
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set_state(st);
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assert(pos_is_ok());
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return *this;
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}
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/// Position::set_castling_right() is a helper function used to set castling
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/// rights given the corresponding color and the rook starting square.
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void Position::set_castling_right(Color c, Square rfrom) {
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Square kfrom = square<KING>(c);
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CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE: QUEEN_SIDE);
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st->castlingRights |= cr;
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castlingRightsMask[kfrom] |= cr;
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castlingRightsMask[rfrom] |= cr;
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castlingRookSquare[cr] = rfrom;
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Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1);
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Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1);
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castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
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& ~(kfrom | rfrom);
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}
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/// Position::set_check_info() sets king attacks to detect if a move gives check
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void Position::set_check_info(StateInfo* si) const {
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si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
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si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
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Square ksq = square<KING>(~sideToMove);
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si->checkSquares[PAWN] = pawn_attacks_bb(~sideToMove, ksq);
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si->checkSquares[KNIGHT] = attacks_bb<KNIGHT>(ksq);
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si->checkSquares[BISHOP] = attacks_bb<BISHOP>(ksq, pieces());
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si->checkSquares[ROOK] = attacks_bb<ROOK>(ksq, pieces());
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si->checkSquares[QUEEN] = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
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si->checkSquares[KING] = 0;
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}
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/// Position::set_state() computes the hash keys of the position, and other
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/// data that once computed is updated incrementally as moves are made.
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/// The function is only used when a new position is set up, and to verify
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/// the correctness of the StateInfo data when running in debug mode.
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void Position::set_state(StateInfo* si) const {
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si->key = si->materialKey = 0;
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si->pawnKey = Zobrist::noPawns;
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si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
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si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
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set_check_info(si);
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for (Bitboard b = pieces(); b; )
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{
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Square s = pop_lsb(&b);
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Piece pc = piece_on(s);
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si->key ^= Zobrist::psq[pc][s];
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if (type_of(pc) == PAWN)
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si->pawnKey ^= Zobrist::psq[pc][s];
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else if (type_of(pc) != KING)
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si->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc];
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}
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if (si->epSquare != SQ_NONE)
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si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
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if (sideToMove == BLACK)
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si->key ^= Zobrist::side;
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si->key ^= Zobrist::castling[si->castlingRights];
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for (Piece pc : Pieces)
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for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
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si->materialKey ^= Zobrist::psq[pc][cnt];
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}
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/// Position::set() is an overload to initialize the position object with
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/// the given endgame code string like "KBPKN". It is mainly a helper to
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/// get the material key out of an endgame code.
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Position& Position::set(const string& code, Color c, StateInfo* si) {
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assert(code[0] == 'K');
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string sides[] = { code.substr(code.find('K', 1)), // Weak
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code.substr(0, std::min(code.find('v'), code.find('K', 1))) }; // Strong
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assert(sides[0].length() > 0 && sides[0].length() < 8);
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assert(sides[1].length() > 0 && sides[1].length() < 8);
|
|
|
|
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
|
|
|
|
string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/"
|
|
+ sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
|
|
|
|
return set(fenStr, false, si, nullptr);
|
|
}
|
|
|
|
|
|
/// 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.
|
|
|
|
const string Position::fen() const {
|
|
|
|
int emptyCnt;
|
|
std::ostringstream ss;
|
|
|
|
for (Rank r = RANK_8; r >= RANK_1; --r)
|
|
{
|
|
for (File f = FILE_A; f <= FILE_H; ++f)
|
|
{
|
|
for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
|
|
++emptyCnt;
|
|
|
|
if (emptyCnt)
|
|
ss << emptyCnt;
|
|
|
|
if (f <= FILE_H)
|
|
ss << PieceToChar[piece_on(make_square(f, r))];
|
|
}
|
|
|
|
if (r > RANK_1)
|
|
ss << '/';
|
|
}
|
|
|
|
ss << (sideToMove == WHITE ? " w " : " b ");
|
|
|
|
if (can_castle(WHITE_OO))
|
|
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO ))) : 'K');
|
|
|
|
if (can_castle(WHITE_OOO))
|
|
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q');
|
|
|
|
if (can_castle(BLACK_OO))
|
|
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO ))) : 'k');
|
|
|
|
if (can_castle(BLACK_OOO))
|
|
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q');
|
|
|
|
if (!can_castle(ANY_CASTLING))
|
|
ss << '-';
|
|
|
|
ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
|
|
<< st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
|
|
|
|
return ss.str();
|
|
}
|
|
|
|
|
|
/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
|
|
/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
|
|
/// slider if removing that piece from the board would result in a position where
|
|
/// square 's' is attacked. For example, a king-attack blocking piece can be either
|
|
/// a pinned or a discovered check piece, according if its color is the opposite
|
|
/// or the same of the color of the slider.
|
|
|
|
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
|
|
|
|
Bitboard blockers = 0;
|
|
pinners = 0;
|
|
|
|
// Snipers are sliders that attack 's' when a piece and other snipers are removed
|
|
Bitboard snipers = ( (attacks_bb< ROOK>(s) & pieces(QUEEN, ROOK))
|
|
| (attacks_bb<BISHOP>(s) & pieces(QUEEN, BISHOP))) & sliders;
|
|
Bitboard occupancy = pieces() ^ snipers;
|
|
|
|
while (snipers)
|
|
{
|
|
Square sniperSq = pop_lsb(&snipers);
|
|
Bitboard b = between_bb(s, sniperSq) & occupancy;
|
|
|
|
if (b && !more_than_one(b))
|
|
{
|
|
blockers |= b;
|
|
if (b & pieces(color_of(piece_on(s))))
|
|
pinners |= sniperSq;
|
|
}
|
|
}
|
|
return blockers;
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
return (pawn_attacks_bb(BLACK, s) & pieces(WHITE, PAWN))
|
|
| (pawn_attacks_bb(WHITE, s) & pieces(BLACK, PAWN))
|
|
| (attacks_bb<KNIGHT>(s) & pieces(KNIGHT))
|
|
| (attacks_bb< ROOK>(s, occupied) & pieces( ROOK, QUEEN))
|
|
| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
|
|
| (attacks_bb<KING>(s) & pieces(KING));
|
|
}
|
|
|
|
|
|
/// Position::legal() tests whether a pseudo-legal move is legal
|
|
|
|
bool Position::legal(Move m) const {
|
|
|
|
assert(is_ok(m));
|
|
|
|
Color us = sideToMove;
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
|
|
assert(color_of(moved_piece(m)) == us);
|
|
assert(piece_on(square<KING>(us)) == make_piece(us, KING));
|
|
|
|
// En passant captures are a tricky special case. Because they are rather
|
|
// uncommon, we do it simply by testing whether the king is attacked after
|
|
// the move is made.
|
|
if (type_of(m) == ENPASSANT)
|
|
{
|
|
Square ksq = square<KING>(us);
|
|
Square capsq = to - pawn_push(us);
|
|
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
|
|
|
|
assert(to == ep_square());
|
|
assert(moved_piece(m) == make_piece(us, PAWN));
|
|
assert(piece_on(capsq) == make_piece(~us, PAWN));
|
|
assert(piece_on(to) == NO_PIECE);
|
|
|
|
return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
|
|
&& !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
|
|
}
|
|
|
|
// Castling moves generation does not check if the castling path is clear of
|
|
// enemy attacks, it is delayed at a later time: now!
|
|
if (type_of(m) == CASTLING)
|
|
{
|
|
// After castling, the rook and king final positions are the same in
|
|
// Chess960 as they would be in standard chess.
|
|
to = relative_square(us, to > from ? SQ_G1 : SQ_C1);
|
|
Direction step = to > from ? WEST : EAST;
|
|
|
|
for (Square s = to; s != from; s += step)
|
|
if (attackers_to(s) & pieces(~us))
|
|
return false;
|
|
|
|
// In case of Chess960, verify that when moving the castling rook we do
|
|
// not discover some hidden checker.
|
|
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
|
|
return !chess960
|
|
|| !(attacks_bb<ROOK>(to, pieces() ^ to_sq(m)) & pieces(~us, ROOK, QUEEN));
|
|
}
|
|
|
|
// If the moving piece is a king, check whether the destination square is
|
|
// attacked by the opponent.
|
|
if (type_of(piece_on(from)) == KING)
|
|
return !(attackers_to(to) & pieces(~us));
|
|
|
|
// A non-king move is legal if and only if it is not pinned or it
|
|
// is moving along the ray towards or away from the king.
|
|
return !(blockers_for_king(us) & from)
|
|
|| aligned(from, to, square<KING>(us));
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
Color us = sideToMove;
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
Piece pc = moved_piece(m);
|
|
|
|
// Use a slower but simpler function for uncommon cases
|
|
if (type_of(m) != NORMAL)
|
|
return MoveList<LEGAL>(*this).contains(m);
|
|
|
|
// Is not a promotion, so promotion piece must be empty
|
|
if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
|
|
return false;
|
|
|
|
// If the 'from' square is not occupied by a piece belonging to the side to
|
|
// move, the move is obviously not legal.
|
|
if (pc == NO_PIECE || color_of(pc) != us)
|
|
return false;
|
|
|
|
// The destination square cannot be occupied by a friendly piece
|
|
if (pieces(us) & to)
|
|
return false;
|
|
|
|
// Handle the special case of a pawn move
|
|
if (type_of(pc) == PAWN)
|
|
{
|
|
// We have already handled promotion moves, so destination
|
|
// cannot be on the 8th/1st rank.
|
|
if ((Rank8BB | Rank1BB) & to)
|
|
return false;
|
|
|
|
if ( !(pawn_attacks_bb(us, from) & pieces(~us) & to) // Not a capture
|
|
&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
|
|
&& !( (from + 2 * pawn_push(us) == to) // Not a double push
|
|
&& (relative_rank(us, from) == RANK_2)
|
|
&& empty(to)
|
|
&& empty(to - pawn_push(us))))
|
|
return false;
|
|
}
|
|
else if (!(attacks_bb(type_of(pc), from, pieces()) & to))
|
|
return false;
|
|
|
|
// Evasions generator already takes care to avoid some kind of illegal moves
|
|
// and legal() relies on this. We therefore have to take care that the same
|
|
// kind of moves are filtered out here.
|
|
if (checkers())
|
|
{
|
|
if (type_of(pc) != KING)
|
|
{
|
|
// Double check? In this case a king move is required
|
|
if (more_than_one(checkers()))
|
|
return false;
|
|
|
|
// Our move must be a blocking evasion or a capture of the checking piece
|
|
if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
|
|
return false;
|
|
}
|
|
// In case of king moves under check we have to remove king so as to catch
|
|
// invalid moves like b1a1 when opposite queen is on c1.
|
|
else if (attackers_to(to, pieces() ^ from) & pieces(~us))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/// Position::gives_check() tests whether a pseudo-legal move gives a check
|
|
|
|
bool Position::gives_check(Move m) const {
|
|
|
|
assert(is_ok(m));
|
|
assert(color_of(moved_piece(m)) == sideToMove);
|
|
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
|
|
// Is there a direct check?
|
|
if (check_squares(type_of(piece_on(from))) & to)
|
|
return true;
|
|
|
|
// Is there a discovered check?
|
|
if ( (blockers_for_king(~sideToMove) & from)
|
|
&& !aligned(from, to, square<KING>(~sideToMove)))
|
|
return true;
|
|
|
|
switch (type_of(m))
|
|
{
|
|
case NORMAL:
|
|
return false;
|
|
|
|
case PROMOTION:
|
|
return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
|
|
|
|
// En passant capture with check? We have already handled the case
|
|
// of direct checks and ordinary discovered check, so the only case we
|
|
// need to handle is the unusual case of a discovered check through
|
|
// the captured pawn.
|
|
case ENPASSANT:
|
|
{
|
|
Square capsq = make_square(file_of(to), rank_of(from));
|
|
Bitboard b = (pieces() ^ from ^ capsq) | to;
|
|
|
|
return (attacks_bb< ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
|
|
| (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
|
|
}
|
|
case CASTLING:
|
|
{
|
|
Square kfrom = from;
|
|
Square rfrom = to; // Castling is encoded as 'king captures the rook'
|
|
Square kto = relative_square(sideToMove, rfrom > kfrom ? SQ_G1 : SQ_C1);
|
|
Square rto = relative_square(sideToMove, rfrom > kfrom ? SQ_F1 : SQ_D1);
|
|
|
|
return (attacks_bb<ROOK>(rto) & square<KING>(~sideToMove))
|
|
&& (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & square<KING>(~sideToMove));
|
|
}
|
|
default:
|
|
assert(false);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
/// 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) {
|
|
|
|
assert(is_ok(m));
|
|
assert(&newSt != st);
|
|
|
|
thisThread->nodes.fetch_add(1, std::memory_order_relaxed);
|
|
Key k = st->key ^ Zobrist::side;
|
|
|
|
// Copy some fields of the old state to our new StateInfo object except the
|
|
// ones which are going to be recalculated from scratch anyway and then switch
|
|
// our state pointer to point to the new (ready to be updated) state.
|
|
std::memcpy(&newSt, st, offsetof(StateInfo, key));
|
|
newSt.previous = st;
|
|
st = &newSt;
|
|
|
|
// Increment ply counters. In particular, rule50 will be reset to zero later on
|
|
// in case of a capture or a pawn move.
|
|
++gamePly;
|
|
++st->rule50;
|
|
++st->pliesFromNull;
|
|
|
|
// Used by NNUE
|
|
st->accumulator.computed_accumulation = false;
|
|
st->accumulator.computed_score = false;
|
|
PieceId dp0 = PIECE_ID_NONE;
|
|
PieceId dp1 = PIECE_ID_NONE;
|
|
auto& dp = st->dirtyPiece;
|
|
dp.dirty_num = 1;
|
|
|
|
Color us = sideToMove;
|
|
Color them = ~us;
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
Piece pc = piece_on(from);
|
|
Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
|
|
|
|
assert(color_of(pc) == us);
|
|
assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
|
|
assert(type_of(captured) != KING);
|
|
|
|
if (type_of(m) == CASTLING)
|
|
{
|
|
assert(pc == make_piece(us, KING));
|
|
assert(captured == make_piece(us, ROOK));
|
|
|
|
Square rfrom, rto;
|
|
do_castling<true>(us, from, to, rfrom, rto);
|
|
|
|
k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
|
|
captured = NO_PIECE;
|
|
}
|
|
|
|
if (captured)
|
|
{
|
|
Square capsq = to;
|
|
|
|
// If the captured piece is a pawn, update pawn hash key, otherwise
|
|
// update non-pawn material.
|
|
if (type_of(captured) == PAWN)
|
|
{
|
|
if (type_of(m) == ENPASSANT)
|
|
{
|
|
capsq -= pawn_push(us);
|
|
|
|
assert(pc == make_piece(us, PAWN));
|
|
assert(to == st->epSquare);
|
|
assert(relative_rank(us, to) == RANK_6);
|
|
assert(piece_on(to) == NO_PIECE);
|
|
assert(piece_on(capsq) == make_piece(them, PAWN));
|
|
}
|
|
|
|
st->pawnKey ^= Zobrist::psq[captured][capsq];
|
|
}
|
|
else
|
|
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
dp.dirty_num = 2; // 2 pieces moved
|
|
dp1 = piece_id_on(capsq);
|
|
dp.pieceId[1] = dp1;
|
|
dp.old_piece[1] = evalList.piece_with_id(dp1);
|
|
evalList.put_piece(dp1, capsq, NO_PIECE);
|
|
dp.new_piece[1] = evalList.piece_with_id(dp1);
|
|
}
|
|
|
|
// Update board and piece lists
|
|
remove_piece(capsq);
|
|
|
|
if (type_of(m) == ENPASSANT)
|
|
board[capsq] = NO_PIECE;
|
|
|
|
// Update material hash key and prefetch access to materialTable
|
|
k ^= Zobrist::psq[captured][capsq];
|
|
st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
|
|
prefetch(thisThread->materialTable[st->materialKey]);
|
|
|
|
// Reset rule 50 counter
|
|
st->rule50 = 0;
|
|
}
|
|
|
|
// Update hash key
|
|
k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
|
|
// Reset en passant square
|
|
if (st->epSquare != SQ_NONE)
|
|
{
|
|
k ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
st->epSquare = SQ_NONE;
|
|
}
|
|
|
|
// Update castling rights if needed
|
|
if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
|
|
{
|
|
k ^= Zobrist::castling[st->castlingRights];
|
|
st->castlingRights &= ~(castlingRightsMask[from] | castlingRightsMask[to]);
|
|
k ^= Zobrist::castling[st->castlingRights];
|
|
}
|
|
|
|
// Move the piece. The tricky Chess960 castling is handled earlier
|
|
if (type_of(m) != CASTLING)
|
|
{
|
|
if (Eval::useNNUE)
|
|
{
|
|
dp0 = piece_id_on(from);
|
|
dp.pieceId[0] = dp0;
|
|
dp.old_piece[0] = evalList.piece_with_id(dp0);
|
|
evalList.put_piece(dp0, to, pc);
|
|
dp.new_piece[0] = evalList.piece_with_id(dp0);
|
|
}
|
|
|
|
move_piece(from, to);
|
|
}
|
|
|
|
// If the moving piece is a pawn do some special extra work
|
|
if (type_of(pc) == PAWN)
|
|
{
|
|
// Set en-passant square if the moved pawn can be captured
|
|
if ( (int(to) ^ int(from)) == 16
|
|
&& (pawn_attacks_bb(us, to - pawn_push(us)) & pieces(them, PAWN)))
|
|
{
|
|
st->epSquare = to - pawn_push(us);
|
|
k ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
}
|
|
|
|
else if (type_of(m) == PROMOTION)
|
|
{
|
|
Piece promotion = make_piece(us, promotion_type(m));
|
|
|
|
assert(relative_rank(us, to) == RANK_8);
|
|
assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
|
|
|
|
remove_piece(to);
|
|
put_piece(promotion, to);
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
dp0 = piece_id_on(to);
|
|
evalList.put_piece(dp0, to, promotion);
|
|
dp.new_piece[0] = evalList.piece_with_id(dp0);
|
|
}
|
|
|
|
// Update hash keys
|
|
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
|
|
st->pawnKey ^= Zobrist::psq[pc][to];
|
|
st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
|
|
^ Zobrist::psq[pc][pieceCount[pc]];
|
|
|
|
// Update material
|
|
st->nonPawnMaterial[us] += PieceValue[MG][promotion];
|
|
}
|
|
|
|
// Update pawn hash key
|
|
st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
|
|
|
|
// Reset rule 50 draw counter
|
|
st->rule50 = 0;
|
|
}
|
|
|
|
// Set capture piece
|
|
st->capturedPiece = captured;
|
|
|
|
// Update the key with the final value
|
|
st->key = k;
|
|
|
|
// Calculate checkers bitboard (if move gives check)
|
|
st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
// Update king attacks used for fast check detection
|
|
set_check_info(st);
|
|
|
|
// Calculate the repetition info. It is the ply distance from the previous
|
|
// occurrence of the same position, negative in the 3-fold case, or zero
|
|
// if the position was not repeated.
|
|
st->repetition = 0;
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
if (end >= 4)
|
|
{
|
|
StateInfo* stp = st->previous->previous;
|
|
for (int i = 4; i <= end; i += 2)
|
|
{
|
|
stp = stp->previous->previous;
|
|
if (stp->key == st->key)
|
|
{
|
|
st->repetition = stp->repetition ? -i : i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
|
|
/// 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) {
|
|
|
|
assert(is_ok(m));
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
Color us = sideToMove;
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
Piece pc = piece_on(to);
|
|
|
|
assert(empty(from) || type_of(m) == CASTLING);
|
|
assert(type_of(st->capturedPiece) != KING);
|
|
|
|
if (type_of(m) == PROMOTION)
|
|
{
|
|
assert(relative_rank(us, to) == RANK_8);
|
|
assert(type_of(pc) == promotion_type(m));
|
|
assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
|
|
|
|
remove_piece(to);
|
|
pc = make_piece(us, PAWN);
|
|
put_piece(pc, to);
|
|
}
|
|
|
|
if (type_of(m) == CASTLING)
|
|
{
|
|
Square rfrom, rto;
|
|
do_castling<false>(us, from, to, rfrom, rto);
|
|
}
|
|
else
|
|
{
|
|
move_piece(to, from); // Put the piece back at the source square
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
PieceId dp0 = st->dirtyPiece.pieceId[0];
|
|
evalList.put_piece(dp0, from, pc);
|
|
}
|
|
|
|
if (st->capturedPiece)
|
|
{
|
|
Square capsq = to;
|
|
|
|
if (type_of(m) == ENPASSANT)
|
|
{
|
|
capsq -= pawn_push(us);
|
|
|
|
assert(type_of(pc) == PAWN);
|
|
assert(to == st->previous->epSquare);
|
|
assert(relative_rank(us, to) == RANK_6);
|
|
assert(piece_on(capsq) == NO_PIECE);
|
|
assert(st->capturedPiece == make_piece(~us, PAWN));
|
|
}
|
|
|
|
put_piece(st->capturedPiece, capsq); // Restore the captured piece
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
PieceId dp1 = st->dirtyPiece.pieceId[1];
|
|
assert(evalList.piece_with_id(dp1).from[WHITE] == PS_NONE);
|
|
assert(evalList.piece_with_id(dp1).from[BLACK] == PS_NONE);
|
|
evalList.put_piece(dp1, capsq, st->capturedPiece);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Finally point our state pointer back to the previous state
|
|
st = st->previous;
|
|
--gamePly;
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
|
|
/// 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) {
|
|
|
|
bool kingSide = to > from;
|
|
rfrom = to; // Castling is encoded as "king captures friendly rook"
|
|
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
|
|
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
PieceId dp0, dp1;
|
|
auto& dp = st->dirtyPiece;
|
|
dp.dirty_num = 2; // 2 pieces moved
|
|
|
|
if (Do)
|
|
{
|
|
dp0 = piece_id_on(from);
|
|
dp1 = piece_id_on(rfrom);
|
|
dp.pieceId[0] = dp0;
|
|
dp.old_piece[0] = evalList.piece_with_id(dp0);
|
|
evalList.put_piece(dp0, to, make_piece(us, KING));
|
|
dp.new_piece[0] = evalList.piece_with_id(dp0);
|
|
dp.pieceId[1] = dp1;
|
|
dp.old_piece[1] = evalList.piece_with_id(dp1);
|
|
evalList.put_piece(dp1, rto, make_piece(us, ROOK));
|
|
dp.new_piece[1] = evalList.piece_with_id(dp1);
|
|
}
|
|
else
|
|
{
|
|
dp0 = piece_id_on(to);
|
|
dp1 = piece_id_on(rto);
|
|
evalList.put_piece(dp0, from, make_piece(us, KING));
|
|
evalList.put_piece(dp1, rfrom, make_piece(us, ROOK));
|
|
}
|
|
}
|
|
|
|
// Remove both pieces first since squares could overlap in Chess960
|
|
remove_piece(Do ? from : to);
|
|
remove_piece(Do ? rfrom : rto);
|
|
board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do this for us
|
|
put_piece(make_piece(us, KING), Do ? to : from);
|
|
put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
|
|
}
|
|
|
|
|
|
/// Position::do(undo)_null_move() is used to do(undo) a "null move": it flips
|
|
/// the side to move without executing any move on the board.
|
|
|
|
void Position::do_null_move(StateInfo& newSt) {
|
|
|
|
assert(!checkers());
|
|
assert(&newSt != st);
|
|
|
|
if (Eval::useNNUE)
|
|
{
|
|
std::memcpy(&newSt, st, sizeof(StateInfo));
|
|
st->accumulator.computed_score = false;
|
|
}
|
|
else
|
|
std::memcpy(&newSt, st, offsetof(StateInfo, accumulator));
|
|
|
|
newSt.previous = st;
|
|
st = &newSt;
|
|
|
|
if (st->epSquare != SQ_NONE)
|
|
{
|
|
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
|
|
st->epSquare = SQ_NONE;
|
|
}
|
|
|
|
st->key ^= Zobrist::side;
|
|
prefetch(TT.first_entry(st->key));
|
|
|
|
++st->rule50;
|
|
st->pliesFromNull = 0;
|
|
|
|
sideToMove = ~sideToMove;
|
|
|
|
set_check_info(st);
|
|
|
|
st->repetition = 0;
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
void Position::undo_null_move() {
|
|
|
|
assert(!checkers());
|
|
|
|
st = st->previous;
|
|
sideToMove = ~sideToMove;
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
Square from = from_sq(m);
|
|
Square to = to_sq(m);
|
|
Piece pc = piece_on(from);
|
|
Piece captured = piece_on(to);
|
|
Key k = st->key ^ Zobrist::side;
|
|
|
|
if (captured)
|
|
k ^= Zobrist::psq[captured][to];
|
|
|
|
return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
assert(is_ok(m));
|
|
|
|
// Only deal with normal moves, assume others pass a simple see
|
|
if (type_of(m) != NORMAL)
|
|
return VALUE_ZERO >= threshold;
|
|
|
|
Square from = from_sq(m), to = to_sq(m);
|
|
|
|
int swap = PieceValue[MG][piece_on(to)] - threshold;
|
|
if (swap < 0)
|
|
return false;
|
|
|
|
swap = PieceValue[MG][piece_on(from)] - swap;
|
|
if (swap <= 0)
|
|
return true;
|
|
|
|
Bitboard occupied = pieces() ^ from ^ to;
|
|
Color stm = color_of(piece_on(from));
|
|
Bitboard attackers = attackers_to(to, occupied);
|
|
Bitboard stmAttackers, bb;
|
|
int res = 1;
|
|
|
|
while (true)
|
|
{
|
|
stm = ~stm;
|
|
attackers &= occupied;
|
|
|
|
// If stm has no more attackers then give up: stm loses
|
|
if (!(stmAttackers = attackers & pieces(stm)))
|
|
break;
|
|
|
|
// Don't allow pinned pieces to attack (except the king) as long as
|
|
// there are pinners on their original square.
|
|
if (st->pinners[~stm] & occupied)
|
|
stmAttackers &= ~st->blockersForKing[stm];
|
|
|
|
if (!stmAttackers)
|
|
break;
|
|
|
|
res ^= 1;
|
|
|
|
// Locate and remove the next least valuable attacker, and add to
|
|
// the bitboard 'attackers' any X-ray attackers behind it.
|
|
if ((bb = stmAttackers & pieces(PAWN)))
|
|
{
|
|
if ((swap = PawnValueMg - swap) < res)
|
|
break;
|
|
|
|
occupied ^= lsb(bb);
|
|
attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(KNIGHT)))
|
|
{
|
|
if ((swap = KnightValueMg - swap) < res)
|
|
break;
|
|
|
|
occupied ^= lsb(bb);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(BISHOP)))
|
|
{
|
|
if ((swap = BishopValueMg - swap) < res)
|
|
break;
|
|
|
|
occupied ^= lsb(bb);
|
|
attackers |= attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(ROOK)))
|
|
{
|
|
if ((swap = RookValueMg - swap) < res)
|
|
break;
|
|
|
|
occupied ^= lsb(bb);
|
|
attackers |= attacks_bb<ROOK>(to, occupied) & pieces(ROOK, QUEEN);
|
|
}
|
|
|
|
else if ((bb = stmAttackers & pieces(QUEEN)))
|
|
{
|
|
if ((swap = QueenValueMg - swap) < res)
|
|
break;
|
|
|
|
occupied ^= lsb(bb);
|
|
attackers |= (attacks_bb<BISHOP>(to, occupied) & pieces(BISHOP, QUEEN))
|
|
| (attacks_bb<ROOK >(to, occupied) & pieces(ROOK , QUEEN));
|
|
}
|
|
|
|
else // KING
|
|
// If we "capture" with the king but opponent still has attackers,
|
|
// reverse the result.
|
|
return (attackers & ~pieces(stm)) ? res ^ 1 : res;
|
|
}
|
|
|
|
return bool(res);
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
|
|
return true;
|
|
|
|
// Return a draw score if a position repeats once earlier but strictly
|
|
// after the root, or repeats twice before or at the root.
|
|
return st->repetition && st->repetition < ply;
|
|
}
|
|
|
|
|
|
// Position::has_repeated() tests whether there has been at least one repetition
|
|
// of positions since the last capture or pawn move.
|
|
|
|
bool Position::has_repeated() const {
|
|
|
|
StateInfo* stc = st;
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
while (end-- >= 4)
|
|
{
|
|
if (stc->repetition)
|
|
return true;
|
|
|
|
stc = stc->previous;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/// 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 {
|
|
|
|
int j;
|
|
|
|
int end = std::min(st->rule50, st->pliesFromNull);
|
|
|
|
if (end < 3)
|
|
return false;
|
|
|
|
Key originalKey = st->key;
|
|
StateInfo* stp = st->previous;
|
|
|
|
for (int i = 3; i <= end; i += 2)
|
|
{
|
|
stp = stp->previous->previous;
|
|
|
|
Key moveKey = originalKey ^ stp->key;
|
|
if ( (j = H1(moveKey), cuckoo[j] == moveKey)
|
|
|| (j = H2(moveKey), cuckoo[j] == moveKey))
|
|
{
|
|
Move move = cuckooMove[j];
|
|
Square s1 = from_sq(move);
|
|
Square s2 = to_sq(move);
|
|
|
|
if (!(between_bb(s1, s2) & pieces()))
|
|
{
|
|
if (ply > i)
|
|
return true;
|
|
|
|
// For nodes before or at the root, check that the move is a
|
|
// repetition rather than a move to the current position.
|
|
// In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in
|
|
// the same location, so we have to select which square to check.
|
|
if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
|
|
continue;
|
|
|
|
// For repetitions before or at the root, require one more
|
|
if (stp->repetition)
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/// 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() {
|
|
|
|
string f, token;
|
|
std::stringstream ss(fen());
|
|
|
|
for (Rank r = RANK_8; r >= RANK_1; --r) // Piece placement
|
|
{
|
|
std::getline(ss, token, r > RANK_1 ? '/' : ' ');
|
|
f.insert(0, token + (f.empty() ? " " : "/"));
|
|
}
|
|
|
|
ss >> token; // Active color
|
|
f += (token == "w" ? "B " : "W "); // Will be lowercased later
|
|
|
|
ss >> token; // Castling availability
|
|
f += token + " ";
|
|
|
|
std::transform(f.begin(), f.end(), f.begin(),
|
|
[](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
|
|
|
|
ss >> token; // En passant square
|
|
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
|
|
|
|
std::getline(ss, token); // Half and full moves
|
|
f += token;
|
|
|
|
set(f, is_chess960(), st, this_thread());
|
|
|
|
assert(pos_is_ok());
|
|
}
|
|
|
|
|
|
/// Position::pos_is_ok() performs some consistency checks for the
|
|
/// position object and raises an asserts if something wrong is detected.
|
|
/// This is meant to be helpful when debugging.
|
|
|
|
bool Position::pos_is_ok() const {
|
|
|
|
constexpr bool Fast = true; // Quick (default) or full check?
|
|
|
|
if ( (sideToMove != WHITE && sideToMove != BLACK)
|
|
|| piece_on(square<KING>(WHITE)) != W_KING
|
|
|| piece_on(square<KING>(BLACK)) != B_KING
|
|
|| ( ep_square() != SQ_NONE
|
|
&& relative_rank(sideToMove, ep_square()) != RANK_6))
|
|
assert(0 && "pos_is_ok: Default");
|
|
|
|
if (Fast)
|
|
return true;
|
|
|
|
if ( pieceCount[W_KING] != 1
|
|
|| pieceCount[B_KING] != 1
|
|
|| attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
|
|
assert(0 && "pos_is_ok: Kings");
|
|
|
|
if ( (pieces(PAWN) & (Rank1BB | Rank8BB))
|
|
|| pieceCount[W_PAWN] > 8
|
|
|| pieceCount[B_PAWN] > 8)
|
|
assert(0 && "pos_is_ok: Pawns");
|
|
|
|
if ( (pieces(WHITE) & pieces(BLACK))
|
|
|| (pieces(WHITE) | pieces(BLACK)) != pieces()
|
|
|| popcount(pieces(WHITE)) > 16
|
|
|| popcount(pieces(BLACK)) > 16)
|
|
assert(0 && "pos_is_ok: Bitboards");
|
|
|
|
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
|
|
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
|
|
if (p1 != p2 && (pieces(p1) & pieces(p2)))
|
|
assert(0 && "pos_is_ok: Bitboards");
|
|
|
|
StateInfo si = *st;
|
|
set_state(&si);
|
|
if (std::memcmp(&si, st, sizeof(StateInfo)))
|
|
assert(0 && "pos_is_ok: State");
|
|
|
|
for (Piece pc : Pieces)
|
|
{
|
|
if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
|
|
|| pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
|
|
assert(0 && "pos_is_ok: Pieces");
|
|
|
|
for (int i = 0; i < pieceCount[pc]; ++i)
|
|
if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
|
|
assert(0 && "pos_is_ok: Index");
|
|
}
|
|
|
|
for (Color c : { WHITE, BLACK })
|
|
for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE})
|
|
{
|
|
if (!can_castle(cr))
|
|
continue;
|
|
|
|
if ( piece_on(castlingRookSquare[cr]) != make_piece(c, ROOK)
|
|
|| castlingRightsMask[castlingRookSquare[cr]] != cr
|
|
|| (castlingRightsMask[square<KING>(c)] & cr) != cr)
|
|
assert(0 && "pos_is_ok: Castling");
|
|
}
|
|
|
|
return true;
|
|
}
|