1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-30 08:43:09 +00:00

Big Position renaming

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2012-04-02 18:21:17 +01:00
parent 37fa8adc2b
commit 0439a79566
7 changed files with 93 additions and 120 deletions

View file

@ -148,7 +148,7 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
if ( pos.piece_count(strongerSide, QUEEN)
|| pos.piece_count(strongerSide, ROOK)
|| pos.both_color_bishops(strongerSide)) {
|| pos.bishop_pair(strongerSide)) {
result += VALUE_KNOWN_WIN;
}

View file

@ -364,14 +364,14 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables).
score = pos.value();
score = pos.psq_score();
// margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
ei.mi = Threads[pos.thread()].materialTable.probe(pos);
ei.mi = Threads[pos.this_thread()].materialTable.probe(pos);
score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
@ -383,7 +383,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
}
// Probe the pawn hash table
ei.pi = Threads[pos.thread()].pawnTable.probe(pos);
ei.pi = Threads[pos.this_thread()].pawnTable.probe(pos);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
@ -427,7 +427,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those.
if ( ei.mi->game_phase() < PHASE_MIDGAME
&& pos.opposite_colored_bishops()
&& pos.opposite_bishops()
&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
@ -451,7 +451,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// In case of tracing add all single evaluation contributions for both white and black
if (Trace)
{
trace_add(PST, pos.value());
trace_add(PST, pos.psq_score());
trace_add(IMBALANCE, ei.mi->material_value());
trace_add(PAWN, ei.pi->pawns_value());
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
@ -610,7 +610,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
if (!pos.square_is_empty(s + d + pawn_push(Us)))
if (!pos.square_empty(s + d + pawn_push(Us)))
score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty;
@ -891,7 +891,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
if (pos.square_empty(blockSq))
{
squaresToQueen = squares_in_front_of(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0];

View file

@ -66,7 +66,7 @@ const Value PieceValueEndgame[17] = {
namespace {
// Bonus for having the side to move (modified by Joona Kiiski)
const Score TempoValue = make_score(48, 22);
const Score Tempo = make_score(48, 22);
// To convert a Piece to and from a FEN char
const string PieceToChar(" PNBRQK pnbrqk .");
@ -229,7 +229,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
st->key = compute_key();
st->pawnKey = compute_pawn_key();
st->materialKey = compute_material_key();
st->value = compute_value();
st->psqScore = compute_psq_score();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
@ -283,7 +283,7 @@ const string Position::to_fen() const {
{
sq = make_square(file, rank);
if (square_is_empty(sq))
if (square_empty(sq))
emptyCnt++;
else
{
@ -336,7 +336,7 @@ void Position::print(Move move) const {
if (move)
{
Position p(*this, thread());
Position p(*this, this_thread());
cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
}
@ -434,7 +434,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
Square to = to_sq(m);
Piece piece = piece_moved(m);
assert(!square_is_empty(from));
assert(!square_empty(from));
// Update occupancy as if the piece is moving
occ = pieces() ^ from ^ to;
@ -576,7 +576,7 @@ bool Position::is_pseudo_legal(const Move m) const {
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!square_is_empty(to))
if (!square_empty(to))
return false;
break;
@ -585,8 +585,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_4
|| !square_is_empty(to)
|| !square_is_empty(from + DELTA_N))
|| !square_empty(to)
|| !square_empty(from + DELTA_N))
return false;
break;
@ -595,8 +595,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_5
|| !square_is_empty(to)
|| !square_is_empty(from + DELTA_S))
|| !square_empty(to)
|| !square_empty(from + DELTA_S))
return false;
break;
@ -724,7 +724,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score value;
Score psq_score;
Square epSquare;
};
@ -808,7 +808,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
// Update incremental scores
st->value -= pst(make_piece(them, capture), capsq);
st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
// Reset rule 50 counter
st->rule50 = 0;
@ -888,8 +888,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
^ zobrist[us][PAWN][pieceCount[us][PAWN]];
// Update incremental score
st->value += pst(make_piece(us, promotion), to)
- pst(make_piece(us, PAWN), to);
st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
- pieceSquareTable[make_piece(us, PAWN)][to];
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
@ -907,7 +907,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
// Update incremental scores
st->value += pst_delta(piece, from, to);
st->psqScore += psq_delta(piece, from, to);
// Set capture piece
st->capturedType = capture;
@ -942,7 +942,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Finish
sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
assert(pos_is_ok());
}
@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
PieceType pt = type_of(piece);
PieceType capture = st->capturedType;
assert(square_is_empty(from));
assert(square_empty(from));
assert(color_of(piece) == us);
assert(capture != KING);
@ -1120,8 +1120,8 @@ void Position::do_castle_move(Move m) {
st->capturedType = NO_PIECE_TYPE;
// Update incremental scores
st->value += pst_delta(king, kfrom, kto);
st->value += pst_delta(rook, rfrom, rto);
st->psqScore += psq_delta(king, kfrom, kto);
st->psqScore += psq_delta(rook, rfrom, rto);
// Update hash key
st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
@ -1143,7 +1143,7 @@ void Position::do_castle_move(Move m) {
// Finish
sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
else
// Undo: point our state pointer back to the previous state
@ -1169,7 +1169,7 @@ void Position::do_null_move(StateInfo& backupSt) {
dst->key = src->key;
dst->epSquare = src->epSquare;
dst->value = src->value;
dst->psqScore = src->psqScore;
dst->rule50 = src->rule50;
dst->pliesFromNull = src->pliesFromNull;
@ -1186,7 +1186,7 @@ void Position::do_null_move(StateInfo& backupSt) {
st->epSquare = SQ_NONE;
st->rule50++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
}
assert(pos_is_ok());
@ -1361,7 +1361,7 @@ Key Position::compute_key() const {
Key result = zobCastle[st->castleRights];
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!square_is_empty(s))
if (!square_empty(s))
result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
if (ep_square() != SQ_NONE)
@ -1414,11 +1414,11 @@ Key Position::compute_material_key() const {
}
/// Position::compute_value() compute the incremental scores for the middle
/// Position::compute_psq_score() computes the incremental scores for the middle
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_value() const {
Score Position::compute_psq_score() const {
Bitboard b;
Score result = SCORE_ZERO;
@ -1428,10 +1428,10 @@ Score Position::compute_value() const {
{
b = pieces(pt, c);
while (b)
result += pst(make_piece(c, pt), pop_1st_bit(&b));
result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
}
result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
return result;
}
@ -1540,20 +1540,20 @@ void Position::init() {
}
/// Position::flip_me() flips position with the white and black sides reversed. This
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging especially for finding evaluation symmetry bugs.
void Position::flip_me() {
void Position::flip() {
// Make a copy of current position before to start changing
const Position pos(*this, threadID);
clear();
threadID = pos.thread();
threadID = pos.this_thread();
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!pos.square_is_empty(s))
if (!pos.square_empty(s))
put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
// Side to move
@ -1582,7 +1582,7 @@ void Position::flip_me() {
st->materialKey = compute_material_key();
// Incremental scores
st->value = compute_value();
st->psqScore = compute_psq_score();
// Material
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
@ -1704,7 +1704,7 @@ bool Position::pos_is_ok(int* failedStep) const {
// Incremental eval OK?
if (failedStep) (*failedStep)++;
if (debugIncrementalEval && st->value != compute_value())
if (debugIncrementalEval && st->psqScore != compute_psq_score())
return false;
// Non-pawn material OK?

View file

@ -50,7 +50,7 @@ struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[2];
int castleRights, rule50, pliesFromNull;
Score value;
Score psqScore;
Square epSquare;
Key key;
@ -99,49 +99,33 @@ public:
const std::string to_fen() const;
void print(Move m = MOVE_NONE) const;
// The piece on a given square
Piece piece_on(Square s) const;
Piece piece_moved(Move m) const;
bool square_is_empty(Square s) const;
// Side to move
Color side_to_move() const;
// Bitboard representation of the position
// Position representation
Bitboard pieces() const;
Bitboard pieces(Color c) const;
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt, Color c) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
// Number of pieces of each color and type
Piece piece_on(Square s) const;
Square king_square(Color c) const;
Square ep_square() const;
bool square_empty(Square s) const;
const Square* piece_list(Color c, PieceType pt) const;
int piece_count(Color c, PieceType pt) const;
// The en passant square
Square ep_square() const;
// Current king position for each color
Square king_square(Color c) const;
// Castling rights
// Castling
bool can_castle(CastleRight f) const;
bool can_castle(Color c) const;
bool castle_impeded(CastleRight f) const;
Square castle_rook_square(CastleRight f) const;
// Bitboards for pinned pieces and discovered check candidates
// Checking
bool in_check() const;
Bitboard checkers() const;
Bitboard discovered_check_candidates() const;
Bitboard pinned_pieces() const;
// Checking pieces and under check information
Bitboard checkers() const;
bool in_check() const;
// Piece lists
const Square* piece_list(Color c, PieceType pt) const;
// Information about attacks to or from a given square
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occ) const;
Bitboard attacks_from(Piece p, Square s) const;
@ -157,12 +141,14 @@ public:
bool is_capture(Move m) const;
bool is_capture_or_promotion(Move m) const;
bool is_passed_pawn_push(Move m) const;
// Piece captured with previous moves
Piece piece_moved(Move m) const;
PieceType captured_piece_type() const;
// Information about pawns
// Piece specific
bool pawn_is_passed(Color c, Square s) const;
bool pawn_on_7th(Color c) const;
bool opposite_bishops() const;
bool bishop_pair(Color c) const;
// Doing and undoing moves
void do_move(Move m, StateInfo& st);
@ -180,32 +166,29 @@ public:
Key pawn_key() const;
Key material_key() const;
// Incremental evaluation
Score value() const;
// Incremental piece-square evaluation
Score psq_score() const;
Score psq_delta(Piece p, Square from, Square to) const;
Value non_pawn_material(Color c) const;
Score pst_delta(Piece piece, Square from, Square to) const;
// Other properties of the position
template<bool SkipRepetition> bool is_draw() const;
Color side_to_move() const;
int startpos_ply_counter() const;
bool opposite_colored_bishops() const;
bool both_color_bishops(Color c) const;
bool has_pawn_on_7th(Color c) const;
bool is_chess960() const;
int thread() const;
int this_thread() const;
int64_t nodes_searched() const;
void set_nodes_searched(int64_t n);
template<bool SkipRepetition> bool is_draw() const;
// Position consistency check, for debugging
bool pos_is_ok(int* failedStep = NULL) const;
void flip_me();
void flip();
// Global initialization
static void init();
private:
// Initialization helper functions (used while setting up a position)
// Initialization helpers (used while setting up a position)
void clear();
void put_piece(Piece p, Square s);
void set_castle_right(Color c, Square rfrom);
@ -221,21 +204,14 @@ private:
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
Score pst(Piece p, Square s) const;
Score compute_value() const;
Score compute_psq_score() const;
Value compute_non_pawn_material(Color c) const;
// Board
// Board and pieces
Piece board[64]; // [square]
// Bitboards
Bitboard byTypeBB[8]; // [pieceType]
Bitboard byColorBB[2]; // [color]
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64]; // [square]
@ -276,7 +252,7 @@ inline Piece Position::piece_moved(Move m) const {
return board[from_sq(m)];
}
inline bool Position::square_is_empty(Square s) const {
inline bool Position::square_empty(Square s) const {
return board[s] == NO_PIECE;
}
@ -342,6 +318,7 @@ inline Square Position::castle_rook_square(CastleRight f) const {
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: StepAttacksBB[Pt][s];
@ -396,16 +373,12 @@ inline Key Position::material_key() const {
return st->materialKey;
}
inline Score Position::pst(Piece p, Square s) const {
return pieceSquareTable[p][s];
inline Score Position::psq_delta(Piece p, Square from, Square to) const {
return pieceSquareTable[p][to] - pieceSquareTable[p][from];
}
inline Score Position::pst_delta(Piece piece, Square from, Square to) const {
return pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
}
inline Score Position::value() const {
return st->value;
inline Score Position::psq_score() const {
return st->psqScore;
}
inline Value Position::non_pawn_material(Color c) const {
@ -414,7 +387,7 @@ inline Value Position::non_pawn_material(Color c) const {
inline bool Position::is_passed_pawn_push(Move m) const {
return board[from_sq(m)] == make_piece(sideToMove, PAWN)
return type_of(piece_moved(m)) == PAWN
&& pawn_is_passed(sideToMove, to_sq(m));
}
@ -422,20 +395,20 @@ inline int Position::startpos_ply_counter() const {
return startPosPly + st->pliesFromNull; // HACK
}
inline bool Position::opposite_colored_bishops() const {
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
&& pieceCount[BLACK][BISHOP] == 1
&& opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
}
inline bool Position::both_color_bishops(Color c) const {
// Assumes that there are only two bishops
return pieceCount[c][BISHOP] >= 2 &&
opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]);
inline bool Position::bishop_pair(Color c) const {
return pieceCount[c][BISHOP] >= 2
&& opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]);
}
inline bool Position::has_pawn_on_7th(Color c) const {
inline bool Position::pawn_on_7th(Color c) const {
return pieces(PAWN, c) & rank_bb(relative_rank(c, RANK_7));
}
@ -446,21 +419,21 @@ inline bool Position::is_chess960() const {
inline bool Position::is_capture_or_promotion(Move m) const {
assert(is_ok(m));
return is_special(m) ? !is_castle(m) : !square_is_empty(to_sq(m));
return is_special(m) ? !is_castle(m) : !square_empty(to_sq(m));
}
inline bool Position::is_capture(Move m) const {
// Note that castle is coded as "king captures the rook"
assert(is_ok(m));
return (!square_is_empty(to_sq(m)) && !is_castle(m)) || is_enpassant(m);
return (!square_empty(to_sq(m)) && !is_castle(m)) || is_enpassant(m);
}
inline PieceType Position::captured_piece_type() const {
return st->capturedType;
}
inline int Position::thread() const {
inline int Position::this_thread() const {
return threadID;
}

View file

@ -332,7 +332,7 @@ finalize:
// but if we are pondering or in infinite search, we shouldn't print the best
// move before we are told to do so.
if (!Signals.stop && (Limits.ponder || Limits.infinite))
Threads[pos.thread()].wait_for_stop_or_ponderhit();
Threads[pos.this_thread()].wait_for_stop_or_ponderhit();
// Best move could be MOVE_NONE when searching on a stalemate position
cout << "bestmove " << move_to_uci(RootMoves[0].pv[0], Chess960)
@ -530,7 +530,7 @@ namespace {
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth > DEPTH_ZERO);
assert(pos.thread() >= 0 && pos.thread() < Threads.size());
assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
Move movesSearched[MAX_MOVES];
StateInfo st;
@ -544,7 +544,7 @@ namespace {
bool isPvMove, inCheck, singularExtensionNode, givesCheck;
bool captureOrPromotion, dangerous, doFullDepthSearch;
int moveCount = 0, playedMoveCount = 0;
Thread& thread = Threads[pos.thread()];
Thread& thread = Threads[pos.this_thread()];
SplitPoint* sp = NULL;
refinedValue = bestValue = value = -VALUE_INFINITE;
@ -670,7 +670,7 @@ namespace {
&& refinedValue + razor_margin(depth) < beta
&& ttMove == MOVE_NONE
&& abs(beta) < VALUE_MATE_IN_MAX_PLY
&& !pos.has_pawn_on_7th(pos.side_to_move()))
&& !pos.pawn_on_7th(pos.side_to_move()))
{
Value rbeta = beta - razor_margin(depth);
Value v = qsearch<NonPV>(pos, ss, rbeta-1, rbeta, DEPTH_ZERO);
@ -847,7 +847,7 @@ split_point_start: // At split points actual search starts from here
{
Signals.firstRootMove = (moveCount == 1);
if (pos.thread() == 0 && SearchTime.elapsed() > 2000)
if (pos.this_thread() == 0 && SearchTime.elapsed() > 2000)
cout << "info depth " << depth / ONE_PLY
<< " currmove " << move_to_uci(move, Chess960)
<< " currmovenumber " << moveCount + PVIdx << endl;
@ -1054,7 +1054,7 @@ split_point_start: // At split points actual search starts from here
if ( !SpNode
&& depth >= Threads.min_split_depth()
&& bestValue < beta
&& Threads.available_slave_exists(pos.thread())
&& Threads.available_slave_exists(pos.this_thread())
&& !Signals.stop
&& !thread.cutoff_occurred())
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
@ -1131,7 +1131,7 @@ split_point_start: // At split points actual search starts from here
assert(alpha >= -VALUE_INFINITE && alpha < beta && beta <= VALUE_INFINITE);
assert((alpha == beta - 1) || PvNode);
assert(depth <= DEPTH_ZERO);
assert(pos.thread() >= 0 && pos.thread() < Threads.size());
assert(pos.this_thread() >= 0 && pos.this_thread() < Threads.size());
StateInfo st;
Move ttMove, move, bestMove;

View file

@ -309,7 +309,7 @@ Value ThreadsManager::split(Position& pos, Stack* ss, Value alpha, Value beta,
assert(beta <= VALUE_INFINITE);
assert(depth > DEPTH_ZERO);
int master = pos.thread();
int master = pos.this_thread();
Thread& masterThread = *threads[master];
if (masterThread.splitPointsCnt >= MAX_SPLITPOINTS_PER_THREAD)

View file

@ -113,7 +113,7 @@ void uci_loop(const string& args) {
pos.print();
else if (token == "flip")
pos.flip_me();
pos.flip();
else if (token == "eval")
cout << Eval::trace(pos) << endl;