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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) if ( pos.piece_count(strongerSide, QUEEN)
|| pos.piece_count(strongerSide, ROOK) || pos.piece_count(strongerSide, ROOK)
|| pos.both_color_bishops(strongerSide)) { || pos.bishop_pair(strongerSide)) {
result += VALUE_KNOWN_WIN; 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 // Initialize score by reading the incrementally updated scores included
// in the position object (material + piece square tables). // in the position object (material + piece square tables).
score = pos.value(); score = pos.psq_score();
// margins[] store the uncertainty estimation of position's evaluation // margins[] store the uncertainty estimation of position's evaluation
// that typically is used by the search for pruning decisions. // that typically is used by the search for pruning decisions.
margins[WHITE] = margins[BLACK] = VALUE_ZERO; margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table // 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(); score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material // 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 // 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(); score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards // 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 // If we don't already have an unusual scale factor, check for opposite
// colored bishop endgames, and use a lower scale for those. // colored bishop endgames, and use a lower scale for those.
if ( ei.mi->game_phase() < PHASE_MIDGAME if ( ei.mi->game_phase() < PHASE_MIDGAME
&& pos.opposite_colored_bishops() && pos.opposite_bishops()
&& sf == SCALE_FACTOR_NORMAL) && sf == SCALE_FACTOR_NORMAL)
{ {
// Only the two bishops ? // 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 // In case of tracing add all single evaluation contributions for both white and black
if (Trace) if (Trace)
{ {
trace_add(PST, pos.value()); trace_add(PST, pos.psq_score());
trace_add(IMBALANCE, ei.mi->material_value()); trace_add(IMBALANCE, ei.mi->material_value());
trace_add(PAWN, ei.pi->pawns_value()); trace_add(PAWN, ei.pi->pawns_value());
trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility])); 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); 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.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; score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN)) else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty; 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); ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus // 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); squaresToQueen = squares_in_front_of(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0]; defendedSquares = squaresToQueen & ei.attackedBy[Us][0];

View file

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

View file

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

View file

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

View file

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