mirror of
https://github.com/sockspls/badfish
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Big Position renaming
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
37fa8adc2b
commit
0439a79566
7 changed files with 93 additions and 120 deletions
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@ -148,7 +148,7 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
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if ( pos.piece_count(strongerSide, QUEEN)
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|| pos.piece_count(strongerSide, ROOK)
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|| pos.both_color_bishops(strongerSide)) {
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|| pos.bishop_pair(strongerSide)) {
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result += VALUE_KNOWN_WIN;
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}
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@ -364,14 +364,14 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// Initialize score by reading the incrementally updated scores included
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// in the position object (material + piece square tables).
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score = pos.value();
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score = pos.psq_score();
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// margins[] store the uncertainty estimation of position's evaluation
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// that typically is used by the search for pruning decisions.
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margins[WHITE] = margins[BLACK] = VALUE_ZERO;
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// Probe the material hash table
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ei.mi = Threads[pos.thread()].materialTable.probe(pos);
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ei.mi = Threads[pos.this_thread()].materialTable.probe(pos);
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score += ei.mi->material_value();
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// If we have a specialized evaluation function for the current material
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@ -383,7 +383,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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}
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// Probe the pawn hash table
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ei.pi = Threads[pos.thread()].pawnTable.probe(pos);
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ei.pi = Threads[pos.this_thread()].pawnTable.probe(pos);
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score += ei.pi->pawns_value();
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// Initialize attack and king safety bitboards
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@ -427,7 +427,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// If we don't already have an unusual scale factor, check for opposite
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// colored bishop endgames, and use a lower scale for those.
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if ( ei.mi->game_phase() < PHASE_MIDGAME
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&& pos.opposite_colored_bishops()
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&& pos.opposite_bishops()
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&& sf == SCALE_FACTOR_NORMAL)
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{
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// Only the two bishops ?
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@ -451,7 +451,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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// In case of tracing add all single evaluation contributions for both white and black
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if (Trace)
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{
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trace_add(PST, pos.value());
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trace_add(PST, pos.psq_score());
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trace_add(IMBALANCE, ei.mi->material_value());
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trace_add(PAWN, ei.pi->pawns_value());
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trace_add(MOBILITY, apply_weight(mobilityWhite, Weights[Mobility]), apply_weight(mobilityBlack, Weights[Mobility]));
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@ -610,7 +610,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
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if (pos.piece_on(s + d) == make_piece(Us, PAWN))
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{
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if (!pos.square_is_empty(s + d + pawn_push(Us)))
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if (!pos.square_empty(s + d + pawn_push(Us)))
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score -= 2*TrappedBishopA1H1Penalty;
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else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
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score -= TrappedBishopA1H1Penalty;
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@ -891,7 +891,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
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ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
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// If the pawn is free to advance, increase bonus
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if (pos.square_is_empty(blockSq))
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if (pos.square_empty(blockSq))
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{
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squaresToQueen = squares_in_front_of(Us, s);
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defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
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@ -66,7 +66,7 @@ const Value PieceValueEndgame[17] = {
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namespace {
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// Bonus for having the side to move (modified by Joona Kiiski)
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const Score TempoValue = make_score(48, 22);
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const Score Tempo = make_score(48, 22);
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// To convert a Piece to and from a FEN char
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const string PieceToChar(" PNBRQK pnbrqk .");
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@ -229,7 +229,7 @@ void Position::from_fen(const string& fenStr, bool isChess960) {
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st->key = compute_key();
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st->pawnKey = compute_pawn_key();
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st->materialKey = compute_material_key();
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st->value = compute_value();
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st->psqScore = compute_psq_score();
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st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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@ -283,7 +283,7 @@ const string Position::to_fen() const {
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{
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sq = make_square(file, rank);
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if (square_is_empty(sq))
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if (square_empty(sq))
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emptyCnt++;
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else
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{
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@ -336,7 +336,7 @@ void Position::print(Move move) const {
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if (move)
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{
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Position p(*this, thread());
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Position p(*this, this_thread());
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cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move);
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}
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@ -434,7 +434,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
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Square to = to_sq(m);
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Piece piece = piece_moved(m);
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assert(!square_is_empty(from));
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assert(!square_empty(from));
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// Update occupancy as if the piece is moving
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occ = pieces() ^ from ^ to;
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@ -576,7 +576,7 @@ bool Position::is_pseudo_legal(const Move m) const {
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case DELTA_N:
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case DELTA_S:
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// Pawn push. The destination square must be empty.
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if (!square_is_empty(to))
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if (!square_empty(to))
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return false;
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break;
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@ -585,8 +585,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_4
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|| !square_is_empty(to)
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|| !square_is_empty(from + DELTA_N))
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|| !square_empty(to)
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|| !square_empty(from + DELTA_N))
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return false;
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break;
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@ -595,8 +595,8 @@ bool Position::is_pseudo_legal(const Move m) const {
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// rank, and both the destination square and the square between the
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// source and destination squares must be empty.
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if ( rank_of(to) != RANK_5
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|| !square_is_empty(to)
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|| !square_is_empty(from + DELTA_S))
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|| !square_empty(to)
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|| !square_empty(from + DELTA_S))
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return false;
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break;
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@ -724,7 +724,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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Key pawnKey, materialKey;
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Value npMaterial[2];
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int castleRights, rule50, pliesFromNull;
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Score value;
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Score psq_score;
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Square epSquare;
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};
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@ -808,7 +808,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
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// Update incremental scores
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st->value -= pst(make_piece(them, capture), capsq);
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st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq];
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// Reset rule 50 counter
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st->rule50 = 0;
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@ -888,8 +888,8 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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^ zobrist[us][PAWN][pieceCount[us][PAWN]];
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// Update incremental score
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st->value += pst(make_piece(us, promotion), to)
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- pst(make_piece(us, PAWN), to);
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st->psqScore += pieceSquareTable[make_piece(us, promotion)][to]
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- pieceSquareTable[make_piece(us, PAWN)][to];
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// Update material
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st->npMaterial[us] += PieceValueMidgame[promotion];
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@ -907,7 +907,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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prefetch((char*)Threads[threadID].materialTable.entries[st->materialKey]);
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// Update incremental scores
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st->value += pst_delta(piece, from, to);
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st->psqScore += psq_delta(piece, from, to);
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// Set capture piece
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st->capturedType = capture;
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@ -942,7 +942,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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// Finish
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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assert(pos_is_ok());
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}
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@ -971,7 +971,7 @@ void Position::undo_move(Move m) {
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PieceType pt = type_of(piece);
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PieceType capture = st->capturedType;
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assert(square_is_empty(from));
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assert(square_empty(from));
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assert(color_of(piece) == us);
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assert(capture != KING);
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@ -1120,8 +1120,8 @@ void Position::do_castle_move(Move m) {
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st->capturedType = NO_PIECE_TYPE;
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// Update incremental scores
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st->value += pst_delta(king, kfrom, kto);
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st->value += pst_delta(rook, rfrom, rto);
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st->psqScore += psq_delta(king, kfrom, kto);
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st->psqScore += psq_delta(rook, rfrom, rto);
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// Update hash key
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st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
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@ -1143,7 +1143,7 @@ void Position::do_castle_move(Move m) {
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// Finish
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sideToMove = ~sideToMove;
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st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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else
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// Undo: point our state pointer back to the previous state
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@ -1169,7 +1169,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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dst->key = src->key;
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dst->epSquare = src->epSquare;
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dst->value = src->value;
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dst->psqScore = src->psqScore;
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dst->rule50 = src->rule50;
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dst->pliesFromNull = src->pliesFromNull;
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@ -1186,7 +1186,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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st->epSquare = SQ_NONE;
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st->rule50++;
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st->pliesFromNull = 0;
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st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
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st->psqScore += (sideToMove == WHITE ? Tempo : -Tempo);
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}
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assert(pos_is_ok());
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@ -1361,7 +1361,7 @@ Key Position::compute_key() const {
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Key result = zobCastle[st->castleRights];
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!square_is_empty(s))
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if (!square_empty(s))
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result ^= zobrist[color_of(piece_on(s))][type_of(piece_on(s))][s];
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if (ep_square() != SQ_NONE)
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@ -1414,11 +1414,11 @@ Key Position::compute_material_key() const {
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}
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/// Position::compute_value() compute the incremental scores for the middle
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/// Position::compute_psq_score() computes the incremental scores for the middle
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/// game and the endgame. These functions are used to initialize the incremental
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/// scores when a new position is set up, and to verify that the scores are correctly
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/// updated by do_move and undo_move when the program is running in debug mode.
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Score Position::compute_value() const {
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Score Position::compute_psq_score() const {
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Bitboard b;
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Score result = SCORE_ZERO;
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@ -1428,10 +1428,10 @@ Score Position::compute_value() const {
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{
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b = pieces(pt, c);
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while (b)
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result += pst(make_piece(c, pt), pop_1st_bit(&b));
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result += pieceSquareTable[make_piece(c, pt)][pop_1st_bit(&b)];
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}
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result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
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result += (sideToMove == WHITE ? Tempo / 2 : -Tempo / 2);
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return result;
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}
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@ -1540,20 +1540,20 @@ void Position::init() {
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}
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/// Position::flip_me() flips position with the white and black sides reversed. This
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/// Position::flip() flips position with the white and black sides reversed. This
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/// is only useful for debugging especially for finding evaluation symmetry bugs.
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void Position::flip_me() {
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void Position::flip() {
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// Make a copy of current position before to start changing
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const Position pos(*this, threadID);
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clear();
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threadID = pos.thread();
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threadID = pos.this_thread();
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// Board
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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if (!pos.square_is_empty(s))
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if (!pos.square_empty(s))
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put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
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// Side to move
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@ -1582,7 +1582,7 @@ void Position::flip_me() {
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st->materialKey = compute_material_key();
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// Incremental scores
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st->value = compute_value();
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st->psqScore = compute_psq_score();
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// Material
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st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
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@ -1704,7 +1704,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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// Incremental eval OK?
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if (failedStep) (*failedStep)++;
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if (debugIncrementalEval && st->value != compute_value())
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if (debugIncrementalEval && st->psqScore != compute_psq_score())
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return false;
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// Non-pawn material OK?
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113
src/position.h
113
src/position.h
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@ -50,7 +50,7 @@ struct StateInfo {
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Key pawnKey, materialKey;
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Value npMaterial[2];
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int castleRights, rule50, pliesFromNull;
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Score value;
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Score psqScore;
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Square epSquare;
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Key key;
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@ -99,49 +99,33 @@ public:
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const std::string to_fen() const;
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void print(Move m = MOVE_NONE) const;
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// The piece on a given square
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Piece piece_on(Square s) const;
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Piece piece_moved(Move m) const;
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bool square_is_empty(Square s) const;
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// Side to move
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Color side_to_move() const;
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// Bitboard representation of the position
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// Position representation
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Bitboard pieces() const;
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Bitboard pieces(Color c) const;
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Bitboard pieces(PieceType pt) const;
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Bitboard pieces(PieceType pt, Color c) const;
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Bitboard pieces(PieceType pt1, PieceType pt2) const;
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Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
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// Number of pieces of each color and type
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Piece piece_on(Square s) const;
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Square king_square(Color c) const;
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Square ep_square() const;
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bool square_empty(Square s) const;
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const Square* piece_list(Color c, PieceType pt) const;
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int piece_count(Color c, PieceType pt) const;
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// The en passant square
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Square ep_square() const;
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// Current king position for each color
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Square king_square(Color c) const;
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// Castling rights
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// Castling
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bool can_castle(CastleRight f) const;
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bool can_castle(Color c) const;
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bool castle_impeded(CastleRight f) const;
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Square castle_rook_square(CastleRight f) const;
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// Bitboards for pinned pieces and discovered check candidates
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// Checking
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bool in_check() const;
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Bitboard checkers() const;
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Bitboard discovered_check_candidates() const;
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Bitboard pinned_pieces() const;
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// Checking pieces and under check information
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Bitboard checkers() const;
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bool in_check() const;
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// Piece lists
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const Square* piece_list(Color c, PieceType pt) const;
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// Information about attacks to or from a given square
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// Attacks to/from a given square
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Bitboard attackers_to(Square s) const;
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Bitboard attackers_to(Square s, Bitboard occ) const;
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Bitboard attacks_from(Piece p, Square s) const;
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@ -157,12 +141,14 @@ public:
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bool is_capture(Move m) const;
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bool is_capture_or_promotion(Move m) const;
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bool is_passed_pawn_push(Move m) const;
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// Piece captured with previous moves
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Piece piece_moved(Move m) const;
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PieceType captured_piece_type() const;
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// Information about pawns
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// Piece specific
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bool pawn_is_passed(Color c, Square s) const;
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bool pawn_on_7th(Color c) const;
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bool opposite_bishops() const;
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bool bishop_pair(Color c) const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& st);
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@ -180,32 +166,29 @@ public:
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Key pawn_key() const;
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Key material_key() const;
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// Incremental evaluation
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Score value() const;
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// Incremental piece-square evaluation
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Score psq_score() const;
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Score psq_delta(Piece p, Square from, Square to) const;
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Value non_pawn_material(Color c) const;
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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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Add table
Reference in a new issue