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Optimize generate_piece_blocking_evasions()

Rewrite as in generate_piece_moves() using a for
loop instead of the slower serializing of the
bitboard with pop_1st_bit()

This will allow also to merge with generate_piece_moves()
when we will drop legality constrain on generate_evasions()

Generated moves are not changed, but are generated in a
different order, this changes the number of nodes at fixed
depth test.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-02-11 12:58:45 +01:00
parent 67535711e8
commit 1dc1cecf01

View file

@ -102,11 +102,11 @@ namespace {
template<>
inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
Bitboard np, Bitboard bs) {
Bitboard pnd, Bitboard bs) {
if (us == WHITE)
return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, bs, m);
else
return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, bs, m);
}
}
@ -265,14 +265,13 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
if (!(checkers & (checkers - 1))) // Only one bit set?
{
Square checksq = first_1(checkers);
Bitboard not_pinned = ~pinned;
assert(pos.color_of_piece_on(checksq) == them);
// Generate captures of the checking piece
// Pawn captures
b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
@ -289,7 +288,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
// Pieces captures
b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
while (b1)
{
@ -298,7 +297,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
}
// Blocking check evasions are possible only if the checking piece is
// a slider
// a slider.
if (checkers & pos.sliders())
{
Bitboard blockSquares = squares_between(checksq, ksq);
@ -306,11 +305,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
// Pieces moves
mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, not_pinned, blockSquares);
mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, not_pinned, blockSquares);
mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, not_pinned, blockSquares);
mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, not_pinned, blockSquares);
mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, not_pinned, blockSquares);
mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, pinned, blockSquares);
mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, pinned, blockSquares);
mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, pinned, blockSquares);
mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, pinned, blockSquares);
mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, pinned, blockSquares);
}
// Finally, the ugly special case of en passant captures. An en passant
@ -325,7 +324,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(b1 != EmptyBoardBB);
b1 &= not_pinned;
b1 &= ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
@ -587,14 +586,18 @@ namespace {
template<PieceType Piece>
MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
Bitboard not_pinned, Bitboard blockSquares) {
Bitboard pinned, Bitboard blockSquares) {
Square from;
Bitboard b;
Bitboard b = pos.pieces_of_color_and_type(us, Piece) & not_pinned;
while (b)
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
SERIALIZE_MOVES(bb);
from = pos.piece_list(us, Piece, i);
if (pinned && bit_is_set(pinned, from))
continue;
b = pos.piece_attacks<Piece>(from) & blockSquares;
SERIALIZE_MOVES(b);
}
return mlist;
}
@ -821,12 +824,12 @@ namespace {
}
template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
Bitboard blockSquares, MoveStack* mlist) {
Square to;
// Find non-pinned pawns
Bitboard b1 = pos.pawns(Us) & not_pinned;
Bitboard b1 = pos.pawns(Us) & ~pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.