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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>
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67535711e8
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1 changed files with 24 additions and 21 deletions
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@ -102,11 +102,11 @@ namespace {
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template<>
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template<>
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inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
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inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
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Bitboard np, Bitboard bs) {
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Bitboard pnd, Bitboard bs) {
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if (us == WHITE)
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if (us == WHITE)
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return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
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return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, bs, m);
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else
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else
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return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
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return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, bs, m);
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}
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}
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}
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}
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@ -265,14 +265,13 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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if (!(checkers & (checkers - 1))) // Only one bit set?
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if (!(checkers & (checkers - 1))) // Only one bit set?
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{
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{
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Square checksq = first_1(checkers);
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Square checksq = first_1(checkers);
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Bitboard not_pinned = ~pinned;
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assert(pos.color_of_piece_on(checksq) == them);
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assert(pos.color_of_piece_on(checksq) == them);
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// Generate captures of the checking piece
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// Generate captures of the checking piece
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// Pawn captures
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// Pawn captures
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b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
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b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
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while (b1)
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while (b1)
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{
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{
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from = pop_1st_bit(&b1);
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from = pop_1st_bit(&b1);
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@ -289,7 +288,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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// Pieces captures
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// Pieces captures
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b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
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b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
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| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
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| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
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| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
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| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
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while (b1)
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while (b1)
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{
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{
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@ -298,7 +297,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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}
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}
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// Blocking check evasions are possible only if the checking piece is
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// Blocking check evasions are possible only if the checking piece is
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// a slider
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// a slider.
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if (checkers & pos.sliders())
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if (checkers & pos.sliders())
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{
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{
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Bitboard blockSquares = squares_between(checksq, ksq);
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Bitboard blockSquares = squares_between(checksq, ksq);
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@ -306,11 +305,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
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assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
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// Pieces moves
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// Pieces moves
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mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, not_pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, not_pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, not_pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, not_pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, not_pinned, blockSquares);
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mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, pinned, blockSquares);
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}
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}
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// Finally, the ugly special case of en passant captures. An en passant
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// Finally, the ugly special case of en passant captures. An en passant
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@ -325,7 +324,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
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assert(b1 != EmptyBoardBB);
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assert(b1 != EmptyBoardBB);
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b1 &= not_pinned;
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b1 &= ~pinned;
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while (b1)
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while (b1)
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{
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{
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from = pop_1st_bit(&b1);
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from = pop_1st_bit(&b1);
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@ -587,14 +586,18 @@ namespace {
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template<PieceType Piece>
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template<PieceType Piece>
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MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
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MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
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Bitboard not_pinned, Bitboard blockSquares) {
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Bitboard pinned, Bitboard blockSquares) {
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Square from;
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Bitboard b;
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Bitboard b = pos.pieces_of_color_and_type(us, Piece) & not_pinned;
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for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
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while (b)
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{
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{
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Square from = pop_1st_bit(&b);
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from = pos.piece_list(us, Piece, i);
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Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
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if (pinned && bit_is_set(pinned, from))
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SERIALIZE_MOVES(bb);
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continue;
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b = pos.piece_attacks<Piece>(from) & blockSquares;
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SERIALIZE_MOVES(b);
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}
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}
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return mlist;
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return mlist;
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}
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}
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@ -821,12 +824,12 @@ namespace {
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}
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}
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template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
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template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
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MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
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Bitboard blockSquares, MoveStack* mlist) {
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Bitboard blockSquares, MoveStack* mlist) {
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Square to;
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Square to;
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// Find non-pinned pawns
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// Find non-pinned pawns
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Bitboard b1 = pos.pawns(Us) & not_pinned;
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Bitboard b1 = pos.pawns(Us) & ~pinned;
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// Single pawn pushes. We don't have to AND with empty squares here,
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// Single pawn pushes. We don't have to AND with empty squares here,
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// because the blocking squares will always be empty.
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// because the blocking squares will always be empty.
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