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https://github.com/sockspls/badfish
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Merge hash key computation functions
No functional change.
This commit is contained in:
parent
cc3002ff04
commit
1e032ece92
2 changed files with 65 additions and 103 deletions
156
src/position.cpp
156
src/position.cpp
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@ -284,12 +284,9 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
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// handle also common incorrect FEN with fullmove = 0.
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// handle also common incorrect FEN with fullmove = 0.
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gamePly = std::max(2 * (gamePly - 1), 0) + int(sideToMove == BLACK);
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gamePly = std::max(2 * (gamePly - 1), 0) + int(sideToMove == BLACK);
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st->key = compute_key();
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compute_keys(st);
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st->pawnKey = compute_pawn_key();
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compute_non_pawn_material(st);
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st->materialKey = compute_material_key();
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st->psq = compute_psq_score();
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st->psq = 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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st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
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chess960 = isChess960;
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chess960 = isChess960;
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thisThread = th;
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thisThread = th;
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@ -1077,67 +1074,53 @@ void Position::clear() {
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}
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}
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/// Position::compute_key() computes the hash key of the position. The hash
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/// Position::compute_keys() computes the hash keys of the position, pawns and
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/// key is usually updated incrementally as moves are made and unmade. The
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/// material configuration. The hash keys are usually updated incrementally as
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/// compute_key() function is only used when a new position is set up, and
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/// moves are made and unmade. The function is only used when a new position is
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/// to verify the correctness of the hash key when running in debug mode.
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/// set up, and to verify the correctness of the keys when running in debug mode.
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Key Position::compute_key() const {
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void Position::compute_keys(StateInfo* si) const {
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Key k = Zobrist::castling[st->castlingRights];
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si->key = si->pawnKey = si->materialKey = 0;
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for (Bitboard b = pieces(); b; )
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for (Bitboard b = pieces(); b; )
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{
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{
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Square s = pop_lsb(&b);
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Square s = pop_lsb(&b);
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k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
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si->key ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s];
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}
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}
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if (ep_square() != SQ_NONE)
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if (ep_square() != SQ_NONE)
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k ^= Zobrist::enpassant[file_of(ep_square())];
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si->key ^= Zobrist::enpassant[file_of(ep_square())];
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if (sideToMove == BLACK)
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if (sideToMove == BLACK)
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k ^= Zobrist::side;
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si->key ^= Zobrist::side;
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return k;
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si->key ^= Zobrist::castling[st->castlingRights];
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}
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/// Position::compute_pawn_key() computes the hash key of the position. The
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/// hash key is usually updated incrementally as moves are made and unmade.
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/// The compute_pawn_key() function is only used when a new position is set
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/// up, and to verify the correctness of the pawn hash key when running in
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/// debug mode.
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Key Position::compute_pawn_key() const {
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Key k = 0;
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for (Bitboard b = pieces(PAWN); b; )
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for (Bitboard b = pieces(PAWN); b; )
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{
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{
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Square s = pop_lsb(&b);
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Square s = pop_lsb(&b);
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k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
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si->pawnKey ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s];
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}
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}
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return k;
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}
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/// Position::compute_material_key() computes the hash key of the position.
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/// The hash key is usually updated incrementally as moves are made and unmade.
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/// The compute_material_key() function is only used when a new position is set
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/// up, and to verify the correctness of the material hash key when running in
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/// debug mode.
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Key Position::compute_material_key() const {
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Key k = 0;
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for (Color c = WHITE; c <= BLACK; ++c)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
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for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
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k ^= Zobrist::psq[c][pt][cnt];
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si->materialKey ^= Zobrist::psq[c][pt][cnt];
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}
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return k;
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/// Position::compute_non_pawn_material() computes the total non-pawn middlegame
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/// material value for each side. Material values are updated incrementally during
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/// the search. This function is only used when initializing a new Position object.
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void Position::compute_non_pawn_material(StateInfo* si) const {
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si->npMaterial[WHITE] = si->npMaterial[BLACK] = VALUE_ZERO;
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for (Color c = WHITE; c <= BLACK; ++c)
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for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
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si->npMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt];
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}
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}
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@ -1161,22 +1144,6 @@ Score Position::compute_psq_score() const {
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}
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}
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/// Position::compute_non_pawn_material() computes the total non-pawn middlegame
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/// material value for the given side. Material values are updated incrementally
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/// during the search. This function is only used when initializing a new Position
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/// object.
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Value Position::compute_non_pawn_material(Color c) const {
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Value value = VALUE_ZERO;
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for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
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value += pieceCount[c][pt] * PieceValue[MG][pt];
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return value;
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}
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/// Position::is_draw() tests whether the position is drawn by material, 50 moves
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/// Position::is_draw() tests whether the position is drawn by material, 50 moves
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/// rule or repetition. It does not detect stalemates.
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/// rule or repetition. It does not detect stalemates.
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@ -1250,18 +1217,16 @@ bool Position::pos_is_ok(int* failedStep) const {
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// What features of the position should be verified?
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// What features of the position should be verified?
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const bool all = false;
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const bool all = false;
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const bool debugBitboards = all || false;
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const bool testBitboards = all || false;
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const bool debugKingCount = all || false;
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const bool testKingCount = all || false;
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const bool debugKingCapture = all || false;
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const bool testKingCapture = all || false;
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const bool debugCheckerCount = all || false;
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const bool testCheckerCount = all || false;
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const bool debugKey = all || false;
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const bool testKeys = all || false;
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const bool debugMaterialKey = all || false;
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const bool testIncrementalEval = all || false;
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const bool debugPawnKey = all || false;
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const bool testNonPawnMaterial = all || false;
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const bool debugIncrementalEval = all || false;
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const bool testPieceCounts = all || false;
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const bool debugNonPawnMaterial = all || false;
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const bool testPieceList = all || false;
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const bool debugPieceCounts = all || false;
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const bool testCastlingSquares = all || false;
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const bool debugPieceList = all || false;
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const bool debugCastlingSquares = all || false;
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if (*step = 1, sideToMove != WHITE && sideToMove != BLACK)
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if (*step = 1, sideToMove != WHITE && sideToMove != BLACK)
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return false;
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return false;
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@ -1272,19 +1237,19 @@ bool Position::pos_is_ok(int* failedStep) const {
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if ((*step)++, piece_on(king_square(BLACK)) != B_KING)
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if ((*step)++, piece_on(king_square(BLACK)) != B_KING)
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return false;
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return false;
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if ((*step)++, debugKingCount)
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if ((*step)++, testKingCount)
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if ( std::count(board, board + SQUARE_NB, W_KING) != 1
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if ( std::count(board, board + SQUARE_NB, W_KING) != 1
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|| std::count(board, board + SQUARE_NB, B_KING) != 1)
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|| std::count(board, board + SQUARE_NB, B_KING) != 1)
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return false;
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return false;
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if ((*step)++, debugKingCapture)
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if ((*step)++, testKingCapture)
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if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
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if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
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return false;
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return false;
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if ((*step)++, debugCheckerCount && popcount<Full>(st->checkersBB) > 2)
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if ((*step)++, testCheckerCount && popcount<Full>(st->checkersBB) > 2)
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return false;
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return false;
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if ((*step)++, debugBitboards)
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if ((*step)++, testBitboards)
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{
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{
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// The intersection of the white and black pieces must be empty
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// The intersection of the white and black pieces must be empty
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if (pieces(WHITE) & pieces(BLACK))
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if (pieces(WHITE) & pieces(BLACK))
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@ -1305,30 +1270,33 @@ bool Position::pos_is_ok(int* failedStep) const {
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if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6)
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if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6)
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return false;
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return false;
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if ((*step)++, debugKey && st->key != compute_key())
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if ((*step)++, testKeys)
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{
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StateInfo si;
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compute_keys(&si);
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if (st->key != si.key || st->pawnKey != si.pawnKey || st->materialKey != si.materialKey)
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return false;
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}
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if ((*step)++, testNonPawnMaterial)
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{
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StateInfo si;
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compute_non_pawn_material(&si);
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if ( st->npMaterial[WHITE] != si.npMaterial[WHITE]
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|| st->npMaterial[BLACK] != si.npMaterial[BLACK])
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return false;
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}
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if ((*step)++, testIncrementalEval && st->psq != compute_psq_score())
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return false;
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return false;
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if ((*step)++, debugPawnKey && st->pawnKey != compute_pawn_key())
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if ((*step)++, testPieceCounts)
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return false;
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if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key())
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return false;
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if ((*step)++, debugIncrementalEval && st->psq != compute_psq_score())
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return false;
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if ((*step)++, debugNonPawnMaterial)
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if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE)
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|| st->npMaterial[BLACK] != compute_non_pawn_material(BLACK))
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return false;
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if ((*step)++, debugPieceCounts)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
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if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
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return false;
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return false;
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if ((*step)++, debugPieceList)
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if ((*step)++, testPieceList)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (PieceType pt = PAWN; pt <= KING; ++pt)
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for (int i = 0; i < pieceCount[c][pt]; ++i)
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for (int i = 0; i < pieceCount[c][pt]; ++i)
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@ -1336,7 +1304,7 @@ bool Position::pos_is_ok(int* failedStep) const {
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|| index[pieceList[c][pt][i]] != i)
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|| index[pieceList[c][pt][i]] != i)
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return false;
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return false;
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if ((*step)++, debugCastlingSquares)
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if ((*step)++, testCastlingSquares)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (Color c = WHITE; c <= BLACK; ++c)
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for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
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for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
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{
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{
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@ -171,6 +171,9 @@ private:
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// Initialization helpers (used while setting up a position)
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// Initialization helpers (used while setting up a position)
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void clear();
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void clear();
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void set_castling_right(Color c, Square rfrom);
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void set_castling_right(Color c, Square rfrom);
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void compute_keys(StateInfo* si) const;
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void compute_non_pawn_material(StateInfo* si) const;
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Score compute_psq_score() const;
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// Helper functions
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// Helper functions
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void do_castling(Square kfrom, Square kto, Square rfrom, Square rto);
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void do_castling(Square kfrom, Square kto, Square rfrom, Square rto);
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@ -179,15 +182,6 @@ private:
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void remove_piece(Square s, Color c, PieceType pt);
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void remove_piece(Square s, Color c, PieceType pt);
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void move_piece(Square from, Square to, Color c, PieceType pt);
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void move_piece(Square from, Square to, Color c, PieceType pt);
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// Computing hash keys from scratch (for initialization and debugging)
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Key compute_key() const;
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Key compute_pawn_key() const;
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Key compute_material_key() const;
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// Computing incremental evaluation scores and material counts
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Score compute_psq_score() const;
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Value compute_non_pawn_material(Color c) const;
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// Board and pieces
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// Board and pieces
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Piece board[SQUARE_NB];
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Piece board[SQUARE_NB];
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Bitboard byTypeBB[PIECE_TYPE_NB];
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Bitboard byTypeBB[PIECE_TYPE_NB];
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