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https://github.com/sockspls/badfish
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Retire history[]
Use key saved in state instead. No functional change (in real games) and no speed regression. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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a6fc3d6ee5
commit
3d8140a541
3 changed files with 33 additions and 45 deletions
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@ -99,7 +99,6 @@ CheckInfo::CheckInfo(const Position& pos) {
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Position::Position(const Position& pos, int th) {
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memcpy(this, &pos, sizeof(Position));
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detach(); // Always detach() in copy c'tor to avoid surprises
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threadID = th;
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nodes = 0;
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@ -113,18 +112,6 @@ Position::Position(const string& fen, bool isChess960, int th) {
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}
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/// Position::detach() copies the content of the current state and castling
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/// masks inside the position itself. This is needed when the st pointee could
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/// become stale, as example because the caller is about to going out of scope.
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void Position::detach() {
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startState = *st;
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st = &startState;
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st->previous = NULL; // As a safe guard
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}
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/// Position::from_fen() initializes the position object with the given FEN
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/// string. This function is not very robust - make sure that input FENs are
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/// correct (this is assumed to be the responsibility of the GUI).
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@ -775,27 +762,16 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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/// Position::do_setup_move() makes a permanent move on the board. It should
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/// be used when setting up a position on board. You can't undo the move.
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void Position::do_setup_move(Move m) {
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void Position::do_setup_move(Move m, StateInfo& newSt) {
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assert(move_is_ok(m));
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StateInfo newSt;
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// Update the number of full moves after black's move
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if (sideToMove == BLACK)
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fullMoves++;
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do_move(m, newSt);
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// Reset "game ply" in case we made a non-reversible move.
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// "game ply" is used for repetition detection.
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if (st->rule50 == 0)
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st->gamePly = 0;
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// Our StateInfo newSt is about going out of scope so copy
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// its content before it disappears.
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detach();
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assert(is_ok());
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}
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@ -834,16 +810,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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newSt.previous = st;
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st = &newSt;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->gamePly++] = key;
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// Update side to move
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key ^= zobSideToMove;
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// Increment the 50 moves rule draw counter. Resetting it to zero in the
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// case of non-reversible moves is taken care of later.
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st->rule50++;
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st->gamePly++;
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st->pliesFromNull++;
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if (move_is_castle(m))
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@ -1369,10 +1342,6 @@ void Position::do_null_move(StateInfo& backupSt) {
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backupSt.pliesFromNull = st->pliesFromNull;
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st->previous = &backupSt;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->gamePly++] = st->key;
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// Update the necessary information
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if (st->epSquare != SQ_NONE)
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st->key ^= zobEp[st->epSquare];
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@ -1383,6 +1352,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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sideToMove = opposite_color(sideToMove);
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st->epSquare = SQ_NONE;
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st->rule50++;
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st->gamePly++;
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st->pliesFromNull = 0;
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st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
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@ -1699,9 +1669,24 @@ bool Position::is_draw() const {
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// Draw by repetition?
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if (!SkipRepetition)
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for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
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if (history[st->gamePly - i] == st->key)
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return true;
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{
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int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull);
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if (i <= e)
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{
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StateInfo* stp = st->previous->previous;
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do {
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stp = stp->previous->previous;
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if (stp->key == st->key)
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return true;
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i +=2;
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} while (i <= e);
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}
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}
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return false;
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}
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@ -26,11 +26,6 @@
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#include "move.h"
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#include "types.h"
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/// Maximum number of plies per game (220 should be enough, because the
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/// maximum search depth is 100, and during position setup we reset the
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/// move counter for every non-reversible move).
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const int MaxGameLength = 220;
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/// The checkInfo struct is initialized at c'tor time and keeps info used
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/// to detect if a move gives check.
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@ -168,7 +163,7 @@ public:
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bool pawn_is_passed(Color c, Square s) const;
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// Doing and undoing moves
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void do_setup_move(Move m);
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void do_setup_move(Move m, StateInfo& st);
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void do_move(Move m, StateInfo& st);
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void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
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void undo_move(Move m);
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@ -219,7 +214,6 @@ private:
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// Initialization helper functions (used while setting up a position)
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void clear();
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void detach();
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void put_piece(Piece p, Square s);
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void set_castle(int f, Square ksq, Square rsq);
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void set_castling_rights(char token);
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@ -258,7 +252,6 @@ private:
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int index[64]; // [square]
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// Other info
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Key history[MaxGameLength];
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int castleRightsMask[64]; // [square]
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Square castleRookSquare[16]; // [castleRight]
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StateInfo startState;
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12
src/uci.cpp
12
src/uci.cpp
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@ -21,6 +21,7 @@
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#include <iostream>
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#include <sstream>
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#include <string>
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#include <vector>
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#include "evaluate.h"
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#include "misc.h"
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@ -36,6 +37,10 @@ namespace {
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// FEN string for the initial position
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const string StartPositionFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
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// Keep track of position keys along the setup moves (from start position to the
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// position just before to start searching). This is needed by draw detection.
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std::vector<StateInfo> SetupState;
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// UCIParser is a class for parsing UCI input. The class
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// is actually a string stream built on a given input string.
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typedef istringstream UCIParser;
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@ -140,8 +145,13 @@ namespace {
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else return;
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// Parse move list (if any)
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SetupState.clear();
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while (up >> token && (m = move_from_uci(pos, token)) != MOVE_NONE)
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pos.do_setup_move(m);
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{
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SetupState.push_back(StateInfo());
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pos.do_setup_move(m, SetupState.back());
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}
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}
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