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Simplify move legality check for uncommon cases

Remove a bunch of difficult and tricky code to test
legality of castle and ep moves and instead use a slower
but simpler check against the list of generated legal moves.

Because these moves are very rare the performance impact
is small but code semplification is ver big: almost 100 lines
of difficult code removed !

No functionality change. No performance change (strangely enough
there is no even minimal performance regression in pgo builds but
instead a slightly and unexpected increase).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-09-21 11:54:25 +01:00
parent 43ca5c926d
commit 8487069058
4 changed files with 31 additions and 123 deletions

View file

@ -430,7 +430,7 @@ Move Book::get_move(const Position& pos) {
return MOVE_NONE;
MoveStack mlist[256];
MoveStack* last = generate_legal_moves(pos, mlist);
MoveStack* last = generate_moves(pos, mlist);
for (MoveStack* cur = mlist; cur != last; cur++)
if ((int(cur->move) & 07777) == bookMove)
return cur->move;

View file

@ -345,13 +345,11 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
}
/// generate_legal_moves() computes a complete list of legal moves in the
/// current position. This function is not very fast, and should be used
/// only in situations where performance is unimportant. It wouldn't be
/// very hard to write an efficient legal move generator, but for the moment
/// we don't need it.
/// generate_moves() computes a complete list of legal or pseudo legal moves in
/// the current position. This function is not very fast, and should be used
/// only in situations where performance is unimportant.
MoveStack* generate_legal_moves(const Position& pos, MoveStack* mlist) {
MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal) {
assert(pos.is_ok());
@ -363,6 +361,8 @@ MoveStack* generate_legal_moves(const Position& pos, MoveStack* mlist) {
// Generate pseudo-legal moves
MoveStack* last = generate_captures(pos, mlist);
last = generate_noncaptures(pos, last);
if (pseudoLegal)
return last;
// Remove illegal moves from the list
for (MoveStack* cur = mlist; cur != last; cur++)
@ -376,10 +376,24 @@ MoveStack* generate_legal_moves(const Position& pos, MoveStack* mlist) {
/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
/// move and a pinned pieces bitboard as input, and tests whether
/// the move is legal. If the move is legal, the move itself is
/// returned. If not, the function returns false. This function must
/// only be used when the side to move is not in check.
/// move and tests whether the move is legal. This version is not very fast
/// and should be used only for non time-critical paths.
bool move_is_legal(const Position& pos, const Move m) {
MoveStack mlist[256];
MoveStack* last = generate_moves(pos, mlist, true);
for (MoveStack* cur = mlist; cur != last; cur++)
if (cur->move == m)
return pos.pl_move_is_legal(m);
return false;
}
/// Fast version of move_is_legal() that takes a position a move and
/// a pinned pieces bitboard as input, and tests whether the move is legal.
/// This version must only be used when the side to move is not in check.
bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
@ -388,6 +402,10 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(move_is_ok(m));
assert(pinned == pos.pinned_pieces(pos.side_to_move()));
// Use a slower but simpler function for uncommon cases
if (move_is_ep(m) || move_is_castle(m))
return move_is_legal(pos, m);
Color us = pos.side_to_move();
Square from = move_from(m);
Piece pc = pos.piece_on(from);
@ -400,92 +418,6 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
Color them = opposite_color(us);
Square to = move_to(m);
// En passant moves
if (move_is_ep(m))
{
// The piece must be a pawn and destination square must be the
// en passant square.
if ( type_of_piece(pc) != PAWN
|| to != pos.ep_square())
return false;
assert(pos.square_is_empty(to));
assert(pos.piece_on(to - pawn_push(us)) == piece_of_color_and_type(them, PAWN));
// The move is pseudo-legal, check if it is also legal
return pos.pl_move_is_legal(m, pinned);
}
// Castling moves
if (move_is_short_castle(m))
{
// The piece must be a king and side to move must still have
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_kingside(us))
return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_kr_square(us));
assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
Square g1 = relative_square(us, SQ_G1);
Square f1 = relative_square(us, SQ_F1);
Square s;
bool illegal = false;
// Check if any of the squares between king and rook
// is occupied or under attack.
for (s = Min(from, g1); s <= Max(from, g1); s++)
if ( (s != from && s != to && !pos.square_is_empty(s))
||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
// Check if any of the squares between king and rook
// is occupied.
for (s = Min(to, f1); s <= Max(to, f1); s++)
if (s != from && s != to && !pos.square_is_empty(s))
illegal = true;
return !illegal;
}
if (move_is_long_castle(m))
{
// The piece must be a king and side to move must still have
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_queenside(us))
return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_qr_square(us));
assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
Square c1 = relative_square(us, SQ_C1);
Square d1 = relative_square(us, SQ_D1);
Square s;
bool illegal = false;
for (s = Min(from, c1); s <= Max(from, c1); s++)
if( (s != from && s != to && !pos.square_is_empty(s))
||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(to, d1); s <= Max(to, d1); s++)
if(s != from && s != to && !pos.square_is_empty(s))
illegal = true;
if ( square_file(to) == FILE_B
&& ( pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, ROOK)
|| pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, QUEEN)))
illegal = true;
return !illegal;
}
// Normal moves
// The destination square cannot be occupied by a friendly piece
if (pos.color_of_piece_on(to) == us)
return false;
@ -560,30 +492,6 @@ bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
}
/// Another version of move_is_legal(), which takes only a position and a move
/// as input. This function does not require that the side to move is not in
/// check. It is not optimized for speed, and is only used for verifying move
/// legality when building a PV from the transposition table.
bool move_is_legal(const Position& pos, const Move m) {
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
if (!pos.is_check())
return move_is_legal(pos, m, pinned);
else
{
Position p(pos);
MoveStack mlist[64];
MoveStack* last = generate_evasions(p, mlist, pinned);
for (MoveStack* cur = mlist; cur != last; cur++)
if (cur->move == m)
return true;
return false;
}
}
namespace {
template<PieceType Piece>

View file

@ -36,7 +36,7 @@ extern MoveStack* generate_captures(const Position& pos, MoveStack* mlist);
extern MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist);
extern MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc);
extern MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned);
extern MoveStack* generate_legal_moves(const Position& pos, MoveStack* mlist);
extern MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal = false);
extern bool move_is_legal(const Position& pos, const Move m, Bitboard pinned);
extern bool move_is_legal(const Position& pos, const Move m);

View file

@ -1966,7 +1966,7 @@ namespace {
bool includeAllMoves = (searchMoves[0] == MOVE_NONE);
// Generate all legal moves
MoveStack* last = generate_legal_moves(pos, mlist);
MoveStack* last = generate_moves(pos, mlist);
// Add each move to the moves[] array
for (MoveStack* cur = mlist; cur != last; cur++)