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Fix pin-aware SEE

Correct pinners calculation and fix bug with pinned
pieces giving check. With this patch 'pinners' only
returns sliders with exactly one defensive piece between
the slider and the attacked square (in other words, pinners
returns exact pinners).

This was a co-operation between Marco Costalba,
Stphane Nicolet and me.

Special thanks to Ronald de Man for reporting the bug with
pinned pieces giving check, discussed here:
https://groups.google.com/forum/?fromgroups=#!topic/fishcooking/S_4E_Xs5HaE

STC:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 132118 W: 23578 L: 23645 D: 84895

LTC:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 36424 W: 4770 L: 4670 D: 26984

bench: 6272231
This commit is contained in:
Guenther Demetz 2016-09-19 08:21:41 +02:00 committed by Marco Costalba
parent 4b0043ae7c
commit 943ae89be1

View file

@ -425,23 +425,28 @@ Phase Position::game_phase() const {
/// slider if removing that piece from the board would result in a position where
/// square 's' is attacked. For example, a king-attack blocking piece can be either
/// a pinned or a discovered check piece, according if its color is the opposite
/// or the same of the color of the slider. The pinners bitboard get filled with
/// real and potential pinners.
/// or the same of the color of the slider.
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
Bitboard b, p, result = 0;
Bitboard result = 0;
pinners = 0;
// Pinners are sliders that attack 's' when a pinned piece is removed
pinners = p = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
// Snipers are sliders that attack 's' when a piece is removed
Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
while (p)
while (snipers)
{
b = between_bb(s, pop_lsb(&p)) & pieces();
Square sniperSq = pop_lsb(&snipers);
Bitboard b = between_bb(s, sniperSq) & pieces();
if (!more_than_one(b))
result |= b;
if (!more_than_one(b))
{
result |= b;
if (b & pieces(color_of(piece_on(s))))
pinners |= sniperSq;
}
}
return result;
}
@ -972,7 +977,7 @@ Value Position::see(Move m) const {
Bitboard occupied, attackers, stmAttackers;
Value swapList[32];
int slIndex = 1;
PieceType captured;
PieceType nextVictim;
Color stm;
assert(is_ok(m));
@ -1004,8 +1009,8 @@ Value Position::see(Move m) const {
stmAttackers = attackers & pieces(stm);
occupied ^= to; // For the case when captured piece is a pinner
// Don't allow pinned pieces to attack as long all pinners (this includes also
// potential ones) are on their original square. When a pinner moves to the
// Don't allow pinned pieces to attack pieces except the king as long all
// pinners are on their original square. When a pinner moves to the
// exchange-square or get captured on it, we fall back to standard SEE behaviour.
if ( (stmAttackers & pinned_pieces(stm))
&& (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm])
@ -1020,25 +1025,26 @@ Value Position::see(Move m) const {
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
captured = type_of(piece_on(from));
nextVictim = type_of(piece_on(from));
do {
assert(slIndex < 32);
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][nextVictim];
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
stm = ~stm;
stmAttackers = attackers & pieces(stm);
if ( (stmAttackers & pinned_pieces(stm))
if ( nextVictim != KING
&& (stmAttackers & pinned_pieces(stm))
&& (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm])
stmAttackers &= ~pinned_pieces(stm);
++slIndex;
} while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
} while (stmAttackers && (nextVictim != KING || (--slIndex, false))); // Stop before a king capture
// Having built the swap list, we negamax through it to find the best
// achievable score from the point of view of the side to move.