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Add a see() function that take only destination square
In this case firstlocates the least valuable attacker, if any, then proceed as usual. This will be used by next patch. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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4 changed files with 52 additions and 20 deletions
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@ -250,8 +250,8 @@ Bitboard BMask[64];
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int BAttackIndex[64];
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Bitboard BAttacks[0x1480];
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Bitboard SetMaskBB[64];
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Bitboard ClearMaskBB[64];
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Bitboard SetMaskBB[65];
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Bitboard ClearMaskBB[65];
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Bitboard StepAttackBB[16][64];
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Bitboard RayBB[64][8];
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@ -433,6 +433,8 @@ namespace {
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// be necessary to touch any of them.
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void init_masks() {
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SetMaskBB[SQ_NONE] = 0ULL;
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ClearMaskBB[SQ_NONE] = ~SetMaskBB[SQ_NONE];
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for(Square s = SQ_A1; s <= SQ_H8; s++) {
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SetMaskBB[s] = (1ULL << s);
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ClearMaskBB[s] = ~SetMaskBB[s];
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@ -113,8 +113,8 @@ extern const Bitboard RankBB[8];
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extern const Bitboard RelativeRankBB[2][8];
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extern const Bitboard InFrontBB[2][8];
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extern Bitboard SetMaskBB[64];
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extern Bitboard ClearMaskBB[64];
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extern Bitboard SetMaskBB[65];
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extern Bitboard ClearMaskBB[65];
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extern Bitboard StepAttackBB[16][64];
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extern Bitboard RayBB[64][8];
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@ -1582,10 +1582,16 @@ void Position::undo_null_move(const UndoInfo &u) {
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/// Position::see() is a static exchange evaluator: It tries to estimate the
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/// material gain or loss resulting from a move. There are two versions of
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/// this function: One which takes a move as input, and one which takes a
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/// 'from' and a 'to' square. The function does not yet understand promotions
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/// or en passant captures.
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/// material gain or loss resulting from a move. There are three versions of
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/// this function: One which takes a destination square as input, one takes a
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/// move, and one which takes a 'from' and a 'to' square. The function does
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/// not yet understand promotions or en passant captures.
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int Position::see(Square to) const {
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assert(square_is_ok(to));
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return see(SQ_NONE, to);
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}
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int Position::see(Move m) const {
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@ -1595,18 +1601,22 @@ int Position::see(Move m) const {
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int Position::see(Square from, Square to) const {
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// Approximate material values, with pawn = 1
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// Material values
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static const int seeValues[18] = {
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0, 1, 3, 3, 5, 10, 100, 0, 0, 1, 3, 3, 5, 10, 100, 0, 0, 0
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0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
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0, PawnValueMidgame, KnightValueMidgame, BishopValueMidgame,
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RookValueMidgame, QueenValueMidgame, QueenValueMidgame*10, 0,
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0, 0
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};
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Bitboard attackers, occ, b;
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assert(square_is_ok(from));
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assert(square_is_ok(from) || from == SQ_NONE);
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assert(square_is_ok(to));
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// Initialize colors
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Color us = color_of_piece_on(from);
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Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
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Color them = opposite_color(us);
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// Initialize pieces
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@ -1616,15 +1626,34 @@ int Position::see(Square from, Square to) const {
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// Find all attackers to the destination square, with the moving piece
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// removed, but possibly an X-ray attacker added behind it.
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occ = occupied_squares();
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clear_bit(&occ, from);
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attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
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| (bishop_attacks_bb(to, occ) & bishops_and_queens())
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| (piece_attacks<KNIGHT>(to) & knights())
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| (piece_attacks<KING>(to) & kings())
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| (pawn_attacks(WHITE, to) & pawns(BLACK))
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| (pawn_attacks(BLACK, to) & pawns(WHITE));
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while (true)
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{
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clear_bit(&occ, from);
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attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
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| (bishop_attacks_bb(to, occ) & bishops_and_queens())
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| (piece_attacks<KNIGHT>(to) & knights())
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| (piece_attacks<KING>(to) & kings())
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| (pawn_attacks(WHITE, to) & pawns(BLACK))
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| (pawn_attacks(BLACK, to) & pawns(WHITE));
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// If the opponent has no attackers, we are finished
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if (from != SQ_NONE)
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break;
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// If we don't have any attacker we are finished
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if ((attackers & pieces_of_color(us)) == EmptyBoardBB)
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return 0;
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// Locate the least valuable attacker to the destination square
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// and use it to initialize from square.
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PieceType pt;
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for (pt = PAWN; !(attackers & pieces_of_color_and_type(us, pt)); pt++)
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assert(pt < KING);
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from = first_1(attackers & pieces_of_color_and_type(us, pt));
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piece = piece_on(from);
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}
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// If the opponent has no attackers we are finished
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if ((attackers & pieces_of_color(them)) == EmptyBoardBB)
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return seeValues[capture];
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@ -253,6 +253,7 @@ public:
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// Static exchange evaluation
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int see(Square from, Square to) const;
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int see(Move m) const;
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int see(Square to) const;
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// Accessing hash keys
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Key get_key() const;
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