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Simplify pos_is_ok()

Now we don't need anymore the tricky pointer to
show the failed test. Added some few tests too.

Also small rename in see_ge() while there.

No functional change

Closes #1151
This commit is contained in:
Marco Costalba 2017-06-24 12:36:07 +02:00 committed by Joona Kiiski
parent 77342126d8
commit fa1e3427bd
2 changed files with 68 additions and 75 deletions

View file

@ -381,8 +381,7 @@ void Position::set_state(StateInfo* si) const {
/// Position::set() is an overload to initialize the position object with
/// the given endgame code string like "KBPKN". It is mainly a helper to
/// get the material key out of an endgame code. Position is not playable,
/// indeed is even not guaranteed to be legal.
/// get the material key out of an endgame code.
Position& Position::set(const string& code, Color c, StateInfo* si) {
@ -394,8 +393,8 @@ Position& Position::set(const string& code, Color c, StateInfo* si) {
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
string fenStr = sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/8/8/"
+ sides[1] + char(8 - sides[1].length() + '0') + " w - - 0 10";
string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/"
+ sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
return set(fenStr, false, si, nullptr);
}
@ -1000,10 +999,10 @@ Key Position::key_after(Move m) const {
/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
/// SEE value of move is greater or equal to the given value. We'll use an
/// SEE value of move is greater or equal to the given threshold. We'll use an
/// algorithm similar to alpha-beta pruning with a null window.
bool Position::see_ge(Move m, Value v) const {
bool Position::see_ge(Move m, Value threshold) const {
assert(is_ok(m));
@ -1011,7 +1010,7 @@ bool Position::see_ge(Move m, Value v) const {
// handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
// correct unless in the rare case the rook ends up under attack.
if (type_of(m) == CASTLING)
return VALUE_ZERO >= v;
return VALUE_ZERO >= threshold;
Square from = from_sq(m), to = to_sq(m);
PieceType nextVictim = type_of(piece_on(from));
@ -1030,7 +1029,7 @@ bool Position::see_ge(Move m, Value v) const {
occupied = 0;
}
if (balance < v)
if (balance < threshold)
return false;
if (nextVictim == KING)
@ -1038,7 +1037,7 @@ bool Position::see_ge(Move m, Value v) const {
balance -= PieceValue[MG][nextVictim];
if (balance >= v)
if (balance >= threshold)
return true;
bool relativeStm = true; // True if the opponent is to move
@ -1071,7 +1070,7 @@ bool Position::see_ge(Move m, Value v) const {
relativeStm = !relativeStm;
if (relativeStm == (balance >= v))
if (relativeStm == (balance >= threshold))
return relativeStm;
stm = ~stm;
@ -1146,78 +1145,72 @@ void Position::flip() {
}
/// Position::pos_is_ok() performs some consistency checks for the position object.
/// Position::pos_is_ok() performs some consistency checks for the
/// position object and raises an asserts if something wrong is detected.
/// This is meant to be helpful when debugging.
bool Position::pos_is_ok(int* failedStep) const {
bool Position::pos_is_ok() const {
const bool Fast = true; // Quick (default) or full check?
enum { Default, King, Bitboards, State, Lists, Castling };
if ( (sideToMove != WHITE && sideToMove != BLACK)
|| piece_on(square<KING>(WHITE)) != W_KING
|| piece_on(square<KING>(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
assert(0 && "pos_is_ok: Default");
for (int step = Default; step <= (Fast ? Default : Castling); step++)
if (Fast)
return true;
if ( pieceCount[W_KING] != 1
|| pieceCount[B_KING] != 1
|| attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
assert(0 && "pos_is_ok: Kings");
if ( (pieces(PAWN) & (Rank1BB | Rank8BB))
|| pieceCount[W_PAWN] > 8
|| pieceCount[B_PAWN] > 8)
assert(0 && "pos_is_ok: Pawns");
if ( (pieces(WHITE) & pieces(BLACK))
|| (pieces(WHITE) | pieces(BLACK)) != pieces()
|| popcount(pieces(WHITE)) > 16
|| popcount(pieces(BLACK)) > 16)
assert(0 && "pos_is_ok: Bitboards");
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
assert(0 && "pos_is_ok: Bitboards");
StateInfo si = *st;
set_state(&si);
if (std::memcmp(&si, st, sizeof(StateInfo)))
assert(0 && "pos_is_ok: State");
for (Piece pc : Pieces)
{
if (failedStep)
*failedStep = step;
if ( pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
|| pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
assert(0 && "pos_is_ok: Pieces");
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
|| piece_on(square<KING>(WHITE)) != W_KING
|| piece_on(square<KING>(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
|| attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
return false;
if (step == Bitboards)
{
if ( (pieces(WHITE) & pieces(BLACK))
||(pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
if (step == State)
{
StateInfo si = *st;
set_state(&si);
if (std::memcmp(&si, st, sizeof(StateInfo)))
return false;
}
if (step == Lists)
for (Piece pc : Pieces)
{
if (pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc))))
return false;
for (int i = 0; i < pieceCount[pc]; ++i)
if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
return false;
}
if (step == Castling)
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
if (!can_castle(c | s))
continue;
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
||(castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
return false;
}
for (int i = 0; i < pieceCount[pc]; ++i)
if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
assert(0 && "pos_is_ok: Index");
}
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
if (!can_castle(c | s))
continue;
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
|| (castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
assert(0 && "pos_is_ok: Castling");
}
return true;
}

View file

@ -138,7 +138,7 @@ public:
void increment_tbHits();
// Static Exchange Evaluation
bool see_ge(Move m, Value value = VALUE_ZERO) const;
bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
// Accessing hash keys
Key key() const;
@ -161,7 +161,7 @@ public:
Value non_pawn_material() const;
// Position consistency check, for debugging
bool pos_is_ok(int* failedStep = nullptr) const;
bool pos_is_ok() const;
void flip();
private: