We avoid to use an ad-hoc table at the cost of a
relative_rank() call in advanced_pawn_push().
On my 32 bit system it is even slightly faster (on 64bit
may be different). This is the speed in nps alternating
old and new bench runs:
new
368890
368825
369972
old
367798
367635
368026
No functional change.
Instead of a passed pawn now we just require the pawn to
be in the opponent camp to be considered a dangerous
move. Added some renaming to reflect the change.
Passed both short TC test
LLR: 2.95 (-2.94,2.94) [-1.50,4.50]
Total: 10358 W: 2033 L: 1900 D: 6425
And long TC
LLR: 2.95 (-2.94,2.94) [0.00,6.00]
Total: 21459 W: 3486 L: 3286 D: 14687
bench: 8322172
It was never updated !
Currently it only affects evaluate_passed_pawns()
and in particularly the rule to increase the bonus
if we have more non-pawn pieces. We could simply use
popcount() instead and avoid the little slowdown
in put_piece() and remove_piece(), but this would
leave a very subtle and tricky hole where people
are forced to remember that pos.count<ALL_PIECES>()
does not work. This is not obvious and so dangerous.
Thanks to Ronald de Man for spotting this.
bench: 7931424
The new Position methods add_piece, move_piece, and remove_piece
now manage the member variables pieceList, pieceCount, and index,
and 9 blocks of code in Position that used to manipulate those
data structures by hand now call the new methods.
There is a slightly slowdown (< 1%) on Clang and on perft,
but the cleanup compensates the little speed loss.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And #ifdef instead of #if defined
This is more standard form (see for example iostream file).
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use an optinal argument instead of a template
parameter. Interestingly, not only is simpler,
but also faster, perhaps due to less L1 instruction
cache pressure because we don't duplicate the very
used SEE code path.
No functional change.
Rename startPosPly to gamePly and increment/decrement
the variable after each do/undo move. This adds a little
overhead in do_move() but we will need to have the
game ply during the search for the next patches now
under test.
Currently we don't increment gamePly in do_null_move()
becuase it is not needed at the moment. Could change
in the future.
As a nice side effect we can now remove an hack in
startpos_ply_counter().
No functional change.
And handle the castle directly in do/undo_move().
This allow to greatly simplify the code.
Here the beast is the nasty Chess960 that is
really tricky to get it right because could be
that 'from' and 'to' squares are the same or
that king's 'to' square is rook's 'from' square.
Anyhow should work: verified on all Chess960
starting positions.
No functional and no speed change also in Chess960.
Use a more traditional approach, along the same lines
of do_move().
It is true that we copy more in do_null_move(), but we
save the work in undo_null_move(). Speed test shows the
new code to be even a bit faster.
No functional change.
Let the caller to decide where to redirect (cout or cerr) the
ASCII representation of the position. Rename the function to
reflect this.
Renamed also from_fen() and to_fen() to set() and fen() respectively.
No functional change.
Both Lucas re-test and Jean-Francois confirrm it
is a regression.
Here Jean-Francois's results after 3600 games :
Score of 96d3b1c92b vs 3b87314: 690 - 729 - 2181 [0.495] 3600
ELO: -3.86 +- 99%: 14.94 95%: 11.35
LOS: 15.03%
Wins: 690 Losses: 729 Draws: 2181 Total: 3600
Bench: 5404066
Don't prune and eventually extend check moves of type
DISCO_CHECK (pun intended, Lucas will understand :-) ).
Patch from Lucas Braesch that has also tested it:
Result: 879-661-2137, score=52.96%, LOS=100.00% (time 10"+0.1")
I have started a verification test right now.
bench: 6004966
ReducedStateInfo is a redundant struct that is also
prone to errors, indeed must be updated any time is
updated StateInfo. It is a trick to partial copy a
StateInfo object in do_move().
This patch takes advantage of builtin macro offsetof()
to directly calculate the number of quad words to copy.
Note that we still use memcpy to do the actual job of
copying the (48 bytes) of data.
Idea by Richard Vida.
No functional and no performance change.
And restore old behaviour of not returning from a RootNode
without updating RootMoves[].
Also renamed is_draw() template parameters to reflect a
'positive' logic (Check instead of Skip) that is easier
to follow.
New bench: 5312693