And remove from main do_move() flow. Just a small speedup
because we avoid two branches in the common case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The index at 0 was reserved for no-pieces
information. But we don't need that.
This is a prerequisite for next patch.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
They are both 64 bits unsigned integer, but it
is correct to use the proper type.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Array castleRightsMask[] is not static because it can
be different for different positions, so let it be
a Position member data. This allows to remove tricky
hacks to take in account that although it was defined
static it could change.
Theoretically now copying a position is a bit slower because
we need to copy also an array of 64 integers, but because in
split() we don't copy the position anymore, but just keep the
pointer, the added burden is not mesurable even in MP case.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It will be used by future patches and also rearranges some
half cooked code that mistakenly ended up in master in the
past.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Bug spotted by Jouni Uski and fix suggested by Pablo Vazquez
Also add note that we are not always handling fifty move rule correctly
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
In move_to_san() we create by copy a new position just
to detect if move gives check. This could be very costly in
line_to_san() that calls move_to_san() for every move, so
create the position only once and pass a reference to move_to_san()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Renamed a bit the functions to be more clear what
we actually are doing when we craete a Position object
and explained how StateInfo works.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Also removed some trailing whitespaces and aligned
indentation to current standard.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The init_eval() function corrupted the static array castleRightsMask[]
in the Position class, resulting in instant crashes in most Chess960
games. Fixed by repairing the damage directly after the function is
called. Also modified the Position::to_fen() function to display
castle rights correctly for Chess960 positions, and added sanity checks
for uncastled rook files in Position::is_ok().
According to standard en-passant is recorded in fen string regardless
of whether there is a pawn in position to make an en passant capture.
Instead internally we set ep square only if the pawn can be captured.
So teach from_fen() to correctly handle this difference.
Bug reported and fixed by Justin Blanchard.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
The most interesting thing is a bit of rewrite
and semplification in connected_moves()
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
When false (common case) we avoid to update checkers
bitboard that although not so costly slows down a bit
this very hot and critical path.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It will be overwritten anyway.
Also other little small touches that seem to increase
speed more then the whole enum Score patch series :-(
Optimization is really a black art.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Increases performance because now we use one integer
for both midgame and endgame scores.
Unfortunatly the latest patches seem to have reduced a bit
the speed so at the end we are more or less at the same
performance level of the beginning. But this patch series
introduced also some code cleanup so it is the main reason
we commit anyway.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Instead of MgPieceSquareTable[16][64] and EgPieceSquareTable[16][64]
This allows to fetch mg and eg values from adjacent words in memory.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is now no more needed to know dc candidates
inside MovePicker, so avoid calculating there.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Big cleanup and semplification of pawns evasions that
now are pseudo-legal as the remaining moves. This
allow us to remove a lot of tricky code.
Verified against perft: no functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This allow a big semplification in move generation
that will be committed with the next patch. And makes
handling of evasions similar to the other type of moves.
This patch plus the next seem to improve also on
the performance side because after 640 games to
verify there are no hidden regressions we are at +9 ELO
Verified with perft no functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Don't seem to help, perhaps because we
return an approximate SEE score instead of the
real negative score so that we have some bad capture
or evasion sub-optimal ordering that compensates
the speed up.
Anyhow after 999 games at 1+0
Mod vs Orig +240 =514 -245 -2 ELO
So almost no harm to remove and make the code simpler.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Because we only generate legal moves we can assume
a king cannot be recaptured, so we can safely return
immediately with the captured piece score. If the move
turns out to be illegal it will be pruned anyhow,
independently from SEE value. This gives a good speed up
especially now that we SEE-test all the evasions that
are always legal and very often are king moves.
Another optimization catches almost 15% of cases, unfortunatly
we have already calculated the very expensive attacks, so
benefits are not so big anyway.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This patch cuts 30% of SEE calculations, as a drawback
a returned negative value is no more always correct if
a shortcut is found.
This could impact move order when based on negative see
score as example bad captures and evasions.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We want piece list to be terminated with SQ_NONE.
This happens with all the pieces but the pawns that
being 8 make the inner loop exit just before writing
the SQ_NONE value at the tail of the list.
This bug was hidden because currently we don't use
piece list to scan pawns, but this will change in the
future and in any case an initialization should be done
correctly for the whole array to avoid subtle bugs in
the future.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is not equivalent because the check for the
50 moves rule get badly affected.
// Draw by the 50 moves rule?
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
So we _really_ need two counters.
Thanks to Joona and Tord to be patience with a silly guy ;-)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Null moves can artificially create a repetition
draw where instead there is no one.
So use a second counter to reset history after
a null move.
Idea from Joona.
After 999 games at 1+0
Mod vs Orig +238 =553 -208 51.50% 514.5/999 +10 ELO
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It turned out that we used do_move_bb to update the king and rook
bitboards when making and unmaking castling moves, which obviously
doesn't work in Chess960, where the source and destination squares
for the king or rook could be identical.
No functional change in normal chess.
This patch make the piece list always terminated by SQ_NONE,
so that we can use a simpler and faster loop in move
generation.
Speedup is about 0.6%.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is in line with attackers_to() and is shorter and
piece is already redundant because is passed as template
parameter anyway.
Integrate also pawn_attacks_from() in the attacks_from()
family so to have an uniform attack info API.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Use the definition in the few places where is needed.
As a nice side effect there is also an optimization in
generate_evasions() where the bitboard of enemy pieces
is computed only once and out of a tight loop.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>