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https://github.com/sockspls/badfish
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This patch ports the efficiently updatable neural network (NNUE) evaluation to Stockfish. Both the NNUE and the classical evaluations are available, and can be used to assign a value to a position that is later used in alpha-beta (PVS) search to find the best move. The classical evaluation computes this value as a function of various chess concepts, handcrafted by experts, tested and tuned using fishtest. The NNUE evaluation computes this value with a neural network based on basic inputs. The network is optimized and trained on the evalutions of millions of positions at moderate search depth. The NNUE evaluation was first introduced in shogi, and ported to Stockfish afterward. It can be evaluated efficiently on CPUs, and exploits the fact that only parts of the neural network need to be updated after a typical chess move. [The nodchip repository](https://github.com/nodchip/Stockfish) provides additional tools to train and develop the NNUE networks. This patch is the result of contributions of various authors, from various communities, including: nodchip, ynasu87, yaneurao (initial port and NNUE authors), domschl, FireFather, rqs, xXH4CKST3RXx, tttak, zz4032, joergoster, mstembera, nguyenpham, erbsenzaehler, dorzechowski, and vondele. This new evaluation needed various changes to fishtest and the corresponding infrastructure, for which tomtor, ppigazzini, noobpwnftw, daylen, and vondele are gratefully acknowledged. The first networks have been provided by gekkehenker and sergiovieri, with the latter net (nn-97f742aaefcd.nnue) being the current default. The evaluation function can be selected at run time with the `Use NNUE` (true/false) UCI option, provided the `EvalFile` option points the the network file (depending on the GUI, with full path). The performance of the NNUE evaluation relative to the classical evaluation depends somewhat on the hardware, and is expected to improve quickly, but is currently on > 80 Elo on fishtest: 60000 @ 10+0.1 th 1 https://tests.stockfishchess.org/tests/view/5f28fe6ea5abc164f05e4c4c ELO: 92.77 +-2.1 (95%) LOS: 100.0% Total: 60000 W: 24193 L: 8543 D: 27264 Ptnml(0-2): 609, 3850, 9708, 10948, 4885 40000 @ 20+0.2 th 8 https://tests.stockfishchess.org/tests/view/5f290229a5abc164f05e4c58 ELO: 89.47 +-2.0 (95%) LOS: 100.0% Total: 40000 W: 12756 L: 2677 D: 24567 Ptnml(0-2): 74, 1583, 8550, 7776, 2017 At the same time, the impact on the classical evaluation remains minimal, causing no significant regression: sprt @ 10+0.1 th 1 https://tests.stockfishchess.org/tests/view/5f2906a2a5abc164f05e4c5b LLR: 2.94 (-2.94,2.94) {-6.00,-4.00} Total: 34936 W: 6502 L: 6825 D: 21609 Ptnml(0-2): 571, 4082, 8434, 3861, 520 sprt @ 60+0.6 th 1 https://tests.stockfishchess.org/tests/view/5f2906cfa5abc164f05e4c5d LLR: 2.93 (-2.94,2.94) {-6.00,-4.00} Total: 10088 W: 1232 L: 1265 D: 7591 Ptnml(0-2): 49, 914, 3170, 843, 68 The needed networks can be found at https://tests.stockfishchess.org/nns It is recommended to use the default one as indicated by the `EvalFile` UCI option. Guidelines for testing new nets can be found at https://github.com/glinscott/fishtest/wiki/Creating-my-first-test#nnue-net-tests Integration has been discussed in various issues: https://github.com/official-stockfish/Stockfish/issues/2823 https://github.com/official-stockfish/Stockfish/issues/2728 The integration branch will be closed after the merge: https://github.com/official-stockfish/Stockfish/pull/2825 https://github.com/official-stockfish/Stockfish/tree/nnue-player-wip closes https://github.com/official-stockfish/Stockfish/pull/2912 This will be an exciting time for computer chess, looking forward to seeing the evolution of this approach. Bench: 4746616
465 lines
13 KiB
C++
465 lines
13 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef POSITION_H_INCLUDED
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#define POSITION_H_INCLUDED
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#include <cassert>
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#include <deque>
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#include <memory> // For std::unique_ptr
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#include <string>
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#include "bitboard.h"
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#include "evaluate.h"
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#include "types.h"
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#include "nnue/nnue_accumulator.h"
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/// StateInfo struct stores information needed to restore a Position object to
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/// its previous state when we retract a move. Whenever a move is made on the
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/// board (by calling Position::do_move), a StateInfo object must be passed.
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struct StateInfo {
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// Copied when making a move
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Key pawnKey;
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Key materialKey;
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Value nonPawnMaterial[COLOR_NB];
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int castlingRights;
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int rule50;
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int pliesFromNull;
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Square epSquare;
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// Not copied when making a move (will be recomputed anyhow)
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Key key;
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Bitboard checkersBB;
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Piece capturedPiece;
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StateInfo* previous;
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Bitboard blockersForKing[COLOR_NB];
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Bitboard pinners[COLOR_NB];
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Bitboard checkSquares[PIECE_TYPE_NB];
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int repetition;
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// Used by NNUE
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Eval::NNUE::Accumulator accumulator;
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DirtyPiece dirtyPiece;
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};
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/// A list to keep track of the position states along the setup moves (from the
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/// start position to the position just before the search starts). Needed by
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/// 'draw by repetition' detection. Use a std::deque because pointers to
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/// elements are not invalidated upon list resizing.
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typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
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/// Position class stores information regarding the board representation as
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/// pieces, side to move, hash keys, castling info, etc. Important methods are
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/// do_move() and undo_move(), used by the search to update node info when
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/// traversing the search tree.
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class Thread;
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class Position {
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public:
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static void init();
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Position() = default;
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Position(const Position&) = delete;
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Position& operator=(const Position&) = delete;
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// FEN string input/output
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Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th);
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Position& set(const std::string& code, Color c, StateInfo* si);
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const std::string fen() const;
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// Position representation
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Bitboard pieces(PieceType pt) const;
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Bitboard pieces(PieceType pt1, PieceType pt2) const;
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Bitboard pieces(Color c) const;
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Bitboard pieces(Color c, PieceType pt) const;
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Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
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Piece piece_on(Square s) const;
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Square ep_square() const;
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bool empty(Square s) const;
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template<PieceType Pt> int count(Color c) const;
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template<PieceType Pt> int count() const;
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template<PieceType Pt> const Square* squares(Color c) const;
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template<PieceType Pt> Square square(Color c) const;
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bool is_on_semiopen_file(Color c, Square s) const;
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// Castling
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CastlingRights castling_rights(Color c) const;
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bool can_castle(CastlingRights cr) const;
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bool castling_impeded(CastlingRights cr) const;
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Square castling_rook_square(CastlingRights cr) const;
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// Checking
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Bitboard checkers() const;
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Bitboard blockers_for_king(Color c) const;
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Bitboard check_squares(PieceType pt) const;
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bool is_discovery_check_on_king(Color c, Move m) const;
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// Attacks to/from a given square
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Bitboard attackers_to(Square s) const;
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Bitboard attackers_to(Square s, Bitboard occupied) const;
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Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
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// Properties of moves
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bool legal(Move m) const;
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bool pseudo_legal(const Move m) const;
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bool capture(Move m) const;
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bool capture_or_promotion(Move m) const;
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bool gives_check(Move m) const;
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bool advanced_pawn_push(Move m) const;
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Piece moved_piece(Move m) const;
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Piece captured_piece() const;
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// Piece specific
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bool pawn_passed(Color c, Square s) const;
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bool opposite_bishops() const;
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int pawns_on_same_color_squares(Color c, Square s) const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& newSt);
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void do_move(Move m, StateInfo& newSt, bool givesCheck);
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void undo_move(Move m);
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void do_null_move(StateInfo& newSt);
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void undo_null_move();
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// Static Exchange Evaluation
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bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
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// Accessing hash keys
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Key key() const;
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Key key_after(Move m) const;
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Key material_key() const;
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Key pawn_key() const;
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// Other properties of the position
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Color side_to_move() const;
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int game_ply() const;
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bool is_chess960() const;
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Thread* this_thread() const;
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bool is_draw(int ply) const;
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bool has_game_cycle(int ply) const;
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bool has_repeated() const;
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int rule50_count() const;
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Score psq_score() const;
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Value non_pawn_material(Color c) const;
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Value non_pawn_material() const;
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// Position consistency check, for debugging
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bool pos_is_ok() const;
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void flip();
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// Used by NNUE
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StateInfo* state() const;
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const EvalList* eval_list() const;
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private:
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// Initialization helpers (used while setting up a position)
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void set_castling_right(Color c, Square rfrom);
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void set_state(StateInfo* si) const;
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void set_check_info(StateInfo* si) const;
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// Other helpers
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void put_piece(Piece pc, Square s);
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void remove_piece(Square s);
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void move_piece(Square from, Square to);
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template<bool Do>
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void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
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// ID of a piece on a given square
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PieceId piece_id_on(Square sq) const;
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// Data members
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Piece board[SQUARE_NB];
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Bitboard byTypeBB[PIECE_TYPE_NB];
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Bitboard byColorBB[COLOR_NB];
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int pieceCount[PIECE_NB];
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Square pieceList[PIECE_NB][16];
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int index[SQUARE_NB];
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int castlingRightsMask[SQUARE_NB];
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Square castlingRookSquare[CASTLING_RIGHT_NB];
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Bitboard castlingPath[CASTLING_RIGHT_NB];
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int gamePly;
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Color sideToMove;
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Score psq;
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Thread* thisThread;
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StateInfo* st;
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bool chess960;
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// List of pieces used in NNUE evaluation function
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EvalList evalList;
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};
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namespace PSQT {
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extern Score psq[PIECE_NB][SQUARE_NB];
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}
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extern std::ostream& operator<<(std::ostream& os, const Position& pos);
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inline Color Position::side_to_move() const {
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return sideToMove;
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}
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inline Piece Position::piece_on(Square s) const {
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assert(is_ok(s));
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return board[s];
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}
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inline bool Position::empty(Square s) const {
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return piece_on(s) == NO_PIECE;
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}
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inline Piece Position::moved_piece(Move m) const {
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return piece_on(from_sq(m));
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}
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inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const {
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return byTypeBB[pt];
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}
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inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
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return pieces(pt1) | pieces(pt2);
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}
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inline Bitboard Position::pieces(Color c) const {
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return byColorBB[c];
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}
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inline Bitboard Position::pieces(Color c, PieceType pt) const {
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return pieces(c) & pieces(pt);
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}
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inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
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return pieces(c) & (pieces(pt1) | pieces(pt2));
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}
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template<PieceType Pt> inline int Position::count(Color c) const {
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return pieceCount[make_piece(c, Pt)];
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}
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template<PieceType Pt> inline int Position::count() const {
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return count<Pt>(WHITE) + count<Pt>(BLACK);
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}
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template<PieceType Pt> inline const Square* Position::squares(Color c) const {
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return pieceList[make_piece(c, Pt)];
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}
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template<PieceType Pt> inline Square Position::square(Color c) const {
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assert(pieceCount[make_piece(c, Pt)] == 1);
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return squares<Pt>(c)[0];
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}
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inline Square Position::ep_square() const {
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return st->epSquare;
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}
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inline bool Position::is_on_semiopen_file(Color c, Square s) const {
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return !(pieces(c, PAWN) & file_bb(s));
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}
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inline bool Position::can_castle(CastlingRights cr) const {
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return st->castlingRights & cr;
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}
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inline CastlingRights Position::castling_rights(Color c) const {
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return c & CastlingRights(st->castlingRights);
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}
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inline bool Position::castling_impeded(CastlingRights cr) const {
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assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
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return pieces() & castlingPath[cr];
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}
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inline Square Position::castling_rook_square(CastlingRights cr) const {
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assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
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return castlingRookSquare[cr];
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}
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inline Bitboard Position::attackers_to(Square s) const {
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return attackers_to(s, pieces());
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}
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inline Bitboard Position::checkers() const {
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return st->checkersBB;
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}
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inline Bitboard Position::blockers_for_king(Color c) const {
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return st->blockersForKing[c];
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}
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inline Bitboard Position::check_squares(PieceType pt) const {
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return st->checkSquares[pt];
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}
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inline bool Position::is_discovery_check_on_king(Color c, Move m) const {
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return st->blockersForKing[c] & from_sq(m);
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}
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inline bool Position::pawn_passed(Color c, Square s) const {
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return !(pieces(~c, PAWN) & passed_pawn_span(c, s));
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}
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inline bool Position::advanced_pawn_push(Move m) const {
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return type_of(moved_piece(m)) == PAWN
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&& relative_rank(sideToMove, to_sq(m)) > RANK_5;
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}
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inline int Position::pawns_on_same_color_squares(Color c, Square s) const {
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return popcount(pieces(c, PAWN) & ((DarkSquares & s) ? DarkSquares : ~DarkSquares));
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}
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inline Key Position::key() const {
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return st->key;
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}
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inline Key Position::pawn_key() const {
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return st->pawnKey;
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}
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inline Key Position::material_key() const {
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return st->materialKey;
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}
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inline Score Position::psq_score() const {
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return psq;
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}
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inline Value Position::non_pawn_material(Color c) const {
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return st->nonPawnMaterial[c];
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}
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inline Value Position::non_pawn_material() const {
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return non_pawn_material(WHITE) + non_pawn_material(BLACK);
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}
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inline int Position::game_ply() const {
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return gamePly;
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}
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inline int Position::rule50_count() const {
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return st->rule50;
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}
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inline bool Position::opposite_bishops() const {
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return count<BISHOP>(WHITE) == 1
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&& count<BISHOP>(BLACK) == 1
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&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
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}
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inline bool Position::is_chess960() const {
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return chess960;
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}
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inline bool Position::capture_or_promotion(Move m) const {
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assert(is_ok(m));
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return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
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}
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inline bool Position::capture(Move m) const {
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assert(is_ok(m));
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// Castling is encoded as "king captures rook"
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return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
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}
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inline Piece Position::captured_piece() const {
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return st->capturedPiece;
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}
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inline Thread* Position::this_thread() const {
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return thisThread;
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}
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inline void Position::put_piece(Piece pc, Square s) {
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board[s] = pc;
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byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s;
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byColorBB[color_of(pc)] |= s;
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index[s] = pieceCount[pc]++;
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pieceList[pc][index[s]] = s;
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pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
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psq += PSQT::psq[pc][s];
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}
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inline void Position::remove_piece(Square s) {
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// WARNING: This is not a reversible operation. If we remove a piece in
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// do_move() and then replace it in undo_move() we will put it at the end of
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// the list and not in its original place, it means index[] and pieceList[]
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// are not invariant to a do_move() + undo_move() sequence.
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Piece pc = board[s];
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byTypeBB[ALL_PIECES] ^= s;
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byTypeBB[type_of(pc)] ^= s;
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byColorBB[color_of(pc)] ^= s;
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/* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
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Square lastSquare = pieceList[pc][--pieceCount[pc]];
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index[lastSquare] = index[s];
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pieceList[pc][index[lastSquare]] = lastSquare;
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pieceList[pc][pieceCount[pc]] = SQ_NONE;
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pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
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psq -= PSQT::psq[pc][s];
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}
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inline void Position::move_piece(Square from, Square to) {
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// index[from] is not updated and becomes stale. This works as long as index[]
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// is accessed just by known occupied squares.
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Piece pc = board[from];
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Bitboard fromTo = from | to;
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byTypeBB[ALL_PIECES] ^= fromTo;
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byTypeBB[type_of(pc)] ^= fromTo;
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byColorBB[color_of(pc)] ^= fromTo;
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board[from] = NO_PIECE;
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board[to] = pc;
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index[to] = index[from];
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pieceList[pc][index[to]] = to;
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psq += PSQT::psq[pc][to] - PSQT::psq[pc][from];
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}
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inline void Position::do_move(Move m, StateInfo& newSt) {
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do_move(m, newSt, gives_check(m));
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}
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inline StateInfo* Position::state() const {
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return st;
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}
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inline const EvalList* Position::eval_list() const {
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return &evalList;
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}
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inline PieceId Position::piece_id_on(Square sq) const
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{
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assert(piece_on(sq) != NO_PIECE);
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PieceId pid = evalList.piece_id_list[sq];
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assert(is_ok(pid));
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return pid;
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}
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#endif // #ifndef POSITION_H_INCLUDED
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