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BadFish/src/position.cpp
Sergei Ivanov ad8b78ad52 Fix cycle detection in presence of repetitions
In master search() may incorrectly return a draw score in the following
corner case: there was a 2-fold repetition during the game, and the
current position can be reached by a move from a repeated one. This case
is treated as an upcoming 3-fold repetition, which it is not.

Here is a testcase demonstrating the issue (note that the moves
after FEN are required). The input:

  position fen 8/8/8/8/8/8/p7/2k4K b - - 0 1 moves c1b1 h1g1 b1c1 g1h1 c1b1 h1g1 b1a1 g1h1
  go movetime 1000

produces the output:

  [...]
  info depth 127 seldepth 2 multipv 1 score cp 0 [...]
  bestmove a1b1

saying that the game will be drawn by repetion. However the other possible
move for black, Kb2, avoids repetitions and wins. The patch fixes this behavior.
In particular it finds mate in 10 in the above position.

STC:
LLR: 2.95 (-2.94,2.94) [-3.00,1.00]
Total: 10604 W: 2390 L: 2247 D: 5967
http://tests.stockfishchess.org/tests/view/5cb373e00ebc5925cf0167bf

LTC:
LLR: 2.96 (-2.94,2.94) [-3.00,1.00]
Total: 19620 W: 3308 L: 3185 D: 13127
http://tests.stockfishchess.org/tests/view/5cb3822f0ebc5925cf016b2d

Bench is not changed since it does not test positions with history of moves.

Bench: 3184182
2019-05-09 15:39:57 +02:00

1332 lines
42 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include <cassert>
#include <cstddef> // For offsetof()
#include <cstring> // For std::memset, std::memcmp
#include <iomanip>
#include <sstream>
#include "bitboard.h"
#include "misc.h"
#include "movegen.h"
#include "position.h"
#include "thread.h"
#include "tt.h"
#include "uci.h"
#include "syzygy/tbprobe.h"
using std::string;
namespace Zobrist {
Key psq[PIECE_NB][SQUARE_NB];
Key enpassant[FILE_NB];
Key castling[CASTLING_RIGHT_NB];
Key side, noPawns;
}
namespace {
const string PieceToChar(" PNBRQK pnbrqk");
constexpr Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
// min_attacker() is a helper function used by see_ge() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
template<int Pt>
PieceType min_attacker(const Bitboard* byTypeBB, Square to, Bitboard stmAttackers,
Bitboard& occupied, Bitboard& attackers) {
Bitboard b = stmAttackers & byTypeBB[Pt];
if (!b)
return min_attacker<Pt + 1>(byTypeBB, to, stmAttackers, occupied, attackers);
occupied ^= lsb(b); // Remove the attacker from occupied
// Add any X-ray attack behind the just removed piece. For instance with
// rooks in a8 and a7 attacking a1, after removing a7 we add rook in a8.
// Note that new added attackers can be of any color.
if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
attackers |= attacks_bb<BISHOP>(to, occupied) & (byTypeBB[BISHOP] | byTypeBB[QUEEN]);
if (Pt == ROOK || Pt == QUEEN)
attackers |= attacks_bb<ROOK>(to, occupied) & (byTypeBB[ROOK] | byTypeBB[QUEEN]);
// X-ray may add already processed pieces because byTypeBB[] is constant: in
// the rook example, now attackers contains _again_ rook in a7, so remove it.
attackers &= occupied;
return (PieceType)Pt;
}
template<>
PieceType min_attacker<KING>(const Bitboard*, Square, Bitboard, Bitboard&, Bitboard&) {
return KING; // No need to update bitboards: it is the last cycle
}
} // namespace
/// operator<<(Position) returns an ASCII representation of the position
std::ostream& operator<<(std::ostream& os, const Position& pos) {
os << "\n +---+---+---+---+---+---+---+---+\n";
for (Rank r = RANK_8; r >= RANK_1; --r)
{
for (File f = FILE_A; f <= FILE_H; ++f)
os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
os << " |\n +---+---+---+---+---+---+---+---+\n";
}
os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
<< std::setfill('0') << std::setw(16) << pos.key()
<< std::setfill(' ') << std::dec << "\nCheckers: ";
for (Bitboard b = pos.checkers(); b; )
os << UCI::square(pop_lsb(&b)) << " ";
if ( int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
&& !pos.can_castle(ANY_CASTLING))
{
StateInfo st;
Position p;
p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
Tablebases::ProbeState s1, s2;
Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
int dtz = Tablebases::probe_dtz(p, &s2);
os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
<< "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
}
return os;
}
// Marcel van Kervinck's cuckoo algorithm for fast detection of "upcoming repetition"
// situations. Description of the algorithm in the following paper:
// https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
// First and second hash functions for indexing the cuckoo tables
inline int H1(Key h) { return h & 0x1fff; }
inline int H2(Key h) { return (h >> 16) & 0x1fff; }
// Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
Key cuckoo[8192];
Move cuckooMove[8192];
/// Position::init() initializes at startup the various arrays used to compute
/// hash keys.
void Position::init() {
PRNG rng(1070372);
for (Piece pc : Pieces)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
Zobrist::psq[pc][s] = rng.rand<Key>();
for (File f = FILE_A; f <= FILE_H; ++f)
Zobrist::enpassant[f] = rng.rand<Key>();
for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
{
Zobrist::castling[cr] = 0;
Bitboard b = cr;
while (b)
{
Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
}
}
Zobrist::side = rng.rand<Key>();
Zobrist::noPawns = rng.rand<Key>();
// Prepare the cuckoo tables
std::memset(cuckoo, 0, sizeof(cuckoo));
std::memset(cuckooMove, 0, sizeof(cuckooMove));
int count = 0;
for (Piece pc : Pieces)
for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
if (PseudoAttacks[type_of(pc)][s1] & s2)
{
Move move = make_move(s1, s2);
Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
int i = H1(key);
while (true)
{
std::swap(cuckoo[i], key);
std::swap(cuckooMove[i], move);
if (move == MOVE_NONE) // Arrived at empty slot?
break;
i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
}
count++;
}
assert(count == 3668);
}
/// Position::set() initializes the position object with the given FEN string.
/// This function is not very robust - make sure that input FENs are correct,
/// this is assumed to be the responsibility of the GUI.
Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
A FEN string contains six fields separated by a space. The fields are:
1) Piece placement (from white's perspective). Each rank is described, starting
with rank 8 and ending with rank 1. Within each rank, the contents of each
square are described from file A through file H. Following the Standard
Algebraic Notation (SAN), each piece is identified by a single letter taken
from the standard English names. White pieces are designated using upper-case
letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
noted using digits 1 through 8 (the number of blank squares), and "/"
separates ranks.
2) Active color. "w" means white moves next, "b" means black.
3) Castling availability. If neither side can castle, this is "-". Otherwise,
this has one or more letters: "K" (White can castle kingside), "Q" (White
can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
can castle queenside).
4) En passant target square (in algebraic notation). If there's no en passant
target square, this is "-". If a pawn has just made a 2-square move, this
is the position "behind" the pawn. This is recorded only if there is a pawn
in position to make an en passant capture, and if there really is a pawn
that might have advanced two squares.
5) Halfmove clock. This is the number of halfmoves since the last pawn advance
or capture. This is used to determine if a draw can be claimed under the
fifty-move rule.
6) Fullmove number. The number of the full move. It starts at 1, and is
incremented after Black's move.
*/
unsigned char col, row, token;
size_t idx;
Square sq = SQ_A8;
std::istringstream ss(fenStr);
std::memset(this, 0, sizeof(Position));
std::memset(si, 0, sizeof(StateInfo));
std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
st = si;
ss >> std::noskipws;
// 1. Piece placement
while ((ss >> token) && !isspace(token))
{
if (isdigit(token))
sq += (token - '0') * EAST; // Advance the given number of files
else if (token == '/')
sq += 2 * SOUTH;
else if ((idx = PieceToChar.find(token)) != string::npos)
{
put_piece(Piece(idx), sq);
++sq;
}
}
// 2. Active color
ss >> token;
sideToMove = (token == 'w' ? WHITE : BLACK);
ss >> token;
// 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
// Shredder-FEN that uses the letters of the columns on which the rooks began
// the game instead of KQkq and also X-FEN standard that, in case of Chess960,
// if an inner rook is associated with the castling right, the castling tag is
// replaced by the file letter of the involved rook, as for the Shredder-FEN.
while ((ss >> token) && !isspace(token))
{
Square rsq;
Color c = islower(token) ? BLACK : WHITE;
Piece rook = make_piece(c, ROOK);
token = char(toupper(token));
if (token == 'K')
for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
else if (token == 'Q')
for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
else if (token >= 'A' && token <= 'H')
rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
else
continue;
set_castling_right(c, rsq);
}
// 4. En passant square. Ignore if no pawn capture is possible
if ( ((ss >> col) && (col >= 'a' && col <= 'h'))
&& ((ss >> row) && (row == '3' || row == '6')))
{
st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
if ( !(attackers_to(st->epSquare) & pieces(sideToMove, PAWN))
|| !(pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove))))
st->epSquare = SQ_NONE;
}
else
st->epSquare = SQ_NONE;
// 5-6. Halfmove clock and fullmove number
ss >> std::skipws >> st->rule50 >> gamePly;
// Convert from fullmove starting from 1 to gamePly starting from 0,
// handle also common incorrect FEN with fullmove = 0.
gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
chess960 = isChess960;
thisThread = th;
set_state(st);
assert(pos_is_ok());
return *this;
}
/// Position::set_castling_right() is a helper function used to set castling
/// rights given the corresponding color and the rook starting square.
void Position::set_castling_right(Color c, Square rfrom) {
Square kfrom = square<KING>(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
CastlingRight cr = (c | cs);
st->castlingRights |= cr;
castlingRightsMask[kfrom] |= cr;
castlingRightsMask[rfrom] |= cr;
castlingRookSquare[cr] = rfrom;
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
& ~(square_bb(kfrom) | rfrom);
}
/// Position::set_check_info() sets king attacks to detect if a move gives check
void Position::set_check_info(StateInfo* si) const {
si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
Square ksq = square<KING>(~sideToMove);
si->checkSquares[PAWN] = attacks_from<PAWN>(ksq, ~sideToMove);
si->checkSquares[KNIGHT] = attacks_from<KNIGHT>(ksq);
si->checkSquares[BISHOP] = attacks_from<BISHOP>(ksq);
si->checkSquares[ROOK] = attacks_from<ROOK>(ksq);
si->checkSquares[QUEEN] = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
si->checkSquares[KING] = 0;
}
/// Position::set_state() computes the hash keys of the position, and other
/// data that once computed is updated incrementally as moves are made.
/// The function is only used when a new position is set up, and to verify
/// the correctness of the StateInfo data when running in debug mode.
void Position::set_state(StateInfo* si) const {
si->key = si->materialKey = 0;
si->pawnKey = Zobrist::noPawns;
si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
set_check_info(si);
for (Bitboard b = pieces(); b; )
{
Square s = pop_lsb(&b);
Piece pc = piece_on(s);
si->key ^= Zobrist::psq[pc][s];
}
if (si->epSquare != SQ_NONE)
si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
if (sideToMove == BLACK)
si->key ^= Zobrist::side;
si->key ^= Zobrist::castling[si->castlingRights];
for (Bitboard b = pieces(PAWN); b; )
{
Square s = pop_lsb(&b);
si->pawnKey ^= Zobrist::psq[piece_on(s)][s];
}
for (Piece pc : Pieces)
{
if (type_of(pc) != PAWN && type_of(pc) != KING)
si->nonPawnMaterial[color_of(pc)] += pieceCount[pc] * PieceValue[MG][pc];
for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
si->materialKey ^= Zobrist::psq[pc][cnt];
}
}
/// 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& Position::set(const string& code, Color c, StateInfo* si) {
assert(code.length() > 0 && code.length() < 8);
assert(code[0] == 'K');
string sides[] = { code.substr(code.find('K', 1)), // Weak
code.substr(0, code.find('K', 1)) }; // Strong
std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
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);
}
/// Position::fen() returns a FEN representation of the position. In case of
/// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
const string Position::fen() const {
int emptyCnt;
std::ostringstream ss;
for (Rank r = RANK_8; r >= RANK_1; --r)
{
for (File f = FILE_A; f <= FILE_H; ++f)
{
for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
++emptyCnt;
if (emptyCnt)
ss << emptyCnt;
if (f <= FILE_H)
ss << PieceToChar[piece_on(make_square(f, r))];
}
if (r > RANK_1)
ss << '/';
}
ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO ))) : 'K');
if (can_castle(WHITE_OOO))
ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q');
if (can_castle(BLACK_OO))
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO ))) : 'k');
if (can_castle(BLACK_OOO))
ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q');
if (!can_castle(ANY_CASTLING))
ss << '-';
ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
<< st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
return ss.str();
}
/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
/// slider if removing that piece from the board would result in a position where
/// square 's' is attacked. For example, a king-attack blocking piece can be either
/// a pinned or a discovered check piece, according if its color is the opposite
/// or the same of the color of the slider.
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
Bitboard blockers = 0;
pinners = 0;
// Snipers are sliders that attack 's' when a piece and other snipers are removed
Bitboard snipers = ( (PseudoAttacks[ ROOK][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
Bitboard occupancy = pieces() & ~snipers;
while (snipers)
{
Square sniperSq = pop_lsb(&snipers);
Bitboard b = between_bb(s, sniperSq) & occupancy;
if (b && !more_than_one(b))
{
blockers |= b;
if (b & pieces(color_of(piece_on(s))))
pinners |= sniperSq;
}
}
return blockers;
}
/// Position::attackers_to() computes a bitboard of all pieces which attack a
/// given square. Slider attacks use the occupied bitboard to indicate occupancy.
Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
| (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
| (attacks_bb< ROOK>(s, occupied) & pieces( ROOK, QUEEN))
| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
| (attacks_from<KING>(s) & pieces(KING));
}
/// Position::legal() tests whether a pseudo-legal move is legal
bool Position::legal(Move m) const {
assert(is_ok(m));
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
assert(color_of(moved_piece(m)) == us);
assert(piece_on(square<KING>(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
// uncommon, we do it simply by testing whether the king is attacked after
// the move is made.
if (type_of(m) == ENPASSANT)
{
Square ksq = square<KING>(us);
Square capsq = to - pawn_push(us);
Bitboard occupied = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
assert(moved_piece(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(~us, PAWN));
assert(piece_on(to) == NO_PIECE);
return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
&& !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
}
// Castling moves generation does not check if the castling path is clear of
// enemy attacks, it is delayed at a later time: now!
if (type_of(m) == CASTLING)
{
// After castling, the rook and king final positions are the same in
// Chess960 as they would be in standard chess.
to = relative_square(us, to > from ? SQ_G1 : SQ_C1);
Direction step = to > from ? WEST : EAST;
for (Square s = to; s != from; s += step)
if (attackers_to(s) & pieces(~us))
return false;
// In case of Chess960, verify that when moving the castling rook we do
// not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
return !chess960
|| !(attacks_bb<ROOK>(to, pieces() ^ to_sq(m)) & pieces(~us, ROOK, QUEEN));
}
// If the moving piece is a king, check whether the destination square is
// attacked by the opponent.
if (type_of(piece_on(from)) == KING)
return !(attackers_to(to) & pieces(~us));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
return !(blockers_for_king(us) & from)
|| aligned(from, to, square<KING>(us));
}
/// Position::pseudo_legal() takes a random move and tests whether the move is
/// pseudo legal. It is used to validate moves from TT that can be corrupted
/// due to SMP concurrent access or hash position key aliasing.
bool Position::pseudo_legal(const Move m) const {
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = moved_piece(m);
// Use a slower but simpler function for uncommon cases
if (type_of(m) != NORMAL)
return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
return false;
// If the 'from' square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
if (pc == NO_PIECE || color_of(pc) != us)
return false;
// The destination square cannot be occupied by a friendly piece
if (pieces(us) & to)
return false;
// Handle the special case of a pawn move
if (type_of(pc) == PAWN)
{
// We have already handled promotion moves, so destination
// cannot be on the 8th/1st rank.
if ((Rank8BB | Rank1BB) & to)
return false;
if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
&& !( (from + 2 * pawn_push(us) == to) // Not a double push
&& (rank_of(from) == relative_rank(us, RANK_2))
&& empty(to)
&& empty(to - pawn_push(us))))
return false;
}
else if (!(attacks_from(type_of(pc), from) & to))
return false;
// Evasions generator already takes care to avoid some kind of illegal moves
// and legal() relies on this. We therefore have to take care that the same
// kind of moves are filtered out here.
if (checkers())
{
if (type_of(pc) != KING)
{
// Double check? In this case a king move is required
if (more_than_one(checkers()))
return false;
// Our move must be a blocking evasion or a capture of the checking piece
if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so as to catch
// invalid moves like b1a1 when opposite queen is on c1.
else if (attackers_to(to, pieces() ^ from) & pieces(~us))
return false;
}
return true;
}
/// Position::gives_check() tests whether a pseudo-legal move gives a check
bool Position::gives_check(Move m) const {
assert(is_ok(m));
assert(color_of(moved_piece(m)) == sideToMove);
Square from = from_sq(m);
Square to = to_sq(m);
// Is there a direct check?
if (st->checkSquares[type_of(piece_on(from))] & to)
return true;
// Is there a discovered check?
if ( (st->blockersForKing[~sideToMove] & from)
&& !aligned(from, to, square<KING>(~sideToMove)))
return true;
switch (type_of(m))
{
case NORMAL:
return false;
case PROMOTION:
return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
// En passant capture with check? We have already handled the case
// of direct checks and ordinary discovered check, so the only case we
// need to handle is the unusual case of a discovered check through
// the captured pawn.
case ENPASSANT:
{
Square capsq = make_square(file_of(to), rank_of(from));
Bitboard b = (pieces() ^ from ^ capsq) | to;
return (attacks_bb< ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
| (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
}
case CASTLING:
{
Square kfrom = from;
Square rfrom = to; // Castling is encoded as 'King captures the rook'
Square kto = relative_square(sideToMove, rfrom > kfrom ? SQ_G1 : SQ_C1);
Square rto = relative_square(sideToMove, rfrom > kfrom ? SQ_F1 : SQ_D1);
return (PseudoAttacks[ROOK][rto] & square<KING>(~sideToMove))
&& (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & square<KING>(~sideToMove));
}
default:
assert(false);
return false;
}
}
/// Position::do_move() makes a move, and saves all information necessary
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
assert(is_ok(m));
assert(&newSt != st);
thisThread->nodes.fetch_add(1, std::memory_order_relaxed);
Key k = st->key ^ Zobrist::side;
// Copy some fields of the old state to our new StateInfo object except the
// ones which are going to be recalculated from scratch anyway and then switch
// our state pointer to point to the new (ready to be updated) state.
std::memcpy(&newSt, st, offsetof(StateInfo, key));
newSt.previous = st;
st = &newSt;
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
++st->rule50;
++st->pliesFromNull;
Color us = sideToMove;
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(from);
Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
assert(color_of(pc) == us);
assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
assert(type_of(captured) != KING);
if (type_of(m) == CASTLING)
{
assert(pc == make_piece(us, KING));
assert(captured == make_piece(us, ROOK));
Square rfrom, rto;
do_castling<true>(us, from, to, rfrom, rto);
k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
captured = NO_PIECE;
}
if (captured)
{
Square capsq = to;
// If the captured piece is a pawn, update pawn hash key, otherwise
// update non-pawn material.
if (type_of(captured) == PAWN)
{
if (type_of(m) == ENPASSANT)
{
capsq -= pawn_push(us);
assert(pc == make_piece(us, PAWN));
assert(to == st->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
board[capsq] = NO_PIECE; // Not done by remove_piece()
}
st->pawnKey ^= Zobrist::psq[captured][capsq];
}
else
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
remove_piece(captured, capsq);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[captured][capsq];
st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
prefetch(thisThread->materialTable[st->materialKey]);
// Reset rule 50 counter
st->rule50 = 0;
}
// Update hash key
k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
k ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
// Update castling rights if needed
if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
{
int cr = castlingRightsMask[from] | castlingRightsMask[to];
k ^= Zobrist::castling[st->castlingRights & cr];
st->castlingRights &= ~cr;
}
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
move_piece(pc, from, to);
// If the moving piece is a pawn do some special extra work
if (type_of(pc) == PAWN)
{
// Set en-passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
&& (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = to - pawn_push(us);
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
else if (type_of(m) == PROMOTION)
{
Piece promotion = make_piece(us, promotion_type(m));
assert(relative_rank(us, to) == RANK_8);
assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
remove_piece(pc, to);
put_piece(promotion, to);
// Update hash keys
k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
st->pawnKey ^= Zobrist::psq[pc][to];
st->materialKey ^= Zobrist::psq[promotion][pieceCount[promotion]-1]
^ Zobrist::psq[pc][pieceCount[pc]];
// Update material
st->nonPawnMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key and prefetch access to pawnsTable
st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
// Reset rule 50 draw counter
st->rule50 = 0;
}
// Set capture piece
st->capturedPiece = captured;
// Update the key with the final value
st->key = k;
// Calculate checkers bitboard (if move gives check)
st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
// Update king attacks used for fast check detection
set_check_info(st);
assert(pos_is_ok());
}
/// Position::undo_move() unmakes a move. When it returns, the position should
/// be restored to exactly the same state as before the move was made.
void Position::undo_move(Move m) {
assert(is_ok(m));
sideToMove = ~sideToMove;
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(to);
assert(empty(from) || type_of(m) == CASTLING);
assert(type_of(st->capturedPiece) != KING);
if (type_of(m) == PROMOTION)
{
assert(relative_rank(us, to) == RANK_8);
assert(type_of(pc) == promotion_type(m));
assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
remove_piece(pc, to);
pc = make_piece(us, PAWN);
put_piece(pc, to);
}
if (type_of(m) == CASTLING)
{
Square rfrom, rto;
do_castling<false>(us, from, to, rfrom, rto);
}
else
{
move_piece(pc, to, from); // Put the piece back at the source square
if (st->capturedPiece)
{
Square capsq = to;
if (type_of(m) == ENPASSANT)
{
capsq -= pawn_push(us);
assert(type_of(pc) == PAWN);
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(capsq) == NO_PIECE);
assert(st->capturedPiece == make_piece(~us, PAWN));
}
put_piece(st->capturedPiece, capsq); // Restore the captured piece
}
}
// Finally point our state pointer back to the previous state
st = st->previous;
--gamePly;
assert(pos_is_ok());
}
/// Position::do_castling() is a helper used to do/undo a castling move. This
/// is a bit tricky in Chess960 where from/to squares can overlap.
template<bool Do>
void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
bool kingSide = to > from;
rfrom = to; // Castling is encoded as "king captures friendly rook"
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
// Remove both pieces first since squares could overlap in Chess960
remove_piece(make_piece(us, KING), Do ? from : to);
remove_piece(make_piece(us, ROOK), Do ? rfrom : rto);
board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
put_piece(make_piece(us, KING), Do ? to : from);
put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
}
/// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips
/// the side to move without executing any move on the board.
void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
assert(&newSt != st);
std::memcpy(&newSt, st, sizeof(StateInfo));
newSt.previous = st;
st = &newSt;
if (st->epSquare != SQ_NONE)
{
st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
st->epSquare = SQ_NONE;
}
st->key ^= Zobrist::side;
prefetch(TT.first_entry(st->key));
++st->rule50;
st->pliesFromNull = 0;
sideToMove = ~sideToMove;
set_check_info(st);
assert(pos_is_ok());
}
void Position::undo_null_move() {
assert(!checkers());
st = st->previous;
sideToMove = ~sideToMove;
}
/// Position::key_after() computes the new hash key after the given move. Needed
/// for speculative prefetch. It doesn't recognize special moves like castling,
/// en-passant and promotions.
Key Position::key_after(Move m) const {
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(from);
Piece captured = piece_on(to);
Key k = st->key ^ Zobrist::side;
if (captured)
k ^= Zobrist::psq[captured][to];
return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
}
/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
/// 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 threshold) const {
assert(is_ok(m));
// Only deal with normal moves, assume others pass a simple see
if (type_of(m) != NORMAL)
return VALUE_ZERO >= threshold;
Bitboard stmAttackers;
Square from = from_sq(m), to = to_sq(m);
PieceType nextVictim = type_of(piece_on(from));
Color us = color_of(piece_on(from));
Color stm = ~us; // First consider opponent's move
Value balance; // Values of the pieces taken by us minus opponent's ones
// The opponent may be able to recapture so this is the best result
// we can hope for.
balance = PieceValue[MG][piece_on(to)] - threshold;
if (balance < VALUE_ZERO)
return false;
// Now assume the worst possible result: that the opponent can
// capture our piece for free.
balance -= PieceValue[MG][nextVictim];
// If it is enough (like in PxQ) then return immediately. Note that
// in case nextVictim == KING we always return here, this is ok
// if the given move is legal.
if (balance >= VALUE_ZERO)
return true;
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
Bitboard occupied = pieces() ^ from ^ to;
Bitboard attackers = attackers_to(to, occupied) & occupied;
while (true)
{
stmAttackers = attackers & pieces(stm);
// Don't allow pinned pieces to attack (except the king) as long as
// any pinners are on their original square.
if (st->pinners[~stm] & occupied)
stmAttackers &= ~st->blockersForKing[stm];
// If stm has no more attackers then give up: stm loses
if (!stmAttackers)
break;
// Locate and remove the next least valuable attacker, and add to
// the bitboard 'attackers' the possibly X-ray attackers behind it.
nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
stm = ~stm; // Switch side to move
// Negamax the balance with alpha = balance, beta = balance+1 and
// add nextVictim's value.
//
// (balance, balance+1) -> (-balance-1, -balance)
//
assert(balance < VALUE_ZERO);
balance = -balance - 1 - PieceValue[MG][nextVictim];
// If balance is still non-negative after giving away nextVictim then we
// win. The only thing to be careful about it is that we should revert
// stm if we captured with the king when the opponent still has attackers.
if (balance >= VALUE_ZERO)
{
if (nextVictim == KING && (attackers & pieces(stm)))
stm = ~stm;
break;
}
assert(nextVictim != KING);
}
return us != stm; // We break the above loop when stm loses
}
/// Position::is_draw() tests whether the position is drawn by 50-move rule
/// or by repetition. It does not detect stalemates.
bool Position::is_draw(int ply) const {
if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
return true;
int end = std::min(st->rule50, st->pliesFromNull);
if (end < 4)
return false;
StateInfo* stp = st->previous->previous;
int cnt = 0;
for (int i = 4; i <= end; i += 2)
{
stp = stp->previous->previous;
// Return a draw score if a position repeats once earlier but strictly
// after the root, or repeats twice before or at the root.
if ( stp->key == st->key
&& ++cnt + (ply > i) == 2)
return true;
}
return false;
}
// Position::has_repeated() tests whether there has been at least one repetition
// of positions since the last capture or pawn move.
bool Position::has_repeated() const {
StateInfo* stc = st;
while (true)
{
int i = 4, end = std::min(stc->rule50, stc->pliesFromNull);
if (end < i)
return false;
StateInfo* stp = stc->previous->previous;
do {
stp = stp->previous->previous;
if (stp->key == stc->key)
return true;
i += 2;
} while (i <= end);
stc = stc->previous;
}
}
/// Position::has_game_cycle() tests if the position has a move which draws by repetition,
/// or an earlier position has a move that directly reaches the current position.
bool Position::has_game_cycle(int ply) const {
int j;
int end = std::min(st->rule50, st->pliesFromNull);
if (end < 3)
return false;
Key originalKey = st->key;
StateInfo* stp = st->previous;
for (int i = 3; i <= end; i += 2)
{
stp = stp->previous->previous;
Key moveKey = originalKey ^ stp->key;
if ( (j = H1(moveKey), cuckoo[j] == moveKey)
|| (j = H2(moveKey), cuckoo[j] == moveKey))
{
Move move = cuckooMove[j];
Square s1 = from_sq(move);
Square s2 = to_sq(move);
if (!(between_bb(s1, s2) & pieces()))
{
// In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in the same
// location. We select the legal one by reversing the move variable if necessary.
if (empty(s1))
move = make_move(s2, s1);
if (ply > i)
return true;
// For nodes before or at the root, check that the move is a repetition one
// rather than a move to the current position
if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
continue;
// For repetitions before or at the root, require one more
StateInfo* next_stp = stp;
for (int k = i + 2; k <= end; k += 2)
{
next_stp = next_stp->previous->previous;
if (next_stp->key == stp->key)
return true;
}
}
}
}
return false;
}
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
void Position::flip() {
string f, token;
std::stringstream ss(fen());
for (Rank r = RANK_8; r >= RANK_1; --r) // Piece placement
{
std::getline(ss, token, r > RANK_1 ? '/' : ' ');
f.insert(0, token + (f.empty() ? " " : "/"));
}
ss >> token; // Active color
f += (token == "w" ? "B " : "W "); // Will be lowercased later
ss >> token; // Castling availability
f += token + " ";
std::transform(f.begin(), f.end(), f.begin(),
[](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
ss >> token; // En passant square
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
std::getline(ss, token); // Half and full moves
f += token;
set(f, is_chess960(), st, this_thread());
assert(pos_is_ok());
}
/// 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() const {
constexpr bool Fast = true; // Quick (default) or full check?
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");
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 ( 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");
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;
}