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https://github.com/sockspls/badfish
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Original idea by Seer chess engine https://github.com/connormcmonigle/seer-nnue, coding done by @Disservin, code refactoring done by @locutus2 to match the style of other histories. This patch introduces pawn structure based history, which assings moves values based on last digits of pawn structure hash and piece type of moved piece and landing square of the move. Idea is that good places for pieces are quite often determined by pawn structure of position. Used in 3 different places - sorting of quiet moves, sorting of quiet check evasions and in history based pruning in search. Passed STC: https://tests.stockfishchess.org/tests/view/65391d08cc309ae83955dbaf LLR: 2.95 (-2.94,2.94) <0.00,2.00> Total: 155488 W: 39408 L: 38913 D: 77167 Ptnml(0-2): 500, 18427, 39408, 18896, 513 Passed LTC: https://tests.stockfishchess.org/tests/view/653a36a2cc309ae83955f181 LLR: 2.94 (-2.94,2.94) <0.50,2.50> Total: 70110 W: 17548 L: 17155 D: 35407 Ptnml(0-2): 33, 7859, 18889, 8230, 44 closes https://github.com/official-stockfish/Stockfish/pull/4849 Bench: 1257882 Co-Authored-By: Disservin <disservin.social@gmail.com> Co-Authored-By: Stefan Geschwentner <locutus2@users.noreply.github.com>
368 lines
11 KiB
C++
368 lines
11 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2023 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 <iosfwd>
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#include <memory>
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#include <string>
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#include "bitboard.h"
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#include "nnue/nnue_accumulator.h"
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#include "types.h"
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namespace Stockfish {
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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 materialKey;
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Key pawnKey;
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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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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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Piece capturedPiece;
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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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using StateListPtr = std::unique_ptr<std::deque<StateInfo>>;
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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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std::string fen() const;
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// Position representation
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Bitboard pieces(PieceType pt = ALL_PIECES) const;
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template<typename... PieceTypes>
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Bitboard pieces(PieceType pt, PieceTypes... pts) const;
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Bitboard pieces(Color c) const;
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template<typename... PieceTypes>
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Bitboard pieces(Color c, PieceTypes... pts) 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>
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int count(Color c) const;
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template<PieceType Pt>
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int count() const;
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template<PieceType Pt>
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Square square(Color c) 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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Bitboard pinners(Color c) 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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void update_slider_blockers(Color c) const;
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template<PieceType Pt>
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Bitboard attacks_by(Color c) 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_stage(Move m) const;
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bool gives_check(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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// 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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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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void put_piece(Piece pc, Square s);
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void remove_piece(Square s);
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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() const;
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void set_check_info() const;
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// Other helpers
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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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template<bool AfterMove>
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Key adjust_key50(Key k) 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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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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Thread* thisThread;
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StateInfo* st;
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int gamePly;
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Color sideToMove;
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bool chess960;
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};
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std::ostream& operator<<(std::ostream& os, const Position& pos);
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inline Color Position::side_to_move() const { return sideToMove; }
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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 { return piece_on(s) == NO_PIECE; }
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inline Piece Position::moved_piece(Move m) const { return piece_on(from_sq(m)); }
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inline Bitboard Position::pieces(PieceType pt) const { return byTypeBB[pt]; }
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template<typename... PieceTypes>
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inline Bitboard Position::pieces(PieceType pt, PieceTypes... pts) const {
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return pieces(pt) | pieces(pts...);
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}
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inline Bitboard Position::pieces(Color c) const { return byColorBB[c]; }
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template<typename... PieceTypes>
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inline Bitboard Position::pieces(Color c, PieceTypes... pts) const {
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return pieces(c) & pieces(pts...);
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}
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template<PieceType Pt>
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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>
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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>
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inline Square Position::square(Color c) const {
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assert(count<Pt>(c) == 1);
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return lsb(pieces(c, Pt));
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}
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inline Square Position::ep_square() const { return st->epSquare; }
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inline bool Position::can_castle(CastlingRights cr) const { return st->castlingRights & cr; }
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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 { return attackers_to(s, pieces()); }
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template<PieceType Pt>
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inline Bitboard Position::attacks_by(Color c) const {
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if constexpr (Pt == PAWN)
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return c == WHITE ? pawn_attacks_bb<WHITE>(pieces(WHITE, PAWN))
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: pawn_attacks_bb<BLACK>(pieces(BLACK, PAWN));
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else
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{
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Bitboard threats = 0;
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Bitboard attackers = pieces(c, Pt);
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while (attackers)
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threats |= attacks_bb<Pt>(pop_lsb(attackers), pieces());
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return threats;
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}
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}
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inline Bitboard Position::checkers() const { return st->checkersBB; }
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inline Bitboard Position::blockers_for_king(Color c) const { return st->blockersForKing[c]; }
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inline Bitboard Position::pinners(Color c) const { return st->pinners[c]; }
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inline Bitboard Position::check_squares(PieceType pt) const { return st->checkSquares[pt]; }
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inline Key Position::key() const { return adjust_key50<false>(st->key); }
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template<bool AfterMove>
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inline Key Position::adjust_key50(Key k) const {
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return st->rule50 < 14 - AfterMove ? k : k ^ make_key((st->rule50 - (14 - AfterMove)) / 8);
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}
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inline Key Position::pawn_key() const { return st->pawnKey; }
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inline Key Position::material_key() const { return st->materialKey; }
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inline Value Position::non_pawn_material(Color c) const { return st->nonPawnMaterial[c]; }
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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 { return gamePly; }
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inline int Position::rule50_count() const { return st->rule50; }
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inline bool Position::is_chess960() const { return chess960; }
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inline bool Position::capture(Move m) const {
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assert(is_ok(m));
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return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == EN_PASSANT;
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}
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// Returns true if a move is generated from the capture stage, having also
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// queen promotions covered, i.e. consistency with the capture stage move generation
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// is needed to avoid the generation of duplicate moves.
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inline bool Position::capture_stage(Move m) const {
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assert(is_ok(m));
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return capture(m) || promotion_type(m) == QUEEN;
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}
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inline Piece Position::captured_piece() const { return st->capturedPiece; }
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inline Thread* Position::this_thread() const { return thisThread; }
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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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pieceCount[pc]++;
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pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
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}
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inline void Position::remove_piece(Square s) {
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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;
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pieceCount[pc]--;
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pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
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}
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inline void Position::move_piece(Square from, Square to) {
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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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}
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inline void Position::do_move(Move m, StateInfo& newSt) { do_move(m, newSt, gives_check(m)); }
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inline StateInfo* Position::state() const { return st; }
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} // namespace Stockfish
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#endif // #ifndef POSITION_H_INCLUDED
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