mirror of
https://github.com/sockspls/badfish
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This is a functional simplification. 1. semiopenFiles is removed in pawns and uses the piece arrays in position instead. 2. popcount is removed in space calculations and uses pawn piece count instead. STC LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 33327 W: 7423 L: 7324 D: 18580 http://tests.stockfishchess.org/tests/view/5cb4be090ebc5925cf018511 LTC LLR: 2.96 (-2.94,2.94) [-3.00,1.00] Total: 10173 W: 1774 L: 1636 D: 6763 http://tests.stockfishchess.org/tests/view/5cb4c5920ebc5925cf018696 bench 3402947
436 lines
13 KiB
C++
436 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) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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 "types.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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};
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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() const;
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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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int semiopen_file(Color c, File f) const;
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// Castling
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int castling_rights(Color c) const;
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bool can_castle(CastlingRight cr) const;
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bool castling_impeded(CastlingRight cr) const;
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Square castling_rook_square(CastlingRight 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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// 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 attacks_from(PieceType pt, Square s) const;
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template<PieceType> Bitboard attacks_from(Square s) const;
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template<PieceType> Bitboard attacks_from(Square s, Color c) 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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// 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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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(Piece pc, Square s);
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void move_piece(Piece pc, 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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// 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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};
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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 bool Position::empty(Square s) const {
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return board[s] == NO_PIECE;
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}
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inline Piece Position::piece_on(Square s) const {
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return board[s];
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}
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inline Piece Position::moved_piece(Move m) const {
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return board[from_sq(m)];
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}
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inline Bitboard Position::pieces() const {
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return byTypeBB[ALL_PIECES];
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}
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inline Bitboard Position::pieces(PieceType pt) 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 byTypeBB[pt1] | byTypeBB[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 byColorBB[c] & byTypeBB[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 byColorBB[c] & (byTypeBB[pt1] | byTypeBB[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 pieceCount[make_piece(WHITE, Pt)] + pieceCount[make_piece(BLACK, Pt)];
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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 pieceList[make_piece(c, Pt)][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 int Position::semiopen_file(Color c, File f) const {
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return !(pieces(c, PAWN) & file_bb(f));
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}
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inline bool Position::can_castle(CastlingRight cr) const {
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return st->castlingRights & cr;
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}
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inline int Position::castling_rights(Color c) const {
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return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
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}
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inline bool Position::castling_impeded(CastlingRight cr) const {
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return byTypeBB[ALL_PIECES] & castlingPath[cr];
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}
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inline Square Position::castling_rook_square(CastlingRight cr) const {
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return castlingRookSquare[cr];
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}
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template<PieceType Pt>
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inline Bitboard Position::attacks_from(Square s) const {
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assert(Pt != PAWN);
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return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
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: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
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: PseudoAttacks[Pt][s];
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}
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template<>
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inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
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return PawnAttacks[c][s];
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}
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inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
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return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
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}
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inline Bitboard Position::attackers_to(Square s) const {
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return attackers_to(s, byTypeBB[ALL_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::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, from_sq(m)) > RANK_4;
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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 st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[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 pieceCount[W_BISHOP] == 1
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&& pieceCount[B_BISHOP] == 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] |= s;
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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(Piece pc, 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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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(Piece pc, 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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Bitboard fromTo = square_bb(from) | square_bb(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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#endif // #ifndef POSITION_H_INCLUDED
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