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https://github.com/sockspls/badfish
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use the original algorithm according to the paper http://web.archive.org/web/20201107002606/https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf, which detects accurately if a position has an upcoming repetition. The 'no progress' part of has_game_cycle has been removed, the function has been renamed to upcoming_repetition to reflect this. As a result of this fix, to the best of our knowledge, all PVs for completed iterations that yield a mate or decisive table base score now end in mate or contain a TB position, respectively. passed non-regression STC: https://tests.stockfishchess.org/tests/view/6679fa1d0c2db3fa2dcecbf2 LLR: 2.96 (-2.94,2.94) <-1.75,0.25> Total: 63584 W: 16666 L: 16472 D: 30446 Ptnml(0-2): 186, 7552, 16146, 7698, 210 Passed non-regression LTC: https://tests.stockfishchess.org/tests/view/667ac965e439ed1c7a9ca042 LLR: 2.94 (-2.94,2.94) <-1.75,0.25> Total: 464574 W: 117493 L: 117729 D: 229352 Ptnml(0-2): 311, 52468, 126974, 52214, 320 closes https://github.com/official-stockfish/Stockfish/pull/5432 bench: 1209805
364 lines
12 KiB
C++
364 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2024 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 "nnue/nnue_architecture.h"
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#include "types.h"
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namespace Stockfish {
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class TranspositionTable;
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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<Eval::NNUE::TransformedFeatureDimensionsBig> accumulatorBig;
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Eval::NNUE::Accumulator<Eval::NNUE::TransformedFeatureDimensionsSmall> accumulatorSmall;
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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 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);
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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, TranspositionTable& tt);
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void undo_null_move();
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// Static Exchange Evaluation
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bool see_ge(Move m, int threshold = 0) 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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bool is_draw(int ply) const;
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bool upcoming_repetition(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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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(m.from_sq()); }
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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(m.is_ok());
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return (!empty(m.to_sq()) && m.type_of() != CASTLING) || m.type_of() == 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(m.is_ok());
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return capture(m) || m.promotion_type() == QUEEN;
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}
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inline Piece Position::captured_piece() const { return st->capturedPiece; }
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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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