Move declarations around and split them.
parent
c6f5f6a082
commit
683c6146ce
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@ -56,7 +56,7 @@ SRCS = benchmark.cpp bitbase.cpp bitboard.cpp endgame.cpp evaluate.cpp main.cpp
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nnue/features/enpassant.cpp \
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nnue/nnue_test_command.cpp \
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extra/sfen_packer.cpp \
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learn/learner.cpp \
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learn/learn.cpp \
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learn/gensfen.cpp \
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learn/convert.cpp \
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learn/learning_tools.cpp \
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@ -1,5 +1,9 @@
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#if defined (EVAL_LEARN)
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#include "sfen_packer.h"
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#include "../learn/packed_sfen.h"
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#include "../misc.h"
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#include "../position.h"
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@ -9,153 +13,166 @@
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using namespace std;
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// -----------------------------------
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// stage compression/decompression
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// -----------------------------------
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namespace Learner {
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// Class that handles bitstream
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// useful when doing aspect encoding
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struct BitStream
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{
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// Set the memory to store the data in advance.
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// Assume that memory is cleared to 0.
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void set_data(uint8_t* data_) { data = data_; reset(); }
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// Get the pointer passed in set_data().
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uint8_t* get_data() const { return data; }
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// Get the cursor.
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int get_cursor() const { return bit_cursor; }
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// reset the cursor
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void reset() { bit_cursor = 0; }
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// Write 1bit to the stream.
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// If b is non-zero, write out 1. If 0, write 0.
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void write_one_bit(int b)
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// Class that handles bitstream
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// useful when doing aspect encoding
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struct BitStream
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{
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if (b)
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data[bit_cursor / 8] |= 1 << (bit_cursor & 7);
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// Set the memory to store the data in advance.
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// Assume that memory is cleared to 0.
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void set_data(std::uint8_t* data_) { data = data_; reset(); }
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++bit_cursor;
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}
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// Get the pointer passed in set_data().
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uint8_t* get_data() const { return data; }
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// Get 1 bit from the stream.
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int read_one_bit()
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// Get the cursor.
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int get_cursor() const { return bit_cursor; }
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// reset the cursor
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void reset() { bit_cursor = 0; }
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// Write 1bit to the stream.
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// If b is non-zero, write out 1. If 0, write 0.
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void write_one_bit(int b)
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{
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if (b)
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data[bit_cursor / 8] |= 1 << (bit_cursor & 7);
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++bit_cursor;
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}
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// Get 1 bit from the stream.
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int read_one_bit()
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{
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int b = (data[bit_cursor / 8] >> (bit_cursor & 7)) & 1;
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++bit_cursor;
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return b;
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}
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// write n bits of data
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// Data shall be written out from the lower order of d.
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void write_n_bit(int d, int n)
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{
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for (int i = 0; i <n; ++i)
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write_one_bit(d & (1 << i));
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}
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// read n bits of data
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// Reverse conversion of write_n_bit().
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int read_n_bit(int n)
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{
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int result = 0;
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for (int i = 0; i < n; ++i)
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result |= read_one_bit() ? (1 << i) : 0;
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return result;
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}
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private:
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// Next bit position to read/write.
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int bit_cursor;
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// data entity
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std::uint8_t* data;
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};
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// Class for compressing/decompressing sfen
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// sfen can be packed to 256bit (32bytes) by Huffman coding.
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// This is proven by mini. The above is Huffman coding.
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//
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// Internal format = 1-bit turn + 7-bit king position *2 + piece on board (Huffman coding) + hand piece (Huffman coding)
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// Side to move (White = 0, Black = 1) (1bit)
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// White King Position (6 bits)
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// Black King Position (6 bits)
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// Huffman Encoding of the board
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// Castling availability (1 bit x 4)
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// En passant square (1 or 1 + 6 bits)
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// Rule 50 (6 bits)
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// Game play (8 bits)
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//
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// TODO(someone): Rename SFEN to FEN.
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//
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struct SfenPacker
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{
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int b = (data[bit_cursor / 8] >> (bit_cursor & 7)) & 1;
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++bit_cursor;
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void pack(const Position& pos);
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return b;
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}
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// sfen packed by pack() (256bit = 32bytes)
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// Or sfen to decode with unpack()
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uint8_t *data; // uint8_t[32];
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// write n bits of data
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// Data shall be written out from the lower order of d.
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void write_n_bit(int d, int n)
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BitStream stream;
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// Output the board pieces to stream.
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void write_board_piece_to_stream(Piece pc);
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// Read one board piece from stream
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Piece read_board_piece_from_stream();
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};
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// Huffman coding
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// * is simplified from mini encoding to make conversion easier.
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//
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// 1 box on the board (other than NO_PIECE) = 2 to 6 bits (+ 1-bit flag + 1-bit forward and backward)
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// 1 piece of hand piece = 1-5bit (+ 1-bit flag + 1bit ahead and behind)
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//
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// empty xxxxx0 + 0 (none)
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// step xxxx01 + 2 xxxx0 + 2
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// incense xx0011 + 2 xx001 + 2
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// Katsura xx1011 + 2 xx101 + 2
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// silver xx0111 + 2 xx011 + 2
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// Gold x01111 + 1 x0111 + 1 // Gold is valid and has no flags.
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// corner 011111 + 2 01111 + 2
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// Fly 111111 + 2 11111 + 2
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//
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// Assuming all pieces are on the board,
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// Sky 81-40 pieces = 41 boxes = 41bit
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// Walk 4bit*18 pieces = 72bit
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// Incense 6bit*4 pieces = 24bit
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// Katsura 6bit*4 pieces = 24bit
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// Silver 6bit*4 pieces = 24bit
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// Gold 6bit* 4 pieces = 24bit
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// corner 8bit* 2 pieces = 16bit
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// Fly 8bit* 2 pieces = 16bit
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// -------
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// 241bit + 1bit (turn) + 7bit × 2 (King's position after) = 256bit
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//
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// When the piece on the board moves to the hand piece, the piece on the board becomes empty, so the box on the board can be expressed with 1 bit,
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// Since the hand piece can be expressed by 1 bit less than the piece on the board, the total number of bits does not change in the end.
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// Therefore, in this expression, any aspect can be expressed by this bit number.
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// It is a hand piece and no flag is required, but if you include this, the bit number of the piece on the board will be -1
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// Since the total number of bits can be fixed, we will include this as well.
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// Huffman Encoding
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//
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// Empty xxxxxxx0
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// Pawn xxxxx001 + 1 bit (Side to move)
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// Knight xxxxx011 + 1 bit (Side to move)
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// Bishop xxxxx101 + 1 bit (Side to move)
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// Rook xxxxx111 + 1 bit (Side to move)
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struct HuffmanedPiece
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{
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for (int i = 0; i <n; ++i)
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write_one_bit(d & (1 << i));
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}
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int code; // how it will be coded
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int bits; // How many bits do you have
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};
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// read n bits of data
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// Reverse conversion of write_n_bit().
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int read_n_bit(int n)
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constexpr HuffmanedPiece huffman_table[] =
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{
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int result = 0;
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for (int i = 0; i < n; ++i)
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result |= read_one_bit() ? (1 << i) : 0;
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{0b0000,1}, // NO_PIECE
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{0b0001,4}, // PAWN
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{0b0011,4}, // KNIGHT
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{0b0101,4}, // BISHOP
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{0b0111,4}, // ROOK
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{0b1001,4}, // QUEEN
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};
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return result;
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}
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private:
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// Next bit position to read/write.
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int bit_cursor;
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// data entity
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uint8_t* data;
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};
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// Huffman coding
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// * is simplified from mini encoding to make conversion easier.
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//
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// 1 box on the board (other than NO_PIECE) = 2 to 6 bits (+ 1-bit flag + 1-bit forward and backward)
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// 1 piece of hand piece = 1-5bit (+ 1-bit flag + 1bit ahead and behind)
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//
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// empty xxxxx0 + 0 (none)
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// step xxxx01 + 2 xxxx0 + 2
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// incense xx0011 + 2 xx001 + 2
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// Katsura xx1011 + 2 xx101 + 2
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// silver xx0111 + 2 xx011 + 2
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// Gold x01111 + 1 x0111 + 1 // Gold is valid and has no flags.
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// corner 011111 + 2 01111 + 2
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// Fly 111111 + 2 11111 + 2
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//
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// Assuming all pieces are on the board,
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// Sky 81-40 pieces = 41 boxes = 41bit
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// Walk 4bit*18 pieces = 72bit
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// Incense 6bit*4 pieces = 24bit
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// Katsura 6bit*4 pieces = 24bit
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// Silver 6bit*4 pieces = 24bit
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// Gold 6bit* 4 pieces = 24bit
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// corner 8bit* 2 pieces = 16bit
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// Fly 8bit* 2 pieces = 16bit
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// -------
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// 241bit + 1bit (turn) + 7bit × 2 (King's position after) = 256bit
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//
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// When the piece on the board moves to the hand piece, the piece on the board becomes empty, so the box on the board can be expressed with 1 bit,
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// Since the hand piece can be expressed by 1 bit less than the piece on the board, the total number of bits does not change in the end.
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// Therefore, in this expression, any aspect can be expressed by this bit number.
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// It is a hand piece and no flag is required, but if you include this, the bit number of the piece on the board will be -1
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// Since the total number of bits can be fixed, we will include this as well.
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// Huffman Encoding
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//
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// Empty xxxxxxx0
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// Pawn xxxxx001 + 1 bit (Side to move)
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// Knight xxxxx011 + 1 bit (Side to move)
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// Bishop xxxxx101 + 1 bit (Side to move)
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// Rook xxxxx111 + 1 bit (Side to move)
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struct HuffmanedPiece
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{
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int code; // how it will be coded
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int bits; // How many bits do you have
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};
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HuffmanedPiece huffman_table[] =
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{
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{0b0000,1}, // NO_PIECE
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{0b0001,4}, // PAWN
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{0b0011,4}, // KNIGHT
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{0b0101,4}, // BISHOP
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{0b0111,4}, // ROOK
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{0b1001,4}, // QUEEN
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};
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// Class for compressing/decompressing sfen
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// sfen can be packed to 256bit (32bytes) by Huffman coding.
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// This is proven by mini. The above is Huffman coding.
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//
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// Internal format = 1-bit turn + 7-bit king position *2 + piece on board (Huffman coding) + hand piece (Huffman coding)
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// Side to move (White = 0, Black = 1) (1bit)
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// White King Position (6 bits)
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// Black King Position (6 bits)
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// Huffman Encoding of the board
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// Castling availability (1 bit x 4)
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// En passant square (1 or 1 + 6 bits)
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// Rule 50 (6 bits)
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// Game play (8 bits)
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//
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// TODO(someone): Rename SFEN to FEN.
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//
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struct SfenPacker
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{
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// Pack sfen and store in data[32].
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void pack(const Position& pos)
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void SfenPacker::pack(const Position& pos)
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{
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// cout << pos;
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// cout << pos;
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memset(data, 0, 32 /* 256bit */);
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stream.set_data(data);
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@ -202,17 +219,8 @@ struct SfenPacker
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assert(stream.get_cursor() <= 256);
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}
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// sfen packed by pack() (256bit = 32bytes)
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// Or sfen to decode with unpack()
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uint8_t *data; // uint8_t[32];
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//private:
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// Position::set_from_packed_sfen(uint8_t data[32]) I want to use these functions, so the line is bad, but I want to keep it public.
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BitStream stream;
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// Output the board pieces to stream.
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void write_board_piece_to_stream(Piece pc)
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void SfenPacker::write_board_piece_to_stream(Piece pc)
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{
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// piece type
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PieceType pr = type_of(pc);
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@ -227,7 +235,7 @@ struct SfenPacker
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}
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// Read one board piece from stream
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Piece read_board_piece_from_stream()
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Piece SfenPacker::read_board_piece_from_stream()
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{
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PieceType pr = NO_PIECE_TYPE;
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int code = 0, bits = 0;
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@ -252,181 +260,148 @@ struct SfenPacker
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return make_piece(c, pr);
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}
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};
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// -----------------------------------
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// Add to Position class
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// -----------------------------------
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// Add a function that directly unpacks for speed. It's pretty tough.
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// Write it by combining packer::unpack() and Position::set().
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// If there is a problem with the passed phase and there is an error, non-zero is returned.
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int Position::set_from_packed_sfen(const PackedSfen& sfen , StateInfo * si, Thread* th, bool mirror)
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{
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SfenPacker packer;
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auto& stream = packer.stream;
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// TODO: separate streams for writing and reading. Here we actually have to
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// const_cast which is not safe in the long run.
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stream.set_data(const_cast<uint8_t*>(reinterpret_cast<const uint8_t*>(&sfen)));
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std::memset(this, 0, sizeof(Position));
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std::memset(si, 0, sizeof(StateInfo));
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std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
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st = si;
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// Active color
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sideToMove = (Color)stream.read_one_bit();
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pieceList[W_KING][0] = SQUARE_NB;
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pieceList[B_KING][0] = SQUARE_NB;
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// First the position of the ball
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if (mirror)
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{
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for (auto c : Colors)
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board[flip_file((Square)stream.read_n_bit(6))] = make_piece(c, KING);
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}
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else
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{
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for (auto c : Colors)
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board[stream.read_n_bit(6)] = make_piece(c, KING);
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}
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// Piece placement
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for (Rank r = RANK_8; r >= RANK_1; --r)
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int set_from_packed_sfen(Position& pos, const PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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SfenPacker packer;
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auto& stream = packer.stream;
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// TODO: separate streams for writing and reading. Here we actually have to
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// const_cast which is not safe in the long run.
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stream.set_data(const_cast<uint8_t*>(reinterpret_cast<const uint8_t*>(&sfen)));
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std::memset(&pos, 0, sizeof(Position));
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std::memset(si, 0, sizeof(StateInfo));
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std::fill_n(&pos.pieceList[0][0], sizeof(pos.pieceList) / sizeof(Square), SQ_NONE);
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pos.st = si;
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// Active color
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pos.sideToMove = (Color)stream.read_one_bit();
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pos.pieceList[W_KING][0] = SQUARE_NB;
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pos.pieceList[B_KING][0] = SQUARE_NB;
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// First the position of the ball
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if (mirror)
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{
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auto sq = make_square(f, r);
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for (auto c : Colors)
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pos.board[flip_file((Square)stream.read_n_bit(6))] = make_piece(c, KING);
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}
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else
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{
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for (auto c : Colors)
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pos.board[stream.read_n_bit(6)] = make_piece(c, KING);
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}
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// Piece placement
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for (Rank r = RANK_8; r >= RANK_1; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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{
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auto sq = make_square(f, r);
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if (mirror) {
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sq = flip_file(sq);
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}
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// it seems there are already balls
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Piece pc;
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if (type_of(pos.board[sq]) != KING)
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{
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assert(pos.board[sq] == NO_PIECE);
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pc = packer.read_board_piece_from_stream();
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}
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else
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{
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pc = pos.board[sq];
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// put_piece() will catch ASSERT unless you remove it all.
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pos.board[sq] = NO_PIECE;
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}
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// There may be no pieces, so skip in that case.
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if (pc == NO_PIECE)
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continue;
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pos.put_piece(Piece(pc), sq);
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if (stream.get_cursor()> 256)
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return 1;
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//assert(stream.get_cursor() <= 256);
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}
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}
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// Castling availability.
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// TODO(someone): Support chess960.
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pos.st->castlingRights = 0;
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if (stream.read_one_bit()) {
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Square rsq;
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for (rsq = relative_square(WHITE, SQ_H1); pos.piece_on(rsq) != W_ROOK; --rsq) {}
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pos.set_castling_right(WHITE, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(WHITE, SQ_A1); pos.piece_on(rsq) != W_ROOK; ++rsq) {}
|
||||
pos.set_castling_right(WHITE, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(BLACK, SQ_H1); pos.piece_on(rsq) != B_ROOK; --rsq) {}
|
||||
pos.set_castling_right(BLACK, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(BLACK, SQ_A1); pos.piece_on(rsq) != B_ROOK; ++rsq) {}
|
||||
pos.set_castling_right(BLACK, rsq);
|
||||
}
|
||||
|
||||
// En passant square. Ignore if no pawn capture is possible
|
||||
if (stream.read_one_bit()) {
|
||||
Square ep_square = static_cast<Square>(stream.read_n_bit(6));
|
||||
if (mirror) {
|
||||
sq = flip_file(sq);
|
||||
ep_square = flip_file(ep_square);
|
||||
}
|
||||
pos.st->epSquare = ep_square;
|
||||
|
||||
// it seems there are already balls
|
||||
Piece pc;
|
||||
if (type_of(board[sq]) != KING)
|
||||
{
|
||||
assert(board[sq] == NO_PIECE);
|
||||
pc = packer.read_board_piece_from_stream();
|
||||
}
|
||||
else
|
||||
{
|
||||
pc = board[sq];
|
||||
board[sq] = NO_PIECE; // put_piece() will catch ASSERT unless you remove it all.
|
||||
}
|
||||
|
||||
// There may be no pieces, so skip in that case.
|
||||
if (pc == NO_PIECE)
|
||||
continue;
|
||||
|
||||
put_piece(Piece(pc), sq);
|
||||
|
||||
//cout << sq << ' ' << board[sq] << ' ' << stream.get_cursor() << endl;
|
||||
|
||||
if (stream.get_cursor()> 256)
|
||||
return 1;
|
||||
//assert(stream.get_cursor() <= 256);
|
||||
|
||||
if (!(pos.attackers_to(pos.st->epSquare) & pos.pieces(pos.sideToMove, PAWN))
|
||||
|| !(pos.pieces(~pos.sideToMove, PAWN) & (pos.st->epSquare + pawn_push(~pos.sideToMove))))
|
||||
pos.st->epSquare = SQ_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
// Castling availability.
|
||||
// TODO(someone): Support chess960.
|
||||
st->castlingRights = 0;
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(WHITE, SQ_H1); piece_on(rsq) != W_ROOK; --rsq) {}
|
||||
set_castling_right(WHITE, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(WHITE, SQ_A1); piece_on(rsq) != W_ROOK; ++rsq) {}
|
||||
set_castling_right(WHITE, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(BLACK, SQ_H1); piece_on(rsq) != B_ROOK; --rsq) {}
|
||||
set_castling_right(BLACK, rsq);
|
||||
}
|
||||
if (stream.read_one_bit()) {
|
||||
Square rsq;
|
||||
for (rsq = relative_square(BLACK, SQ_A1); piece_on(rsq) != B_ROOK; ++rsq) {}
|
||||
set_castling_right(BLACK, rsq);
|
||||
}
|
||||
|
||||
// En passant square. Ignore if no pawn capture is possible
|
||||
if (stream.read_one_bit()) {
|
||||
Square ep_square = static_cast<Square>(stream.read_n_bit(6));
|
||||
if (mirror) {
|
||||
ep_square = flip_file(ep_square);
|
||||
else {
|
||||
pos.st->epSquare = SQ_NONE;
|
||||
}
|
||||
st->epSquare = ep_square;
|
||||
|
||||
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;
|
||||
// Halfmove clock
|
||||
pos.st->rule50 = static_cast<Square>(stream.read_n_bit(6));
|
||||
|
||||
// Fullmove number
|
||||
pos.gamePly = static_cast<Square>(stream.read_n_bit(8));
|
||||
|
||||
// Convert from fullmove starting from 1 to gamePly starting from 0,
|
||||
// handle also common incorrect FEN with fullmove = 0.
|
||||
pos.gamePly = std::max(2 * (pos.gamePly - 1), 0) + (pos.sideToMove == BLACK);
|
||||
|
||||
assert(stream.get_cursor() <= 256);
|
||||
|
||||
pos.chess960 = false;
|
||||
pos.thisThread = th;
|
||||
pos.set_state(pos.st);
|
||||
|
||||
assert(pos_is_ok());
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Halfmove clock
|
||||
st->rule50 = static_cast<Square>(stream.read_n_bit(6));
|
||||
PackedSfen sfen_pack(Position& pos)
|
||||
{
|
||||
PackedSfen sfen;
|
||||
|
||||
// Fullmove number
|
||||
gamePly = static_cast<Square>(stream.read_n_bit(8));
|
||||
// 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);
|
||||
SfenPacker sp;
|
||||
sp.data = (uint8_t*)&sfen;
|
||||
sp.pack(pos);
|
||||
|
||||
assert(stream.get_cursor() <= 256);
|
||||
|
||||
chess960 = false;
|
||||
thisThread = th;
|
||||
set_state(st);
|
||||
|
||||
//std::cout << *this << std::endl;
|
||||
|
||||
assert(pos_is_ok());
|
||||
|
||||
return 0;
|
||||
return sfen;
|
||||
}
|
||||
}
|
||||
|
||||
// Give the board, hand piece, and turn, and return the sfen.
|
||||
//std::string Position::sfen_from_rawdata(Piece board[81], Hand hands[2], Color turn, int gamePly_)
|
||||
//{
|
||||
// // Copy it to an internal structure and call sfen() if the conversion process depends only on it
|
||||
// // Maybe it will be converted normally...
|
||||
// Position pos;
|
||||
//
|
||||
// memcpy(pos.board, board, sizeof(Piece) * 81);
|
||||
// memcpy(pos.hand, hands, sizeof(Hand) * 2);
|
||||
// pos.sideToMove = turn;
|
||||
// pos.gamePly = gamePly_;
|
||||
//
|
||||
// return pos.sfen();
|
||||
//
|
||||
// // Implementation of ↑ is beautiful, but slow.
|
||||
// // This is a bottleneck when learning a large amount of game records, so write a function to unpack directly.
|
||||
//}
|
||||
|
||||
// Get the packed sfen. Returns to the buffer specified in the argument.
|
||||
void Position::sfen_pack(PackedSfen& sfen)
|
||||
{
|
||||
SfenPacker sp;
|
||||
sp.data = (uint8_t*)&sfen;
|
||||
sp.pack(*this);
|
||||
}
|
||||
|
||||
//// Unpack the packed sfen. Returns an sfen string.
|
||||
//std::string Position::sfen_unpack(const PackedSfen& sfen)
|
||||
//{
|
||||
// SfenPacker sp;
|
||||
// sp.data = (uint8_t*)&sfen;
|
||||
// return sp.unpack();
|
||||
//}
|
||||
|
||||
|
||||
#endif // USE_SFEN_PACKER
|
||||
|
|
|
@ -0,0 +1,23 @@
|
|||
#ifndef _SFEN_PACKER_H_
|
||||
#define _SFEN_PACKER_H_
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include "../types.h"
|
||||
|
||||
#include "../learn/packed_sfen.h"
|
||||
class Position;
|
||||
struct StateInfo;
|
||||
class Thread;
|
||||
|
||||
namespace Learner {
|
||||
|
||||
int set_from_packed_sfen(Position& pos, const PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror);
|
||||
PackedSfen sfen_pack(Position& pos);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -1,9 +1,10 @@
|
|||
#if defined(EVAL_LEARN)
|
||||
|
||||
#include "convert.h"
|
||||
|
||||
// evaluate header for learning
|
||||
#include "../eval/evaluate_common.h"
|
||||
|
||||
#include "learn.h"
|
||||
#include "multi_think.h"
|
||||
#include "../uci.h"
|
||||
#include "../syzygy/tbprobe.h"
|
||||
|
|
|
@ -0,0 +1,37 @@
|
|||
#ifndef _CONVERT_H_
|
||||
#define _CONVERT_H_
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
namespace Learner {
|
||||
void convert_bin_from_pgn_extract(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name,
|
||||
const bool pgn_eval_side_to_move,
|
||||
const bool convert_no_eval_fens_as_score_zero);
|
||||
|
||||
void convert_bin(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name,
|
||||
const int ply_minimum,
|
||||
const int ply_maximum,
|
||||
const int interpolate_eval,
|
||||
const int src_score_min_value,
|
||||
const int src_score_max_value,
|
||||
const int dest_score_min_value,
|
||||
const int dest_score_max_value,
|
||||
const bool check_invalid_fen,
|
||||
const bool check_illegal_move);
|
||||
|
||||
void convert_plain(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name);
|
||||
|
||||
void convert(std::istringstream& is);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -1,5 +1,8 @@
|
|||
#if defined(EVAL_LEARN)
|
||||
|
||||
#include "gensfen.h"
|
||||
#include "packed_sfen.h"
|
||||
|
||||
#include "../eval/evaluate_common.h"
|
||||
#include "../misc.h"
|
||||
#include "../nnue/evaluate_nnue_learner.h"
|
||||
|
@ -8,7 +11,6 @@
|
|||
#include "../thread.h"
|
||||
#include "../tt.h"
|
||||
#include "../uci.h"
|
||||
#include "learn.h"
|
||||
#include "multi_think.h"
|
||||
|
||||
#include "../extra/nnue_data_binpack_format.h"
|
||||
|
|
|
@ -0,0 +1,16 @@
|
|||
#ifndef _GENSFEN_H_
|
||||
#define _GENSFEN_H_
|
||||
|
||||
#include <sstream>
|
||||
|
||||
#include "../position.h"
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
namespace Learner {
|
||||
|
||||
// Automatic generation of teacher position
|
||||
void gen_sfen(Position& pos, std::istringstream& is);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -19,6 +19,9 @@
|
|||
|
||||
#if defined(EVAL_LEARN)
|
||||
|
||||
#include "learn.h"
|
||||
#include "convert.h"
|
||||
|
||||
#include "../eval/evaluate_common.h"
|
||||
#include "../misc.h"
|
||||
#include "../nnue/evaluate_nnue_learner.h"
|
||||
|
@ -27,7 +30,7 @@
|
|||
#include "../thread.h"
|
||||
#include "../tt.h"
|
||||
#include "../uci.h"
|
||||
#include "learn.h"
|
||||
#include "../search.h"
|
||||
#include "multi_think.h"
|
||||
|
||||
#include "../extra/nnue_data_binpack_format.h"
|
|
@ -14,7 +14,7 @@
|
|||
// Even if it is a double type, there is almost no difference in the way of convergence, so fix it to float.
|
||||
|
||||
// when using float
|
||||
typedef float LearnFloatType;
|
||||
using LearnFloatType = float;
|
||||
|
||||
// when using double
|
||||
//typedef double LearnFloatType;
|
||||
|
@ -36,105 +36,47 @@ typedef float LearnFloatType;
|
|||
// ----------------------
|
||||
// Definition of struct used in Learner
|
||||
// ----------------------
|
||||
|
||||
#include "packed_sfen.h"
|
||||
|
||||
#include "../position.h"
|
||||
|
||||
#include <sstream>
|
||||
|
||||
namespace Learner
|
||||
{
|
||||
// ----------------------
|
||||
// Settings for learning
|
||||
// ----------------------
|
||||
// ----------------------
|
||||
// Settings for learning
|
||||
// ----------------------
|
||||
|
||||
// mini-batch size.
|
||||
// Calculate the gradient by combining this number of phases.
|
||||
// If you make it smaller, the number of update_weights() will increase and the convergence will be faster. The gradient is incorrect.
|
||||
// If you increase it, the number of update_weights() decreases, so the convergence will be slow. The slope will come out accurately.
|
||||
// I don't think you need to change this value in most cases.
|
||||
// mini-batch size.
|
||||
// Calculate the gradient by combining this number of phases.
|
||||
// If you make it smaller, the number of update_weights() will increase and the convergence will be faster. The gradient is incorrect.
|
||||
// If you increase it, the number of update_weights() decreases, so the convergence will be slow. The slope will come out accurately.
|
||||
// I don't think you need to change this value in most cases.
|
||||
|
||||
constexpr std::size_t LEARN_MINI_BATCH_SIZE = 1000 * 1000 * 1;
|
||||
constexpr std::size_t LEARN_MINI_BATCH_SIZE = 1000 * 1000 * 1;
|
||||
|
||||
// The number of phases to read from the file at one time. After reading this much, shuffle.
|
||||
// It is better to have a certain size, but this number x 40 bytes x 3 times as much memory is consumed. 400MB*3 is consumed in the 10M phase.
|
||||
// Must be a multiple of THREAD_BUFFER_SIZE(=10000).
|
||||
// The number of phases to read from the file at one time. After reading this much, shuffle.
|
||||
// It is better to have a certain size, but this number x 40 bytes x 3 times as much memory is consumed. 400MB*3 is consumed in the 10M phase.
|
||||
// Must be a multiple of THREAD_BUFFER_SIZE(=10000).
|
||||
|
||||
constexpr std::size_t LEARN_SFEN_READ_SIZE = 1000 * 1000 * 10;
|
||||
constexpr std::size_t LEARN_SFEN_READ_SIZE = 1000 * 1000 * 10;
|
||||
|
||||
// Saving interval of evaluation function at learning. Save each time you learn this number of phases.
|
||||
// Needless to say, the longer the saving interval, the shorter the learning time.
|
||||
// Folder name is incremented for each save like 0/, 1/, 2/...
|
||||
// By default, once every 1 billion phases.
|
||||
constexpr std::size_t LEARN_EVAL_SAVE_INTERVAL = 1000000000ULL;
|
||||
// Saving interval of evaluation function at learning. Save each time you learn this number of phases.
|
||||
// Needless to say, the longer the saving interval, the shorter the learning time.
|
||||
// Folder name is incremented for each save like 0/, 1/, 2/...
|
||||
// By default, once every 1 billion phases.
|
||||
constexpr std::size_t LEARN_EVAL_SAVE_INTERVAL = 1000000000ULL;
|
||||
|
||||
// Reduce the output of rmse during learning to 1 for this number of times.
|
||||
// rmse calculation is done in one thread, so it takes some time, so reducing the output is effective.
|
||||
constexpr std::size_t LEARN_RMSE_OUTPUT_INTERVAL = 1;
|
||||
// Reduce the output of rmse during learning to 1 for this number of times.
|
||||
// rmse calculation is done in one thread, so it takes some time, so reducing the output is effective.
|
||||
constexpr std::size_t LEARN_RMSE_OUTPUT_INTERVAL = 1;
|
||||
|
||||
//Structure in which PackedSfen and evaluation value are integrated
|
||||
// If you write different contents for each option, it will be a problem when reusing the teacher game
|
||||
// For the time being, write all the following members regardless of the options.
|
||||
struct PackedSfenValue
|
||||
{
|
||||
// phase
|
||||
PackedSfen sfen;
|
||||
double calc_grad(Value shallow, const PackedSfenValue& psv);
|
||||
|
||||
// Evaluation value returned from Learner::search()
|
||||
int16_t score;
|
||||
|
||||
// PV first move
|
||||
// Used when finding the match rate with the teacher
|
||||
uint16_t move;
|
||||
|
||||
// Trouble of the phase from the initial phase.
|
||||
uint16_t gamePly;
|
||||
|
||||
// 1 if the player on this side ultimately wins the game. -1 if you are losing.
|
||||
// 0 if a draw is reached.
|
||||
// The draw is in the teacher position generation command gensfen,
|
||||
// Only write if LEARN_GENSFEN_DRAW_RESULT is enabled.
|
||||
int8_t game_result;
|
||||
|
||||
// When exchanging the file that wrote the teacher aspect with other people
|
||||
//Because this structure size is not fixed, pad it so that it is 40 bytes in any environment.
|
||||
uint8_t padding;
|
||||
|
||||
// 32 + 2 + 2 + 2 + 1 + 1 = 40bytes
|
||||
};
|
||||
|
||||
// Type that returns the reading line and the evaluation value at that time
|
||||
// Used in Learner::search(), Learner::qsearch().
|
||||
typedef std::pair<Value, std::vector<Move> > ValueAndPV;
|
||||
|
||||
// Phase array: PSVector stands for packed sfen vector.
|
||||
typedef std::vector<PackedSfenValue> PSVector;
|
||||
|
||||
// So far, only Yaneura King 2018 Otafuku has this stub
|
||||
// This stub is required if EVAL_LEARN is defined.
|
||||
extern Learner::ValueAndPV search(Position& pos, int depth , size_t multiPV = 1 , uint64_t NodesLimit = 0);
|
||||
extern Learner::ValueAndPV qsearch(Position& pos);
|
||||
|
||||
double calc_grad(Value shallow, const PackedSfenValue& psv);
|
||||
|
||||
void convert_bin_from_pgn_extract(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name,
|
||||
const bool pgn_eval_side_to_move,
|
||||
const bool convert_no_eval_fens_as_score_zero);
|
||||
|
||||
void convert_bin(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name,
|
||||
const int ply_minimum,
|
||||
const int ply_maximum,
|
||||
const int interpolate_eval,
|
||||
const int src_score_min_value,
|
||||
const int src_score_max_value,
|
||||
const int dest_score_min_value,
|
||||
const int dest_score_max_value,
|
||||
const bool check_invalid_fen,
|
||||
const bool check_illegal_move);
|
||||
|
||||
void convert_plain(
|
||||
const std::vector<std::string>& filenames,
|
||||
const std::string& output_file_name);
|
||||
// Learning from the generated game record
|
||||
void learn(Position& pos, std::istringstream& is);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,49 @@
|
|||
#ifndef _PACKED_SFEN_H_
|
||||
#define _PACKED_SFEN_H_
|
||||
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
namespace Learner {
|
||||
|
||||
// packed sfen
|
||||
struct PackedSfen { std::uint8_t data[32]; };
|
||||
|
||||
// Structure in which PackedSfen and evaluation value are integrated
|
||||
// If you write different contents for each option, it will be a problem when reusing the teacher game
|
||||
// For the time being, write all the following members regardless of the options.
|
||||
struct PackedSfenValue
|
||||
{
|
||||
// phase
|
||||
PackedSfen sfen;
|
||||
|
||||
// Evaluation value returned from Learner::search()
|
||||
std::int16_t score;
|
||||
|
||||
// PV first move
|
||||
// Used when finding the match rate with the teacher
|
||||
std::uint16_t move;
|
||||
|
||||
// Trouble of the phase from the initial phase.
|
||||
std::uint16_t gamePly;
|
||||
|
||||
// 1 if the player on this side ultimately wins the game. -1 if you are losing.
|
||||
// 0 if a draw is reached.
|
||||
// The draw is in the teacher position generation command gensfen,
|
||||
// Only write if LEARN_GENSFEN_DRAW_RESULT is enabled.
|
||||
std::int8_t game_result;
|
||||
|
||||
// When exchanging the file that wrote the teacher aspect with other people
|
||||
//Because this structure size is not fixed, pad it so that it is 40 bytes in any environment.
|
||||
std::uint8_t padding;
|
||||
|
||||
// 32 + 2 + 2 + 2 + 1 + 1 = 40bytes
|
||||
};
|
||||
|
||||
// Phase array: PSVector stands for packed sfen vector.
|
||||
using PSVector = std::vector<PackedSfenValue>;
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -32,6 +32,11 @@
|
|||
#include "uci.h"
|
||||
#include "syzygy/tbprobe.h"
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
#include "learn/packed_sfen.h"
|
||||
#include "extra/sfen_packer.h"
|
||||
#endif
|
||||
|
||||
using std::string;
|
||||
|
||||
namespace Zobrist {
|
||||
|
@ -1346,3 +1351,39 @@ bool Position::pos_is_ok() const {
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
|
||||
// Add a function that directly unpacks for speed. It's pretty tough.
|
||||
// Write it by combining packer::unpack() and Position::set().
|
||||
// If there is a problem with the passed phase and there is an error, non-zero is returned.
|
||||
int Position::set_from_packed_sfen(const Learner::PackedSfen& sfen , StateInfo* si, Thread* th, bool mirror)
|
||||
{
|
||||
return Learner::set_from_packed_sfen(*this, sfen, si, th, mirror);
|
||||
}
|
||||
|
||||
// Give the board, hand piece, and turn, and return the sfen.
|
||||
//std::string Position::sfen_from_rawdata(Piece board[81], Hand hands[2], Color turn, int gamePly_)
|
||||
//{
|
||||
// // Copy it to an internal structure and call sfen() if the conversion process depends only on it
|
||||
// // Maybe it will be converted normally...
|
||||
// Position pos;
|
||||
//
|
||||
// memcpy(pos.board, board, sizeof(Piece) * 81);
|
||||
// memcpy(pos.hand, hands, sizeof(Hand) * 2);
|
||||
// pos.sideToMove = turn;
|
||||
// pos.gamePly = gamePly_;
|
||||
//
|
||||
// return pos.sfen();
|
||||
//
|
||||
// // Implementation of ↑ is beautiful, but slow.
|
||||
// // This is a bottleneck when learning a large amount of game records, so write a function to unpack directly.
|
||||
//}
|
||||
|
||||
// Get the packed sfen. Returns to the buffer specified in the argument.
|
||||
void Position::sfen_pack(Learner::PackedSfen& sfen)
|
||||
{
|
||||
sfen = Learner::sfen_pack(*this);
|
||||
}
|
||||
|
||||
#endif
|
|
@ -30,6 +30,11 @@
|
|||
|
||||
#include "nnue/nnue_accumulator.h"
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
#include "learn/packed_sfen.h"
|
||||
#include "extra/sfen_packer.h"
|
||||
#endif
|
||||
|
||||
|
||||
/// StateInfo struct stores information needed to restore a Position object to
|
||||
/// its previous state when we retract a move. Whenever a move is made on the
|
||||
|
@ -75,9 +80,6 @@ typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
|
|||
/// traversing the search tree.
|
||||
class Thread;
|
||||
|
||||
// packed sfen
|
||||
struct PackedSfen { uint8_t data[32]; };
|
||||
|
||||
class Position {
|
||||
public:
|
||||
static void init();
|
||||
|
@ -178,15 +180,17 @@ public:
|
|||
#if defined(EVAL_LEARN)
|
||||
// --sfenization helper
|
||||
|
||||
friend int Learner::set_from_packed_sfen(Position& pos, const Learner::PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror);
|
||||
|
||||
// Get the packed sfen. Returns to the buffer specified in the argument.
|
||||
// Do not include gamePly in pack.
|
||||
void sfen_pack(PackedSfen& sfen);
|
||||
void sfen_pack(Learner::PackedSfen& sfen);
|
||||
|
||||
// It is slow to go through sfen, so I made a function to set packed sfen directly.
|
||||
// Equivalent to pos.set(sfen_unpack(data),si,th);.
|
||||
// If there is a problem with the passed phase and there is an error, non-zero is returned.
|
||||
// PackedSfen does not include gamePly so it cannot be restored. If you want to set it, specify it with an argument.
|
||||
int set_from_packed_sfen(const PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror = false);
|
||||
int set_from_packed_sfen(const Learner::PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror = false);
|
||||
|
||||
// Give the board, hand piece, and turn, and return the sfen.
|
||||
//static std::string sfen_from_rawdata(Piece board[81], Hand hands[2], Color turn, int gamePly);
|
||||
|
|
11
src/search.h
11
src/search.h
|
@ -117,4 +117,15 @@ void clear();
|
|||
|
||||
} // namespace Search
|
||||
|
||||
#if defined(EVAL_LEARN)
|
||||
namespace Learner {
|
||||
|
||||
// A pair of reader and evaluation value. Returned by Learner::search(),Learner::qsearch().
|
||||
using ValueAndPV = std::pair<Value, std::vector<Move>>;
|
||||
|
||||
ValueAndPV qsearch(Position& pos);
|
||||
ValueAndPV search(Position& pos, int depth_, size_t multiPV = 1, uint64_t nodesLimit = 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // #ifndef SEARCH_H_INCLUDED
|
||||
|
|
25
src/uci.cpp
25
src/uci.cpp
|
@ -33,6 +33,10 @@
|
|||
#include "tt.h"
|
||||
#include "uci.h"
|
||||
|
||||
#include "learn/gensfen.h"
|
||||
#include "learn/learn.h"
|
||||
#include "learn/convert.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
extern vector<string> setup_bench(const Position&, istream&);
|
||||
|
@ -40,27 +44,6 @@ extern vector<string> setup_bench(const Position&, istream&);
|
|||
// FEN string of the initial position, normal chess
|
||||
const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
|
||||
|
||||
// Command to automatically generate a game record
|
||||
#if defined (EVAL_LEARN)
|
||||
namespace Learner
|
||||
{
|
||||
// Automatic generation of teacher position
|
||||
void gen_sfen(Position& pos, istringstream& is);
|
||||
|
||||
// Learning from the generated game record
|
||||
void learn(Position& pos, istringstream& is);
|
||||
|
||||
void convert(istringstream& is);
|
||||
|
||||
// A pair of reader and evaluation value. Returned by Learner::search(),Learner::qsearch().
|
||||
typedef std::pair<Value, std::vector<Move> > ValueAndPV;
|
||||
|
||||
ValueAndPV qsearch(Position& pos);
|
||||
ValueAndPV search(Position& pos, int depth_, size_t multiPV = 1, uint64_t nodesLimit = 0);
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
void test_cmd(Position& pos, istringstream& is)
|
||||
{
|
||||
// Initialize as it may be searched.
|
||||
|
|
Loading…
Reference in New Issue