This patch temporarily breaks MultiPV and searchmove
features, but they will be re-implemented in future
patches.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We missed to set chess960 flag into the std::stringstream used to
setup the PV line.
Bug introduced with commit f803f33e63
of 30/12/2010 when we started to print PV line into a std::stringstream
instead of directly into cout, where the chess960 flag is correctly set.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
As a side effect now root position can be directly
allocated on the stack and doesn't need to be defined
static anymore.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It is misnamed because it is not a parser, perhaps a
tokenizer, anyhow better call it for what it is, an
input string stream.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Return the correct number of played plies at the end
of the setup moves. Currently it always returns 0 when
starting from start position, like in real games.
We fix this adding st->pliesFromNull that starts from 0
and is incremented after each setup move and is never
reset in the setup phase but only once search is started.
It is an hack because startpos_ply_counter() will return
different values during the search and is correct only
at the beginning of the search.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This fixes a regression on real games due to the fact that
we have some mismatches:
history[st->gamePly - i] != stp->key
when st->gamePly - i == 0,this is due to a nasty bug I have
introduced when using std::vector<> as StateInfo backup. The
point is that StateInfo keeps inside a pointer to the previous
StateInfo in a kind of linked list. But when std::vector<> is
resized reallocates a larger chunk of memory and moves the
data there so these pointers became stale.
This patch fixes the issue.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We just need startup value to calculate available
thinking time. So remove from state.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Avoid the ugly and anyhow incorrect hard limit on the
maximum number of moves and allow to handle an arbitrary
number of moves to search.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This allow to retire do_setup_move() and also to simplify
draw detection logic becuase now we always have:
Min(st->rule50, st->gamePly) = st->rule50
This was already true when starting from starting position,
but now is true even when starting from a FEN string because
now we take in account fullmove number in counting gamePly so
that it is always.
st->rule50 <= st->gamePly
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Fixes the reported KNNK ending problem:
http://talkchess.com/forum/viewtopic.php?t=39347
Joona says:
Now I finally had a time to take a look at on this issue.
I've reproduced the problem starting from this position:
1B6/1B2k3/P7/1P3p2/1K6/8/4b3/4b3 w - - 6 85
I made Stockfish play as white and Fruit as black.
I repeated test ten times and once SF was not able to deliver mate.
But I observed several times that SF had reported on last something like mate in 10.
However next time it played move with score mate in 15.
Easiest way to solve the problem is attached as a patch. I tested it several times and SF always
ended up playing the optimal move. Of course the downside is that now delivering mate
takes a bit longer, but IMO it's better to lose once in a while by time in sudden death
game than not being able to deliver simple mate with long time controls.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
We have a bug (possibly because of returning draw from
root move list), it is possible to see when looking at
games with a GUI, we can see rarely but consistently the
score return as #0 for many depths until it comes back to
normal values.
Revert patches until it is not fixed.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Running following command:
position startpos moves e1e8
Makes SF to assert in debug mode in do_move() but to accept
bad input and continue in release mode where probably it is
going to crash little later.
So validate input before to feed do_move().
Suggestion by Yakovlev Vadim.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It's only necessary to do the checking at the end of every non-const
member (including the constructors and from_fen()) of class Position.
Once the post-condition of every modifier guarantees the class invariant,
we don't need to verify sanity of the position as preconditions for outside
callers such as movegen, search etc. For non-class types such as Move and
Square we still need to assert of course.
Suggested by Rein Halbersma.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
After previous patch is no more needed to pass
the color, becuase it is always the side to move.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
It worked by accident because we always called both directions,
but definition was wrong.
Functional change due to different generation order, but
perft numbers are the correct ones.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Functional change due to the fact that now pick_best() is
stable, but should be no change in strenght.
Example code and ideas by Rein Halbersma.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
And pass correct currentPly to TimeManager::init().
This restores old behaviour, in particular now black has
a different timing than white becuase is no more:
currentPly = 2 * fullMoveNumber;
but becomes
2 * (fullMoves - 1) + int(sideToMove == BLACK)
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
No functional change also in faked split mode
To be sure verified in real games with 4 threads TC 2"+0.1
After 11125 games 2497 - 2469 - 6159 ELO +0 (+- 4.4)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>