/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ //// //// Includes //// #include #include #include #include "mersenne.h" #include "movegen.h" #include "movepick.h" #include "position.h" #include "psqtab.h" #include "san.h" #include "ucioption.h" //// //// Variables //// int Position::castleRightsMask[64]; Key Position::zobrist[2][8][64]; Key Position::zobEp[64]; Key Position::zobCastle[16]; Key Position::zobMaterial[2][8][16]; Key Position::zobSideToMove; Value Position::MgPieceSquareTable[16][64]; Value Position::EgPieceSquareTable[16][64]; //// //// Functions //// /// Constructors Position::Position(const Position &pos) { copy(pos); } Position::Position(const std::string &fen) { from_fen(fen); } /// Position::from_fen() initializes the position object with the given FEN /// string. This function is not very robust - make sure that input FENs are /// correct (this is assumed to be the responsibility of the GUI). void Position::from_fen(const std::string &fen) { static const std::string pieceLetters = "KQRBNPkqrbnp"; static const Piece pieces[] = { WK, WQ, WR, WB, WN, WP, BK, BQ, BR, BB, BN, BP }; clear(); // Board Rank rank = RANK_8; File file = FILE_A; size_t i = 0; for ( ; fen[i] != ' '; i++) { if (isdigit(fen[i])) { // Skip the given number of files file += (fen[i] - '1' + 1); continue; } else if (fen[i] == '/') { file = FILE_A; rank--; continue; } size_t idx = pieceLetters.find(fen[i]); if (idx == std::string::npos) { std::cout << "Error in FEN at character " << i << std::endl; return; } Square square = make_square(file, rank); put_piece(pieces[idx], square); file++; } // Side to move i++; if (fen[i] != 'w' && fen[i] != 'b') { std::cout << "Error in FEN at character " << i << std::endl; return; } sideToMove = (fen[i] == 'w' ? WHITE : BLACK); // Castling rights: i++; if (fen[i] != ' ') { std::cout << "Error in FEN at character " << i << std::endl; return; } i++; while(strchr("KQkqabcdefghABCDEFGH-", fen[i])) { if(fen[i] == '-') { i++; break; } else if(fen[i] == 'K') allow_oo(WHITE); else if(fen[i] == 'Q') allow_ooo(WHITE); else if(fen[i] == 'k') allow_oo(BLACK); else if(fen[i] == 'q') allow_ooo(BLACK); else if(fen[i] >= 'A' && fen[i] <= 'H') { File rookFile, kingFile = FILE_NONE; for(Square square = SQ_B1; square <= SQ_G1; square++) if(piece_on(square) == WK) kingFile = square_file(square); if(kingFile == FILE_NONE) { std::cout << "Error in FEN at character " << i << std::endl; return; } initialKFile = kingFile; rookFile = File(fen[i] - 'A') + FILE_A; if(rookFile < initialKFile) { allow_ooo(WHITE); initialQRFile = rookFile; } else { allow_oo(WHITE); initialKRFile = rookFile; } } else if(fen[i] >= 'a' && fen[i] <= 'h') { File rookFile, kingFile = FILE_NONE; for(Square square = SQ_B8; square <= SQ_G8; square++) if(piece_on(square) == BK) kingFile = square_file(square); if(kingFile == FILE_NONE) { std::cout << "Error in FEN at character " << i << std::endl; return; } initialKFile = kingFile; rookFile = File(fen[i] - 'a') + FILE_A; if(rookFile < initialKFile) { allow_ooo(BLACK); initialQRFile = rookFile; } else { allow_oo(BLACK); initialKRFile = rookFile; } } else { std::cout << "Error in FEN at character " << i << std::endl; return; } i++; } // Skip blanks while (fen[i] == ' ') i++; // En passant square if ( i < fen.length() - 2 && (fen[i] >= 'a' && fen[i] <= 'h') && (fen[i+1] == '3' || fen[i+1] == '6')) epSquare = square_from_string(fen.substr(i, 2)); // Various initialisation for (Square sq = SQ_A1; sq <= SQ_H8; sq++) castleRightsMask[sq] = ALL_CASTLES; castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO|WHITE_OOO); castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO|BLACK_OOO); castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO; castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO; castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO; castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO; find_checkers(); key = compute_key(); pawnKey = compute_pawn_key(); materialKey = compute_material_key(); mgValue = compute_mg_value(); egValue = compute_eg_value(); npMaterial[WHITE] = compute_non_pawn_material(WHITE); npMaterial[BLACK] = compute_non_pawn_material(BLACK); } /// Position::to_fen() converts the position object to a FEN string. This is /// probably only useful for debugging. const std::string Position::to_fen() const { static const std::string pieceLetters = " PNBRQK pnbrqk"; std::string fen; int skip; for (Rank rank = RANK_8; rank >= RANK_1; rank--) { skip = 0; for (File file = FILE_A; file <= FILE_H; file++) { Square sq = make_square(file, rank); if (!square_is_occupied(sq)) { skip++; continue; } if (skip > 0) { fen += (char)skip + '0'; skip = 0; } fen += pieceLetters[piece_on(sq)]; } if (skip > 0) fen += (char)skip + '0'; fen += (rank > RANK_1 ? '/' : ' '); } fen += (sideToMove == WHITE ? "w " : "b "); if (castleRights != NO_CASTLES) { if (can_castle_kingside(WHITE)) fen += 'K'; if (can_castle_queenside(WHITE)) fen += 'Q'; if (can_castle_kingside(BLACK)) fen += 'k'; if (can_castle_queenside(BLACK)) fen += 'q'; } else fen += '-'; fen += ' '; if (ep_square() != SQ_NONE) fen += square_to_string(ep_square()); else fen += '-'; return fen; } /// Position::print() prints an ASCII representation of the position to /// the standard output. If a move is given then also the san is print. void Position::print(Move m) const { static const std::string pieceLetters = " PNBRQK PNBRQK ."; std::cout << std::endl; if (m != MOVE_NONE) { Position p(*this); std::string col = (color_of_piece_on(move_from(m)) == BLACK ? ".." : ""); std::cout << "Move is: " << col << move_to_san(p, m) << std::endl; } for (Rank rank = RANK_8; rank >= RANK_1; rank--) { std::cout << "+---+---+---+---+---+---+---+---+" << std::endl; for (File file = FILE_A; file <= FILE_H; file++) { Square sq = make_square(file, rank); Piece piece = piece_on(sq); if (piece == EMPTY && square_color(sq) == WHITE) piece = NO_PIECE; char col = (color_of_piece_on(sq) == BLACK ? '=' : ' '); std::cout << '|' << col << pieceLetters[piece] << col; } std::cout << '|' << std::endl; } std::cout << "+---+---+---+---+---+---+---+---+" << std::endl << "Fen is: " << to_fen() << std::endl << "Key is: " << key << std::endl; } /// Position::copy() creates a copy of the input position. void Position::copy(const Position &pos) { memcpy(this, &pos, sizeof(Position)); } /// Position:pinned_pieces() returns a bitboard of all pinned (against the /// king) pieces for the given color. Bitboard Position::pinned_pieces(Color c) const { Square ksq = king_square(c); return hidden_checks(c, ksq) | hidden_checks(c, ksq); } /// Position:discovered_check_candidates() returns a bitboard containing all /// pieces for the given side which are candidates for giving a discovered /// check. The code is almost the same as the function for finding pinned /// pieces. Bitboard Position::discovered_check_candidates(Color c) const { Square ksq = king_square(opposite_color(c)); return hidden_checks(c, ksq) | hidden_checks(c, ksq); } /// Position:hidden_checks<>() returns a bitboard of all pinned (against the /// king) pieces for the given color and for the given pinner type. Or, when /// template parameter FindPinned is false, the pinned pieces of opposite color /// that are, indeed, the pieces candidate for a discovery check. template Bitboard Position::hidden_checks(Color c, Square ksq) const { Square s; Bitboard sliders, result = EmptyBoardBB; if (Piece == ROOK) // Resolved at compile time sliders = rooks_and_queens(FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq]; else sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq]; if (sliders && (!FindPinned || (sliders & ~checkersBB))) { // King blockers are candidate pinned pieces Bitboard candidate_pinned = piece_attacks(ksq) & pieces_of_color(c); // Pinners are sliders, not checkers, that give check when // candidate pinned are removed. Bitboard pinners = (FindPinned ? sliders & ~checkersBB : sliders); if (Piece == ROOK) pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned); else pinners &= bishop_attacks_bb(ksq, occupied_squares() ^ candidate_pinned); // Finally for each pinner find the corresponding pinned piece (if same color of king) // or discovery checker (if opposite color) among the candidates. while (pinners) { s = pop_1st_bit(&pinners); result |= (squares_between(s, ksq) & candidate_pinned); } } return result; } /// Position::square_is_attacked() checks whether the given side attacks the /// given square. bool Position::square_is_attacked(Square s, Color c) const { return (pawn_attacks(opposite_color(c), s) & pawns(c)) || (piece_attacks(s) & knights(c)) || (piece_attacks(s) & kings(c)) || (piece_attacks(s) & rooks_and_queens(c)) || (piece_attacks(s) & bishops_and_queens(c)); } /// Position::attacks_to() computes a bitboard containing all pieces which /// attacks a given square. There are two versions of this function: One /// which finds attackers of both colors, and one which only finds the /// attackers for one side. Bitboard Position::attacks_to(Square s) const { return (pawn_attacks(BLACK, s) & pawns(WHITE)) | (pawn_attacks(WHITE, s) & pawns(BLACK)) | (piece_attacks(s) & pieces_of_type(KNIGHT)) | (piece_attacks(s) & rooks_and_queens()) | (piece_attacks(s) & bishops_and_queens()) | (piece_attacks(s) & pieces_of_type(KING)); } Bitboard Position::attacks_to(Square s, Color c) const { return attacks_to(s) & pieces_of_color(c); } /// Position::piece_attacks_square() tests whether the piece on square f /// attacks square t. bool Position::piece_attacks_square(Square f, Square t) const { assert(square_is_ok(f)); assert(square_is_ok(t)); switch (piece_on(f)) { case WP: return pawn_attacks_square(WHITE, f, t); case BP: return pawn_attacks_square(BLACK, f, t); case WN: case BN: return piece_attacks_square(f, t); case WB: case BB: return piece_attacks_square(f, t); case WR: case BR: return piece_attacks_square(f, t); case WQ: case BQ: return piece_attacks_square(f, t); case WK: case BK: return piece_attacks_square(f, t); default: break; } return false; } /// Position::move_attacks_square() tests whether a move from the current /// position attacks a given square. Only attacks by the moving piece are /// considered; the function does not handle X-ray attacks. bool Position::move_attacks_square(Move m, Square s) const { assert(move_is_ok(m)); assert(square_is_ok(s)); Square f = move_from(m), t = move_to(m); assert(square_is_occupied(f)); switch (piece_on(f)) { case WP: return pawn_attacks_square(WHITE, t, s); case BP: return pawn_attacks_square(BLACK, t, s); case WN: case BN: return piece_attacks_square(t, s); case WB: case BB: return piece_attacks_square(t, s); case WR: case BR: return piece_attacks_square(t, s); case WQ: case BQ: return piece_attacks_square(t, s); case WK: case BK: return piece_attacks_square(t, s); default: break; } return false; } /// Position::find_checkers() computes the checkersBB bitboard, which /// contains a nonzero bit for each checking piece (0, 1 or 2). It /// currently works by calling Position::attacks_to, which is probably /// inefficient. Consider rewriting this function to use the last move /// played, like in non-bitboard versions of Glaurung. void Position::find_checkers() { Color us = side_to_move(); checkersBB = attacks_to(king_square(us), opposite_color(us)); } /// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal. /// There are two versions of this function: One which takes only a /// move as input, and one which takes a move and a bitboard of pinned /// pieces. The latter function is faster, and should always be preferred /// when a pinned piece bitboard has already been computed. bool Position::pl_move_is_legal(Move m) const { return pl_move_is_legal(m, pinned_pieces(side_to_move())); } bool Position::pl_move_is_legal(Move m, Bitboard pinned) const { assert(is_ok()); assert(move_is_ok(m)); assert(pinned == pinned_pieces(side_to_move())); // If we're in check, all pseudo-legal moves are legal, because our // check evasion generator only generates true legal moves. if (is_check()) return true; // Castling moves are checked for legality during move generation. if (move_is_castle(m)) return true; Color us = side_to_move(); Color them = opposite_color(us); Square from = move_from(m); Square ksq = king_square(us); assert(color_of_piece_on(from) == us); assert(piece_on(ksq) == king_of_color(us)); // En passant captures are a tricky special case. Because they are // rather uncommon, we do it simply by testing whether the king is attacked // after the move is made if (move_is_ep(m)) { Square to = move_to(m); Square capsq = make_square(square_file(to), square_rank(from)); Bitboard b = occupied_squares(); assert(to == ep_square()); assert(piece_on(from) == pawn_of_color(us)); assert(piece_on(capsq) == pawn_of_color(them)); assert(piece_on(to) == EMPTY); clear_bit(&b, from); clear_bit(&b, capsq); set_bit(&b, to); return !(rook_attacks_bb(ksq, b) & rooks_and_queens(them)) && !(bishop_attacks_bb(ksq, b) & bishops_and_queens(them)); } // If the moving piece is a king, check whether the destination // square is attacked by the opponent. if (from == ksq) return !(square_is_attacked(move_to(m), them)); // A non-king move is legal if and only if it is not pinned or it // is moving along the ray towards or away from the king. return ( !bit_is_set(pinned, from) || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq))); } /// Position::move_is_check() tests whether a pseudo-legal move is a check. /// There are two versions of this function: One which takes only a move as /// input, and one which takes a move and a bitboard of discovered check /// candidates. The latter function is faster, and should always be preferred /// when a discovered check candidates bitboard has already been computed. bool Position::move_is_check(Move m) const { Bitboard dc = discovered_check_candidates(side_to_move()); return move_is_check(m, dc); } bool Position::move_is_check(Move m, Bitboard dcCandidates) const { assert(is_ok()); assert(move_is_ok(m)); assert(dcCandidates == discovered_check_candidates(side_to_move())); Color us = side_to_move(); Color them = opposite_color(us); Square from = move_from(m); Square to = move_to(m); Square ksq = king_square(them); assert(color_of_piece_on(from) == us); assert(piece_on(ksq) == king_of_color(them)); // Proceed according to the type of the moving piece switch (type_of_piece_on(from)) { case PAWN: if (bit_is_set(pawn_attacks(them, ksq), to)) // Normal check? return true; if ( bit_is_set(dcCandidates, from) // Discovered check? && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq))) return true; if (move_promotion(m)) // Promotion with check? { Bitboard b = occupied_squares(); clear_bit(&b, from); switch (move_promotion(m)) { case KNIGHT: return bit_is_set(piece_attacks(to), ksq); case BISHOP: return bit_is_set(bishop_attacks_bb(to, b), ksq); case ROOK: return bit_is_set(rook_attacks_bb(to, b), ksq); case QUEEN: return bit_is_set(queen_attacks_bb(to, b), ksq); default: assert(false); } } // En passant capture with check? We have already handled the case // of direct checks and ordinary discovered check, the only case we // need to handle is the unusual case of a discovered check through the // captured pawn. else if (move_is_ep(m)) { Square capsq = make_square(square_file(to), square_rank(from)); Bitboard b = occupied_squares(); clear_bit(&b, from); clear_bit(&b, capsq); set_bit(&b, to); return (rook_attacks_bb(ksq, b) & rooks_and_queens(us)) ||(bishop_attacks_bb(ksq, b) & bishops_and_queens(us)); } return false; case KNIGHT: return bit_is_set(dcCandidates, from) // Discovered check? || bit_is_set(piece_attacks(ksq), to); // Normal check? case BISHOP: return bit_is_set(dcCandidates, from) // Discovered check? || bit_is_set(piece_attacks(ksq), to); // Normal check? case ROOK: return bit_is_set(dcCandidates, from) // Discovered check? || bit_is_set(piece_attacks(ksq), to); // Normal check? case QUEEN: // Discovered checks are impossible! assert(!bit_is_set(dcCandidates, from)); return bit_is_set(piece_attacks(ksq), to); // Normal check? case KING: // Discovered check? if ( bit_is_set(dcCandidates, from) && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq))) return true; // Castling with check? if (move_is_castle(m)) { Square kfrom, kto, rfrom, rto; Bitboard b = occupied_squares(); kfrom = from; rfrom = to; if (rfrom > kfrom) { kto = relative_square(us, SQ_G1); rto = relative_square(us, SQ_F1); } else { kto = relative_square(us, SQ_C1); rto = relative_square(us, SQ_D1); } clear_bit(&b, kfrom); clear_bit(&b, rfrom); set_bit(&b, rto); set_bit(&b, kto); return bit_is_set(rook_attacks_bb(rto, b), ksq); } return false; default: // NO_PIECE_TYPE break; } assert(false); return false; } /// Position::move_is_capture() tests whether a move from the current /// position is a capture. bool Position::move_is_capture(Move m) const { return ( !square_is_empty(move_to(m)) && (color_of_piece_on(move_to(m)) == opposite_color(side_to_move())) ) || move_is_ep(m); } /// Position::backup() is called when making a move. All information /// necessary to restore the position when the move is later unmade /// is saved to an UndoInfo object. The function Position::restore /// does the reverse operation: When one does a backup followed by /// a restore with the same UndoInfo object, the position is restored /// to the state before backup was called. void Position::backup(UndoInfo& u) const { u.castleRights = castleRights; u.epSquare = epSquare; u.checkersBB = checkersBB; u.key = key; u.pawnKey = pawnKey; u.materialKey = materialKey; u.rule50 = rule50; u.lastMove = lastMove; u.mgValue = mgValue; u.egValue = egValue; u.capture = NO_PIECE_TYPE; } /// Position::restore() is called when unmaking a move. It copies back /// the information backed up during a previous call to Position::backup. void Position::restore(const UndoInfo& u) { castleRights = u.castleRights; epSquare = u.epSquare; checkersBB = u.checkersBB; key = u.key; pawnKey = u.pawnKey; materialKey = u.materialKey; rule50 = u.rule50; lastMove = u.lastMove; mgValue = u.mgValue; egValue = u.egValue; // u.capture is restored in undo_move() } /// Position::do_move() makes a move, and backs up all information necessary /// to undo the move to an UndoInfo object. The move is assumed to be legal. /// Pseudo-legal moves should be filtered out before this function is called. /// There are two versions of this function, one which takes only the move and /// the UndoInfo as input, and one which takes a third parameter, a bitboard of /// discovered check candidates. The second version is faster, because knowing /// the discovered check candidates makes it easier to update the checkersBB /// member variable in the position object. void Position::do_move(Move m, UndoInfo& u) { do_move(m, u, discovered_check_candidates(side_to_move())); } void Position::do_move(Move m, UndoInfo& u, Bitboard dcCandidates) { assert(is_ok()); assert(move_is_ok(m)); // Back up the necessary information to our UndoInfo object (except the // captured piece, which is taken care of later. backup(u); // Save the current key to the history[] array, in order to be able to // detect repetition draws. history[gamePly] = key; // Increment the 50 moves rule draw counter. Resetting it to zero in the // case of non-reversible moves is taken care of later. rule50++; if (move_is_castle(m)) do_castle_move(m); else if (move_promotion(m)) do_promotion_move(m, u); else if (move_is_ep(m)) do_ep_move(m); else { Color us = side_to_move(); Color them = opposite_color(us); Square from = move_from(m); Square to = move_to(m); assert(color_of_piece_on(from) == us); assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY); PieceType piece = type_of_piece_on(from); PieceType capture = type_of_piece_on(to); if (capture) { u.capture = capture; do_capture_move(m, capture, them, to); } // Move the piece clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[piece]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares set_bit(&(byColorBB[us]), to); set_bit(&(byTypeBB[piece]), to); set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = board[from]; board[from] = EMPTY; // Update hash key key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to]; // Update incremental scores mgValue -= mg_pst(us, piece, from); mgValue += mg_pst(us, piece, to); egValue -= eg_pst(us, piece, from); egValue += eg_pst(us, piece, to); // If the moving piece was a king, update the king square if (piece == KING) kingSquare[us] = to; // If the move was a double pawn push, set the en passant square. // This code is a bit ugly right now, and should be cleaned up later. // FIXME if (epSquare != SQ_NONE) { key ^= zobEp[epSquare]; epSquare = SQ_NONE; } if (piece == PAWN) { if (abs(int(to) - int(from)) == 16) { if( ( us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK))) || ( us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE)))) { epSquare = Square((int(from) + int(to)) / 2); key ^= zobEp[epSquare]; } } // Reset rule 50 draw counter rule50 = 0; // Update pawn hash key pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; } // Update piece lists pieceList[us][piece][index[from]] = to; index[to] = index[from]; // Update castle rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[from]; castleRights &= castleRightsMask[to]; key ^= zobCastle[castleRights]; // Update checkers bitboard checkersBB = EmptyBoardBB; Square ksq = king_square(them); switch (piece) { case PAWN: if (bit_is_set(pawn_attacks(them, ksq), to)) set_bit(&checkersBB, to); if (bit_is_set(dcCandidates, from)) checkersBB |= ( (piece_attacks(ksq) & rooks_and_queens(us)) |(piece_attacks(ksq) & bishops_and_queens(us))); break; case KNIGHT: if (bit_is_set(piece_attacks(ksq), to)) set_bit(&checkersBB, to); if (bit_is_set(dcCandidates, from)) checkersBB |= ( (piece_attacks(ksq) & rooks_and_queens(us)) |(piece_attacks(ksq) & bishops_and_queens(us))); break; case BISHOP: if (bit_is_set(piece_attacks(ksq), to)) set_bit(&checkersBB, to); if (bit_is_set(dcCandidates, from)) checkersBB |= (piece_attacks(ksq) & rooks_and_queens(us)); break; case ROOK: if (bit_is_set(piece_attacks(ksq), to)) set_bit(&checkersBB, to); if (bit_is_set(dcCandidates, from)) checkersBB |= (piece_attacks(ksq) & bishops_and_queens(us)); break; case QUEEN: if (bit_is_set(piece_attacks(ksq), to)) set_bit(&checkersBB, to); break; case KING: if (bit_is_set(dcCandidates, from)) checkersBB |= ( (piece_attacks(ksq) & rooks_and_queens(us)) |(piece_attacks(ksq) & bishops_and_queens(us))); break; default: assert(false); break; } } // Finish key ^= zobSideToMove; sideToMove = opposite_color(sideToMove); gamePly++; mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; assert(is_ok()); } /// Position::do_capture_move() is a private method used to update captured /// piece info. It is called from the main Position::do_move function. void Position::do_capture_move(Move m, PieceType capture, Color them, Square to) { assert(capture != KING); // Remove captured piece clear_bit(&(byColorBB[them]), to); clear_bit(&(byTypeBB[capture]), to); // Update hash key key ^= zobrist[them][capture][to]; // If the captured piece was a pawn, update pawn hash key if (capture == PAWN) pawnKey ^= zobrist[them][PAWN][to]; // Update incremental scores mgValue -= mg_pst(them, capture, to); egValue -= eg_pst(them, capture, to); assert(!move_promotion(m) || capture != PAWN); // Update material if (capture != PAWN) npMaterial[them] -= piece_value_midgame(capture); // Update material hash key materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]]; // Update piece count pieceCount[them][capture]--; // Update piece list pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]]; index[pieceList[them][capture][index[to]]] = index[to]; // Reset rule 50 counter rule50 = 0; } /// Position::do_castle_move() is a private method used to make a castling /// move. It is called from the main Position::do_move function. Note that /// castling moves are encoded as "king captures friendly rook" moves, for /// instance white short castling in a non-Chess960 game is encoded as e1h1. void Position::do_castle_move(Move m) { assert(is_ok()); assert(move_is_ok(m)); assert(move_is_castle(m)); Color us = side_to_move(); Color them = opposite_color(us); // Find source squares for king and rook Square kfrom = move_from(m); Square rfrom = move_to(m); // HACK: See comment at beginning of function Square kto, rto; assert(piece_on(kfrom) == king_of_color(us)); assert(piece_on(rfrom) == rook_of_color(us)); // Find destination squares for king and rook if (rfrom > kfrom) // O-O { kto = relative_square(us, SQ_G1); rto = relative_square(us, SQ_F1); } else { // O-O-O kto = relative_square(us, SQ_C1); rto = relative_square(us, SQ_D1); } // Remove pieces from source squares clear_bit(&(byColorBB[us]), kfrom); clear_bit(&(byTypeBB[KING]), kfrom); clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares clear_bit(&(byColorBB[us]), rfrom); clear_bit(&(byTypeBB[ROOK]), rfrom); clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares // Put pieces on destination squares set_bit(&(byColorBB[us]), kto); set_bit(&(byTypeBB[KING]), kto); set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares set_bit(&(byColorBB[us]), rto); set_bit(&(byTypeBB[ROOK]), rto); set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares // Update board array board[kfrom] = board[rfrom] = EMPTY; board[kto] = king_of_color(us); board[rto] = rook_of_color(us); // Update king square kingSquare[us] = kto; // Update piece lists pieceList[us][KING][index[kfrom]] = kto; pieceList[us][ROOK][index[rfrom]] = rto; int tmp = index[rfrom]; index[kto] = index[kfrom]; index[rto] = tmp; // Update incremental scores mgValue -= mg_pst(us, KING, kfrom); mgValue += mg_pst(us, KING, kto); egValue -= eg_pst(us, KING, kfrom); egValue += eg_pst(us, KING, kto); mgValue -= mg_pst(us, ROOK, rfrom); mgValue += mg_pst(us, ROOK, rto); egValue -= eg_pst(us, ROOK, rfrom); egValue += eg_pst(us, ROOK, rto); // Update hash key key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto]; key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto]; // Clear en passant square if(epSquare != SQ_NONE) { key ^= zobEp[epSquare]; epSquare = SQ_NONE; } // Update castling rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[kfrom]; key ^= zobCastle[castleRights]; // Reset rule 50 counter rule50 = 0; // Update checkers BB checkersBB = attacks_to(king_square(them), us); } /// Position::do_promotion_move() is a private method used to make a promotion /// move. It is called from the main Position::do_move function. The /// UndoInfo object, which has been initialized in Position::do_move, is /// used to store the captured piece (if any). void Position::do_promotion_move(Move m, UndoInfo &u) { Color us, them; Square from, to; PieceType capture, promotion; assert(is_ok()); assert(move_is_ok(m)); assert(move_promotion(m)); us = side_to_move(); them = opposite_color(us); from = move_from(m); to = move_to(m); assert(relative_rank(us, to) == RANK_8); assert(piece_on(from) == pawn_of_color(us)); assert(color_of_piece_on(to) == them || square_is_empty(to)); capture = type_of_piece_on(to); if (capture) { u.capture = capture; do_capture_move(m, capture, them, to); } // Remove pawn clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[PAWN]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares board[from] = EMPTY; // Insert promoted piece promotion = move_promotion(m); assert(promotion >= KNIGHT && promotion <= QUEEN); set_bit(&(byColorBB[us]), to); set_bit(&(byTypeBB[promotion]), to); set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = piece_of_color_and_type(us, promotion); // Update hash key key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to]; // Update pawn hash key pawnKey ^= zobrist[us][PAWN][from]; // Update material key materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]]; materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1]; // Update piece counts pieceCount[us][PAWN]--; pieceCount[us][promotion]++; // Update piece lists pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]]; index[pieceList[us][PAWN][index[from]]] = index[from]; pieceList[us][promotion][pieceCount[us][promotion] - 1] = to; index[to] = pieceCount[us][promotion] - 1; // Update incremental scores mgValue -= mg_pst(us, PAWN, from); mgValue += mg_pst(us, promotion, to); egValue -= eg_pst(us, PAWN, from); egValue += eg_pst(us, promotion, to); // Update material npMaterial[us] += piece_value_midgame(promotion); // Clear the en passant square if (epSquare != SQ_NONE) { key ^= zobEp[epSquare]; epSquare = SQ_NONE; } // Update castle rights key ^= zobCastle[castleRights]; castleRights &= castleRightsMask[to]; key ^= zobCastle[castleRights]; // Reset rule 50 counter rule50 = 0; // Update checkers BB checkersBB = attacks_to(king_square(them), us); } /// Position::do_ep_move() is a private method used to make an en passant /// capture. It is called from the main Position::do_move function. Because /// the captured piece is always a pawn, we don't need to pass an UndoInfo /// object in which to store the captured piece. void Position::do_ep_move(Move m) { Color us, them; Square from, to, capsq; assert(is_ok()); assert(move_is_ok(m)); assert(move_is_ep(m)); us = side_to_move(); them = opposite_color(us); from = move_from(m); to = move_to(m); capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); assert(to == epSquare); assert(relative_rank(us, to) == RANK_6); assert(piece_on(to) == EMPTY); assert(piece_on(from) == pawn_of_color(us)); assert(piece_on(capsq) == pawn_of_color(them)); // Remove captured piece clear_bit(&(byColorBB[them]), capsq); clear_bit(&(byTypeBB[PAWN]), capsq); clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares board[capsq] = EMPTY; // Remove moving piece from source square clear_bit(&(byColorBB[us]), from); clear_bit(&(byTypeBB[PAWN]), from); clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares // Put moving piece on destination square set_bit(&(byColorBB[us]), to); set_bit(&(byTypeBB[PAWN]), to); set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = board[from]; board[from] = EMPTY; // Update material hash key materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]]; // Update piece count pieceCount[them][PAWN]--; // Update piece list pieceList[us][PAWN][index[from]] = to; index[to] = index[from]; pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]]; index[pieceList[them][PAWN][index[capsq]]] = index[capsq]; // Update hash key key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; key ^= zobrist[them][PAWN][capsq]; key ^= zobEp[epSquare]; // Update pawn hash key pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to]; pawnKey ^= zobrist[them][PAWN][capsq]; // Update incremental scores mgValue -= mg_pst(them, PAWN, capsq); mgValue -= mg_pst(us, PAWN, from); mgValue += mg_pst(us, PAWN, to); egValue -= eg_pst(them, PAWN, capsq); egValue -= eg_pst(us, PAWN, from); egValue += eg_pst(us, PAWN, to); // Reset en passant square epSquare = SQ_NONE; // Reset rule 50 counter rule50 = 0; // Update checkers BB checkersBB = attacks_to(king_square(them), us); } /// Position::undo_move() unmakes a move. When it returns, the position should /// be restored to exactly the same state as before the move was made. It is /// important that Position::undo_move is called with the same move and UndoInfo /// object as the earlier call to Position::do_move. void Position::undo_move(Move m, const UndoInfo &u) { assert(is_ok()); assert(move_is_ok(m)); gamePly--; sideToMove = opposite_color(sideToMove); // Restore information from our UndoInfo object (except the captured piece, // which is taken care of later) restore(u); if (move_is_castle(m)) undo_castle_move(m); else if (move_promotion(m)) undo_promotion_move(m, u); else if (move_is_ep(m)) undo_ep_move(m); else { Color us, them; Square from, to; PieceType piece, capture; us = side_to_move(); them = opposite_color(us); from = move_from(m); to = move_to(m); assert(piece_on(from) == EMPTY); assert(color_of_piece_on(to) == us); // Put the piece back at the source square piece = type_of_piece_on(to); set_bit(&(byColorBB[us]), from); set_bit(&(byTypeBB[piece]), from); set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares board[from] = piece_of_color_and_type(us, piece); // Clear the destination square clear_bit(&(byColorBB[us]), to); clear_bit(&(byTypeBB[piece]), to); clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares // If the moving piece was a king, update the king square if (piece == KING) kingSquare[us] = from; // Update piece list pieceList[us][piece][index[to]] = from; index[from] = index[to]; capture = u.capture; if (capture) { assert(capture != KING); // Replace the captured piece set_bit(&(byColorBB[them]), to); set_bit(&(byTypeBB[capture]), to); set_bit(&(byTypeBB[0]), to); board[to] = piece_of_color_and_type(them, capture); // Update material if (capture != PAWN) npMaterial[them] += piece_value_midgame(capture); // Update piece list pieceList[them][capture][pieceCount[them][capture]] = to; index[to] = pieceCount[them][capture]; // Update piece count pieceCount[them][capture]++; } else board[to] = EMPTY; } assert(is_ok()); } /// Position::undo_castle_move() is a private method used to unmake a castling /// move. It is called from the main Position::undo_move function. Note that /// castling moves are encoded as "king captures friendly rook" moves, for /// instance white short castling in a non-Chess960 game is encoded as e1h1. void Position::undo_castle_move(Move m) { assert(move_is_ok(m)); assert(move_is_castle(m)); // When we have arrived here, some work has already been done by // Position::undo_move. In particular, the side to move has been switched, // so the code below is correct. Color us = side_to_move(); // Find source squares for king and rook Square kfrom = move_from(m); Square rfrom = move_to(m); // HACK: See comment at beginning of function Square kto, rto; // Find destination squares for king and rook if (rfrom > kfrom) // O-O { kto = relative_square(us, SQ_G1); rto = relative_square(us, SQ_F1); } else { // O-O-O kto = relative_square(us, SQ_C1); rto = relative_square(us, SQ_D1); } assert(piece_on(kto) == king_of_color(us)); assert(piece_on(rto) == rook_of_color(us)); // Remove pieces from destination squares clear_bit(&(byColorBB[us]), kto); clear_bit(&(byTypeBB[KING]), kto); clear_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares clear_bit(&(byColorBB[us]), rto); clear_bit(&(byTypeBB[ROOK]), rto); clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares // Put pieces on source squares set_bit(&(byColorBB[us]), kfrom); set_bit(&(byTypeBB[KING]), kfrom); set_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares set_bit(&(byColorBB[us]), rfrom); set_bit(&(byTypeBB[ROOK]), rfrom); set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares // Update board board[rto] = board[kto] = EMPTY; board[rfrom] = rook_of_color(us); board[kfrom] = king_of_color(us); // Update king square kingSquare[us] = kfrom; // Update piece lists pieceList[us][KING][index[kto]] = kfrom; pieceList[us][ROOK][index[rto]] = rfrom; int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC. index[kfrom] = index[kto]; index[rfrom] = tmp; } /// Position::undo_promotion_move() is a private method used to unmake a /// promotion move. It is called from the main Position::do_move /// function. The UndoInfo object, which has been initialized in /// Position::do_move, is used to put back the captured piece (if any). void Position::undo_promotion_move(Move m, const UndoInfo &u) { Color us, them; Square from, to; PieceType capture, promotion; assert(move_is_ok(m)); assert(move_promotion(m)); // When we have arrived here, some work has already been done by // Position::undo_move. In particular, the side to move has been switched, // so the code below is correct. us = side_to_move(); them = opposite_color(us); from = move_from(m); to = move_to(m); assert(relative_rank(us, to) == RANK_8); assert(piece_on(from) == EMPTY); // Remove promoted piece promotion = move_promotion(m); assert(piece_on(to)==piece_of_color_and_type(us, promotion)); assert(promotion >= KNIGHT && promotion <= QUEEN); clear_bit(&(byColorBB[us]), to); clear_bit(&(byTypeBB[promotion]), to); clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares // Insert pawn at source square set_bit(&(byColorBB[us]), from); set_bit(&(byTypeBB[PAWN]), from); set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares board[from] = pawn_of_color(us); // Update material npMaterial[us] -= piece_value_midgame(promotion); // Update piece list pieceList[us][PAWN][pieceCount[us][PAWN]] = from; index[from] = pieceCount[us][PAWN]; pieceList[us][promotion][index[to]] = pieceList[us][promotion][pieceCount[us][promotion] - 1]; index[pieceList[us][promotion][index[to]]] = index[to]; // Update piece counts pieceCount[us][promotion]--; pieceCount[us][PAWN]++; capture = u.capture; if (capture) { assert(capture != KING); // Insert captured piece: set_bit(&(byColorBB[them]), to); set_bit(&(byTypeBB[capture]), to); set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares board[to] = piece_of_color_and_type(them, capture); // Update material. Because the move is a promotion move, we know // that the captured piece cannot be a pawn. assert(capture != PAWN); npMaterial[them] += piece_value_midgame(capture); // Update piece list pieceList[them][capture][pieceCount[them][capture]] = to; index[to] = pieceCount[them][capture]; // Update piece count pieceCount[them][capture]++; } else board[to] = EMPTY; } /// Position::undo_ep_move() is a private method used to unmake an en passant /// capture. It is called from the main Position::undo_move function. Because /// the captured piece is always a pawn, we don't need to pass an UndoInfo /// object from which to retrieve the captured piece. void Position::undo_ep_move(Move m) { assert(move_is_ok(m)); assert(move_is_ep(m)); // When we have arrived here, some work has already been done by // Position::undo_move. In particular, the side to move has been switched, // so the code below is correct. Color us = side_to_move(); Color them = opposite_color(us); Square from = move_from(m); Square to = move_to(m); Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S); assert(to == ep_square()); assert(relative_rank(us, to) == RANK_6); assert(piece_on(to) == pawn_of_color(us)); assert(piece_on(from) == EMPTY); assert(piece_on(capsq) == EMPTY); // Replace captured piece set_bit(&(byColorBB[them]), capsq); set_bit(&(byTypeBB[PAWN]), capsq); set_bit(&(byTypeBB[0]), capsq); board[capsq] = pawn_of_color(them); // Remove moving piece from destination square clear_bit(&(byColorBB[us]), to); clear_bit(&(byTypeBB[PAWN]), to); clear_bit(&(byTypeBB[0]), to); board[to] = EMPTY; // Replace moving piece at source square set_bit(&(byColorBB[us]), from); set_bit(&(byTypeBB[PAWN]), from); set_bit(&(byTypeBB[0]), from); board[from] = pawn_of_color(us); // Update piece list: pieceList[us][PAWN][index[to]] = from; index[from] = index[to]; pieceList[them][PAWN][pieceCount[them][PAWN]] = capsq; index[capsq] = pieceCount[them][PAWN]; // Update piece count: pieceCount[them][PAWN]++; } /// Position::do_null_move makes() a "null move": It switches the side to move /// and updates the hash key without executing any move on the board. void Position::do_null_move(UndoInfo &u) { assert(is_ok()); assert(!is_check()); // Back up the information necessary to undo the null move to the supplied // UndoInfo object. In the case of a null move, the only thing we need to // remember is the last move made and the en passant square. u.lastMove = lastMove; u.epSquare = epSquare; // Save the current key to the history[] array, in order to be able to // detect repetition draws. history[gamePly] = key; // Update the necessary information sideToMove = opposite_color(sideToMove); if (epSquare != SQ_NONE) key ^= zobEp[epSquare]; epSquare = SQ_NONE; rule50++; gamePly++; key ^= zobSideToMove; mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; assert(is_ok()); } /// Position::undo_null_move() unmakes a "null move". void Position::undo_null_move(const UndoInfo &u) { assert(is_ok()); assert(!is_check()); // Restore information from the supplied UndoInfo object: lastMove = u.lastMove; epSquare = u.epSquare; if (epSquare != SQ_NONE) key ^= zobEp[epSquare]; // Update the necessary information. sideToMove = opposite_color(sideToMove); rule50--; gamePly--; key ^= zobSideToMove; mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame; egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame; assert(is_ok()); } /// Position::see() is a static exchange evaluator: It tries to estimate the /// material gain or loss resulting from a move. There are two versions of /// this function: One which takes a move as input, and one which takes a /// 'from' and a 'to' square. The function does not yet understand promotions /// or en passant captures. int Position::see(Move m) const { assert(move_is_ok(m)); return see(move_from(m), move_to(m)); } int Position::see(Square from, Square to) const { // Approximate material values, with pawn = 1 static const int seeValues[18] = { 0, 1, 3, 3, 5, 10, 100, 0, 0, 1, 3, 3, 5, 10, 100, 0, 0, 0 }; Bitboard attackers, occ, b; assert(square_is_ok(from)); assert(square_is_ok(to)); // Initialize colors Color us = color_of_piece_on(from); Color them = opposite_color(us); // Initialize pieces Piece piece = piece_on(from); Piece capture = piece_on(to); // Find all attackers to the destination square, with the moving piece // removed, but possibly an X-ray attacker added behind it. occ = occupied_squares(); clear_bit(&occ, from); attackers = (rook_attacks_bb(to, occ) & rooks_and_queens()) | (bishop_attacks_bb(to, occ) & bishops_and_queens()) | (piece_attacks(to) & knights()) | (piece_attacks(to) & kings()) | (pawn_attacks(WHITE, to) & pawns(BLACK)) | (pawn_attacks(BLACK, to) & pawns(WHITE)); // If the opponent has no attackers, we are finished if ((attackers & pieces_of_color(them)) == EmptyBoardBB) return seeValues[capture]; attackers &= occ; // Remove the moving piece // The destination square is defended, which makes things rather more // difficult to compute. We proceed by building up a "swap list" containing // the material gain or loss at each stop in a sequence of captures to the // destination square, where the sides alternately capture, and always // capture with the least valuable piece. After each capture, we look for // new X-ray attacks from behind the capturing piece. int lastCapturingPieceValue = seeValues[piece]; int swapList[32], n = 1; Color c = them; PieceType pt; swapList[0] = seeValues[capture]; do { // Locate the least valuable attacker for the side to move. The loop // below looks like it is potentially infinite, but it isn't. We know // that the side to move still has at least one attacker left. for (pt = PAWN; !(attackers & pieces_of_color_and_type(c, pt)); pt++) assert(pt < KING); // Remove the attacker we just found from the 'attackers' bitboard, // and scan for new X-ray attacks behind the attacker. b = attackers & pieces_of_color_and_type(c, pt); occ ^= (b & -b); attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens()) | (bishop_attacks_bb(to, occ) & bishops_and_queens()); attackers &= occ; // Add the new entry to the swap list assert(n < 32); swapList[n] = -swapList[n - 1] + lastCapturingPieceValue; n++; // Remember the value of the capturing piece, and change the side to move // before beginning the next iteration lastCapturingPieceValue = seeValues[pt]; c = opposite_color(c); // Stop after a king capture if (pt == KING && (attackers & pieces_of_color(c))) { assert(n < 32); swapList[n++] = 100; break; } } while (attackers & pieces_of_color(c)); // Having built the swap list, we negamax through it to find the best // achievable score from the point of view of the side to move while (--n) swapList[n-1] = Min(-swapList[n], swapList[n-1]); return swapList[0]; } /// Position::clear() erases the position object to a pristine state, with an /// empty board, white to move, and no castling rights. void Position::clear() { for (int i = 0; i < 64; i++) { board[i] = EMPTY; index[i] = 0; } for (int i = 0; i < 2; i++) byColorBB[i] = EmptyBoardBB; for (int i = 0; i < 7; i++) { byTypeBB[i] = EmptyBoardBB; pieceCount[0][i] = pieceCount[1][i] = 0; for (int j = 0; j < 8; j++) pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; } checkersBB = EmptyBoardBB; lastMove = MOVE_NONE; sideToMove = WHITE; castleRights = NO_CASTLES; initialKFile = FILE_E; initialKRFile = FILE_H; initialQRFile = FILE_A; epSquare = SQ_NONE; rule50 = 0; gamePly = 0; } /// Position::reset_game_ply() simply sets gamePly to 0. It is used from the /// UCI interface code, whenever a non-reversible move is made in a /// 'position fen moves m1 m2 ...' command. This makes it possible /// for the program to handle games of arbitrary length, as long as the GUI /// handles draws by the 50 move rule correctly. void Position::reset_game_ply() { gamePly = 0; } /// Position::put_piece() puts a piece on the given square of the board, /// updating the board array, bitboards, and piece counts. void Position::put_piece(Piece p, Square s) { Color c = color_of_piece(p); PieceType pt = type_of_piece(p); board[s] = p; index[s] = pieceCount[c][pt]; pieceList[c][pt][index[s]] = s; set_bit(&(byTypeBB[pt]), s); set_bit(&(byColorBB[c]), s); set_bit(&byTypeBB[0], s); // HACK: byTypeBB[0] contains all occupied squares. pieceCount[c][pt]++; if (pt == KING) kingSquare[c] = s; } /// Position::allow_oo() gives the given side the right to castle kingside. /// Used when setting castling rights during parsing of FEN strings. void Position::allow_oo(Color c) { castleRights |= (1 + int(c)); } /// Position::allow_ooo() gives the given side the right to castle queenside. /// Used when setting castling rights during parsing of FEN strings. void Position::allow_ooo(Color c) { castleRights |= (4 + 4*int(c)); } /// Position::compute_key() computes the hash key of the position. The hash /// key is usually updated incrementally as moves are made and unmade, the /// compute_key() function is only used when a new position is set up, and /// to verify the correctness of the hash key when running in debug mode. Key Position::compute_key() const { Key result = Key(0ULL); for (Square s = SQ_A1; s <= SQ_H8; s++) if (square_is_occupied(s)) result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s]; if (ep_square() != SQ_NONE) result ^= zobEp[ep_square()]; result ^= zobCastle[castleRights]; if (side_to_move() == BLACK) result ^= zobSideToMove; return result; } /// Position::compute_pawn_key() computes the hash key of the position. The /// hash key is usually updated incrementally as moves are made and unmade, /// the compute_pawn_key() function is only used when a new position is set /// up, and to verify the correctness of the pawn hash key when running in /// debug mode. Key Position::compute_pawn_key() const { Key result = Key(0ULL); Bitboard b; Square s; for (Color c = WHITE; c <= BLACK; c++) { b = pawns(c); while(b) { s = pop_1st_bit(&b); result ^= zobrist[c][PAWN][s]; } } return result; } /// Position::compute_material_key() computes the hash key of the position. /// The hash key is usually updated incrementally as moves are made and unmade, /// the compute_material_key() function is only used when a new position is set /// up, and to verify the correctness of the material hash key when running in /// debug mode. Key Position::compute_material_key() const { Key result = Key(0ULL); for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= QUEEN; pt++) { int count = piece_count(c, pt); for (int i = 0; i <= count; i++) result ^= zobMaterial[c][pt][i]; } return result; } /// Position::compute_mg_value() and Position::compute_eg_value() compute the /// incremental scores for the middle game and the endgame. These functions /// are used to initialize the incremental scores when a new position is set /// up, and to verify that the scores are correctly updated by do_move /// and undo_move when the program is running in debug mode. Value Position::compute_mg_value() const { Value result = Value(0); Bitboard b; Square s; for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= KING; pt++) { b = pieces_of_color_and_type(c, pt); while(b) { s = pop_1st_bit(&b); assert(piece_on(s) == piece_of_color_and_type(c, pt)); result += mg_pst(c, pt, s); } } result += (side_to_move() == WHITE)? TempoValueMidgame / 2 : -TempoValueMidgame / 2; return result; } Value Position::compute_eg_value() const { Value result = Value(0); Bitboard b; Square s; for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= KING; pt++) { b = pieces_of_color_and_type(c, pt); while(b) { s = pop_1st_bit(&b); assert(piece_on(s) == piece_of_color_and_type(c, pt)); result += eg_pst(c, pt, s); } } result += (side_to_move() == WHITE)? TempoValueEndgame / 2 : -TempoValueEndgame / 2; return result; } /// Position::compute_non_pawn_material() computes the total non-pawn middle /// game material score for the given side. Material scores are updated /// incrementally during the search, this function is only used while /// initializing a new Position object. Value Position::compute_non_pawn_material(Color c) const { Value result = Value(0); Square s; for (PieceType pt = KNIGHT; pt <= QUEEN; pt++) { Bitboard b = pieces_of_color_and_type(c, pt); while(b) { s = pop_1st_bit(&b); assert(piece_on(s) == piece_of_color_and_type(c, pt)); result += piece_value_midgame(pt); } } return result; } /// Position::is_mate() returns true or false depending on whether the /// side to move is checkmated. Note that this function is currently very /// slow, and shouldn't be used frequently inside the search. bool Position::is_mate() { if (is_check()) { MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE, MOVE_NONE, MOVE_NONE, Depth(0)); return mp.get_next_move() == MOVE_NONE; } return false; } /// Position::is_draw() tests whether the position is drawn by material, /// repetition, or the 50 moves rule. It does not detect stalemates, this /// must be done by the search. bool Position::is_draw() const { // Draw by material? if ( !pawns() && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame)) return true; // Draw by the 50 moves rule? if (rule50 > 100 || (rule50 == 100 && !is_check())) return true; // Draw by repetition? for (int i = 2; i < Min(gamePly, rule50); i += 2) if (history[gamePly - i] == key) return true; return false; } /// Position::has_mate_threat() tests whether a given color has a mate in one /// from the current position. This function is quite slow, but it doesn't /// matter, because it is currently only called from PV nodes, which are rare. bool Position::has_mate_threat(Color c) { UndoInfo u1, u2; Color stm = side_to_move(); // The following lines are useless and silly, but prevents gcc from // emitting a stupid warning stating that u1.lastMove and u1.epSquare might // be used uninitialized. u1.lastMove = lastMove; u1.epSquare = epSquare; if (is_check()) return false; // If the input color is not equal to the side to move, do a null move if (c != stm) do_null_move(u1); MoveStack mlist[120]; int count; bool result = false; // Generate legal moves count = generate_legal_moves(*this, mlist); // Loop through the moves, and see if one of them is mate for (int i = 0; i < count; i++) { do_move(mlist[i].move, u2); if (is_mate()) result = true; undo_move(mlist[i].move, u2); } // Undo null move, if necessary if (c != stm) undo_null_move(u1); return result; } /// Position::init_zobrist() is a static member function which initializes the /// various arrays used to compute hash keys. void Position::init_zobrist() { for (int i = 0; i < 2; i++) for (int j = 0; j < 8; j++) for (int k = 0; k < 64; k++) zobrist[i][j][k] = Key(genrand_int64()); for (int i = 0; i < 64; i++) zobEp[i] = Key(genrand_int64()); for (int i = 0; i < 16; i++) zobCastle[i] = genrand_int64(); zobSideToMove = genrand_int64(); for (int i = 0; i < 2; i++) for (int j = 0; j < 8; j++) for (int k = 0; k < 16; k++) zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL); for (int i = 0; i < 16; i++) zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL); } /// Position::init_piece_square_tables() initializes the piece square tables. /// This is a two-step operation: First, the white halves of the tables are /// copied from the MgPST[][] and EgPST[][] arrays, with a small random number /// added to each entry if the "Randomness" UCI parameter is non-zero. /// Second, the black halves of the tables are initialized by mirroring /// and changing the sign of the corresponding white scores. void Position::init_piece_square_tables() { int r = get_option_value_int("Randomness"), i; for (Square s = SQ_A1; s <= SQ_H8; s++) for (Piece p = WP; p <= WK; p++) { i = (r == 0)? 0 : (genrand_int32() % (r*2) - r); MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i); EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i); } for (Square s = SQ_A1; s <= SQ_H8; s++) for (Piece p = BP; p <= BK; p++) { MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)]; EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)]; } } /// Position::flipped_copy() makes a copy of the input position, but with /// the white and black sides reversed. This is only useful for debugging, /// especially for finding evaluation symmetry bugs. void Position::flipped_copy(const Position &pos) { assert(pos.is_ok()); clear(); // Board for (Square s = SQ_A1; s <= SQ_H8; s++) if (!pos.square_is_empty(s)) put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s)); // Side to move sideToMove = opposite_color(pos.side_to_move()); // Castling rights if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK); if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK); if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE); if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE); initialKFile = pos.initialKFile; initialKRFile = pos.initialKRFile; initialQRFile = pos.initialQRFile; for (Square sq = SQ_A1; sq <= SQ_H8; sq++) castleRightsMask[sq] = ALL_CASTLES; castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO); castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO); castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO; castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO; castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO; castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO; // En passant square if (pos.epSquare != SQ_NONE) epSquare = flip_square(pos.epSquare); // Checkers find_checkers(); // Hash keys key = compute_key(); pawnKey = compute_pawn_key(); materialKey = compute_material_key(); // Incremental scores mgValue = compute_mg_value(); egValue = compute_eg_value(); // Material npMaterial[WHITE] = compute_non_pawn_material(WHITE); npMaterial[BLACK] = compute_non_pawn_material(BLACK); assert(is_ok()); } /// Position::is_ok() performs some consitency checks for the position object. /// This is meant to be helpful when debugging. bool Position::is_ok(int* failedStep) const { // What features of the position should be verified? static const bool debugBitboards = false; static const bool debugKingCount = false; static const bool debugKingCapture = false; static const bool debugCheckerCount = false; static const bool debugKey = false; static const bool debugMaterialKey = false; static const bool debugPawnKey = false; static const bool debugIncrementalEval = false; static const bool debugNonPawnMaterial = false; static const bool debugPieceCounts = false; static const bool debugPieceList = false; if (failedStep) *failedStep = 1; // Side to move OK? if (!color_is_ok(side_to_move())) return false; // Are the king squares in the position correct? if (failedStep) (*failedStep)++; if (piece_on(king_square(WHITE)) != WK) return false; if (failedStep) (*failedStep)++; if (piece_on(king_square(BLACK)) != BK) return false; // Castle files OK? if (failedStep) (*failedStep)++; if (!file_is_ok(initialKRFile)) return false; if (!file_is_ok(initialQRFile)) return false; // Do both sides have exactly one king? if (failedStep) (*failedStep)++; if (debugKingCount) { int kingCount[2] = {0, 0}; for (Square s = SQ_A1; s <= SQ_H8; s++) if (type_of_piece_on(s) == KING) kingCount[color_of_piece_on(s)]++; if(kingCount[0] != 1 || kingCount[1] != 1) return false; } // Can the side to move capture the opponent's king? if (failedStep) (*failedStep)++; if (debugKingCapture) { Color us = side_to_move(); Color them = opposite_color(us); Square ksq = king_square(them); if (square_is_attacked(ksq, us)) return false; } // Is there more than 2 checkers? if (failedStep) (*failedStep)++; if (debugCheckerCount && count_1s(checkersBB) > 2) return false; // Bitboards OK? if (failedStep) (*failedStep)++; if (debugBitboards) { // The intersection of the white and black pieces must be empty if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB) return false; // The union of the white and black pieces must be equal to all // occupied squares if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares()) return false; // Separate piece type bitboards must have empty intersections for (PieceType p1 = PAWN; p1 <= KING; p1++) for (PieceType p2 = PAWN; p2 <= KING; p2++) if (p1 != p2 && (pieces_of_type(p1) & pieces_of_type(p2))) return false; } // En passant square OK? if (failedStep) (*failedStep)++; if (ep_square() != SQ_NONE) { // The en passant square must be on rank 6, from the point of view of the // side to move. if (relative_rank(side_to_move(), ep_square()) != RANK_6) return false; } // Hash key OK? if (failedStep) (*failedStep)++; if (debugKey && key != compute_key()) return false; // Pawn hash key OK? if (failedStep) (*failedStep)++; if (debugPawnKey && pawnKey != compute_pawn_key()) return false; // Material hash key OK? if (failedStep) (*failedStep)++; if (debugMaterialKey && materialKey != compute_material_key()) return false; // Incremental eval OK? if (failedStep) (*failedStep)++; if (debugIncrementalEval) { if (mgValue != compute_mg_value()) return false; if (egValue != compute_eg_value()) return false; } // Non-pawn material OK? if (failedStep) (*failedStep)++; if (debugNonPawnMaterial) { if(npMaterial[WHITE] != compute_non_pawn_material(WHITE)) return false; if(npMaterial[BLACK] != compute_non_pawn_material(BLACK)) return false; } // Piece counts OK? if (failedStep) (*failedStep)++; if (debugPieceCounts) for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= KING; pt++) if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt))) return false; if (failedStep) (*failedStep)++; if (debugPieceList) { for(Color c = WHITE; c <= BLACK; c++) for(PieceType pt = PAWN; pt <= KING; pt++) for(int i = 0; i < pieceCount[c][pt]; i++) { if (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt)) return false; if (index[piece_list(c, pt, i)] != i) return false; } } if (failedStep) *failedStep = 0; return true; }