/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad 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 . */ #include #include #include #include "evaluate.h" #include "movegen.h" #include "position.h" #include "search.h" #include "thread.h" #include "timeman.h" #include "uci.h" using namespace std; extern void benchmark(const Position& pos, istream& is); namespace { // FEN string of the initial position, normal chess const char* StartFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"; // Stack to keep track of the position states along the setup moves (from the // start position to the position just before the search starts). Needed by // 'draw by repetition' detection. Search::StateStackPtr SetupStates; // position() is called when engine receives the "position" UCI command. // The function sets up the position described in the given FEN string ("fen") // or the starting position ("startpos") and then makes the moves given in the // following move list ("moves"). void position(Position& pos, istringstream& is) { Move m; string token, fen; is >> token; if (token == "startpos") { fen = StartFEN; is >> token; // Consume "moves" token if any } else if (token == "fen") while (is >> token && token != "moves") fen += token + " "; else return; pos.set(fen, Options["UCI_Chess960"], Threads.main()); SetupStates = Search::StateStackPtr(new std::stack); // Parse move list (if any) while (is >> token && (m = UCI::to_move(pos, token)) != MOVE_NONE) { SetupStates->push(StateInfo()); pos.do_move(m, SetupStates->top(), pos.gives_check(m, CheckInfo(pos))); } } // setoption() is called when engine receives the "setoption" UCI command. The // function updates the UCI option ("name") to the given value ("value"). void setoption(istringstream& is) { string token, name, value; is >> token; // Consume "name" token // Read option name (can contain spaces) while (is >> token && token != "value") name += string(" ", name.empty() ? 0 : 1) + token; // Read option value (can contain spaces) while (is >> token) value += string(" ", value.empty() ? 0 : 1) + token; if (Options.count(name)) Options[name] = value; else sync_cout << "No such option: " << name << sync_endl; } // go() is called when engine receives the "go" UCI command. The function sets // the thinking time and other parameters from the input string, then starts // the search. void go(const Position& pos, istringstream& is) { Search::LimitsType limits; string token; limits.startTime = now(); // As early as possible! while (is >> token) if (token == "searchmoves") while (is >> token) limits.searchmoves.push_back(UCI::to_move(pos, token)); else if (token == "wtime") is >> limits.time[WHITE]; else if (token == "btime") is >> limits.time[BLACK]; else if (token == "winc") is >> limits.inc[WHITE]; else if (token == "binc") is >> limits.inc[BLACK]; else if (token == "movestogo") is >> limits.movestogo; else if (token == "depth") is >> limits.depth; else if (token == "nodes") is >> limits.nodes; else if (token == "movetime") is >> limits.movetime; else if (token == "mate") is >> limits.mate; else if (token == "infinite") limits.infinite = 1; else if (token == "ponder") limits.ponder = 1; Threads.start_thinking(pos, limits, SetupStates); } } // namespace /// UCI::loop() waits for a command from stdin, parses it and calls the appropriate /// function. Also intercepts EOF from stdin to ensure gracefully exiting if the /// GUI dies unexpectedly. When called with some command line arguments, e.g. to /// run 'bench', once the command is executed the function returns immediately. /// In addition to the UCI ones, also some additional debug commands are supported. void UCI::loop(int argc, char* argv[]) { Position pos(StartFEN, false, Threads.main()); // The root position string token, cmd; for (int i = 1; i < argc; ++i) cmd += std::string(argv[i]) + " "; do { if (argc == 1 && !getline(cin, cmd)) // Block here waiting for input or EOF cmd = "quit"; istringstream is(cmd); token.clear(); // getline() could return empty or blank line is >> skipws >> token; // The GUI sends 'ponderhit' to tell us to ponder on the same move the // opponent has played. In case Signals.stopOnPonderhit is set we are // waiting for 'ponderhit' to stop the search (for instance because we // already ran out of time), otherwise we should continue searching but // switching from pondering to normal search. if ( token == "quit" || token == "stop" || (token == "ponderhit" && Search::Signals.stopOnPonderhit)) { Search::Signals.stop = true; Threads.main()->start_searching(true); // Could be sleeping } else if (token == "ponderhit") Search::Limits.ponder = 0; // Switch to normal search else if (token == "uci") sync_cout << "id name " << engine_info(true) << "\n" << Options << "\nuciok" << sync_endl; else if (token == "ucinewgame") { Search::clear(); Time.availableNodes = 0; } else if (token == "isready") sync_cout << "readyok" << sync_endl; else if (token == "go") go(pos, is); else if (token == "position") position(pos, is); else if (token == "setoption") setoption(is); // Additional custom non-UCI commands, useful for debugging else if (token == "flip") pos.flip(); else if (token == "bench") benchmark(pos, is); else if (token == "d") sync_cout << pos << sync_endl; else if (token == "eval") sync_cout << Eval::trace(pos) << sync_endl; else if (token == "perft") { int depth; stringstream ss; is >> depth; ss << Options["Hash"] << " " << Options["Threads"] << " " << depth << " current perft"; benchmark(pos, ss); } else sync_cout << "Unknown command: " << cmd << sync_endl; } while (token != "quit" && argc == 1); // Passed args have one-shot behaviour Threads.main()->wait_for_search_finished(); } /// UCI::value() converts a Value to a string suitable for use with the UCI /// protocol specification: /// /// cp The score from the engine's point of view in centipawns. /// mate Mate in y moves, not plies. If the engine is getting mated /// use negative values for y. string UCI::value(Value v) { stringstream ss; if (abs(v) < VALUE_MATE - MAX_PLY) ss << "cp " << v * 100 / PawnValueEg; else ss << "mate " << (v > 0 ? VALUE_MATE - v + 1 : -VALUE_MATE - v) / 2; return ss.str(); } /// UCI::square() converts a Square to a string in algebraic notation (g1, a7, etc.) std::string UCI::square(Square s) { return std::string{ char('a' + file_of(s)), char('1' + rank_of(s)) }; } /// UCI::move() converts a Move to a string in coordinate notation (g1f3, a7a8q). /// The only special case is castling, where we print in the e1g1 notation in /// normal chess mode, and in e1h1 notation in chess960 mode. Internally all /// castling moves are always encoded as 'king captures rook'. string UCI::move(Move m, bool chess960) { Square from = from_sq(m); Square to = to_sq(m); if (m == MOVE_NONE) return "(none)"; if (m == MOVE_NULL) return "0000"; if (type_of(m) == CASTLING && !chess960) to = make_square(to > from ? FILE_G : FILE_C, rank_of(from)); string move = UCI::square(from) + UCI::square(to); if (type_of(m) == PROMOTION) move += " pnbrqk"[promotion_type(m)]; return move; } /// UCI::to_move() converts a string representing a move in coordinate notation /// (g1f3, a7a8q) to the corresponding legal Move, if any. Move UCI::to_move(const Position& pos, string& str) { if (str.length() == 5) // Junior could send promotion piece in uppercase str[4] = char(tolower(str[4])); for (const auto& m : MoveList(pos)) if (str == UCI::move(m, pos.is_chess960())) return m; return MOVE_NONE; }