/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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 #include #include "bitcount.h" #include "movegen.h" #include "notation.h" #include "position.h" #include "psqtab.h" #include "rkiss.h" #include "thread.h" #include "tt.h" using std::string; using std::cout; using std::endl; static const string PieceToChar(" PNBRQK pnbrqk"); CACHE_LINE_ALIGNMENT Score pieceSquareTable[16][64]; // [piece][square] Value PieceValue[2][18] = { // [Mg / Eg][piece / pieceType] { VALUE_ZERO, PawnValueMg, KnightValueMg, BishopValueMg, RookValueMg, QueenValueMg }, { VALUE_ZERO, PawnValueEg, KnightValueEg, BishopValueEg, RookValueEg, QueenValueEg } }; namespace Zobrist { Key psq[2][8][64]; // [color][pieceType][square / piece count] Key enpassant[8]; // [file] Key castle[16]; // [castleRight] Key side; Key exclusion; /// init() initializes at startup the various arrays used to compute hash keys /// and the piece square tables. The latter is a two-step operation: First, the /// white halves of the tables are copied from PSQT[] tables. Second, the black /// halves of the tables are initialized by flipping and changing the sign of /// the white scores. void init() { RKISS rk; for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= KING; pt++) for (Square s = SQ_A1; s <= SQ_H8; s++) psq[c][pt][s] = rk.rand(); for (File f = FILE_A; f <= FILE_H; f++) enpassant[f] = rk.rand(); for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++) { Bitboard b = cr; while (b) { Key k = castle[1ULL << pop_lsb(&b)]; castle[cr] ^= k ? k : rk.rand(); } } side = rk.rand(); exclusion = rk.rand(); for (PieceType pt = PAWN; pt <= KING; pt++) { PieceValue[Mg][make_piece(BLACK, pt)] = PieceValue[Mg][pt]; PieceValue[Eg][make_piece(BLACK, pt)] = PieceValue[Eg][pt]; Score v = make_score(PieceValue[Mg][pt], PieceValue[Eg][pt]); for (Square s = SQ_A1; s <= SQ_H8; s++) { pieceSquareTable[make_piece(WHITE, pt)][ s] = (v + PSQT[pt][s]); pieceSquareTable[make_piece(BLACK, pt)][~s] = -(v + PSQT[pt][s]); } } } } // namespace Zobrist namespace { /// next_attacker() is an helper function used by see() to locate the least /// valuable attacker for the side to move, remove the attacker we just found /// from the 'occupied' bitboard and scan for new X-ray attacks behind it. template FORCE_INLINE PieceType next_attacker(const Bitboard* bb, const Square& to, const Bitboard& stmAttackers, Bitboard& occupied, Bitboard& attackers) { if (stmAttackers & bb[Pt]) { Bitboard b = stmAttackers & bb[Pt]; occupied ^= b & ~(b - 1); if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN) attackers |= attacks_bb(to, occupied) & (bb[BISHOP] | bb[QUEEN]); if (Pt == ROOK || Pt == QUEEN) attackers |= attacks_bb(to, occupied) & (bb[ROOK] | bb[QUEEN]); return (PieceType)Pt; } return next_attacker(bb, to, stmAttackers, occupied, attackers); } template<> FORCE_INLINE PieceType next_attacker(const Bitboard*, const Square&, const Bitboard&, Bitboard&, Bitboard&) { return KING; // No need to update bitboards, it is the last cycle } } // namespace /// CheckInfo c'tor CheckInfo::CheckInfo(const Position& pos) { Color them = ~pos.side_to_move(); ksq = pos.king_square(them); pinned = pos.pinned_pieces(); dcCandidates = pos.discovered_check_candidates(); checkSq[PAWN] = pos.attacks_from(ksq, them); checkSq[KNIGHT] = pos.attacks_from(ksq); checkSq[BISHOP] = pos.attacks_from(ksq); checkSq[ROOK] = pos.attacks_from(ksq); checkSq[QUEEN] = checkSq[BISHOP] | checkSq[ROOK]; checkSq[KING] = 0; } /// Position::operator=() creates a copy of 'pos'. We want the new born Position /// object do not depend on any external data so we detach state pointer from /// the source one. Position& Position::operator=(const Position& pos) { memcpy(this, &pos, sizeof(Position)); startState = *st; st = &startState; nodes = 0; assert(pos_is_ok()); return *this; } /// 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 string& fenStr, bool isChess960, Thread* th) { /* A FEN string defines a particular position using only the ASCII character set. A FEN string contains six fields separated by a space. The fields are: 1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending with rank 1; within each rank, the contents of each square are described from file A through file H. Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken from the standard English names. White pieces are designated using upper-case letters ("PNBRQK") while Black take lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number of blank squares), and "/" separates ranks. 2) Active color. "w" means white moves next, "b" means black. 3) Castling availability. If neither side can castle, this is "-". Otherwise, this has one or more letters: "K" (White can castle kingside), "Q" (White can castle queenside), "k" (Black can castle kingside), and/or "q" (Black can castle queenside). 4) En passant target square (in algebraic notation). If there's no en passant target square, this is "-". If a pawn has just made a 2-square move, this is the position "behind" the pawn. This is recorded regardless of whether there is a pawn in position to make an en passant capture. 5) Halfmove clock. This is the number of halfmoves since the last pawn advance or capture. This is used to determine if a draw can be claimed under the fifty-move rule. 6) Fullmove number. The number of the full move. It starts at 1, and is incremented after Black's move. */ char col, row, token; size_t p; Square sq = SQ_A8; std::istringstream fen(fenStr); clear(); fen >> std::noskipws; // 1. Piece placement while ((fen >> token) && !isspace(token)) { if (isdigit(token)) sq += Square(token - '0'); // Advance the given number of files else if (token == '/') sq -= Square(16); else if ((p = PieceToChar.find(token)) != string::npos) { put_piece(Piece(p), sq); sq++; } } // 2. Active color fen >> token; sideToMove = (token == 'w' ? WHITE : BLACK); fen >> token; // 3. Castling availability. Compatible with 3 standards: Normal FEN standard, // Shredder-FEN that uses the letters of the columns on which the rooks began // the game instead of KQkq and also X-FEN standard that, in case of Chess960, // if an inner rook is associated with the castling right, the castling tag is // replaced by the file letter of the involved rook, as for the Shredder-FEN. while ((fen >> token) && !isspace(token)) { Square rsq; Color c = islower(token) ? BLACK : WHITE; token = char(toupper(token)); if (token == 'K') for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {} else if (token == 'Q') for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {} else if (token >= 'A' && token <= 'H') rsq = File(token - 'A') | relative_rank(c, RANK_1); else continue; set_castle_right(c, rsq); } // 4. En passant square. Ignore if no pawn capture is possible if ( ((fen >> col) && (col >= 'a' && col <= 'h')) && ((fen >> row) && (row == '3' || row == '6'))) { st->epSquare = File(col - 'a') | Rank(row - '1'); if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN))) st->epSquare = SQ_NONE; } // 5-6. Halfmove clock and fullmove number fen >> std::skipws >> st->rule50 >> startPosPly; // Convert from fullmove starting from 1 to ply starting from 0, // handle also common incorrect FEN with fullmove = 0. startPosPly = std::max(2 * (startPosPly - 1), 0) + int(sideToMove == BLACK); st->key = compute_key(); st->pawnKey = compute_pawn_key(); st->materialKey = compute_material_key(); st->psqScore = compute_psq_score(); st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); chess960 = isChess960; thisThread = th; assert(pos_is_ok()); } /// Position::set_castle_right() is an helper function used to set castling /// rights given the corresponding color and the rook starting square. void Position::set_castle_right(Color c, Square rfrom) { Square kfrom = king_square(c); CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE; CastleRight cr = make_castle_right(c, cs); st->castleRights |= cr; castleRightsMask[kfrom] |= cr; castleRightsMask[rfrom] |= cr; castleRookSquare[c][cs] = rfrom; Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1); Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1); for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++) if (s != kfrom && s != rfrom) castlePath[c][cs] |= s; for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++) if (s != kfrom && s != rfrom) castlePath[c][cs] |= s; } /// Position::to_fen() returns a FEN representation of the position. In case /// of Chess960 the Shredder-FEN notation is used. Mainly a debugging function. const string Position::to_fen() const { std::ostringstream fen; Square sq; int emptyCnt; for (Rank rank = RANK_8; rank >= RANK_1; rank--) { emptyCnt = 0; for (File file = FILE_A; file <= FILE_H; file++) { sq = file | rank; if (is_empty(sq)) emptyCnt++; else { if (emptyCnt > 0) { fen << emptyCnt; emptyCnt = 0; } fen << PieceToChar[piece_on(sq)]; } } if (emptyCnt > 0) fen << emptyCnt; if (rank > RANK_1) fen << '/'; } fen << (sideToMove == WHITE ? " w " : " b "); if (can_castle(WHITE_OO)) fen << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, KING_SIDE))))) : 'K'); if (can_castle(WHITE_OOO)) fen << (chess960 ? char(toupper(file_to_char(file_of(castle_rook_square(WHITE, QUEEN_SIDE))))) : 'Q'); if (can_castle(BLACK_OO)) fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, KING_SIDE))) : 'k'); if (can_castle(BLACK_OOO)) fen << (chess960 ? file_to_char(file_of(castle_rook_square(BLACK, QUEEN_SIDE))) : 'q'); if (st->castleRights == CASTLES_NONE) fen << '-'; fen << (ep_square() == SQ_NONE ? " - " : " " + square_to_string(ep_square()) + " ") << st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2; return fen.str(); } /// Position::print() prints an ASCII representation of the position to /// the standard output. If a move is given then also the san is printed. void Position::print(Move move) const { const string dottedLine = "\n+---+---+---+---+---+---+---+---+"; const string twoRows = dottedLine + "\n| | . | | . | | . | | . |" + dottedLine + "\n| . | | . | | . | | . | |"; string brd = twoRows + twoRows + twoRows + twoRows + dottedLine; sync_cout; if (move) { Position p(*this); cout << "\nMove is: " << (sideToMove == BLACK ? ".." : "") << move_to_san(p, move); } for (Square sq = SQ_A1; sq <= SQ_H8; sq++) if (piece_on(sq) != NO_PIECE) brd[513 - 68*rank_of(sq) + 4*file_of(sq)] = PieceToChar[piece_on(sq)]; cout << brd << "\nFen is: " << to_fen() << "\nKey is: " << st->key << sync_endl; } /// Position:hidden_checkers<>() returns a bitboard of all pinned (against the /// king) pieces for the given color. Or, when template parameter FindPinned is /// false, the function return the pieces of the given color candidate for a /// discovery check against the enemy king. template Bitboard Position::hidden_checkers() const { // Pinned pieces protect our king, dicovery checks attack the enemy king Bitboard b, result = 0; Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove); Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove); // Pinners are sliders, that give check when candidate pinned is removed pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq]) | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq]); while (pinners) { b = between_bb(ksq, pop_lsb(&pinners)) & pieces(); if (b && !more_than_one(b) && (b & pieces(sideToMove))) result |= b; } return result; } // Explicit template instantiations template Bitboard Position::hidden_checkers() const; template Bitboard Position::hidden_checkers() const; /// Position::attackers_to() computes a bitboard of all pieces which attack a /// given square. Slider attacks use occ bitboard as occupancy. Bitboard Position::attackers_to(Square s, Bitboard occ) const { return (attacks_from(s, BLACK) & pieces(WHITE, PAWN)) | (attacks_from(s, WHITE) & pieces(BLACK, PAWN)) | (attacks_from(s) & pieces(KNIGHT)) | (attacks_bb(s, occ) & pieces(ROOK, QUEEN)) | (attacks_bb(s, occ) & pieces(BISHOP, QUEEN)) | (attacks_from(s) & pieces(KING)); } /// Position::attacks_from() computes a bitboard of all attacks of a given piece /// put in a given square. Slider attacks use occ bitboard as occupancy. Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) { assert(is_ok(s)); switch (type_of(p)) { case BISHOP: return attacks_bb(s, occ); case ROOK : return attacks_bb(s, occ); case QUEEN : return attacks_bb(s, occ) | attacks_bb(s, occ); default : return StepAttacksBB[p][s]; } } /// Position::move_attacks_square() tests whether a move from the current /// position attacks a given square. bool Position::move_attacks_square(Move m, Square s) const { assert(is_ok(m)); assert(is_ok(s)); Bitboard occ, xray; Square from = from_sq(m); Square to = to_sq(m); Piece piece = piece_moved(m); assert(!is_empty(from)); // Update occupancy as if the piece is moving occ = pieces() ^ from ^ to; // The piece moved in 'to' attacks the square 's' ? if (attacks_from(piece, to, occ) & s) return true; // Scan for possible X-ray attackers behind the moved piece xray = (attacks_bb< ROOK>(s, occ) & pieces(color_of(piece), QUEEN, ROOK)) | (attacks_bb(s, occ) & pieces(color_of(piece), QUEEN, BISHOP)); // Verify attackers are triggered by our move and not already existing return xray && (xray ^ (xray & attacks_from(s))); } /// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal bool Position::pl_move_is_legal(Move m, Bitboard pinned) const { assert(is_ok(m)); assert(pinned == pinned_pieces()); Color us = sideToMove; Square from = from_sq(m); assert(color_of(piece_moved(m)) == us); assert(piece_on(king_square(us)) == make_piece(us, KING)); // 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 (type_of(m) == ENPASSANT) { Color them = ~us; Square to = to_sq(m); Square capsq = to + pawn_push(them); Square ksq = king_square(us); Bitboard b = (pieces() ^ from ^ capsq) | to; assert(to == ep_square()); assert(piece_moved(m) == make_piece(us, PAWN)); assert(piece_on(capsq) == make_piece(them, PAWN)); assert(piece_on(to) == NO_PIECE); return !(attacks_bb< ROOK>(ksq, b) & pieces(them, QUEEN, ROOK)) && !(attacks_bb(ksq, b) & pieces(them, QUEEN, BISHOP)); } // If the moving piece is a king, check whether the destination // square is attacked by the opponent. Castling moves are checked // for legality during move generation. if (type_of(piece_on(from)) == KING) return type_of(m) == CASTLE || !(attackers_to(to_sq(m)) & pieces(~us)); // 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 !pinned || !(pinned & from) || squares_aligned(from, to_sq(m), king_square(us)); } /// Position::move_is_legal() takes a random move and tests whether the move /// is legal. This version is not very fast and should be used only in non /// time-critical paths. bool Position::move_is_legal(const Move m) const { for (MoveList ml(*this); !ml.end(); ++ml) if (ml.move() == m) return true; return false; } /// Position::is_pseudo_legal() takes a random move and tests whether the move /// is pseudo legal. It is used to validate moves from TT that can be corrupted /// due to SMP concurrent access or hash position key aliasing. bool Position::is_pseudo_legal(const Move m) const { Color us = sideToMove; Color them = ~sideToMove; Square from = from_sq(m); Square to = to_sq(m); Piece pc = piece_moved(m); // Use a slower but simpler function for uncommon cases if (type_of(m) != NORMAL) return move_is_legal(m); // Is not a promotion, so promotion piece must be empty if (promotion_type(m) - 2 != NO_PIECE_TYPE) return false; // If the from square is not occupied by a piece belonging to the side to // move, the move is obviously not legal. if (pc == NO_PIECE || color_of(pc) != us) return false; // The destination square cannot be occupied by a friendly piece if (color_of(piece_on(to)) == us) return false; // Handle the special case of a pawn move if (type_of(pc) == PAWN) { // Move direction must be compatible with pawn color int direction = to - from; if ((us == WHITE) != (direction > 0)) return false; // We have already handled promotion moves, so destination // cannot be on the 8/1th rank. if (rank_of(to) == RANK_8 || rank_of(to) == RANK_1) return false; // Proceed according to the square delta between the origin and // destination squares. switch (direction) { case DELTA_NW: case DELTA_NE: case DELTA_SW: case DELTA_SE: // Capture. The destination square must be occupied by an enemy // piece (en passant captures was handled earlier). if (color_of(piece_on(to)) != them) return false; // From and to files must be one file apart, avoids a7h5 if (abs(file_of(from) - file_of(to)) != 1) return false; break; case DELTA_N: case DELTA_S: // Pawn push. The destination square must be empty. if (!is_empty(to)) return false; break; case DELTA_NN: // Double white pawn push. The destination square must be on the fourth // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( rank_of(to) != RANK_4 || !is_empty(to) || !is_empty(from + DELTA_N)) return false; break; case DELTA_SS: // Double black pawn push. The destination square must be on the fifth // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( rank_of(to) != RANK_5 || !is_empty(to) || !is_empty(from + DELTA_S)) return false; break; default: return false; } } else if (!(attacks_from(pc, from) & to)) return false; // Evasions generator already takes care to avoid some kind of illegal moves // and pl_move_is_legal() relies on this. So we have to take care that the // same kind of moves are filtered out here. if (in_check()) { if (type_of(pc) != KING) { Bitboard b = checkers(); Square checksq = pop_lsb(&b); if (b) // double check ? In this case a king move is required return false; // Our move must be a blocking evasion or a capture of the checking piece if (!((between_bb(checksq, king_square(us)) | checkers()) & to)) return false; } // In case of king moves under check we have to remove king so to catch // as invalid moves like b1a1 when opposite queen is on c1. else if (attackers_to(to, pieces() ^ from) & pieces(~us)) return false; } return true; } /// Position::move_gives_check() tests whether a pseudo-legal move gives a check bool Position::move_gives_check(Move m, const CheckInfo& ci) const { assert(is_ok(m)); assert(ci.dcCandidates == discovered_check_candidates()); assert(color_of(piece_moved(m)) == sideToMove); Square from = from_sq(m); Square to = to_sq(m); PieceType pt = type_of(piece_on(from)); // Direct check ? if (ci.checkSq[pt] & to) return true; // Discovery check ? if (ci.dcCandidates && (ci.dcCandidates & from)) { // For pawn and king moves we need to verify also direction if ( (pt != PAWN && pt != KING) || !squares_aligned(from, to, king_square(~sideToMove))) return true; } // Can we skip the ugly special cases ? if (type_of(m) == NORMAL) return false; Color us = sideToMove; Square ksq = king_square(~us); // Promotion with check ? if (type_of(m) == PROMOTION) return attacks_from(Piece(promotion_type(m)), to, pieces() ^ from) & ksq; // 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. if (type_of(m) == ENPASSANT) { Square capsq = file_of(to) | rank_of(from); Bitboard b = (pieces() ^ from ^ capsq) | to; return (attacks_bb< ROOK>(ksq, b) & pieces(us, QUEEN, ROOK)) | (attacks_bb(ksq, b) & pieces(us, QUEEN, BISHOP)); } // Castling with check ? if (type_of(m) == CASTLE) { Square kfrom = from; Square rfrom = to; // 'King captures the rook' notation Square kto = relative_square(us, rfrom > kfrom ? SQ_G1 : SQ_C1); Square rto = relative_square(us, rfrom > kfrom ? SQ_F1 : SQ_D1); Bitboard b = (pieces() ^ kfrom ^ rfrom) | rto | kto; return attacks_bb(rto, b) & ksq; } return false; } /// Position::do_move() makes a move, and saves all information necessary /// to a StateInfo object. The move is assumed to be legal. Pseudo-legal /// moves should be filtered out before this function is called. void Position::do_move(Move m, StateInfo& newSt) { CheckInfo ci(*this); do_move(m, newSt, ci, move_gives_check(m, ci)); } void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) { assert(is_ok(m)); assert(&newSt != st); nodes++; Key k = st->key; // Copy some fields of old state to our new StateInfo object except the ones // which are recalculated from scratch anyway, then switch our state pointer // to point to the new, ready to be updated, state. memcpy(&newSt, st, sizeof(ReducedStateInfo)); newSt.previous = st; st = &newSt; // Update side to move k ^= Zobrist::side; // Increment the 50 moves rule draw counter. Resetting it to zero in the // case of a capture or a pawn move is taken care of later. st->rule50++; st->pliesFromNull++; if (type_of(m) == CASTLE) { st->key = k; do_castle_move(m); return; } Color us = sideToMove; Color them = ~us; Square from = from_sq(m); Square to = to_sq(m); Piece piece = piece_on(from); PieceType pt = type_of(piece); PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to)); assert(color_of(piece) == us); assert(color_of(piece_on(to)) != us); assert(capture != KING); if (capture) { Square capsq = to; // If the captured piece is a pawn, update pawn hash key, otherwise // update non-pawn material. if (capture == PAWN) { if (type_of(m) == ENPASSANT) { capsq += pawn_push(them); assert(pt == PAWN); assert(to == st->epSquare); assert(relative_rank(us, to) == RANK_6); assert(piece_on(to) == NO_PIECE); assert(piece_on(capsq) == make_piece(them, PAWN)); board[capsq] = NO_PIECE; } st->pawnKey ^= Zobrist::psq[them][PAWN][capsq]; } else st->npMaterial[them] -= PieceValue[Mg][capture]; // Remove the captured piece byTypeBB[ALL_PIECES] ^= capsq; byTypeBB[capture] ^= capsq; byColorBB[them] ^= capsq; // Update piece list, move the last piece at index[capsq] position and // shrink the list. // // WARNING: This is a not revresible operation. When we will reinsert the // captured piece in undo_move() we will put it at the end of the list and // not in its original place, it means index[] and pieceList[] are not // guaranteed to be invariant to a do_move() + undo_move() sequence. Square lastSquare = pieceList[them][capture][--pieceCount[them][capture]]; index[lastSquare] = index[capsq]; pieceList[them][capture][index[lastSquare]] = lastSquare; pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE; // Update hash keys k ^= Zobrist::psq[them][capture][capsq]; st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]]; // Update incremental scores st->psqScore -= pieceSquareTable[make_piece(them, capture)][capsq]; // Reset rule 50 counter st->rule50 = 0; } // Update hash key k ^= Zobrist::psq[us][pt][from] ^ Zobrist::psq[us][pt][to]; // Reset en passant square if (st->epSquare != SQ_NONE) { k ^= Zobrist::enpassant[file_of(st->epSquare)]; st->epSquare = SQ_NONE; } // Update castle rights if needed if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to])) { int cr = castleRightsMask[from] | castleRightsMask[to]; k ^= Zobrist::castle[st->castleRights & cr]; st->castleRights &= ~cr; } // Prefetch TT access as soon as we know key is updated prefetch((char*)TT.first_entry(k)); // Move the piece Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to]; byTypeBB[ALL_PIECES] ^= from_to_bb; byTypeBB[pt] ^= from_to_bb; byColorBB[us] ^= from_to_bb; board[to] = board[from]; board[from] = NO_PIECE; // Update piece lists, index[from] is not updated and becomes stale. This // works as long as index[] is accessed just by known occupied squares. index[to] = index[from]; pieceList[us][pt][index[to]] = to; // If the moving piece is a pawn do some special extra work if (pt == PAWN) { // Set en-passant square, only if moved pawn can be captured if ( (int(to) ^ int(from)) == 16 && (attacks_from(from + pawn_push(us), us) & pieces(them, PAWN))) { st->epSquare = Square((from + to) / 2); k ^= Zobrist::enpassant[file_of(st->epSquare)]; } if (type_of(m) == PROMOTION) { PieceType promotion = promotion_type(m); assert(relative_rank(us, to) == RANK_8); assert(promotion >= KNIGHT && promotion <= QUEEN); // Replace the pawn with the promoted piece byTypeBB[PAWN] ^= to; byTypeBB[promotion] |= to; board[to] = make_piece(us, promotion); // Update piece lists, move the last pawn at index[to] position // and shrink the list. Add a new promotion piece to the list. Square lastSquare = pieceList[us][PAWN][--pieceCount[us][PAWN]]; index[lastSquare] = index[to]; pieceList[us][PAWN][index[lastSquare]] = lastSquare; pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE; index[to] = pieceCount[us][promotion]; pieceList[us][promotion][index[to]] = to; // Update hash keys k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to]; st->pawnKey ^= Zobrist::psq[us][PAWN][to]; st->materialKey ^= Zobrist::psq[us][promotion][pieceCount[us][promotion]++] ^ Zobrist::psq[us][PAWN][pieceCount[us][PAWN]]; // Update incremental score st->psqScore += pieceSquareTable[make_piece(us, promotion)][to] - pieceSquareTable[make_piece(us, PAWN)][to]; // Update material st->npMaterial[us] += PieceValue[Mg][promotion]; } // Update pawn hash key st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to]; // Reset rule 50 draw counter st->rule50 = 0; } // Prefetch pawn and material hash tables prefetch((char*)thisThread->pawnTable.entries[st->pawnKey]); prefetch((char*)thisThread->materialTable.entries[st->materialKey]); // Update incremental scores st->psqScore += psq_delta(piece, from, to); // Set capture piece st->capturedType = capture; // Update the key with the final value st->key = k; // Update checkers bitboard, piece must be already moved st->checkersBB = 0; if (moveIsCheck) { if (type_of(m) != NORMAL) st->checkersBB = attackers_to(king_square(them)) & pieces(us); else { // Direct checks if (ci.checkSq[pt] & to) st->checkersBB |= to; // Discovery checks if (ci.dcCandidates && (ci.dcCandidates & from)) { if (pt != ROOK) st->checkersBB |= attacks_from(king_square(them)) & pieces(us, QUEEN, ROOK); if (pt != BISHOP) st->checkersBB |= attacks_from(king_square(them)) & pieces(us, QUEEN, BISHOP); } } } sideToMove = ~sideToMove; assert(pos_is_ok()); } /// 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. void Position::undo_move(Move m) { assert(is_ok(m)); sideToMove = ~sideToMove; if (type_of(m) == CASTLE) { do_castle_move(m); return; } Color us = sideToMove; Color them = ~us; Square from = from_sq(m); Square to = to_sq(m); Piece piece = piece_on(to); PieceType pt = type_of(piece); PieceType capture = st->capturedType; assert(is_empty(from)); assert(color_of(piece) == us); assert(capture != KING); if (type_of(m) == PROMOTION) { PieceType promotion = promotion_type(m); assert(promotion == pt); assert(relative_rank(us, to) == RANK_8); assert(promotion >= KNIGHT && promotion <= QUEEN); // Replace the promoted piece with the pawn byTypeBB[promotion] ^= to; byTypeBB[PAWN] |= to; board[to] = make_piece(us, PAWN); // Update piece lists, move the last promoted piece at index[to] position // and shrink the list. Add a new pawn to the list. Square lastSquare = pieceList[us][promotion][--pieceCount[us][promotion]]; index[lastSquare] = index[to]; pieceList[us][promotion][index[lastSquare]] = lastSquare; pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE; index[to] = pieceCount[us][PAWN]++; pieceList[us][PAWN][index[to]] = to; pt = PAWN; } // Put the piece back at the source square Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to]; byTypeBB[ALL_PIECES] ^= from_to_bb; byTypeBB[pt] ^= from_to_bb; byColorBB[us] ^= from_to_bb; board[from] = board[to]; board[to] = NO_PIECE; // Update piece lists, index[to] is not updated and becomes stale. This // works as long as index[] is accessed just by known occupied squares. index[from] = index[to]; pieceList[us][pt][index[from]] = from; if (capture) { Square capsq = to; if (type_of(m) == ENPASSANT) { capsq -= pawn_push(us); assert(pt == PAWN); assert(to == st->previous->epSquare); assert(relative_rank(us, to) == RANK_6); assert(piece_on(capsq) == NO_PIECE); } // Restore the captured piece byTypeBB[ALL_PIECES] |= capsq; byTypeBB[capture] |= capsq; byColorBB[them] |= capsq; board[capsq] = make_piece(them, capture); // Update piece list, add a new captured piece in capsq square index[capsq] = pieceCount[them][capture]++; pieceList[them][capture][index[capsq]] = capsq; } // Finally point our state pointer back to the previous state st = st->previous; assert(pos_is_ok()); } /// Position::do_castle_move() is a private method used to do/undo a castling /// move. 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. template void Position::do_castle_move(Move m) { assert(is_ok(m)); assert(type_of(m) == CASTLE); Square kto, kfrom, rfrom, rto, kAfter, rAfter; Color us = sideToMove; Square kBefore = from_sq(m); Square rBefore = to_sq(m); // Find after-castle squares for king and rook if (rBefore > kBefore) // O-O { kAfter = relative_square(us, SQ_G1); rAfter = relative_square(us, SQ_F1); } else // O-O-O { kAfter = relative_square(us, SQ_C1); rAfter = relative_square(us, SQ_D1); } kfrom = Do ? kBefore : kAfter; rfrom = Do ? rBefore : rAfter; kto = Do ? kAfter : kBefore; rto = Do ? rAfter : rBefore; assert(piece_on(kfrom) == make_piece(us, KING)); assert(piece_on(rfrom) == make_piece(us, ROOK)); // Move the pieces, with some care; in chess960 could be kto == rfrom Bitboard k_from_to_bb = SquareBB[kfrom] ^ SquareBB[kto]; Bitboard r_from_to_bb = SquareBB[rfrom] ^ SquareBB[rto]; byTypeBB[KING] ^= k_from_to_bb; byTypeBB[ROOK] ^= r_from_to_bb; byTypeBB[ALL_PIECES] ^= k_from_to_bb ^ r_from_to_bb; byColorBB[us] ^= k_from_to_bb ^ r_from_to_bb; // Update board Piece king = make_piece(us, KING); Piece rook = make_piece(us, ROOK); board[kfrom] = board[rfrom] = NO_PIECE; board[kto] = king; board[rto] = rook; // Update piece lists pieceList[us][KING][index[kfrom]] = kto; pieceList[us][ROOK][index[rfrom]] = rto; int tmp = index[rfrom]; // In Chess960 could be kto == rfrom index[kto] = index[kfrom]; index[rto] = tmp; if (Do) { // Reset capture field st->capturedType = NO_PIECE_TYPE; // Update incremental scores st->psqScore += psq_delta(king, kfrom, kto); st->psqScore += psq_delta(rook, rfrom, rto); // Update hash key st->key ^= Zobrist::psq[us][KING][kfrom] ^ Zobrist::psq[us][KING][kto]; st->key ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto]; // Clear en passant square if (st->epSquare != SQ_NONE) { st->key ^= Zobrist::enpassant[file_of(st->epSquare)]; st->epSquare = SQ_NONE; } // Update castling rights st->key ^= Zobrist::castle[st->castleRights & castleRightsMask[kfrom]]; st->castleRights &= ~castleRightsMask[kfrom]; // Update checkers BB st->checkersBB = attackers_to(king_square(~us)) & pieces(us); sideToMove = ~sideToMove; } else // Undo: point our state pointer back to the previous state st = st->previous; assert(pos_is_ok()); } /// Position::do_null_move() is used to do/undo a "null move": It flips the side /// to move and updates the hash key without executing any move on the board. template void Position::do_null_move(StateInfo& backupSt) { assert(!in_check()); // Back up the information necessary to undo the null move to the supplied // StateInfo object. Note that differently from normal case here backupSt // is actually used as a backup storage not as the new state. This reduces // the number of fields to be copied. StateInfo* src = Do ? st : &backupSt; StateInfo* dst = Do ? &backupSt : st; dst->key = src->key; dst->epSquare = src->epSquare; dst->psqScore = src->psqScore; dst->rule50 = src->rule50; dst->pliesFromNull = src->pliesFromNull; sideToMove = ~sideToMove; if (Do) { if (st->epSquare != SQ_NONE) st->key ^= Zobrist::enpassant[file_of(st->epSquare)]; st->key ^= Zobrist::side; prefetch((char*)TT.first_entry(st->key)); st->epSquare = SQ_NONE; st->rule50++; st->pliesFromNull = 0; } assert(pos_is_ok()); } // Explicit template instantiations template void Position::do_null_move(StateInfo& backupSt); template void Position::do_null_move(StateInfo& backupSt); /// Position::see() is a static exchange evaluator: It tries to estimate the /// material gain or loss resulting from a move. There are three versions of /// this function: One which takes a destination square as input, one takes a /// move, and one which takes a 'from' and a 'to' square. The function does /// not yet understand promotions captures. int Position::see_sign(Move m) const { assert(is_ok(m)); // Early return if SEE cannot be negative because captured piece value // is not less then capturing one. Note that king moves always return // here because king midgame value is set to 0. if (PieceValue[Mg][piece_on(to_sq(m))] >= PieceValue[Mg][piece_moved(m)]) return 1; return see(m); } int Position::see(Move m) const { Square from, to; Bitboard occupied, attackers, stmAttackers; int swapList[32], slIndex = 1; PieceType captured; Color stm; assert(is_ok(m)); from = from_sq(m); to = to_sq(m); captured = type_of(piece_on(to)); occupied = pieces() ^ from; // Handle en passant moves if (type_of(m) == ENPASSANT) { Square capQq = to - pawn_push(sideToMove); assert(!captured); assert(type_of(piece_on(capQq)) == PAWN); // Remove the captured pawn occupied ^= capQq; captured = PAWN; } else if (type_of(m) == CASTLE) // Castle moves are implemented as king capturing the rook so cannot be // handled correctly. Simply return 0 that is always the correct value // unless the rook is ends up under attack. return 0; // Find all attackers to the destination square, with the moving piece // removed, but possibly an X-ray attacker added behind it. attackers = attackers_to(to, occupied); // If the opponent has no attackers we are finished stm = ~color_of(piece_on(from)); stmAttackers = attackers & pieces(stm); if (!stmAttackers) return PieceValue[Mg][captured]; // 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. swapList[0] = PieceValue[Mg][captured]; captured = type_of(piece_on(from)); do { assert(slIndex < 32); // Add the new entry to the swap list swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[Mg][captured]; slIndex++; // Locate and remove from 'occupied' the next least valuable attacker captured = next_attacker(byTypeBB, to, stmAttackers, occupied, attackers); attackers &= occupied; // Remove the just found attacker stm = ~stm; stmAttackers = attackers & pieces(stm); if (captured == KING) { // Stop before processing a king capture if (stmAttackers) swapList[slIndex++] = QueenValueMg * 16; break; } } while (stmAttackers); // 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 (--slIndex) swapList[slIndex-1] = std::min(-swapList[slIndex], swapList[slIndex-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() { memset(this, 0, sizeof(Position)); startState.epSquare = SQ_NONE; st = &startState; for (int i = 0; i < 8; i++) for (int j = 0; j < 16; j++) pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE; for (Square sq = SQ_A1; sq <= SQ_H8; sq++) board[sq] = NO_PIECE; } /// Position::put_piece() puts a piece on the given square of the board, /// updating the board array, pieces list, bitboards, and piece counts. void Position::put_piece(Piece p, Square s) { Color c = color_of(p); PieceType pt = type_of(p); board[s] = p; index[s] = pieceCount[c][pt]++; pieceList[c][pt][index[s]] = s; byTypeBB[ALL_PIECES] |= s; byTypeBB[pt] |= s; byColorBB[c] |= s; } /// 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 k = Zobrist::castle[st->castleRights]; for (Bitboard b = pieces(); b; ) { Square s = pop_lsb(&b); k ^= Zobrist::psq[color_of(piece_on(s))][type_of(piece_on(s))][s]; } if (ep_square() != SQ_NONE) k ^= Zobrist::enpassant[file_of(ep_square())]; if (sideToMove == BLACK) k ^= Zobrist::side; return k; } /// 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 k = 0; for (Bitboard b = pieces(PAWN); b; ) { Square s = pop_lsb(&b); k ^= Zobrist::psq[color_of(piece_on(s))][PAWN][s]; } return k; } /// 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 k = 0; for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= QUEEN; pt++) for (int cnt = 0; cnt < piece_count(c, pt); cnt++) k ^= Zobrist::psq[c][pt][cnt]; return k; } /// Position::compute_psq_score() computes 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. Score Position::compute_psq_score() const { Score score = SCORE_ZERO; for (Bitboard b = pieces(); b; ) { Square s = pop_lsb(&b); score += pieceSquareTable[piece_on(s)][s]; } return score; } /// Position::compute_non_pawn_material() computes the total non-pawn middle /// game material value for the given side. Material values 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 value = VALUE_ZERO; for (PieceType pt = KNIGHT; pt <= QUEEN; pt++) value += piece_count(c, pt) * PieceValue[Mg][pt]; return value; } /// 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. template bool Position::is_draw() const { // Draw by material? if ( !pieces(PAWN) && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMg)) return true; // Draw by the 50 moves rule? if (st->rule50 > 99 && (!in_check() || MoveList(*this).size())) return true; // Draw by repetition? if (!SkipRepetition) { int i = 4, e = std::min(st->rule50, st->pliesFromNull); if (i <= e) { StateInfo* stp = st->previous->previous; do { stp = stp->previous->previous; if (stp->key == st->key) return true; i +=2; } while (i <= e); } } return false; } // Explicit template instantiations template bool Position::is_draw() const; template bool Position::is_draw() const; /// Position::flip() flips position with the white and black sides reversed. This /// is only useful for debugging especially for finding evaluation symmetry bugs. void Position::flip() { const Position pos(*this); clear(); sideToMove = ~pos.side_to_move(); thisThread = pos.this_thread(); nodes = pos.nodes_searched(); chess960 = pos.is_chess960(); startPosPly = pos.startpos_ply_counter(); for (Square s = SQ_A1; s <= SQ_H8; s++) if (!pos.is_empty(s)) put_piece(Piece(pos.piece_on(s) ^ 8), ~s); if (pos.can_castle(WHITE_OO)) set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, KING_SIDE)); if (pos.can_castle(WHITE_OOO)) set_castle_right(BLACK, ~pos.castle_rook_square(WHITE, QUEEN_SIDE)); if (pos.can_castle(BLACK_OO)) set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, KING_SIDE)); if (pos.can_castle(BLACK_OOO)) set_castle_right(WHITE, ~pos.castle_rook_square(BLACK, QUEEN_SIDE)); if (pos.st->epSquare != SQ_NONE) st->epSquare = ~pos.st->epSquare; st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove); st->key = compute_key(); st->pawnKey = compute_pawn_key(); st->materialKey = compute_material_key(); st->psqScore = compute_psq_score(); st->npMaterial[WHITE] = compute_non_pawn_material(WHITE); st->npMaterial[BLACK] = compute_non_pawn_material(BLACK); assert(pos_is_ok()); } /// Position::pos_is_ok() performs some consitency checks for the position object. /// This is meant to be helpful when debugging. bool Position::pos_is_ok(int* failedStep) const { int dummy, *step = failedStep ? failedStep : &dummy; // What features of the position should be verified? const bool all = false; const bool debugBitboards = all || false; const bool debugKingCount = all || false; const bool debugKingCapture = all || false; const bool debugCheckerCount = all || false; const bool debugKey = all || false; const bool debugMaterialKey = all || false; const bool debugPawnKey = all || false; const bool debugIncrementalEval = all || false; const bool debugNonPawnMaterial = all || false; const bool debugPieceCounts = all || false; const bool debugPieceList = all || false; const bool debugCastleSquares = all || false; *step = 1; if (sideToMove != WHITE && sideToMove != BLACK) return false; if ((*step)++, piece_on(king_square(WHITE)) != W_KING) return false; if ((*step)++, piece_on(king_square(BLACK)) != B_KING) return false; if ((*step)++, debugKingCount) { int kingCount[2] = {}; 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; } if ((*step)++, debugKingCapture) if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove)) return false; if ((*step)++, debugCheckerCount && popcount(st->checkersBB) > 2) return false; if ((*step)++, debugBitboards) { // The intersection of the white and black pieces must be empty if (pieces(WHITE) & pieces(BLACK)) return false; // The union of the white and black pieces must be equal to all // occupied squares if ((pieces(WHITE) | pieces(BLACK)) != pieces()) 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(p1) & pieces(p2))) return false; } if ((*step)++, ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6) return false; if ((*step)++, debugKey && st->key != compute_key()) return false; if ((*step)++, debugPawnKey && st->pawnKey != compute_pawn_key()) return false; if ((*step)++, debugMaterialKey && st->materialKey != compute_material_key()) return false; if ((*step)++, debugIncrementalEval && st->psqScore != compute_psq_score()) return false; if ((*step)++, debugNonPawnMaterial) { if ( st->npMaterial[WHITE] != compute_non_pawn_material(WHITE) || st->npMaterial[BLACK] != compute_non_pawn_material(BLACK)) return false; } if ((*step)++, debugPieceCounts) for (Color c = WHITE; c <= BLACK; c++) for (PieceType pt = PAWN; pt <= KING; pt++) if (pieceCount[c][pt] != popcount(pieces(c, pt))) return false; if ((*step)++, 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]) != make_piece(c, pt)) return false; if (index[piece_list(c, pt)[i]] != i) return false; } if ((*step)++, debugCastleSquares) for (Color c = WHITE; c <= BLACK; c++) for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1)) { CastleRight cr = make_castle_right(c, s); if (!can_castle(cr)) continue; if ((castleRightsMask[king_square(c)] & cr) != cr) return false; if ( piece_on(castleRookSquare[c][s]) != make_piece(c, ROOK) || castleRightsMask[castleRookSquare[c][s]] != cr) return false; } *step = 0; return true; }