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| 108 | pmbaty | 1 | #include "chess.h" | 
| 2 | #include "data.h" | ||
| 3 | /* last modified 05/16/14 */ | ||
| 4 | /* | ||
| 5 |  ******************************************************************************* | ||
| 6 |  *                                                                             * | ||
| 7 |  *   SEE() is used to analyze capture moves to see whether or not they appear  * | ||
| 8 |  *   to be profitable.  The basic algorithm is extremely fast since it uses    * | ||
| 9 |  *   the bitmaps to determine which squares are attacking the [target] square. * | ||
| 10 |  *                                                                             * | ||
| 11 |  *   The algorithm is quite simple.  Using the attack bitmaps, we enumerate    * | ||
| 12 |  *   all the pieces that are attacking [target] for either side.  Then we      * | ||
| 13 |  *   simply use the lowest piece (value) for the correct side to capture on    * | ||
| 14 |  *   [target]. we continually "flip" sides taking the lowest piece each time.  * | ||
| 15 |  *                                                                             * | ||
| 16 |  *   As a piece is used, if it is a sliding piece (pawn, bishop, rook or       * | ||
| 17 |  *   queen) we remove the piece, then generate moves of bishop/queen or        * | ||
| 18 |  *   rook/queen and then add those in to the attackers, removing any attacks   * | ||
| 19 |  *   that have already been used.                                              * | ||
| 20 |  *                                                                             * | ||
| 21 |  ******************************************************************************* | ||
| 22 |  */ | ||
| 23 | int SEE(TREE * RESTRICT tree, int wtm, int move) { | ||
| 24 | uint64_t attacks, temp = 0, toccupied = OccupiedSquares; | ||
| 25 | uint64_t bsliders = | ||
| 26 | Bishops(white) | Bishops(black) | Queens(white) | Queens(black); | ||
| 27 | uint64_t rsliders = | ||
| 28 | Rooks(white) | Rooks(black) | Queens(white) | Queens(black); | ||
| 29 | int attacked_piece, piece, nc = 1, see_list[32]; | ||
| 30 | int source = From(move), target = To(move); | ||
| 31 | |||
| 32 | /* | ||
| 33 |  ************************************************************ | ||
| 34 |  *                                                          * | ||
| 35 |  *  Determine which squares attack <target> for each side.  * | ||
| 36 |  *  initialize by placing the piece on <target> first in    * | ||
| 37 |  *  the list as it is being captured to start things off.   * | ||
| 38 |  *                                                          * | ||
| 39 |  ************************************************************ | ||
| 40 |  */ | ||
| 41 | attacks = AttacksTo(tree, target); | ||
| 42 | attacked_piece = pcval[Captured(move)]; | ||
| 43 | /* | ||
| 44 |  ************************************************************ | ||
| 45 |  *                                                          * | ||
| 46 |  *  The first piece to capture on <target> is the piece     * | ||
| 47 |  *  standing on <source>.                                   * | ||
| 48 |  *                                                          * | ||
| 49 |  ************************************************************ | ||
| 50 |  */ | ||
| 51 | wtm = Flip(wtm); | ||
| 52 | see_list[0] = attacked_piece; | ||
| 53 | piece = Piece(move); | ||
| 54 | attacked_piece = pcval[piece]; | ||
| 55 | Clear(source, toccupied); | ||
| 56 | if (piece & 1) | ||
| 57 | attacks |= BishopAttacks(target, toccupied) & bsliders; | ||
| 58 | if (piece != king && (piece == pawn || piece & 4)) | ||
| 59 | attacks |= RookAttacks(target, toccupied) & rsliders; | ||
| 60 | /* | ||
| 61 |  ************************************************************ | ||
| 62 |  *                                                          * | ||
| 63 |  *  Now pick out the least valuable piece for the correct   * | ||
| 64 |  *  side that is bearing on <target>.  As we find one, we   * | ||
| 65 |  *  update the attacks (if this is a sliding piece) to get  * | ||
| 66 |  *  the attacks for any sliding piece that is lined up      * | ||
| 67 |  *  behind the attacker we are removing.                    * | ||
| 68 |  *                                                          * | ||
| 69 |  *  Once we know there is a piece attacking the last        * | ||
| 70 |  *  capturing piece, add it to the see list and repeat      * | ||
| 71 |  *  until one side has no more captures.                    * | ||
| 72 |  *                                                          * | ||
| 73 |  ************************************************************ | ||
| 74 |  */ | ||
| 75 | for (attacks &= toccupied; attacks; attacks &= toccupied) { | ||
| 76 | for (piece = pawn; piece <= king; piece++) | ||
| 77 | if ((temp = Pieces(wtm, piece) & attacks)) | ||
| 78 | break; | ||
| 79 | if (piece > king) | ||
| 80 | break; | ||
| 81 | toccupied ^= (temp & (0-temp)); // Pierre-Marie Baty -- signedness warning fix | ||
| 82 | if (piece & 1) | ||
| 83 | attacks |= BishopAttacks(target, toccupied) & bsliders; | ||
| 84 | if (piece != king && piece & 4) | ||
| 85 | attacks |= RookAttacks(target, toccupied) & rsliders; | ||
| 86 | see_list[nc] = -see_list[nc - 1] + attacked_piece; | ||
| 87 | attacked_piece = pcval[piece]; | ||
| 88 | if (see_list[nc++] - attacked_piece > 0) | ||
| 89 | break; | ||
| 90 | wtm = Flip(wtm); | ||
| 91 |   } | ||
| 92 | /* | ||
| 93 |  ************************************************************ | ||
| 94 |  *                                                          * | ||
| 95 |  *  Starting at the end of the sequence of values, use a    * | ||
| 96 |  *  "minimax" like procedure to decide where the captures   * | ||
| 97 |  *  will stop.                                              * | ||
| 98 |  *                                                          * | ||
| 99 |  ************************************************************ | ||
| 100 |  */ | ||
| 101 | while (--nc) | ||
| 102 | see_list[nc - 1] = -Max(-see_list[nc - 1], see_list[nc]); | ||
| 103 | return see_list[0]; | ||
| 104 | } | ||
| 105 | |||
| 106 | /* last modified 05/16/14 */ | ||
| 107 | /* | ||
| 108 |  ******************************************************************************* | ||
| 109 |  *                                                                             * | ||
| 110 |  *   SEEO() is used to analyze a move already made to see if it appears to be  * | ||
| 111 |  *   safe.  It is similar to SEE() except that the move has already been made  * | ||
| 112 |  *   and we are checking to see whether the opponent can gain material by      * | ||
| 113 |  *   capturing the piece just moved.                                           * | ||
| 114 |  *                                                                             * | ||
| 115 |  ******************************************************************************* | ||
| 116 |  */ | ||
| 117 | int SEEO(TREE * RESTRICT tree, int wtm, int move) { | ||
| 118 | uint64_t attacks, temp = 0, toccupied = OccupiedSquares; | ||
| 119 | uint64_t bsliders = | ||
| 120 | Bishops(white) | Bishops(black) | Queens(white) | Queens(black); | ||
| 121 | uint64_t rsliders = | ||
| 122 | Rooks(white) | Rooks(black) | Queens(white) | Queens(black); | ||
| 123 | int attacked_piece, piece, nc = 1, see_list[32], target = To(move); | ||
| 124 | |||
| 125 | /* | ||
| 126 |  ************************************************************ | ||
| 127 |  *                                                          * | ||
| 128 |  *  Determine which squares attack <target> for each side.  * | ||
| 129 |  *  initialize by placing the piece on <target> first in    * | ||
| 130 |  *  the list as it is being captured to start things off.   * | ||
| 131 |  *                                                          * | ||
| 132 |  ************************************************************ | ||
| 133 |  */ | ||
| 134 | attacks = AttacksTo(tree, target); | ||
| 135 | attacked_piece = pcval[Piece(move)]; | ||
| 136 | /* | ||
| 137 |  ************************************************************ | ||
| 138 |  *                                                          * | ||
| 139 |  *  The first piece to capture on <target> is the piece     * | ||
| 140 |  *  standing on that square.  We have to find out the least * | ||
| 141 |  *  valuable attacker for that square first.                * | ||
| 142 |  *                                                          * | ||
| 143 |  ************************************************************ | ||
| 144 |  */ | ||
| 145 | wtm = Flip(wtm); | ||
| 146 | see_list[0] = attacked_piece; | ||
| 147 | for (piece = pawn; piece <= king; piece++) | ||
| 148 | if ((temp = Pieces(wtm, piece) & attacks)) | ||
| 149 | break; | ||
| 150 | if (piece > king) | ||
| 151 | return 0; | ||
| 152 | toccupied ^= (temp & (0-temp)); // Pierre-Marie Baty -- signedness warning fix | ||
| 153 | if (piece & 1) | ||
| 154 | attacks |= BishopAttacks(target, toccupied) & bsliders; | ||
| 155 | if (piece != king && piece & 4) | ||
| 156 | attacks |= RookAttacks(target, toccupied) & rsliders; | ||
| 157 | attacked_piece = pcval[piece]; | ||
| 158 | wtm = Flip(wtm); | ||
| 159 | /* | ||
| 160 |  ************************************************************ | ||
| 161 |  *                                                          * | ||
| 162 |  *  Now pick out the least valuable piece for the correct   * | ||
| 163 |  *  side that is bearing on <target>.  As we find one, we   * | ||
| 164 |  *  update the attacks (if this is a sliding piece) to get  * | ||
| 165 |  *  the attacks for any sliding piece that is lined up      * | ||
| 166 |  *  behind the attacker we are removing.                    * | ||
| 167 |  *                                                          * | ||
| 168 |  *  Once we know there is a piece attacking the last        * | ||
| 169 |  *  capturing piece, add it to the see list and repeat      * | ||
| 170 |  *  until one side has no more captures.                    * | ||
| 171 |  *                                                          * | ||
| 172 |  ************************************************************ | ||
| 173 |  */ | ||
| 174 | for (attacks &= toccupied; attacks; attacks &= toccupied) { | ||
| 175 | for (piece = pawn; piece <= king; piece++) | ||
| 176 | if ((temp = Pieces(wtm, piece) & attacks)) | ||
| 177 | break; | ||
| 178 | if (piece > king) | ||
| 179 | break; | ||
| 180 | toccupied ^= (temp & (0-temp)); // Pierre-Marie Baty -- signedness warning fix | ||
| 181 | if (piece & 1) | ||
| 182 | attacks |= BishopAttacks(target, toccupied) & bsliders; | ||
| 183 | if (piece != king && piece & 4) | ||
| 184 | attacks |= RookAttacks(target, toccupied) & rsliders; | ||
| 185 | see_list[nc] = -see_list[nc - 1] + attacked_piece; | ||
| 186 | attacked_piece = pcval[piece]; | ||
| 187 | if (see_list[nc++] - attacked_piece > 0) | ||
| 188 | break; | ||
| 189 | wtm = Flip(wtm); | ||
| 190 |   } | ||
| 191 | /* | ||
| 192 |  ************************************************************ | ||
| 193 |  *                                                          * | ||
| 194 |  *  Starting at the end of the sequence of values, use a    * | ||
| 195 |  *  "minimax" like procedure to decide where the captures   * | ||
| 196 |  *  will stop.                                              * | ||
| 197 |  *                                                          * | ||
| 198 |  ************************************************************ | ||
| 199 |  */ | ||
| 200 | while (--nc) | ||
| 201 | see_list[nc - 1] = -Max(-see_list[nc - 1], see_list[nc]); | ||
| 202 | return see_list[0]; | ||
| 203 | } |