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| 33 | pmbaty | 1 | #if defined(DEBUG) |
| 2 | # include "chess.h" |
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| 3 | # include "data.h" |
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| 4 | /* last modified 02/26/14 */ |
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| 5 | /* |
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| 6 | ******************************************************************************* |
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| 7 | * * |
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| 8 | * ValidatePosition() is a debugging tool that is enabled by using the * |
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| 9 | * -DDEBUG compilation flag. This procedure tests the various data * |
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| 10 | * structures used in Crafty related to the chess board and incrementally * |
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| 11 | * updated values like hash signatures and so forth. It simply looks for * |
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| 12 | * consistency between the various bitboards, and recomputes the hash * |
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| 13 | * signatures to determine if they are correct. If anything fails to pass * |
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| 14 | * the validation test, we print out a dump of the moves made in this path * |
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| 15 | * through the tree, and then exit since things are corrupted. * |
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| 16 | * * |
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| 17 | * This greatly slows the program down, because ValidatePosition() is called * |
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| 18 | * after each Make()/Unmake() (these are the functions that modify the * |
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| 19 | * primary data structures). In general, this will not be used by users * |
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| 20 | * unless they are modifying the source code themselves. * |
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| 21 | * * |
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| 22 | ******************************************************************************* |
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| 23 | */ |
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| 24 | void ValidatePosition(TREE * RESTRICT tree, int ply, int move, char *caller) { |
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| 25 | uint64_t temp, temp1, temp_occ; |
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| 26 | uint64_t temp_occx; |
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| 27 | int i, square, error; |
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| 28 | int side, piece, temp_score; |
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| 29 | |||
| 30 | /* |
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| 31 | ************************************************************ |
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| 32 | * * |
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| 33 | * First, test occupied[side] which should match the OR * |
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| 34 | * result of all pieces[side]. * |
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| 35 | * * |
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| 36 | ************************************************************ |
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| 37 | */ |
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| 38 | error = 0; |
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| 39 | for (side = black; side <= white; side++) { |
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| 40 | temp_occ = |
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| 41 | Pawns(side) | Knights(side) | Bishops(side) | Rooks(side) | |
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| 42 | Queens(side) |
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| 43 | | Kings(side); |
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| 44 | if (Occupied(side) ^ temp_occ) { |
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| 45 | Print(128, "ERROR %s occupied squares is bad!\n", |
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| 46 | (side) ? "white" : "black"); |
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| 47 | Display2BitBoards(temp_occ, Occupied(white)); |
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| 48 | error = 1; |
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| 49 | } |
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| 50 | } |
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| 51 | /* |
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| 52 | ************************************************************ |
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| 53 | * * |
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| 54 | * Now we do some sanity tests on the actual chess board * |
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| 55 | * information. The first test is to make sure that no * |
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| 56 | * bitmap square is set in more than one bitmap, which * |
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| 57 | * would imply two different pieces on the same square. * |
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| 58 | * * |
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| 59 | ************************************************************ |
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| 60 | */ |
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| 61 | temp_occ = |
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| 62 | Pawns(white) ^ Knights(white) ^ Bishops(white) ^ Rooks(white) ^ |
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| 63 | Queens(white) ^ Pawns(black) ^ Knights(black) ^ Bishops(black) ^ |
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| 64 | Rooks(black) ^ Queens(black) ^ Kings(white) ^ Kings(black); |
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| 65 | temp_occx = |
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| 66 | Pawns(white) | Knights(white) | Bishops(white) | Rooks(white) | |
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| 67 | Queens(white) | Pawns(black) | Knights(black) | Bishops(black) | |
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| 68 | Rooks(black) | Queens(black) | Kings(white) | Kings(black); |
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| 69 | if (temp_occ ^ temp_occx) { |
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| 70 | Print(128, "ERROR two pieces on same square\n"); |
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| 71 | error = 1; |
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| 72 | } |
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| 73 | /* |
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| 74 | ************************************************************ |
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| 75 | * * |
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| 76 | * Add up all the pieces (material values) to see if this * |
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| 77 | * matches the incrementally updated value. * |
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| 78 | * * |
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| 79 | ************************************************************ |
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| 80 | */ |
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| 81 | temp_score = 0; |
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| 82 | for (side = black; side <= white; side++) |
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| 83 | for (piece = pawn; piece < king; piece++) |
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| 84 | temp_score += PopCnt(Pieces(side, piece)) * PieceValues(side, piece); |
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| 85 | if (temp_score != Material) { |
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| 86 | Print(128, "ERROR material evaluation is wrong, good=%d, bad=%d\n", |
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| 87 | temp_score, Material); |
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| 88 | error = 1; |
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| 89 | } |
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| 90 | /* |
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| 91 | ************************************************************ |
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| 92 | * * |
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| 93 | * Next, check the incrementally updated piece counts for * |
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| 94 | * both sides. ditto for pawn counts. * |
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| 95 | * * |
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| 96 | ************************************************************ |
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| 97 | */ |
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| 98 | for (side = black; side <= white; side++) { |
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| 99 | temp_score = 0; |
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| 100 | for (piece = knight; piece < king; piece++) |
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| 101 | temp_score += PopCnt(Pieces(side, piece)) * p_vals[piece]; |
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| 102 | if (temp_score != TotalPieces(side, occupied)) { |
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| 103 | Print(128, "ERROR %s pieces is wrong, good=%d, bad=%d\n", |
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| 104 | (side) ? "white" : "black", temp_score, TotalPieces(side, |
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| 105 | occupied)); |
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| 106 | error = 1; |
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| 107 | } |
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| 108 | } |
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| 109 | for (side = black; side <= white; side++) { |
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| 110 | temp_score = PopCnt(Pawns(side)); |
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| 111 | if (temp_score != TotalPieces(side, pawn)) { |
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| 112 | Print(128, "ERROR %s pawns is wrong, good=%d, bad=%d\n", |
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| 113 | (side) ? "white" : "black", temp_score, TotalPieces(side, pawn)); |
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| 114 | error = 1; |
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| 115 | } |
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| 116 | } |
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| 117 | i = PopCnt(OccupiedSquares); |
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| 118 | if (i != TotalAllPieces) { |
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| 119 | Print(128, "ERROR! TotalAllPieces is wrong, correct=%d bad=%d\n", i, |
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| 120 | TotalAllPieces); |
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| 121 | error = 1; |
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| 122 | } |
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| 123 | /* |
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| 124 | ************************************************************ |
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| 125 | * * |
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| 126 | * Now we cycle through each different chessboard bitmap * |
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| 127 | * and verify that each piece in a bitmap matches the same * |
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| 128 | * piece type in the board[64] array. * |
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| 129 | * * |
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| 130 | ************************************************************ |
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| 131 | */ |
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| 132 | for (side = black; side <= white; side++) |
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| 133 | for (piece = pawn; piece <= king; piece++) { |
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| 134 | temp = Pieces(side, piece); |
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| 135 | while (temp) { |
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| 136 | square = LSB(temp); |
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| 137 | if (PcOnSq(square) != pieces[side][piece]) { |
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| 138 | Print(128, "ERROR! board[%d]=%d, should be %d\n", square, |
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| 139 | PcOnSq(square), pieces[side][piece]); |
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| 140 | error = 1; |
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| 141 | } |
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| 142 | temp &= temp - 1; |
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| 143 | } |
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| 144 | } |
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| 145 | /* |
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| 146 | ************************************************************ |
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| 147 | * * |
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| 148 | * And then we look at the board[64] array and make sure * |
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| 149 | * that any non-zero piece matches the proper bitmap for * |
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| 150 | * that particular piece type. * |
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| 151 | * * |
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| 152 | ************************************************************ |
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| 153 | */ |
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| 154 | for (i = 0; i < 64; i++) { |
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| 155 | if (!PcOnSq(i)) |
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| 156 | continue; |
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| 157 | side = (PcOnSq(i) > 0) ? 1 : 0; |
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| 158 | if (SetMask(i) & Pieces(side, Abs(PcOnSq(i)))) |
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| 159 | continue; |
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| 160 | Print(128, "ERROR! bitboards/board[%d] don't agree!\n", i); |
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| 161 | error = 1; |
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| 162 | break; |
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| 163 | } |
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| 164 | /* |
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| 165 | ************************************************************ |
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| 166 | * * |
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| 167 | * The last chess board test is to make sure that any * |
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| 168 | * square that is empty according to board[64] is also * |
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| 169 | * empty according to the occupied squares bitmap. * |
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| 170 | * * |
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| 171 | ************************************************************ |
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| 172 | */ |
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| 173 | temp = ~(temp_occ | temp_occx); |
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| 174 | while (temp) { |
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| 175 | square = LSB(temp); |
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| 176 | if (PcOnSq(square)) { |
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| 177 | Print(128, "ERROR! board[%d]=%d, should be 0\n", square, |
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| 178 | PcOnSq(square)); |
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| 179 | error = 1; |
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| 180 | } |
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| 181 | temp &= temp - 1; |
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| 182 | } |
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| 183 | /* |
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| 184 | ************************************************************ |
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| 185 | * * |
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| 186 | * Finally, we re-compute the pawn hash signature and the * |
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| 187 | * normal hash signature and verify that they match the * |
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| 188 | * incrementally updated values. * |
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| 189 | * * |
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| 190 | ************************************************************ |
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| 191 | */ |
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| 192 | temp = 0; |
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| 193 | temp1 = 0; |
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| 194 | for (i = 0; i < 64; i++) { |
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| 195 | side = (PcOnSq(i) > 0) ? 1 : 0; |
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| 196 | temp ^= randoms[side][Abs(PcOnSq(i))][i]; |
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| 197 | if (Abs(PcOnSq(i)) == pawn) |
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| 198 | temp1 ^= randoms[side][Abs(PcOnSq(i))][i]; |
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| 199 | } |
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| 200 | if (EnPassant(ply)) |
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| 201 | temp ^= enpassant_random[EnPassant(ply)]; |
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| 202 | for (side = black; side <= white; side++) { |
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| 203 | if (Castle(ply, side) < 0 || !(Castle(ply, side) & 1)) |
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| 204 | temp ^= castle_random[0][side]; |
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| 205 | if (Castle(ply, side) < 0 || !(Castle(ply, side) & 2)) |
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| 206 | temp ^= castle_random[1][side]; |
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| 207 | } |
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| 208 | if (temp ^ HashKey) { |
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| 209 | Print(128, "ERROR! hash_key is bad.\n"); |
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| 210 | error = 1; |
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| 211 | } |
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| 212 | if (temp1 ^ PawnHashKey) { |
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| 213 | Print(128, "ERROR! pawn_hash_key is bad.\n"); |
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| 214 | error = 1; |
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| 215 | } |
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| 216 | /* |
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| 217 | ************************************************************ |
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| 218 | * * |
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| 219 | * If any inconsistencies/errors were found, we are going * |
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| 220 | * to dump as much debugging information as possible to * |
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| 221 | * help pinpoint the source of the problem. * |
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| 222 | * * |
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| 223 | ************************************************************ |
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| 224 | */ |
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| 225 | if (error) { |
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| 226 | Print(4095, "processor id: cpu-%d\n", tree->thread_id); |
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| 227 | Print(4095, "current move:\n"); |
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| 228 | DisplayChessMove("move=", move); |
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| 229 | DisplayChessBoard(stdout, tree->position); |
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| 230 | Print(4095, "called from %s, ply=%d\n", caller, ply); |
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| 231 | Print(4095, "node=%" PRIu64 "\n", tree->nodes_searched); |
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| 232 | Print(4095, "active path:\n"); |
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| 233 | for (i = 1; i <= ply; i++) |
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| 234 | DisplayChessMove("move=", tree->curmv[i]); |
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| 235 | CraftyExit(1); |
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| 236 | } |
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| 237 | } |
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| 238 | #endif |