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