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96 pmbaty 1
/*
2
  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4
  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
185 pmbaty 5
  Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
96 pmbaty 6
 
7
  Stockfish is free software: you can redistribute it and/or modify
8
  it under the terms of the GNU General Public License as published by
9
  the Free Software Foundation, either version 3 of the License, or
10
  (at your option) any later version.
11
 
12
  Stockfish is distributed in the hope that it will be useful,
13
  but WITHOUT ANY WARRANTY; without even the implied warranty of
14
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15
  GNU General Public License for more details.
16
 
17
  You should have received a copy of the GNU General Public License
18
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
*/
20
 
21
#include <algorithm>
22
#include <cassert>
154 pmbaty 23
#include <cstddef> // For offsetof()
24
#include <cstring> // For std::memset, std::memcmp
96 pmbaty 25
#include <iomanip>
26
#include <sstream>
27
 
154 pmbaty 28
#include "bitboard.h"
96 pmbaty 29
#include "misc.h"
30
#include "movegen.h"
31
#include "position.h"
32
#include "thread.h"
33
#include "tt.h"
34
#include "uci.h"
169 pmbaty 35
#include "syzygy/tbprobe.h"
96 pmbaty 36
 
37
using std::string;
38
 
39
namespace Zobrist {
40
 
154 pmbaty 41
  Key psq[PIECE_NB][SQUARE_NB];
96 pmbaty 42
  Key enpassant[FILE_NB];
43
  Key castling[CASTLING_RIGHT_NB];
169 pmbaty 44
  Key side, noPawns;
96 pmbaty 45
}
46
 
47
namespace {
48
 
49
const string PieceToChar(" PNBRQK  pnbrqk");
50
 
185 pmbaty 51
constexpr Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
52
                             B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
169 pmbaty 53
 
54
// min_attacker() is a helper function used by see_ge() to locate the least
96 pmbaty 55
// valuable attacker for the side to move, remove the attacker we just found
56
// from the bitboards and scan for new X-ray attacks behind it.
57
 
58
template<int Pt>
185 pmbaty 59
PieceType min_attacker(const Bitboard* byTypeBB, Square to, Bitboard stmAttackers,
96 pmbaty 60
                       Bitboard& occupied, Bitboard& attackers) {
61
 
185 pmbaty 62
  Bitboard b = stmAttackers & byTypeBB[Pt];
96 pmbaty 63
  if (!b)
185 pmbaty 64
      return min_attacker<Pt + 1>(byTypeBB, to, stmAttackers, occupied, attackers);
96 pmbaty 65
 
185 pmbaty 66
  occupied ^= lsb(b); // Remove the attacker from occupied
96 pmbaty 67
 
185 pmbaty 68
  // Add any X-ray attack behind the just removed piece. For instance with
69
  // rooks in a8 and a7 attacking a1, after removing a7 we add rook in a8.
70
  // Note that new added attackers can be of any color.
96 pmbaty 71
  if (Pt == PAWN || Pt == BISHOP || Pt == QUEEN)
185 pmbaty 72
      attackers |= attacks_bb<BISHOP>(to, occupied) & (byTypeBB[BISHOP] | byTypeBB[QUEEN]);
96 pmbaty 73
 
74
  if (Pt == ROOK || Pt == QUEEN)
185 pmbaty 75
      attackers |= attacks_bb<ROOK>(to, occupied) & (byTypeBB[ROOK] | byTypeBB[QUEEN]);
96 pmbaty 76
 
185 pmbaty 77
  // X-ray may add already processed pieces because byTypeBB[] is constant: in
78
  // the rook example, now attackers contains _again_ rook in a7, so remove it.
79
  attackers &= occupied;
96 pmbaty 80
  return (PieceType)Pt;
81
}
82
 
83
template<>
84
PieceType min_attacker<KING>(const Bitboard*, Square, Bitboard, Bitboard&, Bitboard&) {
85
  return KING; // No need to update bitboards: it is the last cycle
86
}
87
 
88
} // namespace
89
 
90
 
91
/// operator<<(Position) returns an ASCII representation of the position
92
 
93
std::ostream& operator<<(std::ostream& os, const Position& pos) {
94
 
95
  os << "\n +---+---+---+---+---+---+---+---+\n";
96
 
97
  for (Rank r = RANK_8; r >= RANK_1; --r)
98
  {
99
      for (File f = FILE_A; f <= FILE_H; ++f)
100
          os << " | " << PieceToChar[pos.piece_on(make_square(f, r))];
101
 
102
      os << " |\n +---+---+---+---+---+---+---+---+\n";
103
  }
104
 
105
  os << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase
169 pmbaty 106
     << std::setfill('0') << std::setw(16) << pos.key()
107
     << std::setfill(' ') << std::dec << "\nCheckers: ";
96 pmbaty 108
 
109
  for (Bitboard b = pos.checkers(); b; )
110
      os << UCI::square(pop_lsb(&b)) << " ";
111
 
169 pmbaty 112
  if (    int(Tablebases::MaxCardinality) >= popcount(pos.pieces())
113
      && !pos.can_castle(ANY_CASTLING))
114
  {
115
      StateInfo st;
116
      Position p;
117
      p.set(pos.fen(), pos.is_chess960(), &st, pos.this_thread());
118
      Tablebases::ProbeState s1, s2;
119
      Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1);
120
      int dtz = Tablebases::probe_dtz(p, &s2);
121
      os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")"
122
         << "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")";
123
  }
124
 
96 pmbaty 125
  return os;
126
}
127
 
128
 
185 pmbaty 129
// Marcel van Kervinck's cuckoo algorithm for fast detection of "upcoming repetition"
130
// situations. Description of the algorithm in the following paper:
131
// https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf
132
 
133
// First and second hash functions for indexing the cuckoo tables
134
inline int H1(Key h) { return h & 0x1fff; }
135
inline int H2(Key h) { return (h >> 16) & 0x1fff; }
136
 
137
// Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves
138
Key cuckoo[8192];
139
Move cuckooMove[8192];
140
 
141
 
96 pmbaty 142
/// Position::init() initializes at startup the various arrays used to compute
143
/// hash keys.
144
 
145
void Position::init() {
146
 
147
  PRNG rng(1070372);
148
 
154 pmbaty 149
  for (Piece pc : Pieces)
150
      for (Square s = SQ_A1; s <= SQ_H8; ++s)
151
          Zobrist::psq[pc][s] = rng.rand<Key>();
96 pmbaty 152
 
153
  for (File f = FILE_A; f <= FILE_H; ++f)
154
      Zobrist::enpassant[f] = rng.rand<Key>();
155
 
156
  for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
157
  {
158
      Zobrist::castling[cr] = 0;
159
      Bitboard b = cr;
160
      while (b)
161
      {
162
          Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
163
          Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
164
      }
165
  }
166
 
167
  Zobrist::side = rng.rand<Key>();
169 pmbaty 168
  Zobrist::noPawns = rng.rand<Key>();
185 pmbaty 169
 
170
  // Prepare the cuckoo tables
171
  std::memset(cuckoo, 0, sizeof(cuckoo));
172
  std::memset(cuckooMove, 0, sizeof(cuckooMove));
173
  int count = 0;
174
  for (Piece pc : Pieces)
175
      for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1)
176
          for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2)
177
              if (PseudoAttacks[type_of(pc)][s1] & s2)
178
              {
179
                  Move move = make_move(s1, s2);
180
                  Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side;
181
                  int i = H1(key);
182
                  while (true)
183
                  {
184
                      std::swap(cuckoo[i], key);
185
                      std::swap(cuckooMove[i], move);
186
                      if (move == 0)   // Arrived at empty slot ?
187
                          break;
188
                      i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot
189
                  }
190
                  count++;
191
             }
192
  assert(count == 3668);
96 pmbaty 193
}
194
 
195
 
196
/// Position::set() initializes the position object with the given FEN string.
197
/// This function is not very robust - make sure that input FENs are correct,
198
/// this is assumed to be the responsibility of the GUI.
199
 
154 pmbaty 200
Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
96 pmbaty 201
/*
202
   A FEN string defines a particular position using only the ASCII character set.
203
 
204
   A FEN string contains six fields separated by a space. The fields are:
205
 
206
   1) Piece placement (from white's perspective). Each rank is described, starting
207
      with rank 8 and ending with rank 1. Within each rank, the contents of each
208
      square are described from file A through file H. Following the Standard
209
      Algebraic Notation (SAN), each piece is identified by a single letter taken
210
      from the standard English names. White pieces are designated using upper-case
211
      letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are
212
      noted using digits 1 through 8 (the number of blank squares), and "/"
213
      separates ranks.
214
 
215
   2) Active color. "w" means white moves next, "b" means black.
216
 
217
   3) Castling availability. If neither side can castle, this is "-". Otherwise,
218
      this has one or more letters: "K" (White can castle kingside), "Q" (White
219
      can castle queenside), "k" (Black can castle kingside), and/or "q" (Black
220
      can castle queenside).
221
 
222
   4) En passant target square (in algebraic notation). If there's no en passant
223
      target square, this is "-". If a pawn has just made a 2-square move, this
169 pmbaty 224
      is the position "behind" the pawn. This is recorded only if there is a pawn
225
      in position to make an en passant capture, and if there really is a pawn
226
      that might have advanced two squares.
96 pmbaty 227
 
228
   5) Halfmove clock. This is the number of halfmoves since the last pawn advance
229
      or capture. This is used to determine if a draw can be claimed under the
230
      fifty-move rule.
231
 
232
   6) Fullmove number. The number of the full move. It starts at 1, and is
233
      incremented after Black's move.
234
*/
235
 
236
  unsigned char col, row, token;
237
  size_t idx;
238
  Square sq = SQ_A8;
239
  std::istringstream ss(fenStr);
240
 
154 pmbaty 241
  std::memset(this, 0, sizeof(Position));
242
  std::memset(si, 0, sizeof(StateInfo));
243
  std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
244
  st = si;
245
 
96 pmbaty 246
  ss >> std::noskipws;
247
 
248
  // 1. Piece placement
249
  while ((ss >> token) && !isspace(token))
250
  {
251
      if (isdigit(token))
169 pmbaty 252
          sq += (token - '0') * EAST; // Advance the given number of files
96 pmbaty 253
 
254
      else if (token == '/')
169 pmbaty 255
          sq += 2 * SOUTH;
96 pmbaty 256
 
257
      else if ((idx = PieceToChar.find(token)) != string::npos)
258
      {
154 pmbaty 259
          put_piece(Piece(idx), sq);
96 pmbaty 260
          ++sq;
261
      }
262
  }
263
 
264
  // 2. Active color
265
  ss >> token;
266
  sideToMove = (token == 'w' ? WHITE : BLACK);
267
  ss >> token;
268
 
269
  // 3. Castling availability. Compatible with 3 standards: Normal FEN standard,
270
  // Shredder-FEN that uses the letters of the columns on which the rooks began
271
  // the game instead of KQkq and also X-FEN standard that, in case of Chess960,
272
  // if an inner rook is associated with the castling right, the castling tag is
273
  // replaced by the file letter of the involved rook, as for the Shredder-FEN.
274
  while ((ss >> token) && !isspace(token))
275
  {
276
      Square rsq;
277
      Color c = islower(token) ? BLACK : WHITE;
278
      Piece rook = make_piece(c, ROOK);
279
 
280
      token = char(toupper(token));
281
 
282
      if (token == 'K')
283
          for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {}
284
 
285
      else if (token == 'Q')
286
          for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {}
287
 
288
      else if (token >= 'A' && token <= 'H')
289
          rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
290
 
291
      else
292
          continue;
293
 
294
      set_castling_right(c, rsq);
295
  }
296
 
297
  // 4. En passant square. Ignore if no pawn capture is possible
298
  if (   ((ss >> col) && (col >= 'a' && col <= 'h'))
299
      && ((ss >> row) && (row == '3' || row == '6')))
300
  {
301
      st->epSquare = make_square(File(col - 'a'), Rank(row - '1'));
302
 
169 pmbaty 303
      if (   !(attackers_to(st->epSquare) & pieces(sideToMove, PAWN))
304
          || !(pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove))))
96 pmbaty 305
          st->epSquare = SQ_NONE;
306
  }
154 pmbaty 307
  else
308
      st->epSquare = SQ_NONE;
96 pmbaty 309
 
310
  // 5-6. Halfmove clock and fullmove number
311
  ss >> std::skipws >> st->rule50 >> gamePly;
312
 
169 pmbaty 313
  // Convert from fullmove starting from 1 to gamePly starting from 0,
96 pmbaty 314
  // handle also common incorrect FEN with fullmove = 0.
315
  gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
316
 
317
  chess960 = isChess960;
318
  thisThread = th;
319
  set_state(st);
320
 
321
  assert(pos_is_ok());
154 pmbaty 322
 
323
  return *this;
96 pmbaty 324
}
325
 
326
 
327
/// Position::set_castling_right() is a helper function used to set castling
328
/// rights given the corresponding color and the rook starting square.
329
 
330
void Position::set_castling_right(Color c, Square rfrom) {
331
 
332
  Square kfrom = square<KING>(c);
333
  CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
334
  CastlingRight cr = (c | cs);
335
 
336
  st->castlingRights |= cr;
337
  castlingRightsMask[kfrom] |= cr;
338
  castlingRightsMask[rfrom] |= cr;
339
  castlingRookSquare[cr] = rfrom;
340
 
341
  Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
342
  Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
343
 
344
  for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
345
      if (s != kfrom && s != rfrom)
346
          castlingPath[cr] |= s;
347
 
348
  for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
349
      if (s != kfrom && s != rfrom)
350
          castlingPath[cr] |= s;
351
}
352
 
353
 
154 pmbaty 354
/// Position::set_check_info() sets king attacks to detect if a move gives check
355
 
356
void Position::set_check_info(StateInfo* si) const {
357
 
185 pmbaty 358
  si->blockersForKing[WHITE] = slider_blockers(pieces(BLACK), square<KING>(WHITE), si->pinners[BLACK]);
359
  si->blockersForKing[BLACK] = slider_blockers(pieces(WHITE), square<KING>(BLACK), si->pinners[WHITE]);
154 pmbaty 360
 
361
  Square ksq = square<KING>(~sideToMove);
362
 
363
  si->checkSquares[PAWN]   = attacks_from<PAWN>(ksq, ~sideToMove);
364
  si->checkSquares[KNIGHT] = attacks_from<KNIGHT>(ksq);
365
  si->checkSquares[BISHOP] = attacks_from<BISHOP>(ksq);
366
  si->checkSquares[ROOK]   = attacks_from<ROOK>(ksq);
367
  si->checkSquares[QUEEN]  = si->checkSquares[BISHOP] | si->checkSquares[ROOK];
368
  si->checkSquares[KING]   = 0;
369
}
370
 
371
 
96 pmbaty 372
/// Position::set_state() computes the hash keys of the position, and other
373
/// data that once computed is updated incrementally as moves are made.
374
/// The function is only used when a new position is set up, and to verify
375
/// the correctness of the StateInfo data when running in debug mode.
376
 
377
void Position::set_state(StateInfo* si) const {
378
 
169 pmbaty 379
  si->key = si->materialKey = 0;
380
  si->pawnKey = Zobrist::noPawns;
96 pmbaty 381
  si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
382
  si->checkersBB = attackers_to(square<KING>(sideToMove)) & pieces(~sideToMove);
383
 
154 pmbaty 384
  set_check_info(si);
385
 
96 pmbaty 386
  for (Bitboard b = pieces(); b; )
387
  {
388
      Square s = pop_lsb(&b);
389
      Piece pc = piece_on(s);
154 pmbaty 390
      si->key ^= Zobrist::psq[pc][s];
96 pmbaty 391
  }
392
 
393
  if (si->epSquare != SQ_NONE)
394
      si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
395
 
396
  if (sideToMove == BLACK)
397
      si->key ^= Zobrist::side;
398
 
399
  si->key ^= Zobrist::castling[si->castlingRights];
400
 
401
  for (Bitboard b = pieces(PAWN); b; )
402
  {
403
      Square s = pop_lsb(&b);
154 pmbaty 404
      si->pawnKey ^= Zobrist::psq[piece_on(s)][s];
96 pmbaty 405
  }
406
 
154 pmbaty 407
  for (Piece pc : Pieces)
408
  {
409
      if (type_of(pc) != PAWN && type_of(pc) != KING)
410
          si->nonPawnMaterial[color_of(pc)] += pieceCount[pc] * PieceValue[MG][pc];
96 pmbaty 411
 
154 pmbaty 412
      for (int cnt = 0; cnt < pieceCount[pc]; ++cnt)
413
          si->materialKey ^= Zobrist::psq[pc][cnt];
414
  }
96 pmbaty 415
}
416
 
417
 
169 pmbaty 418
/// Position::set() is an overload to initialize the position object with
419
/// the given endgame code string like "KBPKN". It is mainly a helper to
420
/// get the material key out of an endgame code.
421
 
422
Position& Position::set(const string& code, Color c, StateInfo* si) {
423
 
424
  assert(code.length() > 0 && code.length() < 8);
425
  assert(code[0] == 'K');
426
 
427
  string sides[] = { code.substr(code.find('K', 1)),      // Weak
428
                     code.substr(0, code.find('K', 1)) }; // Strong
429
 
430
  std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower);
431
 
432
  string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/"
433
                       + sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10";
434
 
435
  return set(fenStr, false, si, nullptr);
436
}
437
 
438
 
96 pmbaty 439
/// Position::fen() returns a FEN representation of the position. In case of
440
/// Chess960 the Shredder-FEN notation is used. This is mainly a debugging function.
441
 
442
const string Position::fen() const {
443
 
444
  int emptyCnt;
445
  std::ostringstream ss;
446
 
447
  for (Rank r = RANK_8; r >= RANK_1; --r)
448
  {
449
      for (File f = FILE_A; f <= FILE_H; ++f)
450
      {
451
          for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f)
452
              ++emptyCnt;
453
 
454
          if (emptyCnt)
455
              ss << emptyCnt;
456
 
457
          if (f <= FILE_H)
458
              ss << PieceToChar[piece_on(make_square(f, r))];
459
      }
460
 
461
      if (r > RANK_1)
462
          ss << '/';
463
  }
464
 
465
  ss << (sideToMove == WHITE ? " w " : " b ");
466
 
467
  if (can_castle(WHITE_OO))
468
      ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE |  KING_SIDE))) : 'K');
469
 
470
  if (can_castle(WHITE_OOO))
471
      ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE | QUEEN_SIDE))) : 'Q');
472
 
473
  if (can_castle(BLACK_OO))
474
      ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK |  KING_SIDE))) : 'k');
475
 
476
  if (can_castle(BLACK_OOO))
477
      ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK | QUEEN_SIDE))) : 'q');
478
 
479
  if (!can_castle(WHITE) && !can_castle(BLACK))
480
      ss << '-';
481
 
482
  ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
483
     << st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
484
 
485
  return ss.str();
486
}
487
 
488
 
154 pmbaty 489
/// Position::slider_blockers() returns a bitboard of all the pieces (both colors)
490
/// that are blocking attacks on the square 's' from 'sliders'. A piece blocks a
491
/// slider if removing that piece from the board would result in a position where
492
/// square 's' is attacked. For example, a king-attack blocking piece can be either
493
/// a pinned or a discovered check piece, according if its color is the opposite
494
/// or the same of the color of the slider.
96 pmbaty 495
 
154 pmbaty 496
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
96 pmbaty 497
 
185 pmbaty 498
  Bitboard blockers = 0;
154 pmbaty 499
  pinners = 0;
96 pmbaty 500
 
154 pmbaty 501
  // Snipers are sliders that attack 's' when a piece is removed
169 pmbaty 502
  Bitboard snipers = (  (PseudoAttacks[  ROOK][s] & pieces(QUEEN, ROOK))
154 pmbaty 503
                      | (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
96 pmbaty 504
 
154 pmbaty 505
  while (snipers)
96 pmbaty 506
  {
154 pmbaty 507
    Square sniperSq = pop_lsb(&snipers);
508
    Bitboard b = between_bb(s, sniperSq) & pieces();
96 pmbaty 509
 
185 pmbaty 510
    if (b && !more_than_one(b))
154 pmbaty 511
    {
185 pmbaty 512
        blockers |= b;
154 pmbaty 513
        if (b & pieces(color_of(piece_on(s))))
514
            pinners |= sniperSq;
515
    }
96 pmbaty 516
  }
185 pmbaty 517
  return blockers;
96 pmbaty 518
}
519
 
520
 
521
/// Position::attackers_to() computes a bitboard of all pieces which attack a
522
/// given square. Slider attacks use the occupied bitboard to indicate occupancy.
523
 
524
Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
525
 
526
  return  (attacks_from<PAWN>(s, BLACK)    & pieces(WHITE, PAWN))
527
        | (attacks_from<PAWN>(s, WHITE)    & pieces(BLACK, PAWN))
528
        | (attacks_from<KNIGHT>(s)         & pieces(KNIGHT))
169 pmbaty 529
        | (attacks_bb<  ROOK>(s, occupied) & pieces(  ROOK, QUEEN))
96 pmbaty 530
        | (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
531
        | (attacks_from<KING>(s)           & pieces(KING));
532
}
533
 
534
 
535
/// Position::legal() tests whether a pseudo-legal move is legal
536
 
154 pmbaty 537
bool Position::legal(Move m) const {
96 pmbaty 538
 
539
  assert(is_ok(m));
540
 
541
  Color us = sideToMove;
542
  Square from = from_sq(m);
543
 
544
  assert(color_of(moved_piece(m)) == us);
545
  assert(piece_on(square<KING>(us)) == make_piece(us, KING));
546
 
547
  // En passant captures are a tricky special case. Because they are rather
548
  // uncommon, we do it simply by testing whether the king is attacked after
549
  // the move is made.
550
  if (type_of(m) == ENPASSANT)
551
  {
552
      Square ksq = square<KING>(us);
553
      Square to = to_sq(m);
554
      Square capsq = to - pawn_push(us);
555
      Bitboard occupied = (pieces() ^ from ^ capsq) | to;
556
 
557
      assert(to == ep_square());
558
      assert(moved_piece(m) == make_piece(us, PAWN));
559
      assert(piece_on(capsq) == make_piece(~us, PAWN));
560
      assert(piece_on(to) == NO_PIECE);
561
 
562
      return   !(attacks_bb<  ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
563
            && !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
564
  }
565
 
566
  // If the moving piece is a king, check whether the destination
567
  // square is attacked by the opponent. Castling moves are checked
568
  // for legality during move generation.
569
  if (type_of(piece_on(from)) == KING)
570
      return type_of(m) == CASTLING || !(attackers_to(to_sq(m)) & pieces(~us));
571
 
572
  // A non-king move is legal if and only if it is not pinned or it
573
  // is moving along the ray towards or away from the king.
185 pmbaty 574
  return   !(blockers_for_king(us) & from)
96 pmbaty 575
        ||  aligned(from, to_sq(m), square<KING>(us));
576
}
577
 
578
 
579
/// Position::pseudo_legal() takes a random move and tests whether the move is
580
/// pseudo legal. It is used to validate moves from TT that can be corrupted
581
/// due to SMP concurrent access or hash position key aliasing.
582
 
583
bool Position::pseudo_legal(const Move m) const {
584
 
585
  Color us = sideToMove;
586
  Square from = from_sq(m);
587
  Square to = to_sq(m);
588
  Piece pc = moved_piece(m);
589
 
590
  // Use a slower but simpler function for uncommon cases
591
  if (type_of(m) != NORMAL)
592
      return MoveList<LEGAL>(*this).contains(m);
593
 
594
  // Is not a promotion, so promotion piece must be empty
595
  if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
596
      return false;
597
 
598
  // If the 'from' square is not occupied by a piece belonging to the side to
599
  // move, the move is obviously not legal.
600
  if (pc == NO_PIECE || color_of(pc) != us)
601
      return false;
602
 
603
  // The destination square cannot be occupied by a friendly piece
604
  if (pieces(us) & to)
605
      return false;
606
 
607
  // Handle the special case of a pawn move
608
  if (type_of(pc) == PAWN)
609
  {
610
      // We have already handled promotion moves, so destination
611
      // cannot be on the 8th/1st rank.
612
      if (rank_of(to) == relative_rank(us, RANK_8))
613
          return false;
614
 
615
      if (   !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
616
          && !((from + pawn_push(us) == to) && empty(to))       // Not a single push
617
          && !(   (from + 2 * pawn_push(us) == to)              // Not a double push
618
               && (rank_of(from) == relative_rank(us, RANK_2))
619
               && empty(to)
620
               && empty(to - pawn_push(us))))
621
          return false;
622
  }
169 pmbaty 623
  else if (!(attacks_from(type_of(pc), from) & to))
96 pmbaty 624
      return false;
625
 
626
  // Evasions generator already takes care to avoid some kind of illegal moves
627
  // and legal() relies on this. We therefore have to take care that the same
628
  // kind of moves are filtered out here.
629
  if (checkers())
630
  {
631
      if (type_of(pc) != KING)
632
      {
633
          // Double check? In this case a king move is required
634
          if (more_than_one(checkers()))
635
              return false;
636
 
637
          // Our move must be a blocking evasion or a capture of the checking piece
638
          if (!((between_bb(lsb(checkers()), square<KING>(us)) | checkers()) & to))
639
              return false;
640
      }
641
      // In case of king moves under check we have to remove king so as to catch
642
      // invalid moves like b1a1 when opposite queen is on c1.
643
      else if (attackers_to(to, pieces() ^ from) & pieces(~us))
644
          return false;
645
  }
646
 
647
  return true;
648
}
649
 
650
 
651
/// Position::gives_check() tests whether a pseudo-legal move gives a check
652
 
154 pmbaty 653
bool Position::gives_check(Move m) const {
96 pmbaty 654
 
655
  assert(is_ok(m));
656
  assert(color_of(moved_piece(m)) == sideToMove);
657
 
658
  Square from = from_sq(m);
659
  Square to = to_sq(m);
660
 
661
  // Is there a direct check?
154 pmbaty 662
  if (st->checkSquares[type_of(piece_on(from))] & to)
96 pmbaty 663
      return true;
664
 
665
  // Is there a discovered check?
185 pmbaty 666
  if (   (st->blockersForKing[~sideToMove] & from)
154 pmbaty 667
      && !aligned(from, to, square<KING>(~sideToMove)))
96 pmbaty 668
      return true;
669
 
670
  switch (type_of(m))
671
  {
672
  case NORMAL:
673
      return false;
674
 
675
  case PROMOTION:
169 pmbaty 676
      return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
96 pmbaty 677
 
678
  // En passant capture with check? We have already handled the case
679
  // of direct checks and ordinary discovered check, so the only case we
680
  // need to handle is the unusual case of a discovered check through
681
  // the captured pawn.
682
  case ENPASSANT:
683
  {
684
      Square capsq = make_square(file_of(to), rank_of(from));
685
      Bitboard b = (pieces() ^ from ^ capsq) | to;
686
 
154 pmbaty 687
      return  (attacks_bb<  ROOK>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK))
688
            | (attacks_bb<BISHOP>(square<KING>(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP));
96 pmbaty 689
  }
690
  case CASTLING:
691
  {
692
      Square kfrom = from;
693
      Square rfrom = to; // Castling is encoded as 'King captures the rook'
694
      Square kto = relative_square(sideToMove, rfrom > kfrom ? SQ_G1 : SQ_C1);
695
      Square rto = relative_square(sideToMove, rfrom > kfrom ? SQ_F1 : SQ_D1);
696
 
154 pmbaty 697
      return   (PseudoAttacks[ROOK][rto] & square<KING>(~sideToMove))
698
            && (attacks_bb<ROOK>(rto, (pieces() ^ kfrom ^ rfrom) | rto | kto) & square<KING>(~sideToMove));
96 pmbaty 699
  }
700
  default:
701
      assert(false);
702
      return false;
703
  }
704
}
705
 
706
 
707
/// Position::do_move() makes a move, and saves all information necessary
708
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
709
/// moves should be filtered out before this function is called.
710
 
711
void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
712
 
713
  assert(is_ok(m));
714
  assert(&newSt != st);
715
 
169 pmbaty 716
  thisThread->nodes.fetch_add(1, std::memory_order_relaxed);
96 pmbaty 717
  Key k = st->key ^ Zobrist::side;
718
 
719
  // Copy some fields of the old state to our new StateInfo object except the
720
  // ones which are going to be recalculated from scratch anyway and then switch
721
  // our state pointer to point to the new (ready to be updated) state.
722
  std::memcpy(&newSt, st, offsetof(StateInfo, key));
723
  newSt.previous = st;
724
  st = &newSt;
725
 
726
  // Increment ply counters. In particular, rule50 will be reset to zero later on
727
  // in case of a capture or a pawn move.
728
  ++gamePly;
729
  ++st->rule50;
730
  ++st->pliesFromNull;
731
 
732
  Color us = sideToMove;
733
  Color them = ~us;
734
  Square from = from_sq(m);
735
  Square to = to_sq(m);
154 pmbaty 736
  Piece pc = piece_on(from);
737
  Piece captured = type_of(m) == ENPASSANT ? make_piece(them, PAWN) : piece_on(to);
96 pmbaty 738
 
154 pmbaty 739
  assert(color_of(pc) == us);
740
  assert(captured == NO_PIECE || color_of(captured) == (type_of(m) != CASTLING ? them : us));
741
  assert(type_of(captured) != KING);
96 pmbaty 742
 
743
  if (type_of(m) == CASTLING)
744
  {
154 pmbaty 745
      assert(pc == make_piece(us, KING));
746
      assert(captured == make_piece(us, ROOK));
96 pmbaty 747
 
748
      Square rfrom, rto;
749
      do_castling<true>(us, from, to, rfrom, rto);
750
 
154 pmbaty 751
      k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto];
752
      captured = NO_PIECE;
96 pmbaty 753
  }
754
 
755
  if (captured)
756
  {
757
      Square capsq = to;
758
 
759
      // If the captured piece is a pawn, update pawn hash key, otherwise
760
      // update non-pawn material.
154 pmbaty 761
      if (type_of(captured) == PAWN)
96 pmbaty 762
      {
763
          if (type_of(m) == ENPASSANT)
764
          {
765
              capsq -= pawn_push(us);
766
 
154 pmbaty 767
              assert(pc == make_piece(us, PAWN));
96 pmbaty 768
              assert(to == st->epSquare);
769
              assert(relative_rank(us, to) == RANK_6);
770
              assert(piece_on(to) == NO_PIECE);
771
              assert(piece_on(capsq) == make_piece(them, PAWN));
772
 
773
              board[capsq] = NO_PIECE; // Not done by remove_piece()
774
          }
775
 
154 pmbaty 776
          st->pawnKey ^= Zobrist::psq[captured][capsq];
96 pmbaty 777
      }
778
      else
779
          st->nonPawnMaterial[them] -= PieceValue[MG][captured];
780
 
781
      // Update board and piece lists
154 pmbaty 782
      remove_piece(captured, capsq);
96 pmbaty 783
 
784
      // Update material hash key and prefetch access to materialTable
154 pmbaty 785
      k ^= Zobrist::psq[captured][capsq];
786
      st->materialKey ^= Zobrist::psq[captured][pieceCount[captured]];
96 pmbaty 787
      prefetch(thisThread->materialTable[st->materialKey]);
788
 
789
      // Reset rule 50 counter
790
      st->rule50 = 0;
791
  }
792
 
793
  // Update hash key
154 pmbaty 794
  k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
96 pmbaty 795
 
796
  // Reset en passant square
797
  if (st->epSquare != SQ_NONE)
798
  {
799
      k ^= Zobrist::enpassant[file_of(st->epSquare)];
800
      st->epSquare = SQ_NONE;
801
  }
802
 
803
  // Update castling rights if needed
804
  if (st->castlingRights && (castlingRightsMask[from] | castlingRightsMask[to]))
805
  {
806
      int cr = castlingRightsMask[from] | castlingRightsMask[to];
807
      k ^= Zobrist::castling[st->castlingRights & cr];
808
      st->castlingRights &= ~cr;
809
  }
810
 
811
  // Move the piece. The tricky Chess960 castling is handled earlier
812
  if (type_of(m) != CASTLING)
154 pmbaty 813
      move_piece(pc, from, to);
96 pmbaty 814
 
815
  // If the moving piece is a pawn do some special extra work
154 pmbaty 816
  if (type_of(pc) == PAWN)
96 pmbaty 817
  {
818
      // Set en-passant square if the moved pawn can be captured
819
      if (   (int(to) ^ int(from)) == 16
820
          && (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
821
      {
169 pmbaty 822
          st->epSquare = to - pawn_push(us);
96 pmbaty 823
          k ^= Zobrist::enpassant[file_of(st->epSquare)];
824
      }
825
 
826
      else if (type_of(m) == PROMOTION)
827
      {
154 pmbaty 828
          Piece promotion = make_piece(us, promotion_type(m));
96 pmbaty 829
 
830
          assert(relative_rank(us, to) == RANK_8);
154 pmbaty 831
          assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN);
96 pmbaty 832
 
154 pmbaty 833
          remove_piece(pc, to);
834
          put_piece(promotion, to);
96 pmbaty 835
 
836
          // Update hash keys
154 pmbaty 837
          k ^= Zobrist::psq[pc][to] ^ Zobrist::psq[promotion][to];
838
          st->pawnKey ^= Zobrist::psq[pc][to];
839
          st->materialKey ^=  Zobrist::psq[promotion][pieceCount[promotion]-1]
840
                            ^ Zobrist::psq[pc][pieceCount[pc]];
96 pmbaty 841
 
842
          // Update material
843
          st->nonPawnMaterial[us] += PieceValue[MG][promotion];
844
      }
845
 
846
      // Update pawn hash key and prefetch access to pawnsTable
154 pmbaty 847
      st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to];
169 pmbaty 848
      prefetch2(thisThread->pawnsTable[st->pawnKey]);
96 pmbaty 849
 
850
      // Reset rule 50 draw counter
851
      st->rule50 = 0;
852
  }
853
 
854
  // Set capture piece
154 pmbaty 855
  st->capturedPiece = captured;
96 pmbaty 856
 
857
  // Update the key with the final value
858
  st->key = k;
859
 
860
  // Calculate checkers bitboard (if move gives check)
861
  st->checkersBB = givesCheck ? attackers_to(square<KING>(them)) & pieces(us) : 0;
862
 
863
  sideToMove = ~sideToMove;
864
 
154 pmbaty 865
  // Update king attacks used for fast check detection
866
  set_check_info(st);
867
 
96 pmbaty 868
  assert(pos_is_ok());
869
}
870
 
871
 
872
/// Position::undo_move() unmakes a move. When it returns, the position should
873
/// be restored to exactly the same state as before the move was made.
874
 
875
void Position::undo_move(Move m) {
876
 
877
  assert(is_ok(m));
878
 
879
  sideToMove = ~sideToMove;
880
 
881
  Color us = sideToMove;
882
  Square from = from_sq(m);
883
  Square to = to_sq(m);
154 pmbaty 884
  Piece pc = piece_on(to);
96 pmbaty 885
 
886
  assert(empty(from) || type_of(m) == CASTLING);
154 pmbaty 887
  assert(type_of(st->capturedPiece) != KING);
96 pmbaty 888
 
889
  if (type_of(m) == PROMOTION)
890
  {
891
      assert(relative_rank(us, to) == RANK_8);
154 pmbaty 892
      assert(type_of(pc) == promotion_type(m));
893
      assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN);
96 pmbaty 894
 
154 pmbaty 895
      remove_piece(pc, to);
896
      pc = make_piece(us, PAWN);
897
      put_piece(pc, to);
96 pmbaty 898
  }
899
 
900
  if (type_of(m) == CASTLING)
901
  {
902
      Square rfrom, rto;
903
      do_castling<false>(us, from, to, rfrom, rto);
904
  }
905
  else
906
  {
154 pmbaty 907
      move_piece(pc, to, from); // Put the piece back at the source square
96 pmbaty 908
 
154 pmbaty 909
      if (st->capturedPiece)
96 pmbaty 910
      {
911
          Square capsq = to;
912
 
913
          if (type_of(m) == ENPASSANT)
914
          {
915
              capsq -= pawn_push(us);
916
 
154 pmbaty 917
              assert(type_of(pc) == PAWN);
96 pmbaty 918
              assert(to == st->previous->epSquare);
919
              assert(relative_rank(us, to) == RANK_6);
920
              assert(piece_on(capsq) == NO_PIECE);
154 pmbaty 921
              assert(st->capturedPiece == make_piece(~us, PAWN));
96 pmbaty 922
          }
923
 
154 pmbaty 924
          put_piece(st->capturedPiece, capsq); // Restore the captured piece
96 pmbaty 925
      }
926
  }
927
 
928
  // Finally point our state pointer back to the previous state
929
  st = st->previous;
930
  --gamePly;
931
 
932
  assert(pos_is_ok());
933
}
934
 
935
 
936
/// Position::do_castling() is a helper used to do/undo a castling move. This
154 pmbaty 937
/// is a bit tricky in Chess960 where from/to squares can overlap.
96 pmbaty 938
template<bool Do>
939
void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
940
 
941
  bool kingSide = to > from;
942
  rfrom = to; // Castling is encoded as "king captures friendly rook"
943
  rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
944
  to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
945
 
946
  // Remove both pieces first since squares could overlap in Chess960
154 pmbaty 947
  remove_piece(make_piece(us, KING), Do ? from : to);
948
  remove_piece(make_piece(us, ROOK), Do ? rfrom : rto);
96 pmbaty 949
  board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
154 pmbaty 950
  put_piece(make_piece(us, KING), Do ? to : from);
951
  put_piece(make_piece(us, ROOK), Do ? rto : rfrom);
96 pmbaty 952
}
953
 
954
 
955
/// Position::do(undo)_null_move() is used to do(undo) a "null move": It flips
956
/// the side to move without executing any move on the board.
957
 
958
void Position::do_null_move(StateInfo& newSt) {
959
 
960
  assert(!checkers());
961
  assert(&newSt != st);
962
 
963
  std::memcpy(&newSt, st, sizeof(StateInfo));
964
  newSt.previous = st;
965
  st = &newSt;
966
 
967
  if (st->epSquare != SQ_NONE)
968
  {
969
      st->key ^= Zobrist::enpassant[file_of(st->epSquare)];
970
      st->epSquare = SQ_NONE;
971
  }
972
 
973
  st->key ^= Zobrist::side;
974
  prefetch(TT.first_entry(st->key));
975
 
976
  ++st->rule50;
977
  st->pliesFromNull = 0;
978
 
979
  sideToMove = ~sideToMove;
980
 
154 pmbaty 981
  set_check_info(st);
982
 
96 pmbaty 983
  assert(pos_is_ok());
984
}
985
 
986
void Position::undo_null_move() {
987
 
988
  assert(!checkers());
989
 
990
  st = st->previous;
991
  sideToMove = ~sideToMove;
992
}
993
 
994
 
995
/// Position::key_after() computes the new hash key after the given move. Needed
996
/// for speculative prefetch. It doesn't recognize special moves like castling,
997
/// en-passant and promotions.
998
 
999
Key Position::key_after(Move m) const {
1000
 
1001
  Square from = from_sq(m);
1002
  Square to = to_sq(m);
154 pmbaty 1003
  Piece pc = piece_on(from);
1004
  Piece captured = piece_on(to);
96 pmbaty 1005
  Key k = st->key ^ Zobrist::side;
1006
 
1007
  if (captured)
154 pmbaty 1008
      k ^= Zobrist::psq[captured][to];
96 pmbaty 1009
 
154 pmbaty 1010
  return k ^ Zobrist::psq[pc][to] ^ Zobrist::psq[pc][from];
96 pmbaty 1011
}
1012
 
1013
 
154 pmbaty 1014
/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
169 pmbaty 1015
/// SEE value of move is greater or equal to the given threshold. We'll use an
154 pmbaty 1016
/// algorithm similar to alpha-beta pruning with a null window.
96 pmbaty 1017
 
169 pmbaty 1018
bool Position::see_ge(Move m, Value threshold) const {
96 pmbaty 1019
 
1020
  assert(is_ok(m));
1021
 
169 pmbaty 1022
  // Only deal with normal moves, assume others pass a simple see
1023
  if (type_of(m) != NORMAL)
1024
      return VALUE_ZERO >= threshold;
96 pmbaty 1025
 
185 pmbaty 1026
  Bitboard stmAttackers;
154 pmbaty 1027
  Square from = from_sq(m), to = to_sq(m);
1028
  PieceType nextVictim = type_of(piece_on(from));
185 pmbaty 1029
  Color us = color_of(piece_on(from));
1030
  Color stm = ~us; // First consider opponent's move
1031
  Value balance;   // Values of the pieces taken by us minus opponent's ones
96 pmbaty 1032
 
169 pmbaty 1033
  // The opponent may be able to recapture so this is the best result
1034
  // we can hope for.
1035
  balance = PieceValue[MG][piece_on(to)] - threshold;
96 pmbaty 1036
 
169 pmbaty 1037
  if (balance < VALUE_ZERO)
154 pmbaty 1038
      return false;
96 pmbaty 1039
 
169 pmbaty 1040
  // Now assume the worst possible result: that the opponent can
1041
  // capture our piece for free.
154 pmbaty 1042
  balance -= PieceValue[MG][nextVictim];
96 pmbaty 1043
 
185 pmbaty 1044
  // If it is enough (like in PxQ) then return immediately. Note that
1045
  // in case nextVictim == KING we always return here, this is ok
1046
  // if the given move is legal.
1047
  if (balance >= VALUE_ZERO)
154 pmbaty 1048
      return true;
96 pmbaty 1049
 
185 pmbaty 1050
  // Find all attackers to the destination square, with the moving piece
1051
  // removed, but possibly an X-ray attacker added behind it.
1052
  Bitboard occupied = pieces() ^ from ^ to;
154 pmbaty 1053
  Bitboard attackers = attackers_to(to, occupied) & occupied;
1054
 
1055
  while (true)
96 pmbaty 1056
  {
154 pmbaty 1057
      stmAttackers = attackers & pieces(stm);
96 pmbaty 1058
 
185 pmbaty 1059
      // Don't allow pinned pieces to attack (except the king) as long as
1060
      // all pinners are on their original square.
1061
      if (!(st->pinners[~stm] & ~occupied))
154 pmbaty 1062
          stmAttackers &= ~st->blockersForKing[stm];
96 pmbaty 1063
 
185 pmbaty 1064
      // If stm has no more attackers then give up: stm loses
154 pmbaty 1065
      if (!stmAttackers)
169 pmbaty 1066
          break;
96 pmbaty 1067
 
185 pmbaty 1068
      // Locate and remove the next least valuable attacker, and add to
1069
      // the bitboard 'attackers' the possibly X-ray attackers behind it.
154 pmbaty 1070
      nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
96 pmbaty 1071
 
185 pmbaty 1072
      stm = ~stm; // Switch side to move
1073
 
1074
      // Negamax the balance with alpha = balance, beta = balance+1 and
1075
      // add nextVictim's value.
1076
      //
1077
      //      (balance, balance+1) -> (-balance-1, -balance)
1078
      //
1079
      assert(balance < VALUE_ZERO);
1080
 
1081
      balance = -balance - 1 - PieceValue[MG][nextVictim];
1082
 
1083
      // If balance is still non-negative after giving away nextVictim then we
1084
      // win. The only thing to be careful about it is that we should revert
1085
      // stm if we captured with the king when the opponent still has attackers.
1086
      if (balance >= VALUE_ZERO)
169 pmbaty 1087
      {
185 pmbaty 1088
          if (nextVictim == KING && (attackers & pieces(stm)))
1089
              stm = ~stm;
169 pmbaty 1090
          break;
1091
      }
185 pmbaty 1092
      assert(nextVictim != KING);
154 pmbaty 1093
  }
185 pmbaty 1094
  return us != stm; // We break the above loop when stm loses
96 pmbaty 1095
}
1096
 
1097
 
1098
/// Position::is_draw() tests whether the position is drawn by 50-move rule
1099
/// or by repetition. It does not detect stalemates.
1100
 
169 pmbaty 1101
bool Position::is_draw(int ply) const {
96 pmbaty 1102
 
1103
  if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
1104
      return true;
1105
 
169 pmbaty 1106
  int end = std::min(st->rule50, st->pliesFromNull);
1107
 
1108
  if (end < 4)
1109
    return false;
1110
 
1111
  StateInfo* stp = st->previous->previous;
1112
  int cnt = 0;
1113
 
1114
  for (int i = 4; i <= end; i += 2)
96 pmbaty 1115
  {
1116
      stp = stp->previous->previous;
1117
 
169 pmbaty 1118
      // Return a draw score if a position repeats once earlier but strictly
1119
      // after the root, or repeats twice before or at the root.
1120
      if (   stp->key == st->key
1121
          && ++cnt + (ply > i) == 2)
1122
          return true;
96 pmbaty 1123
  }
1124
 
1125
  return false;
1126
}
1127
 
1128
 
185 pmbaty 1129
// Position::has_repeated() tests whether there has been at least one repetition
1130
// of positions since the last capture or pawn move.
1131
 
1132
bool Position::has_repeated() const {
1133
 
1134
    StateInfo* stc = st;
1135
    while (true)
1136
    {
1137
        int i = 4, end = std::min(stc->rule50, stc->pliesFromNull);
1138
 
1139
        if (end < i)
1140
            return false;
1141
 
1142
        StateInfo* stp = stc->previous->previous;
1143
 
1144
        do {
1145
            stp = stp->previous->previous;
1146
 
1147
            if (stp->key == stc->key)
1148
                return true;
1149
 
1150
            i += 2;
1151
        } while (i <= end);
1152
 
1153
        stc = stc->previous;
1154
    }
1155
}
1156
 
1157
 
1158
/// Position::has_game_cycle() tests if the position has a move which draws by repetition,
1159
/// or an earlier position has a move that directly reaches the current position.
1160
 
1161
bool Position::has_game_cycle(int ply) const {
1162
 
1163
  int j;
1164
 
1165
  int end = std::min(st->rule50, st->pliesFromNull);
1166
 
1167
  if (end < 3)
1168
    return false;
1169
 
1170
  Key originalKey = st->key;
1171
  StateInfo* stp = st->previous;
1172
 
1173
  for (int i = 3; i <= end; i += 2)
1174
  {
1175
      stp = stp->previous->previous;
1176
 
1177
      Key moveKey = originalKey ^ stp->key;
1178
      if (   (j = H1(moveKey), cuckoo[j] == moveKey)
1179
          || (j = H2(moveKey), cuckoo[j] == moveKey))
1180
      {
1181
          Move move = cuckooMove[j];
1182
          Square s1 = from_sq(move);
1183
          Square s2 = to_sq(move);
1184
 
1185
          if (!(between_bb(s1, s2) & pieces()))
1186
          {
1187
              // In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in the same
1188
              // location. We select the legal one by reversing the move variable if necessary.
1189
              if (empty(s1))
1190
                  move = make_move(s2, s1);
1191
 
1192
              if (ply > i)
1193
                  return true;
1194
 
1195
              // For repetitions before or at the root, require one more
1196
              StateInfo* next_stp = stp;
1197
              for (int k = i + 2; k <= end; k += 2)
1198
              {
1199
                  next_stp = next_stp->previous->previous;
1200
                  if (next_stp->key == stp->key)
1201
                     return true;
1202
              }
1203
          }
1204
      }
1205
  }
1206
  return false;
1207
}
1208
 
1209
 
96 pmbaty 1210
/// Position::flip() flips position with the white and black sides reversed. This
1211
/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
1212
 
1213
void Position::flip() {
1214
 
1215
  string f, token;
1216
  std::stringstream ss(fen());
1217
 
1218
  for (Rank r = RANK_8; r >= RANK_1; --r) // Piece placement
1219
  {
1220
      std::getline(ss, token, r > RANK_1 ? '/' : ' ');
1221
      f.insert(0, token + (f.empty() ? " " : "/"));
1222
  }
1223
 
1224
  ss >> token; // Active color
1225
  f += (token == "w" ? "B " : "W "); // Will be lowercased later
1226
 
1227
  ss >> token; // Castling availability
1228
  f += token + " ";
1229
 
1230
  std::transform(f.begin(), f.end(), f.begin(),
1231
                 [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
1232
 
1233
  ss >> token; // En passant square
1234
  f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
1235
 
1236
  std::getline(ss, token); // Half and full moves
1237
  f += token;
1238
 
154 pmbaty 1239
  set(f, is_chess960(), st, this_thread());
96 pmbaty 1240
 
1241
  assert(pos_is_ok());
1242
}
1243
 
1244
 
169 pmbaty 1245
/// Position::pos_is_ok() performs some consistency checks for the
1246
/// position object and raises an asserts if something wrong is detected.
96 pmbaty 1247
/// This is meant to be helpful when debugging.
1248
 
169 pmbaty 1249
bool Position::pos_is_ok() const {
96 pmbaty 1250
 
185 pmbaty 1251
  constexpr bool Fast = true; // Quick (default) or full check?
96 pmbaty 1252
 
169 pmbaty 1253
  if (   (sideToMove != WHITE && sideToMove != BLACK)
1254
      || piece_on(square<KING>(WHITE)) != W_KING
1255
      || piece_on(square<KING>(BLACK)) != B_KING
1256
      || (   ep_square() != SQ_NONE
1257
          && relative_rank(sideToMove, ep_square()) != RANK_6))
1258
      assert(0 && "pos_is_ok: Default");
96 pmbaty 1259
 
169 pmbaty 1260
  if (Fast)
1261
      return true;
96 pmbaty 1262
 
169 pmbaty 1263
  if (   pieceCount[W_KING] != 1
1264
      || pieceCount[B_KING] != 1
1265
      || attackers_to(square<KING>(~sideToMove)) & pieces(sideToMove))
1266
      assert(0 && "pos_is_ok: Kings");
96 pmbaty 1267
 
169 pmbaty 1268
  if (   (pieces(PAWN) & (Rank1BB | Rank8BB))
1269
      || pieceCount[W_PAWN] > 8
1270
      || pieceCount[B_PAWN] > 8)
1271
      assert(0 && "pos_is_ok: Pawns");
96 pmbaty 1272
 
169 pmbaty 1273
  if (   (pieces(WHITE) & pieces(BLACK))
1274
      || (pieces(WHITE) | pieces(BLACK)) != pieces()
1275
      || popcount(pieces(WHITE)) > 16
1276
      || popcount(pieces(BLACK)) > 16)
1277
      assert(0 && "pos_is_ok: Bitboards");
96 pmbaty 1278
 
169 pmbaty 1279
  for (PieceType p1 = PAWN; p1 <= KING; ++p1)
1280
      for (PieceType p2 = PAWN; p2 <= KING; ++p2)
1281
          if (p1 != p2 && (pieces(p1) & pieces(p2)))
1282
              assert(0 && "pos_is_ok: Bitboards");
96 pmbaty 1283
 
169 pmbaty 1284
  StateInfo si = *st;
1285
  set_state(&si);
1286
  if (std::memcmp(&si, st, sizeof(StateInfo)))
1287
      assert(0 && "pos_is_ok: State");
96 pmbaty 1288
 
169 pmbaty 1289
  for (Piece pc : Pieces)
1290
  {
1291
      if (   pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc)))
1292
          || pieceCount[pc] != std::count(board, board + SQUARE_NB, pc))
1293
          assert(0 && "pos_is_ok: Pieces");
154 pmbaty 1294
 
169 pmbaty 1295
      for (int i = 0; i < pieceCount[pc]; ++i)
1296
          if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
1297
              assert(0 && "pos_is_ok: Index");
1298
  }
96 pmbaty 1299
 
169 pmbaty 1300
  for (Color c = WHITE; c <= BLACK; ++c)
1301
      for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
1302
      {
1303
          if (!can_castle(c | s))
1304
              continue;
96 pmbaty 1305
 
169 pmbaty 1306
          if (   piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
1307
              || castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
1308
              || (castlingRightsMask[square<KING>(c)] & (c | s)) != (c | s))
1309
              assert(0 && "pos_is_ok: Castling");
1310
      }
96 pmbaty 1311
 
1312
  return true;
1313
}