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96 pmbaty 1
/*
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  Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3
  Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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  Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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  Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
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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
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  the Free Software Foundation, either version 3 of the License, or
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  (at your option) any later version.
11
 
12
  Stockfish is distributed in the hope that it will be useful,
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  but WITHOUT ANY WARRANTY; without even the implied warranty of
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  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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  GNU General Public License for more details.
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17
  You should have received a copy of the GNU General Public License
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  along with this program.  If not, see <http://www.gnu.org/licenses/>.
19
*/
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21
#ifndef POSITION_H_INCLUDED
22
#define POSITION_H_INCLUDED
23
 
24
#include <cassert>
154 pmbaty 25
#include <deque>
26
#include <memory> // For std::unique_ptr
96 pmbaty 27
#include <string>
28
 
29
#include "bitboard.h"
30
#include "types.h"
31
 
32
 
33
/// StateInfo struct stores information needed to restore a Position object to
34
/// its previous state when we retract a move. Whenever a move is made on the
35
/// board (by calling Position::do_move), a StateInfo object must be passed.
36
 
37
struct StateInfo {
38
 
39
  // Copied when making a move
40
  Key    pawnKey;
41
  Key    materialKey;
42
  Value  nonPawnMaterial[COLOR_NB];
43
  int    castlingRights;
44
  int    rule50;
45
  int    pliesFromNull;
46
  Score  psq;
47
  Square epSquare;
48
 
154 pmbaty 49
  // Not copied when making a move (will be recomputed anyhow)
96 pmbaty 50
  Key        key;
51
  Bitboard   checkersBB;
154 pmbaty 52
  Piece      capturedPiece;
96 pmbaty 53
  StateInfo* previous;
154 pmbaty 54
  Bitboard   blockersForKing[COLOR_NB];
55
  Bitboard   pinnersForKing[COLOR_NB];
56
  Bitboard   checkSquares[PIECE_TYPE_NB];
96 pmbaty 57
};
58
 
154 pmbaty 59
// In a std::deque references to elements are unaffected upon resizing
60
typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
96 pmbaty 61
 
154 pmbaty 62
 
96 pmbaty 63
/// Position class stores information regarding the board representation as
64
/// pieces, side to move, hash keys, castling info, etc. Important methods are
65
/// do_move() and undo_move(), used by the search to update node info when
66
/// traversing the search tree.
154 pmbaty 67
class Thread;
96 pmbaty 68
 
69
class Position {
70
public:
71
  static void init();
72
 
154 pmbaty 73
  Position() = default;
96 pmbaty 74
  Position(const Position&) = delete;
154 pmbaty 75
  Position& operator=(const Position&) = delete;
96 pmbaty 76
 
77
  // FEN string input/output
154 pmbaty 78
  Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th);
96 pmbaty 79
  const std::string fen() const;
80
 
81
  // Position representation
82
  Bitboard pieces() const;
83
  Bitboard pieces(PieceType pt) const;
84
  Bitboard pieces(PieceType pt1, PieceType pt2) const;
85
  Bitboard pieces(Color c) const;
86
  Bitboard pieces(Color c, PieceType pt) const;
87
  Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
88
  Piece piece_on(Square s) const;
89
  Square ep_square() const;
90
  bool empty(Square s) const;
91
  template<PieceType Pt> int count(Color c) const;
92
  template<PieceType Pt> const Square* squares(Color c) const;
93
  template<PieceType Pt> Square square(Color c) const;
94
 
95
  // Castling
96
  int can_castle(Color c) const;
97
  int can_castle(CastlingRight cr) const;
98
  bool castling_impeded(CastlingRight cr) const;
99
  Square castling_rook_square(CastlingRight cr) const;
100
 
101
  // Checking
102
  Bitboard checkers() const;
103
  Bitboard discovered_check_candidates() const;
104
  Bitboard pinned_pieces(Color c) const;
154 pmbaty 105
  Bitboard check_squares(PieceType pt) const;
96 pmbaty 106
 
107
  // Attacks to/from a given square
108
  Bitboard attackers_to(Square s) const;
109
  Bitboard attackers_to(Square s, Bitboard occupied) const;
110
  Bitboard attacks_from(Piece pc, Square s) const;
111
  template<PieceType> Bitboard attacks_from(Square s) const;
112
  template<PieceType> Bitboard attacks_from(Square s, Color c) const;
154 pmbaty 113
  Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
96 pmbaty 114
 
115
  // Properties of moves
154 pmbaty 116
  bool legal(Move m) const;
96 pmbaty 117
  bool pseudo_legal(const Move m) const;
118
  bool capture(Move m) const;
119
  bool capture_or_promotion(Move m) const;
154 pmbaty 120
  bool gives_check(Move m) const;
96 pmbaty 121
  bool advanced_pawn_push(Move m) const;
122
  Piece moved_piece(Move m) const;
154 pmbaty 123
  Piece captured_piece() const;
96 pmbaty 124
 
125
  // Piece specific
126
  bool pawn_passed(Color c, Square s) const;
127
  bool opposite_bishops() const;
128
 
129
  // Doing and undoing moves
130
  void do_move(Move m, StateInfo& st, bool givesCheck);
131
  void undo_move(Move m);
132
  void do_null_move(StateInfo& st);
133
  void undo_null_move();
134
 
154 pmbaty 135
  // Static Exchange Evaluation
136
  bool see_ge(Move m, Value value) const;
96 pmbaty 137
 
138
  // Accessing hash keys
139
  Key key() const;
140
  Key key_after(Move m) const;
141
  Key material_key() const;
142
  Key pawn_key() const;
143
 
144
  // Other properties of the position
145
  Color side_to_move() const;
146
  Phase game_phase() const;
147
  int game_ply() const;
148
  bool is_chess960() const;
149
  Thread* this_thread() const;
150
  uint64_t nodes_searched() const;
151
  bool is_draw() const;
152
  int rule50_count() const;
153
  Score psq_score() const;
154
  Value non_pawn_material(Color c) const;
155
 
156
  // Position consistency check, for debugging
157
  bool pos_is_ok(int* failedStep = nullptr) const;
158
  void flip();
159
 
160
private:
161
  // Initialization helpers (used while setting up a position)
162
  void set_castling_right(Color c, Square rfrom);
163
  void set_state(StateInfo* si) const;
154 pmbaty 164
  void set_check_info(StateInfo* si) const;
96 pmbaty 165
 
166
  // Other helpers
154 pmbaty 167
  void put_piece(Piece pc, Square s);
168
  void remove_piece(Piece pc, Square s);
169
  void move_piece(Piece pc, Square from, Square to);
96 pmbaty 170
  template<bool Do>
171
  void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
172
 
173
  // Data members
174
  Piece board[SQUARE_NB];
175
  Bitboard byTypeBB[PIECE_TYPE_NB];
176
  Bitboard byColorBB[COLOR_NB];
154 pmbaty 177
  int pieceCount[PIECE_NB];
178
  Square pieceList[PIECE_NB][16];
96 pmbaty 179
  int index[SQUARE_NB];
180
  int castlingRightsMask[SQUARE_NB];
181
  Square castlingRookSquare[CASTLING_RIGHT_NB];
182
  Bitboard castlingPath[CASTLING_RIGHT_NB];
183
  uint64_t nodes;
184
  int gamePly;
185
  Color sideToMove;
186
  Thread* thisThread;
187
  StateInfo* st;
188
  bool chess960;
189
};
190
 
191
extern std::ostream& operator<<(std::ostream& os, const Position& pos);
192
 
193
inline Color Position::side_to_move() const {
194
  return sideToMove;
195
}
196
 
197
inline bool Position::empty(Square s) const {
198
  return board[s] == NO_PIECE;
199
}
200
 
201
inline Piece Position::piece_on(Square s) const {
202
  return board[s];
203
}
204
 
205
inline Piece Position::moved_piece(Move m) const {
206
  return board[from_sq(m)];
207
}
208
 
209
inline Bitboard Position::pieces() const {
210
  return byTypeBB[ALL_PIECES];
211
}
212
 
213
inline Bitboard Position::pieces(PieceType pt) const {
214
  return byTypeBB[pt];
215
}
216
 
217
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
218
  return byTypeBB[pt1] | byTypeBB[pt2];
219
}
220
 
221
inline Bitboard Position::pieces(Color c) const {
222
  return byColorBB[c];
223
}
224
 
225
inline Bitboard Position::pieces(Color c, PieceType pt) const {
226
  return byColorBB[c] & byTypeBB[pt];
227
}
228
 
229
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
230
  return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
231
}
232
 
233
template<PieceType Pt> inline int Position::count(Color c) const {
154 pmbaty 234
  return pieceCount[make_piece(c, Pt)];
96 pmbaty 235
}
236
 
237
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
154 pmbaty 238
  return pieceList[make_piece(c, Pt)];
96 pmbaty 239
}
240
 
241
template<PieceType Pt> inline Square Position::square(Color c) const {
154 pmbaty 242
  assert(pieceCount[make_piece(c, Pt)] == 1);
243
  return pieceList[make_piece(c, Pt)][0];
96 pmbaty 244
}
245
 
246
inline Square Position::ep_square() const {
247
  return st->epSquare;
248
}
249
 
250
inline int Position::can_castle(CastlingRight cr) const {
251
  return st->castlingRights & cr;
252
}
253
 
254
inline int Position::can_castle(Color c) const {
255
  return st->castlingRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
256
}
257
 
258
inline bool Position::castling_impeded(CastlingRight cr) const {
259
  return byTypeBB[ALL_PIECES] & castlingPath[cr];
260
}
261
 
262
inline Square Position::castling_rook_square(CastlingRight cr) const {
263
  return castlingRookSquare[cr];
264
}
265
 
266
template<PieceType Pt>
267
inline Bitboard Position::attacks_from(Square s) const {
268
  return  Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
269
        : Pt == QUEEN  ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
270
        : StepAttacksBB[Pt][s];
271
}
272
 
273
template<>
274
inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
275
  return StepAttacksBB[make_piece(c, PAWN)][s];
276
}
277
 
278
inline Bitboard Position::attacks_from(Piece pc, Square s) const {
279
  return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
280
}
281
 
282
inline Bitboard Position::attackers_to(Square s) const {
283
  return attackers_to(s, byTypeBB[ALL_PIECES]);
284
}
285
 
286
inline Bitboard Position::checkers() const {
287
  return st->checkersBB;
288
}
289
 
290
inline Bitboard Position::discovered_check_candidates() const {
154 pmbaty 291
  return st->blockersForKing[~sideToMove] & pieces(sideToMove);
96 pmbaty 292
}
293
 
294
inline Bitboard Position::pinned_pieces(Color c) const {
154 pmbaty 295
  return st->blockersForKing[c] & pieces(c);
96 pmbaty 296
}
297
 
154 pmbaty 298
inline Bitboard Position::check_squares(PieceType pt) const {
299
  return st->checkSquares[pt];
300
}
301
 
96 pmbaty 302
inline bool Position::pawn_passed(Color c, Square s) const {
303
  return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
304
}
305
 
306
inline bool Position::advanced_pawn_push(Move m) const {
307
  return   type_of(moved_piece(m)) == PAWN
308
        && relative_rank(sideToMove, from_sq(m)) > RANK_4;
309
}
310
 
311
inline Key Position::key() const {
312
  return st->key;
313
}
314
 
315
inline Key Position::pawn_key() const {
316
  return st->pawnKey;
317
}
318
 
319
inline Key Position::material_key() const {
320
  return st->materialKey;
321
}
322
 
323
inline Score Position::psq_score() const {
324
  return st->psq;
325
}
326
 
327
inline Value Position::non_pawn_material(Color c) const {
328
  return st->nonPawnMaterial[c];
329
}
330
 
331
inline int Position::game_ply() const {
332
  return gamePly;
333
}
334
 
335
inline int Position::rule50_count() const {
336
  return st->rule50;
337
}
338
 
339
inline uint64_t Position::nodes_searched() const {
340
  return nodes;
341
}
342
 
343
inline bool Position::opposite_bishops() const {
154 pmbaty 344
  return   pieceCount[W_BISHOP] == 1
345
        && pieceCount[B_BISHOP] == 1
96 pmbaty 346
        && opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
347
}
348
 
349
inline bool Position::is_chess960() const {
350
  return chess960;
351
}
352
 
353
inline bool Position::capture_or_promotion(Move m) const {
354
  assert(is_ok(m));
355
  return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
356
}
357
 
358
inline bool Position::capture(Move m) const {
359
  assert(is_ok(m));
154 pmbaty 360
  // Castling is encoded as "king captures rook"
96 pmbaty 361
  return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
362
}
363
 
154 pmbaty 364
inline Piece Position::captured_piece() const {
365
  return st->capturedPiece;
96 pmbaty 366
}
367
 
368
inline Thread* Position::this_thread() const {
369
  return thisThread;
370
}
371
 
154 pmbaty 372
inline void Position::put_piece(Piece pc, Square s) {
96 pmbaty 373
 
154 pmbaty 374
  board[s] = pc;
96 pmbaty 375
  byTypeBB[ALL_PIECES] |= s;
154 pmbaty 376
  byTypeBB[type_of(pc)] |= s;
377
  byColorBB[color_of(pc)] |= s;
378
  index[s] = pieceCount[pc]++;
379
  pieceList[pc][index[s]] = s;
380
  pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
96 pmbaty 381
}
382
 
154 pmbaty 383
inline void Position::remove_piece(Piece pc, Square s) {
96 pmbaty 384
 
385
  // WARNING: This is not a reversible operation. If we remove a piece in
386
  // do_move() and then replace it in undo_move() we will put it at the end of
387
  // the list and not in its original place, it means index[] and pieceList[]
154 pmbaty 388
  // are not invariant to a do_move() + undo_move() sequence.
96 pmbaty 389
  byTypeBB[ALL_PIECES] ^= s;
154 pmbaty 390
  byTypeBB[type_of(pc)] ^= s;
391
  byColorBB[color_of(pc)] ^= s;
96 pmbaty 392
  /* board[s] = NO_PIECE;  Not needed, overwritten by the capturing one */
154 pmbaty 393
  Square lastSquare = pieceList[pc][--pieceCount[pc]];
96 pmbaty 394
  index[lastSquare] = index[s];
154 pmbaty 395
  pieceList[pc][index[lastSquare]] = lastSquare;
396
  pieceList[pc][pieceCount[pc]] = SQ_NONE;
397
  pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
96 pmbaty 398
}
399
 
154 pmbaty 400
inline void Position::move_piece(Piece pc, Square from, Square to) {
96 pmbaty 401
 
402
  // index[from] is not updated and becomes stale. This works as long as index[]
403
  // is accessed just by known occupied squares.
404
  Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
405
  byTypeBB[ALL_PIECES] ^= from_to_bb;
154 pmbaty 406
  byTypeBB[type_of(pc)] ^= from_to_bb;
407
  byColorBB[color_of(pc)] ^= from_to_bb;
96 pmbaty 408
  board[from] = NO_PIECE;
154 pmbaty 409
  board[to] = pc;
96 pmbaty 410
  index[to] = index[from];
154 pmbaty 411
  pieceList[pc][index[to]] = to;
96 pmbaty 412
}
413
 
414
#endif // #ifndef POSITION_H_INCLUDED