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https://github.com/opelly27/Stockfish.git
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Retire history[]
Use key saved in state instead. No functional change (in real games) and no speed regression. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
+21
-36
@@ -99,7 +99,6 @@ CheckInfo::CheckInfo(const Position& pos) {
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Position::Position(const Position& pos, int th) {
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memcpy(this, &pos, sizeof(Position));
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detach(); // Always detach() in copy c'tor to avoid surprises
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threadID = th;
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nodes = 0;
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@@ -113,18 +112,6 @@ Position::Position(const string& fen, bool isChess960, int th) {
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}
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/// Position::detach() copies the content of the current state and castling
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/// masks inside the position itself. This is needed when the st pointee could
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/// become stale, as example because the caller is about to going out of scope.
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void Position::detach() {
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startState = *st;
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st = &startState;
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st->previous = NULL; // As a safe guard
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}
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/// Position::from_fen() initializes the position object with the given FEN
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/// string. This function is not very robust - make sure that input FENs are
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/// correct (this is assumed to be the responsibility of the GUI).
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@@ -775,27 +762,16 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
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/// Position::do_setup_move() makes a permanent move on the board. It should
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/// be used when setting up a position on board. You can't undo the move.
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void Position::do_setup_move(Move m) {
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void Position::do_setup_move(Move m, StateInfo& newSt) {
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assert(move_is_ok(m));
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StateInfo newSt;
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// Update the number of full moves after black's move
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if (sideToMove == BLACK)
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fullMoves++;
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do_move(m, newSt);
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// Reset "game ply" in case we made a non-reversible move.
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// "game ply" is used for repetition detection.
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if (st->rule50 == 0)
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st->gamePly = 0;
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// Our StateInfo newSt is about going out of scope so copy
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// its content before it disappears.
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detach();
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assert(is_ok());
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}
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@@ -834,16 +810,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
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newSt.previous = st;
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st = &newSt;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->gamePly++] = key;
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// Update side to move
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key ^= zobSideToMove;
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// Increment the 50 moves rule draw counter. Resetting it to zero in the
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// case of non-reversible moves is taken care of later.
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st->rule50++;
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st->gamePly++;
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st->pliesFromNull++;
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if (move_is_castle(m))
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@@ -1369,10 +1342,6 @@ void Position::do_null_move(StateInfo& backupSt) {
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backupSt.pliesFromNull = st->pliesFromNull;
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st->previous = &backupSt;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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history[st->gamePly++] = st->key;
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// Update the necessary information
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if (st->epSquare != SQ_NONE)
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st->key ^= zobEp[st->epSquare];
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@@ -1383,6 +1352,7 @@ void Position::do_null_move(StateInfo& backupSt) {
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sideToMove = opposite_color(sideToMove);
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st->epSquare = SQ_NONE;
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st->rule50++;
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st->gamePly++;
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st->pliesFromNull = 0;
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st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
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@@ -1699,9 +1669,24 @@ bool Position::is_draw() const {
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// Draw by repetition?
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if (!SkipRepetition)
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for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
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if (history[st->gamePly - i] == st->key)
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return true;
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{
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int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull);
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if (i <= e)
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{
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StateInfo* stp = st->previous->previous;
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do {
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stp = stp->previous->previous;
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if (stp->key == st->key)
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return true;
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i +=2;
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} while (i <= e);
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}
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}
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return false;
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}
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