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Remove EvalList
This patch removes the EvalList structure from the Position object and generally simplifies the interface between do_move() and the NNUE code. The NNUE evaluation function first calculates the "accumulator". The accumulator consists of two halves: one for white's perspective, one for black's perspective. If the "friendly king" has moved or the accumulator for the parent position is not available, the accumulator for this half has to be calculated from scratch. To do this, the NNUE node needs to know the positions and types of all non-king pieces and the position of the friendly king. This information can easily be obtained from the Position object. If the "friendly king" has not moved, its half of the accumulator can be calculated by incrementally updating the accumulator for the previous position. For this, the NNUE code needs to know which pieces have been added to which squares and which pieces have been removed from which squares. In principle this information can be derived from the Position object and StateInfo struct (in the same way as undo_move() does this). However, it is probably a bit faster to prepare this information in do_move(), so I have kept the DirtyPiece struct. Since the DirtyPiece struct now stores the squares rather than "PieceSquare" indices, there are now at most three "dirty pieces" (previously two). A promotion move that captures a piece removes the capturing pawn and the captured piece from the board (to SQ_NONE) and moves the promoted piece to the promotion square (from SQ_NONE). An STC test has confirmed a small speedup: https://tests.stockfishchess.org/tests/view/5f43f06b5089a564a10d850a LLR: 2.94 (-2.94,2.94) {-0.25,1.25} Total: 87704 W: 9763 L: 9500 D: 68441 Ptnml(0-2): 426, 6950, 28845, 7197, 434 closes https://github.com/official-stockfish/Stockfish/pull/3068 No functional change
This commit is contained in:
committed by
Joost VandeVondele
parent
b0b4ca17db
commit
9b4967071e
+23
-72
@@ -198,9 +198,6 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
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std::fill_n(&pieceList[0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
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st = si;
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// Each piece on board gets a unique ID used to track the piece later
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PieceId piece_id, next_piece_id = PIECE_ID_ZERO;
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ss >> std::noskipws;
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// 1. Piece placement
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@@ -212,21 +209,8 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
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else if (token == '/')
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sq += 2 * SOUTH;
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else if ((idx = PieceToChar.find(token)) != string::npos)
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{
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auto pc = Piece(idx);
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put_piece(pc, sq);
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if (Eval::useNNUE)
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{
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// Kings get a fixed ID, other pieces get ID in order of placement
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piece_id =
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(idx == W_KING) ? PIECE_ID_WKING :
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(idx == B_KING) ? PIECE_ID_BKING :
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next_piece_id++;
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evalList.put_piece(piece_id, sq, pc);
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}
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else if ((idx = PieceToChar.find(token)) != string::npos) {
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put_piece(Piece(idx), sq);
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++sq;
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}
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}
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@@ -721,8 +705,6 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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// Used by NNUE
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st->accumulator.computed_accumulation = false;
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st->accumulator.computed_score = false;
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PieceId dp0 = PIECE_ID_NONE;
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PieceId dp1 = PIECE_ID_NONE;
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auto& dp = st->dirtyPiece;
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dp.dirty_num = 1;
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@@ -775,12 +757,10 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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if (Eval::useNNUE)
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{
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dp.dirty_num = 2; // 2 pieces moved
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dp1 = piece_id_on(capsq);
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dp.pieceId[1] = dp1;
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dp.old_piece[1] = evalList.piece_with_id(dp1);
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evalList.put_piece(dp1, capsq, NO_PIECE);
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dp.new_piece[1] = evalList.piece_with_id(dp1);
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dp.dirty_num = 2; // 1 piece moved, 1 piece captured
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dp.piece[1] = captured;
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dp.from[1] = capsq;
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dp.to[1] = SQ_NONE;
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}
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// Update board and piece lists
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@@ -821,11 +801,9 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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{
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if (Eval::useNNUE)
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{
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dp0 = piece_id_on(from);
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dp.pieceId[0] = dp0;
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dp.old_piece[0] = evalList.piece_with_id(dp0);
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evalList.put_piece(dp0, to, pc);
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dp.new_piece[0] = evalList.piece_with_id(dp0);
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dp.piece[0] = pc;
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dp.from[0] = from;
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dp.to[0] = to;
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}
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move_piece(from, to);
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@@ -854,9 +832,12 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
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if (Eval::useNNUE)
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{
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dp0 = piece_id_on(to);
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evalList.put_piece(dp0, to, promotion);
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dp.new_piece[0] = evalList.piece_with_id(dp0);
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// Promoting pawn to SQ_NONE, promoted piece from SQ_NONE
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dp.to[0] = SQ_NONE;
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dp.piece[dp.dirty_num] = promotion;
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dp.from[dp.dirty_num] = SQ_NONE;
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dp.to[dp.dirty_num] = to;
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dp.dirty_num++;
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}
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// Update hash keys
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@@ -950,12 +931,6 @@ void Position::undo_move(Move m) {
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{
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move_piece(to, from); // Put the piece back at the source square
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if (Eval::useNNUE)
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{
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PieceId dp0 = st->dirtyPiece.pieceId[0];
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evalList.put_piece(dp0, from, pc);
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}
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if (st->capturedPiece)
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{
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Square capsq = to;
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@@ -972,14 +947,6 @@ void Position::undo_move(Move m) {
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}
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put_piece(st->capturedPiece, capsq); // Restore the captured piece
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if (Eval::useNNUE)
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{
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PieceId dp1 = st->dirtyPiece.pieceId[1];
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assert(evalList.piece_with_id(dp1).from[WHITE] == PS_NONE);
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assert(evalList.piece_with_id(dp1).from[BLACK] == PS_NONE);
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evalList.put_piece(dp1, capsq, st->capturedPiece);
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}
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}
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}
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@@ -1001,32 +968,16 @@ void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Squ
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rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
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to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
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if (Eval::useNNUE)
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if (Do && Eval::useNNUE)
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{
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PieceId dp0, dp1;
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auto& dp = st->dirtyPiece;
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dp.dirty_num = 2; // 2 pieces moved
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if (Do)
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{
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dp0 = piece_id_on(from);
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dp1 = piece_id_on(rfrom);
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dp.pieceId[0] = dp0;
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dp.old_piece[0] = evalList.piece_with_id(dp0);
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evalList.put_piece(dp0, to, make_piece(us, KING));
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dp.new_piece[0] = evalList.piece_with_id(dp0);
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dp.pieceId[1] = dp1;
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dp.old_piece[1] = evalList.piece_with_id(dp1);
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evalList.put_piece(dp1, rto, make_piece(us, ROOK));
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dp.new_piece[1] = evalList.piece_with_id(dp1);
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}
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else
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{
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dp0 = piece_id_on(to);
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dp1 = piece_id_on(rto);
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evalList.put_piece(dp0, from, make_piece(us, KING));
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evalList.put_piece(dp1, rfrom, make_piece(us, ROOK));
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}
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dp.piece[0] = make_piece(us, KING);
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dp.from[0] = from;
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dp.to[0] = to;
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dp.piece[1] = make_piece(us, ROOK);
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dp.from[1] = rfrom;
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dp.to[1] = rto;
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dp.dirty_num = 2;
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}
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// Remove both pieces first since squares could overlap in Chess960
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