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Author SHA1 Message Date
Marco Costalba f032ba54c5 Stockfish 1.3.1
Mainteinance version to fix broken Glaurung 2
book reading.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-03 07:49:34 +01:00
Marco Costalba 5a7876d0d0 Revert Glaurung 1 book compatibility patch
It breaks also Glaurung 2 book parsing.

We really need to work on book.cpp, but for now just
leave compatibility just for Glaurung 2 books.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-03 07:46:27 +01:00
Marco Costalba e87931bbfc Stockfish 1.3
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-02 11:53:08 +01:00
Marco Costalba aa5c375ca9 Fix a very old UCI option parsing bug
We currently fail on an option with a sapece in the name,
as example

setoption name Clear Hash

returns error message "Option Clear not found". This
patch fixes this off-by-one type bug.

Thanks to Joona for spotting this.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-02 11:52:49 +01:00
Marco Costalba cd1cc39b04 Nicely simplify MovePicker::pick_move_from_list
It is a positive fall back from previous patch.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-02 10:08:10 +01:00
Marco Costalba 4e151f7e0d Sort moves just after scoring
Instead of a delayed selection sort so that the highest
score move is picked up from the list when needed, sort all
the moves up front just after score them.

Selection sort is O(n*n) while std::sort is O(n*log n), it
is true that delayed selection allows us to just pick the move
until a cut off occurs or up to a given limit (12), but with
an average of 30 non capture-moves delayed pick become slower
just after 5-6 moves and we now pick up to 12.

Profiling seem to prove this idea and movepick.cpp is now 10%
faster.

Also tests seem to confirm this:

After 700 games at 1+0: Mod vs Orig +178 -160 =362 +9 ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-05-02 10:07:46 +01:00
Marco Costalba d13e4c16c2 Update polyglot.ini
Upadte to new parameters and parameters values.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-30 15:16:35 +01:00
Marco Costalba 1906df4494 Stockfish 1.3 rc1
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-30 09:18:20 +02:00
Marco Costalba 39f2eda285 Do not razor after a null move
We don't want to return unproven null move fails high, so
that if a position is so good that null move fails high we
want to check this with real do_move() / undo_move() test,
not just razoring the position because, from the opponent
point of view, is very bad.

These are tests results at 1+0

Mod vs Orig +252 -264 =483  49.40%
Mod vs Toga II 1.4.1SE  +365 -325 =309  52.00%

So it seems a very slightly regression regarding orig version (but
withing error bar) and a nice increase against Toga that is what we
are interested most. Orig version scores 49.75% against Toga, so
we welcome this change ;-)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-30 08:55:38 +02:00
Marco Costalba 00a3380885 Fix assignment of pv[0] when creating root move list
It is bogusly assigned from moves[i].move instead of mlist[i].move
or equivalently to moves[count].move that it seem more clear to me.

Bug is hidden while all the moves are included, in this default case
moves[i].move and mlist[i].move are the same variable.

Also a bit of cleanup while there.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-29 16:01:57 +02:00
Marco Costalba f1d982e2c0 Merge Joona's razoring tweaks
After proof testing on 3 different engines these
are the results:

Stockfish - Toga II 1.4.1SE +130 -132 =132 49.75%
Stockfish - Deep Sieng 3.0  +145 -110 =150 54.45%
Stockfish - HIARCS 12 MP    +94  -149 =150 43.00%

So it seems no regressions occurs, although also no
improvment. But anyhow this patch increases Stockfish
strenght against itself, so merge it.

Note that this patch not only adds back razoring at depth
one, but also increases razor depth limit from 3 to 4
because hard coded depth 4 limit is no more overwritten
by UCI parameter that otherwise defaults to 3.
2009-04-28 09:00:09 +02:00
Marco Costalba fbca16da57 Hardcode depth limit for selective search
Because futility margins array has a fixed size we cannot
arbitrarly choose or change the SelectiveDepth parameter,
otherwise we have a crash for values bigger then array size.

On the other hand tweaking of this parameter requires some
modification to the hardcoded margins, so makes sense to hard
code also this very bounded one.

Who wants to experiment is of course free to change the sources.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-28 08:47:26 +02:00
Marco Costalba 1e97cdd9f3 Fix a warning under MSVC
Somehow silly warning C4800:
'int' :forcing value to bool 'true' or 'false'(performance warning)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 18:00:45 +01:00
Marco Costalba ab69f50c64 Micro optimize Position::move_is_check()
More then optimization it is worth a bit of better
code self documenting.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 17:39:59 +02:00
Marco Costalba b35e593551 Inline Position::move_is_capture()
This is a very hot path function, profiling on Intel compiler
shows that inlining cuts in half the overhead.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 16:36:33 +02:00
Marco Costalba 20d88dbf98 Retire timeoday.cpp
Move the only function gettimeofday in misc.cpp
where is used.

This avoids polluting the global namespace.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 13:48:14 +01:00
Marco Costalba ef60043725 Small cleanup in misc.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 13:38:47 +01:00
Marco Costalba 2f2e48fad2 Code style cleanup in transposition table code
Assorted fixes but no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 13:21:49 +01:00
Marco Costalba 2550c6383b Fix a bogus assert in tt.cpp
Max hash size is 4096 MB, not 1024 MB, see the corresponding
"Hash" UCI parameter in ucioption.cpp

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 10:29:33 +01:00
Marco Costalba fb560fa5d7 Convert piece.cpp to C++
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 10:12:34 +01:00
Marco Costalba 11491e71ee Remove an useless comparison in futility pruning
Currently futility is allowed when depth < SelectiveDepth
and SelectiveDepth is 7*OnePly, so the comprison is
always true.

Patch could introduce a functional change only if
we choose to increase SelectiveDepth.

Currently no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-27 09:45:15 +01:00
Marco Costalba bd26374f21 Small code tidy up and test results
When testing at 1'+0" time control results are still
reasonably good. We have made two sessions on two
different PC.

After 840 games Mod - Orig: +221 -194 =425 +10 ELO (two CPU)

After 935 games Mod - Orig: +246 -222 =467  +9 ELO (single CPU)

So it seems that with fast CPU and/or longer time controls
benefits of the patch are a bit reduced. This could be due
to the fact that only 3% of nodes are pruned by razoring at
depth one and these nodes are very swallow ones, mostly get
pruned anyway with only a slightly additional cost, even
without performing any do_move() call.

Another reason is that sometime (0,3%% of cases) a possible
good move is missed typically in positions when moving side
gives check, as example in the following one

3r2k1/pbpp1nbp/1p6/3P3q/6RP/1P4P1/P4Pb1/3Q2K1 w - -

The winning move Rxg7+ is missed.

Bottom line is that patch seems good for blitz times, perhaps
also for longer times. We should test against a third engine
(Toga ?) to have a final answer regarding this new setup.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-26 13:51:54 +01:00
Joona Kiiski d20e0cf048 Razor again at depth one
Some time ago it was found by Marco Costalba that it's better
to disable razoring at depth one, because given the very low
evaluation of the node, futility pruning would already do
the job at very low cost and avoiding missing important moves.

Now enable razoring there again, but only when our quickly evaluated
material advantage is more than a rook. The idea is to try razoring
only when it's extremely likely that it will succeed.

Extreme lightning speed test show promising result:
Orig - Mod: +1285 =1495 -1348

This needs to be tested with longer time controls though.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-26 13:51:50 +01:00
Joona Kiiski 342ceb1c91 Make futility and razor margins more tunable
Restructure RazorMargins and FutilityMargins arrays so that their
values can be more easily tuned.

Add RazorApprMargins array which replaces razorAtDepthOne concept,
because setting RazorApprMargin very high value at ply one is
same as not razoring there at all.

Comment out setting razoring and futility margins through uci to
avoid errors while tuning.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-26 13:51:47 +01:00
Marco Costalba f010b6db71 Do not hardcode default values of UCI variables
If a variable will be populated reading an UCI option
then do not hard code its default values.

This avoids misleadings when reading the sources.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-26 13:41:17 +01:00
Marco Costalba 7c267587fc Greatly speedup has_mate_threat()
Instead of loop across all legal moves to find a mate
loop across possible check moves only.

This reduces more then 10 times the number of moves to
check for a possible mate.

Also rename generate_checks() in generate_non_capture_checks()
so to better clarify what the function does.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-26 13:40:26 +01:00
Marco Costalba 24485c96ec Micro optimize generate_piece_checks() take 2
Add some missing bits of this patch.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-19 21:09:53 +02:00
Joona Kiiski f98385e129 Add missing header file to make stockfish compile with latest Inter C++ Compiler under Linux (memcpy needs cstring)
Correct some references glaurung -> stockfish in Makefile

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-19 20:57:23 +01:00
Marco Costalba 2acc89c6e8 Simplify Position::is_mate()
Should be a bit faster too.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-19 17:13:04 +01:00
Marco Costalba a52ab2afbf Micro optimize generate_piece_checks()
Avoid calculating piece attacks if there aren't
available check sqaures for the given piece.

About 15% of cases. Not a biggie but still something
especially in the middle game where king is well covered
inside his castle.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 16:28:12 +01:00
Marco Costalba de050db2b0 MovePicker: retire per square MVV/LVA ordering
Is not used anyway and in case we need it again we
can resurrect from git archives.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 14:24:21 +01:00
Marco Costalba e68ebe618c In qsearch store the cut move in TT
And upon reentering the same position try it as first.

Normally qsearch moves order is already very good, first move
is the cut off in almost 90% of cases. With this patch, we get
a cut off on TT move of 98%.

Another good side effect is that we don't generate captures
and/or checks when we already have a TT move.

Unfortunatly we found a TT move only in 1% of cases. So real
impact of this patch is relatively low.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 14:04:00 +01:00
Marco Costalba 4634be8ba6 Merge Joona's new aspiration window search
It seems very positive.

After 999 games at 1'+0" result is: +249 -216 =534 +11 ELO

And after another 456 games we still have: +122 -113 =221
2009-04-18 09:15:42 +01:00
Marco Costalba e7f03913ea Introduce move_pawns() helper in movegen.cpp
This let us to have more readable code keeping the
same speed.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:13:31 +01:00
Marco Costalba e30720b0bf Remove failHigh/Low bits from IterationInfoType
We don't use that info anyway.

Also document a little more new aspiration window code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:12:41 +01:00
Joona Kiiski 7af1b40b4e Restore calling insert_pv after search is aborted + small clean-up
Restore old behaviour that after search is aborted we call insert_pv,
before breaking out from the iterative deepening loop.

Remove one useless FIXME and document other better.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:12:18 +01:00
Marco Costalba ecec7dbf89 Little code style tweaks
Let the code be more conformant to current style.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:12:07 +01:00
Marco Costalba 8da2153ee8 Revert previous patch as per Joona request
Joona says patch gives bad results after testing,
so revert for now.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:11:56 +01:00
Joona Kiiski 22f9f0cabe Improve handling of fail-highs in assumed PV
Check all fail highs in assumed PV with greater care (fruit/Toga already does this).
Add a flag when aspiration search fails high at ply 1 to prevent search to
be terminated prematurely.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:11:41 +01:00
Joona Kiiski 3e7e1a7c53 Revert "Implement a fallback system when aspiration search fails low and we are out of time."
This reverts commit 55dd98f7c717b94a659931cd20e088334b1cf7a6.

Revert fallback-system for root_search

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:11:30 +01:00
Joona Kiiski 0ea716463b Implement a fallback system when aspiration search fails low and we are out of time.
However also this patch is immediately reverted. For three reasons:
1) the case it affects is very rare (and then we are likely to lose anyway),
   so we can well live without this.

2) Because the case is so rare it's hard to test this change properly.

3) To perform fallback search, we must reset so many global variables that this
   patch is very likely both buggy and extremely bad style.

Consider including this again if we clean-up global variables one day...

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:11:15 +01:00
Joona Kiiski 6c4e36aab6 Revert "Implement bestValue in root_search."
This reverts commit 9a39f93f35254787b7b57980019dde276a89c48c.

Revert bestValue in root_search

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:11:05 +01:00
Joona Kiiski 6f28bcd483 Implement bestValue in root_search.
However just after finished writing this patch I realized that this
is not the way to go. So this will be immediately reverted.

(Just save this here in git in case I change my mind later :) )

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:10:54 +01:00
Joona Kiiski acef5d6a59 Dynamic aspiration search without research.
Implement system where aspiration search window is calculated using
values from previous iterations.

And then some crazy experimental stuff: If search fails low at the root,
don't widen window, but continue and hope we will find a better move
with given window. If search fails high at the root, cut immediately,
add some more time and start new iteration.

Note: this patch is not complete implementation, but a first test
for this idea. There are many FIXMEs left around. Most importantly
how to deal with the situation when we don't have any move!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-18 09:10:41 +01:00
Marco Costalba 44b497a972 Re-fix square.h warning to avoid a compile error under MSVC
This fix adds ugliness to an already ugly previous fix...hopefully
it is the last one :-(

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-13 12:02:22 +01:00
Marco Costalba b893583bb6 Fix a gcc warning due to order of initialization in Option
Move idx declaration before minValue and maxValue and silence
this last warning.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-13 12:02:14 +01:00
Marco Costalba e81d0d08c3 Fix a compile error with Intel icc
To make std::sort() work operator<() should be
declared const.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-13 12:02:06 +01:00
Marco Costalba 72c7595f8a Fix a warning under Intel compiler in square.h
We need to cast to char the whole expression...

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-13 12:01:55 +01:00
Marco Costalba e38ad4d42b Fix a very nasty conversion bug in Option c'tor
Sometimes C++ can be really bad!

In this case an hard coded c string selects Option c'tor
with int argument instead of the std::string one becuase
it is considered a better matching by the compiler.

Fix the bug changing the argument type from std::string to
const char* so to be a better match then the int one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-12 01:10:50 +01:00
Marco Costalba fad772f387 Store UCI options of type CHECK according to C++ convention
Store boolean values as "1" and "0" instead of "true" and "false"
and convert back to UCI protocol convention when needed.

This is simpler then the other way around.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-11 16:01:33 +01:00
Marco Costalba ebb0f31928 Restore original UCI option printing order
For each option store its index so to be printed
according to insertion order.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-11 16:01:21 +01:00
Marco Costalba f0701e2b0f Use a map instead of a vector to store UCI options
Apart from the teoretical speed increase, the main reason
of this patch is a good amount of code cleanup.

Note that now UCI options are printed in alphabetical
order and not in insertion order as before. Next patch
will take care of restoring old behaviour.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-11 16:01:08 +01:00
Marco Costalba 95aadb5e53 Remove unused currentMoveCaptureValue from search stack
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-11 11:09:37 +01:00
Marco Costalba 17ef886fc3 Less aggressive null move dynamic reduction
In null move search do not jump directly in
qsearch() from depth(4*OnePly), but only
from depth(3*OnePly).

After 999 games at 1+0: +248 -224 =527 +8ELO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-11 10:58:10 +01:00
Marco Costalba 8590a6f3b7 Revert dynamic LMR
It doesn't seem to work against Toga. After more then 400 games
we are at -13 ELO while, without it we are at + 5 ELO after 1000
games.

So revert for now to keep code simple.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-04-03 20:34:22 +01:00
Marco Costalba 7b05b83bf2 Fix compile in the debug mode
Due to previous patches we end up with a compile
error in debug mode.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-31 20:50:24 +01:00
Marco Costalba d7ef09727a Silence idiotic warning on two's complement of an unsigned
MSVC gives:

warning C4146: unary minus operator applied to unsigned type,
               result still unsigned

When finds -b where b is an unsigned integer. So rewrite the two's
complement in a way to avoid the warning. Theoretically the new
version is slower, but in practice changes nothing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-31 20:50:10 +01:00
Marco Costalba 683595fee1 Silence a bunch of warnings under MSVC /W4
Still some remain, but are really the silly ones.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-31 20:49:56 +01:00
Marco Costalba 659c54582d Revert setting a flag when TT value equals static evaluation
Strangely enough it seems that optimization doesn't work.

After 760 games at 1+0: +155 -184 =421 -13 ELO

Probably the overhead, although small, for setting the flag
is not compensated by the saved evaluation call.

This could be due to the fact that after a TT value is stored,
if and when we hit the position again the stored TT value is
actually used as a cut-off so that we don't need to go on
with another search and evaluation is avoided in any case.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-31 20:41:06 +01:00
Marco Costalba 2c0cd95ecf An VALUE_TYPE_EVAL score cannot overwrite an entry
If we want to store a value of type VALUE_TYPE_EVAL for
a given position and we found an already exsisting entry
for the same position then we skip.

We don't want to overwrite a more valuable score with a
lesser one. Note that also in case the exsisting entry is
of VALUE_TYPE_EVAL type the overwrite is unuseful because
we would store the same score again.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-30 09:09:27 +01:00
Marco Costalba 6a8e46d53e Remember when TT value equals static evaluation value
When the stored TT value equals the static value set a
proper flag so to not call evaluation() if we hit the
same position again but use the stored TT value instead.

This is another trick to avoid calling costly evaluation()
in qsearch.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-30 08:54:09 +01:00
Marco Costalba c6c4713ab2 Document TTEntry and move layouts
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-30 08:29:02 +01:00
Marco Costalba 9e44a6dba9 A move needs 17 bits not 19
Fix a bug in the way a move is stored and read in a TT entry.
We use a mask of 19 bits insteaad of 17 so that the last
two bits in the TT entry end up to be random data.

This bug will bite us when we will use these two until now
unused bits.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-29 17:23:41 +01:00
Marco Costalba 941f4e1643 Remove some obsolete code in movepick.cpp
This fixes some warning under Intel compiler.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-27 19:35:08 +01:00
Marco Costalba dcdac83187 Revert storing of TT when returning from "stand pat"
After testing it seems patch is bad:

After 999 games 1+0: +242 -271 =486 -10 ELO

So restore saving of TT at the end but using new Joona
idea of storing as VALUE_TYPE_UPPER/VALUE_TYPE_LOWER instead
of VALUE_TYPE_EXACT.

Some optimization is still possible but better test new ideas
one by one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-27 15:30:45 +01:00
Marco Costalba 5a0581498c Cache evaluation score in qsearch
Instead of just drop evaluation score after stand pat
logic save it in TT so to be reused if the same position
occurs again.

Note that we NEVER use the cached value apart to avoid an
evaluation call, in particulary we never return to caller
after a succesful tt hit.

To accomodate this a new value type VALUE_TYPE_EVAL has been
introduced so that ok_to_use_TT() always returns false.

With this patch we cut about 15% of total evaluation calls.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 18:28:42 +01:00
Marco Costalba 1c087dd806 Let to toggle dynamic LMR
It is now disabled by default due to bad results
against a pool of engines...more testing is needed tough.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 18:28:25 +01:00
Marco Costalba 095a96b461 In qsearch update TT only if returning from stand pat
This is the only "correct" exact value we can store.

Otherwise there could be spurious failed high/low nodes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 11:26:43 +01:00
Marco Costalba 72af519e7f When asked for position key print it as an hex value
Merged from Glaurung current development snapshot.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 10:50:13 +01:00
Marco Costalba db46602b1f Wait at least until iteration 3 before to stop the search
It was 2 before.

Merged from Glaurung current development snapshot.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 10:49:02 +01:00
Marco Costalba d3f99aea6b Let zobrist keys to be compatible with Glaurung 1
Some changes to the zobrist keys, to make them identical
to those used by Glaurung 1.

The only purpose is to make it possible for both programs
to use the same opening book.

Merged from Glaurung current development snapshot.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 10:40:22 +01:00
Marco Costalba 0e835bd334 Fixed a sliding attack bitboard bug in 32-bit mode
This is what prevented USE_32BIT_ATTACKS from working
on some architectures (like PowerPC).

Merged from Glaurung current development snapshot.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-24 10:30:27 +01:00
Marco Costalba 43276cbec5 Fix a bug in insert_pv() where minimum depth is zero
We implicitly considered the minimum depth stored in TT
to be Depth(0), but because we store values in TT also in
qsearch() where depth is < 0, we need to use a negative
number as minimum depth.

Bug spotted by Joona Kiiski.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-23 15:30:20 +01:00
Marco Costalba a9e55d4326 Revert odd depths razoring
I have just made a new rule that no modification
that increases pruning is allowed if after 1000 games
ELO is not increased by at least 10 point (was +5 in this case)

Yes, I like this kind of nosense rules :-)
2009-03-23 12:02:15 +01:00
Marco Costalba 4d70e3aeac More aggressive dynamic LMR
Previous setup didn't change anything

After 996 games 1+0: +267 -261 =468 +2 ELO

Now with this new setup we have

After 999 games 1+0: +277 -245 =477 +11 ELO

Seems reasonable...

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-23 11:58:28 +01:00
Marco Costalba 24b7ad54c7 LMR dynamic reduction
Reduce of two plies near the leafs and when we still
have enough depth to go so to limit horizon effects.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 23:53:22 +01:00
Marco Costalba 0ff3bf34cd Always print a best move when requested
Little fix merged from iPhone Glaurung.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 23:53:10 +01:00
Marco Costalba 66d165921d Better castle move detector in move_to_san()
Merged from iPhone Glaurung.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 23:52:59 +01:00
Marco Costalba b82c3021fa Fix a smal bug in Position::from_fen
We could fail to parse an en-passant position
in same cases.

Merged from iPhone Glaurung.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 23:52:23 +01:00
Marco Costalba 320630ca1a Merge new pawn storm evaluation
More accuracy in pawn storm evaluation
directly from iPhone Glaurung.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 23:52:06 +01:00
Marco Costalba ef8acdc73b Fix a small bug in king safety
Merged from iPhone Glaurung.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 13:11:24 +01:00
Marco Costalba cc8e915ed5 Merge KBPP vs KB endgame from iPhone Glaurung
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-22 13:06:29 +01:00
Marco Costalba 16abc165d8 Fix: In qsearch do not use TT value when in a PV node
We already do like this in search_pv(), so extend
also in qsearch().

Bug spotted by Joona Kiiski.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-21 14:51:31 +01:00
Marco Costalba 74160ac602 Big headers cleanup
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-19 12:55:32 +01:00
Marco Costalba feb5342b39 Safe guard some wild and ugly casts
These casts are needed but plain ugly, at least be
sure they don't hide any subtle conversion bug.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-16 13:59:41 +01:00
Marco Costalba 6cddf9183c Partially revert pawns storm bug fix
Try to save space and use the minimum size
possible.

In particular restore int16_t for values and int8_t
for halfOpenFiles.

Use int16_t for storm values insted of int and also
instead of original buggy and too small int8_t.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-16 08:02:33 +01:00
Marco Costalba b870f5a091 Silence a good bunch of Intel warnings
Note that some pawns and material info has been switched
to int from int8_t.

This is a waste of space but it is not clear if we have a
faster or slower code (or nothing changed), some test should be
needed.

Few warnings still are alive.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-15 18:19:08 +01:00
Marco Costalba fcecc5212e Fix an overflow bug in pawns stormValue
These fields are defined as int8_t but values bigger
then 127 are stored there so that we silently overflow.

Fix bringing up all the fields to a sane int type. This
will increase memory usage, but apart from being safe, it is
not clear if code is slower or faster. Test is needed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-15 18:18:56 +01:00
Marco Costalba 8de91be61e Fix a silly warning on Intel compiler
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-15 18:18:42 +01:00
Marco Costalba ca4e78db8d Revert NULL move beta corrections
After testing result is bad -25 ELO
2009-03-15 16:44:12 +01:00
Marco Costalba bfcfaf7101 Retire Null Driven IID
It does not seem to clearly improve things and
in any case is disabled by default, so retire for now.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-15 16:43:28 +01:00
Marco Costalba c8773c720a Merge Joona Kiiski NULL search beta correction
Prune more moves after a null search because of
a lower beta limit then in main search.

In test positions reduces the searched nodes of 30% !!!!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-14 13:00:22 +01:00
Marco Costalba 3ed603cd64 Merge Joona Kiiski evaluation tweaks
Merge tewaks to many evaluation parameters
by Joona Kiiski.

After test they seem good!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-14 12:55:14 +01:00
Marco Costalba f637ddc1e8 Micro optimize move_is_check()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-07 21:05:49 +01:00
Marco Costalba 964bd86272 Micro optimize pl_move_is_legal()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-07 21:05:31 +01:00
Marco Costalba 72b88e09e1 Micro optimize previous patch
Also remove some Intel warnings, not all :-(

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-06 20:47:19 +01:00
Marco Costalba 3e663d8c50 Introduce evaluate_pieces<>() to remove redundancy
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-06 19:19:45 +01:00
Marco Costalba 8c9c51c721 Fix compile error with inlines under gcc and Intel
It seems that these compilers do not like inline functions
that call a template when template definition is not in scope.

So move functions from header to in *.cpp file

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-05 00:38:45 +01:00
Marco Costalba 7fe1632a49 Fix some comments in position.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-04 22:51:20 +01:00
Marco Costalba 7c84b39a42 Avoid to call useless sliders attacks in update_checkers()
Quickly filter out some calls to sliders attacks
when we already know that will fail for sure.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-04 22:51:04 +01:00
Marco Costalba 68e711aac6 Super fast hidden_checkers()
Rewritten hidden_checkers() to avoid calling
sliders attacks functions but just a much
faster squares_between()

Also a good code semplification.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-04 22:50:51 +01:00
Marco Costalba 02cd96e4c2 Cleanup SearchStack initialization
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-03 21:01:00 +01:00
Marco Costalba 772a37cd54 Micro optimize copy of new state in do_move()
Instead of copying all, copy only the fields that
are updated incrementally, not the ones that are
recalcuated form scratch anyway.

This reduces copy overhead of 30%.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-02 18:00:42 +01:00
Marco Costalba c02613860a Revert hidden checkers rework
It is slower the previous uglier but faster code.

So completely restore old one for now :-(

Just leave in the rework of status backup/restore in do_move().

We will cherry pick bits of previous work once we are sure
we have fixed the performance regression.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-03-02 16:20:00 +01:00
Marco Costalba 9b6b9e67fe Use checker info to remove a bunch of hidden checks updates
Another powerful condition let us remove a big chunk of
useless updates.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-28 18:43:36 +01:00
Marco Costalba 6a8cfe79da Stricter condition to check for dc candidates
Another optimization that let us remove another half
of find_hidden_checks(them, DcCandidates) calls.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-28 18:43:20 +01:00
Marco Costalba 1f97b48a31 Split calculation of pinners from dc candidates
This let us to calculate only pinners when we now that
dc candidates are not possible.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-28 18:43:02 +01:00
Marco Costalba a96cba0ec8 Slightly better condition in update_hidden_checks()
Use a more strict condition to check if we have captured
an opponent pinner or hidden checker.

With this patch the occurrence of checkerCaptured == true are
reduced of 50%.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-28 18:42:51 +01:00
Marco Costalba f9f30412e7 Compute pinned and friends incrementally
In do_move() use previous pinned bitboards values to compute
the new one after the move. In particulary we end up with the
same bitboards in most cases. So detect these cases and just
keep the old values.

This should speedup a lot this slow computation in a very hot
path so that we can use this important info everywhere in the
code at very cheap cost.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-28 18:42:30 +01:00
Marco Costalba 55f9afee2a Fix a subtle bug due to the StateInfo pointer became stale
There was one occurence when the StateInfo variable went
out of scope before the corresponding Position object.

This yelds to a crash. Bug was not hit before because occurs
only when using an UCI interface and not the usual benchmark.

The fix consists in copying internally the content of the
about to stale StateInfo.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:45:12 +01:00
Marco Costalba 962216440c Teach SEE about pinned pieces
Remove pinned pieces from attacks when calculating
SEE value.

Algorithm is not perfect, there should be no false
positives, but can happen that we miss to remove a
pinned piece. Currently we don't cach 100% of cases,
but is a tradeoff between speed and accuracy. In any
case we stay on the safe side, so we remove an attacker
when we are sure it is pinned.

About only 0,5% of cases are affected by this patch, not
a lot given the hard work: this is a difficult patch!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:45:01 +01:00
Marco Costalba 243fa483d7 Small Position::clear() cleanup
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:44:46 +01:00
Marco Costalba da7a62852a Do not copy the whole old state in do_move()
Instead of copy the old state in the new one, copy only
fields that will be updated incrementally, not the ones
that will be recalculcated anyway.

This let us copy 13 bytes instead of 28 for each do_move()
call.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:44:29 +01:00
Marco Costalba 0bf45823da Update pinned bitboards and friends in do_move()
Probably is slightly slow, but code is surely better
in this way. We will optimize later for speed.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:44:17 +01:00
Marco Costalba 4324276419 Fix some asserts unhidden by a debug compile
Fallback form previous patches.
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-23 21:44:04 +01:00
Marco Costalba 43bc5479c2 Avoid resetting pinners[c]
Small optimization. No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:19:04 +01:00
Marco Costalba 8f59de48f5 Introduce StateInfo instead of UndoInfo
We don't backup anymore but use the renamed StateInfo
argument passed in do_move() to store the new position
state when doing a move.

Backup is now just revert to previous StateInfo that we know
because we store a pointer to it.
Note that now backing store is up to the caller, Position is
stateless in that regard, state is accessed through a pointer.

This patch will let us remove all the backup/restore copying,
just a pointer switch is now necessary.

Note that do_null_move() still uses StateInfo as backup.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:18:50 +01:00
Marco Costalba 2f6c5f00e6 Wrap state variables in a named struct
This will allow us to more easily move the state
out of Position class.

No functioanl change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:18:35 +01:00
Marco Costalba 2f21ec39ad Convert also undo_null_move() to avoid passing UndoInfo object
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:18:14 +01:00
Marco Costalba 9b257ba29d Passing UndoInfo is not needed anymore when undoing the move
We store it now in the same UndoInfo struct as 'previous'
field, so when doing a move we also know where to get
the previous info when undoing the back the move.

This is needed for future patches and is a nice cleanup anyway.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:18:02 +01:00
Marco Costalba 1b0fee9b17 Remove two useless calls to pinned_pieces()
Are obsoleted by new pinned caching code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-22 21:17:44 +01:00
Marco Costalba b7cb6180cf Position: Unify and templetize mg_pst() and eg_pst()
Also templetize compute_value() can be simpler now that
the above is templetized too.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-20 22:50:35 +01:00
Marco Costalba f30aa83f8a Unify compute_mg_value() and compute_eg_value()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-20 22:50:20 +01:00
Marco Costalba 1dc27f3232 Use a union to fast and simply backup info in do_move()
This nice union trick let us optimize the speed and
remove the now unuseful backup() and restore() functions.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-20 22:50:08 +01:00
Marco Costalba 95cfc0e306 In Position backup and restore contiguous data
Give the compiler one more chance to optimize the copy.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-20 22:49:54 +01:00
Marco Costalba 9e1d142fdd Finally remove any occurence of dcCandidates from search.cpp
This ends our cleanup series.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 17:35:23 +01:00
Marco Costalba 683e6dc656 Do not pass discovery check candidates in Position::do_move()
Also remove any bit of 'pinned' and co. from MovePicker class.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 17:29:36 +01:00
Marco Costalba c6630abe0d Do not pass pinned argument in Position::move_is_check()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 17:01:08 +01:00
Marco Costalba 734941672e Do not pass pinned argument in Position::pl_move_is_legal()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 16:48:57 +01:00
Marco Costalba 0a0ea36e25 Cleanup pinned and friends in movegen.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 16:37:03 +01:00
Marco Costalba 5f142ec209 Cache pinned and discovery check bitboards
After have been calculated cache their values
so to avoid another expensive call to hidden_checks()
if pinned_pieces() or discovered_check_candidates() are
called with the same position.

Add also interface to get pinners bitboard, we already have
this value so save it instead of discard.

Now that, after the first call to pinned_pieces() the following
are very cheap we can rewrite and cleanup all the checking handling.

So this patch is a prerequisite for future work.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-19 16:28:35 +01:00
Marco Costalba 7f4f18f959 Revert mobility of pinned pieces for now
We will redo after rewriting the handling of
pinned bitboard and its friends.
2009-02-19 15:49:54 +01:00
Marco Costalba c45818e9f8 Remove xxx_of_color() for real
Remove also from assert expressions. Was hidden
in release mode.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-17 17:26:15 +01:00
Marco Costalba 7013efce4e Change piece_attacks_square() API
An extra argument let us simplify some code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-17 12:00:05 +01:00
Marco Costalba 9f5b709db7 Mobility is zero for a pinned piece
A little bit more overhead, but better mobility evaluation.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-17 11:29:14 +01:00
Marco Costalba 2c955f25de Remove xxx_of_color() helpers
They hide the underlying uniform function call with
no benefit.

A little bit more verbose but now is clear what happens.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-17 10:54:47 +01:00
Marco Costalba f32992f88c Avoid a call to move_is_capture() in extension()
Pass value as an argument instead or recalculating it.
Altough call is cheap this is a very hot path so with
this patch total time spent for move_is_capture() is almost
halved.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:57:03 +01:00
Marco Costalba e71d520758 Add scan for X-ray attacks in piece_attacks_square()
Used to avoid pruning interesting moves.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:56:46 +01:00
Marco Costalba 52ed0e9563 Fix a subtle bug in Position::move_is_capture()
Currently fails if we test with a move that is not of
from the side to move but from the opponent.

This is the typical case of the threat from null move
search. The result is an erroneus prune of the defending
moves, see PruneDefendingMoves in ok_to_prune()

Fix the test to work also with threat moves.

Bug was always in but was unhidden by a patch of 17/12/2008
"Trigger of PawnEndgameExtension if capture is not a pawn"

Until then it was hidden by a tricky check in the prune
conditions instead of the natural move_is_capture()

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:56:26 +01:00
Marco Costalba 30e8f0c9ad Do not manually build endgame functions hash keys
Use Position::compute_material_key() to do the job,
so we are sure there is not key mismatch during
endgame function lookups.

This fixes two endgames hash errors that caused two
endgames to be disabled.

This patch is also a code cleanup because removes a lot
of messy key assignments.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:55:59 +01:00
Marco Costalba 67375f4693 Use template for endgame scaling functions
Also integrate scaling and evaluation in a
single base class.

Nice use of templates here :-)

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:55:29 +01:00
Marco Costalba 039badfda8 Use templates for end game evaluation functions
Huge simplification and no speed cost penalty.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:55:14 +01:00
Marco Costalba 088ecc242f Small code formatting in position.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:54:56 +01:00
Marco Costalba a188a047ab Use update_checkers<>() also for PAWN
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:54:37 +01:00
Marco Costalba 1d2247aea3 Introduce update_checkers() to simplify do_move()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:54:17 +01:00
Marco Costalba 8365f8ac1e Remove square_is_attacked()
Use attacks_to() instead. No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:53:58 +01:00
Marco Costalba 68d36b6f59 Rename generate_piece_blocking_evasions()
In generate_piece_moves() to be more uniform with other
functions. Unfortunatly the different number of calling arguments
do not allow us to easily integrate in generate_piece_moves()
template family.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:53:39 +01:00
Marco Costalba 33c608e140 Final touches to generate_evasions()
Small code tidy up and a little optimization
to avoid calling generate_piece_blocking_evasions()
when blockSquares is empty (30% of cases).

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:53:13 +01:00
Marco Costalba ff60dafe8d Simplify legality check in generate_evasions()
Now that we have removed sliders checkers attacks
from evasion's set we can simplyfy legality check.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-13 20:52:52 +01:00
Marco Costalba 214f9dcc27 generate_evasions() avoid an usless check for enpassant case
Remove ugly and useless code.
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-11 19:01:26 +01:00
Marco Costalba 1dc1cecf01 Optimize generate_piece_blocking_evasions()
Rewrite as in generate_piece_moves() using a for
loop instead of the slower serializing of the
bitboard with pop_1st_bit()

This will allow also to merge with generate_piece_moves()
when we will drop legality constrain on generate_evasions()

Generated moves are not changed, but are generated in a
different order, this changes the number of nodes at fixed
depth test.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-11 19:01:06 +01:00
Marco Costalba 67535711e8 generate_evasions() avoid to calculate pinned pieces
Pass as function argument.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-11 19:00:52 +01:00
Marco Costalba 56f607fe0f Drop a double semicolon
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-11 19:00:35 +01:00
Marco Costalba 9d044cf4ee Last touches to movegen.cpp
Of course no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:51 +01:00
Marco Costalba 769f2fdecb Remove special case of pawn checks generation
Also additional renaming.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:49 +01:00
Marco Costalba 9bffe811c4 Remove special case of pawn move generatation
Code cleanup. No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:47 +01:00
Marco Costalba 3e20c6c07d Simplify generate_evasions()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:45 +01:00
Marco Costalba 4f5f97107e Simplify generate_checks()
Also rearrange signatures to be uniform.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:43 +01:00
Marco Costalba 151d47dc85 Micro-optimize do_generate_pawn_checks()
Discovery check candidates are normally empty, so
avoid discovery checks generation in that common case.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:41 +01:00
Marco Costalba 33ddeec5e0 Templetize generate_piece_checks_king()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-10 19:01:39 +01:00
Marco Costalba 4573d618e4 Small optimization in generate_evasions()
Find squares attacked by slider checkers, we will
remove them from king evasions set so to avoid a couple
of cycles in the slow king evasions legality check loop.

Not a biggie, but now generate_evasions() is faster then
generate_non_captures(), before was slower.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-07 13:26:57 +01:00
Marco Costalba 1156eb865b Simplify newly introduced castling_is_check()
Use bit_is_set() instead of open coding.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-07 13:26:50 +01:00
Marco Costalba 76381cbd69 Small code style tidy up
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-07 13:26:42 +01:00
Marco Costalba fa322b3768 Fix casting warnings under Intel Compiler
Int to Char warning fixed changing the function
signature to int.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-07 13:26:29 +01:00
Marco Costalba 2ea7449f2a Fix Makefile
Was broken after we removed color.cpp and square.cpp

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-07 13:26:17 +01:00
Marco Costalba ee6e8851be Templetize generate_castle_moves()
Cleanup the code and remove lines.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-06 07:14:38 +01:00
Marco Costalba 03211296f1 Add generation of castling checks
When we generate checks one case is missing: generation
of castling moves that give check to the opponent king.

This is a very rare case but anyway it is a case
and we can do this without slowing down the common
case of no castling checks.

So this is the patch.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-06 07:14:16 +01:00
Marco Costalba cc76951483 Remove square.cpp
Move the few stuff in square.h

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:41:56 +01:00
Marco Costalba f0858cd229 Move constants from piece.cpp to piece.h
Leave in piece.cpp only a couple of functions that
need #include <cstring>

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:41:38 +01:00
Marco Costalba 225d89c51b PawnInfo::clear() retire memset() and fix Ubuntu compile
Go back to original direct assignment, this allows to
add an include in pawns.h to teach about memset()

This fix a compile error under Ubuntu.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:41:17 +01:00
Marco Costalba 8bef9e59a0 Remove the useless color.cpp
Integrate the only (inline) function in color.h

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:40:43 +01:00
Marco Costalba 82bf08e4f2 Final endgame.cpp space inflate
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:40:31 +01:00
Marco Costalba c32904f0a0 Revert previous commit.
Optimization is correct but slightly slower
so it is a pessimization :-)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-02-04 19:40:09 +01:00
Marco Costalba 6cfb661ca5 Yet another count_1s() optimization
No functional change

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-25 19:29:15 +01:00
Marco Costalba be43219136 Rever count_1s() optimizations
They are wrong for all ones case.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-25 18:00:57 +01:00
Marco Costalba d5b77ad45e MovePicker, remove a variable
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-25 13:52:35 +01:00
Marco Costalba c6d62b7da5 MovePicker::find_best_index() never returns -1
So avoid checking for it.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-25 13:36:59 +01:00
Marco Costalba 3e6e57231e Rewrite count_1s() to be similar to 64bit counterpart
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-11 17:15:18 +01:00
Marco Costalba 14c1fd4d27 Micro optimize count_1s_max_15() for 32 bit system
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-11 17:05:29 +01:00
Marco Costalba 4b53bb02f6 Fix a very old bug in queen mobility
For queen mobility could be bigger then 15, so
we need count_1s() not count_1s_max_15().

This bug was introduced by patch:
"Group common evaluate code" of 24/9/2008

So it's almost 4 months and two release old!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-10 16:11:33 +01:00
Marco Costalba ec2927286a Start to space inflate endgame.cpp
Still a lot to do, it's a big file!

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-08 15:46:57 +01:00
Marco Costalba bdbbc4e06b Rewrite evaluate_common() as a template
Seems to speed up this very hot path and code is
cleaner too.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-07 15:48:22 +01:00
Marco Costalba 539051b1e0 Big trailing whitespace cleanup part 2
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-07 15:48:11 +01:00
Marco Costalba c97104e854 Big trailing whitespace cleanup part 1
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-07 15:47:59 +01:00
Marco Costalba 5cacefe7c6 Another micro-optmization in valuate_passed_pawns()
very small gain, but still a gain at the cost of
an extra indentation level.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-07 15:47:31 +01:00
Marco Costalba 9b87d151bc Fix a small bug in rook pawn evaluation
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-06 16:10:22 +01:00
Marco Costalba cbfbf25d1b evaluate_passed_pawns() micro-optmization
No functional change, only a bit faster.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-06 16:06:08 +01:00
Marco Costalba 90585a8a36 Final space inflate of evaluatio.cpp
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-06 15:59:08 +01:00
Marco Costalba e236a0c652 Space inflate evaluate_passed_pawns()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-06 15:49:33 +01:00
Marco Costalba d0804341c5 Piece mobility: filter out squares protected by pawns
Do not consider squares protected by enemy pawns
in mobility evaluation.

This reduces the mobility value by about 15%

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-05 15:14:16 +01:00
Marco Costalba dc4e2d8184 Take in account odd depths in razoring formula
This is somewhat taken from Stockfish 1.2 Default,
only the razoring thresold are updated, not the
razoring depth.

At the end razoring is a bit more aggressive. Results
seems slightly positive.

After 999 games +239 =536 -224 Elo +5

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2009-01-05 12:41:27 +01:00
Marco Costalba e828753a3a Fix dbg_mean_of() to enable statistics when called
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-30 12:54:21 +01:00
Marco Costalba 33bb8305a9 Restore development versioning and LSN filtering
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-30 12:42:23 +01:00
Marco Costalba cc3c1dc25a Stockfish 1.2 optimistic
Optimistic razoring settings. It is stronger with
most engines but weaker with someones.

The default is instead more solid and uniform with all
the opponents.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:24:34 +01:00
Marco Costalba 11763d2b7f Stockfish 1.2
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:18:49 +01:00
Marco Costalba d99a95df29 Micro optimization in extension()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:18:36 +01:00
Marco Costalba 0da1d6a846 Remove a gcc warning on an unused variable
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-29 12:18:23 +01:00
Marco Costalba 5d94305af3 Properly handle odd depths in razor formula
A little bit more aggressive, but should be more
in line with the depths logic.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-28 19:38:44 +01:00
Marco Costalba e4fd9a2df7 Safer razoring formula
Add also the possibility to razor at ply one.
It is disable dby default but it seems stronger
against Stockfish itself. It is still not clear if
is stronger against other engines. By now leave
disabled.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-28 12:55:33 +01:00
Marco Costalba aedc6c6f1f Don't silently accept an option name mismatch
With this we could have found earlier the futility
name option bug!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-28 12:37:13 +01:00
Marco Costalba dae4e7df07 Tweak again futility margings
Lower margins near the leafs, higher at high depth.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 20:08:45 +01:00
Marco Costalba 96a32eec69 Expose new futility margin interface to UCI
Now futility margin it's actually a scale factor
to apply to the base ones.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 19:41:24 +01:00
Marco Costalba e46d3670fd Tweak futility margins
Less prune at the bottom and at the middle, a bit more
at the top.

After 747 games: +215 =345 -187 +13 elo

Also introduced a vector of margins, now that start to be a lot
it is a more flexible solution.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-25 12:05:45 +01:00
Marco Costalba 8cd5cb930d Try razoring only for depth > OnePly
Because razoring verification after qsearch() cuts more
then 40% of candidates, do not waste a costly qsearch for
nodes at depth one that will be probably discarded anyway
by futility.

Also tight razoring conditions to keep dangerous false
negatives below 0,05%. Still not clear if it is enough.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-24 09:35:57 +01:00
Marco Costalba 2feb9d5100 Futility pruning till ply 6 included
Seems good:

After 796 games: +211 = 393 -192 +8 elo

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-24 09:34:09 +01:00
Marco Costalba d11426c777 Fix a comment
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-23 12:02:10 +01:00
Marco Costalba e96f56adfa Merge futility pruning from Glaurung 2.2
It seems much more powerful then previous one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-23 12:01:48 +01:00
Marco Costalba e3b03f13b3 Passed pawns: consider enemy rooks or queens from behind
Merged from Glaurung 2.2

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-22 12:10:15 +01:00
Marco Costalba 54b7da120f King safety: retire rook contact check
Merged from Glaurung 2.2

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-22 12:07:00 +01:00
Marco Costalba 3fafc9768a Set the 'Problem' variable only at ply == 1
Bug fix merged from Glaurung 2.2 for search_pv()

Added the same fix also to sp_search_pv() where
was missing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-22 11:44:00 +01:00
Marco Costalba 23490bd825 Retire EvaluatePawnStorms and UseEasyMove constants
Merged from Glaurung 2.2

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 20:10:20 +01:00
Marco Costalba 61c6a3d5a0 Merge cosmetics from Glaurung 2.2
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 17:02:34 +01:00
Marco Costalba 31d4f0b734 Merge space weigth evaluation fromGlaurung 2.2
Is a new evaluation rule that gives bonus in midgame
to the side that has more space behind pawns for its
minor pieces.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 16:26:36 +01:00
Marco Costalba f178f0a291 Merged two new endgames from Glaurung 2.2
It is two bishop against a knight and two minor
pieces against one minor piece.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 15:38:10 +01:00
Marco Costalba 72ca727b38 SEE: add support for enpassant moves
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:44:41 +01:00
Marco Costalba 2d0146fe1d Call poll() before to check for stopped search
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:44:12 +01:00
Marco Costalba 96d0501735 Less aggressive razoring
Use a margin to compare with beta so that positions
that after the verifying qsearch have gained a lot of points
are not discarded just becasue not above beta.

Also remove the second condition on depth <= OnePly, it
was too risky and added only a 2% more of pruned nodes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-21 10:42:39 +01:00
Marco Costalba b58ad355ca Revert: "Do not razor when in check"
It is slightly weaker after 500 games. Keep the
check on mate values.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-18 22:01:56 +01:00
Marco Costalba 17000d1ea0 Trigger of PawnEndgameExtension if capture is not a pawn
Instead of a rook.

This gives an unexpected graeat increase!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-17 19:36:51 +01:00
Marco Costalba b09cbaebb9 search_pv: an enpassant move is a capture
Fix the logic in search_pv and sp_search_pv

An additional issue to consider is that a castle move
is not a capture but destination square is not empty.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:53 +01:00
Marco Costalba 725c504a5f qsearch: take in account enpassant in futility formula
Should not change anything at ELO level but it is
the correct thing to do.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:42 +01:00
Marco Costalba bfbfc24d07 qsearch: do not call evaluate when in check
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-16 22:20:18 +01:00
Marco Costalba a55b06d3c9 Restore development versioning and LSN filtering
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:23:03 +01:00
Marco Costalba ecc19381b4 Do not razor while in check or value is mate
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:20:03 +01:00
Marco Costalba dae2f600d6 Do not null search when beta is a mate value
Also do not return unproven mates in null search.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:19:25 +01:00
Marco Costalba 4c294932e7 Better document null move dynamic reduction
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:18:56 +01:00
Marco Costalba c831b00544 Introduce beta counters to order moves at ply one
Instead of number of searched nodes use the number of
opponent beta-cutoff occurred under the move subtree.

After 570 games 1+0 we have: +150 =288 -132 (+11 ELO)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-15 22:13:42 +01:00
Marco Costalba 5b853c9be6 Debugging: move debug function definitions in misc.cpp
Also activate writing on log file.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-14 17:26:05 +01:00
Marco Costalba 5f8f83bc05 Debugging: print to file
Print debug info on log file, not only on std::cout

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-14 14:57:17 +01:00
Marco Costalba 8ee3124487 Fix two bugs in ok_to_prune() (2)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-12 22:27:43 +01:00
Marco Costalba 07b45151d2 Disable "Null driven IID" by default
Testing is not clear. Probably we need to test
at deeper depths to have some clear results.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-11 20:39:08 +01:00
Marco Costalba 9e3ab9099f Null move only for depth > OnePly
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-11 20:38:52 +01:00
Marco Costalba f09884d72f Null driven IID: remove IIDMargin from see() condition
This seems to cut searched nodes also more.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 21:43:09 +01:00
Marco Costalba ab29d8df67 Fix inflate pawns.cpp fallout
Catched counting the nodes searched at
fixed depth. A quick and reliable cross check,
expecially in inflate only patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 21:35:07 +01:00
Marco Costalba 389dc0e83b Add behind_bb() helper to simplify code logic
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 00:14:24 +01:00
Marco Costalba 67aac4889e Space inflate pawns.cpp
Hopefully no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 00:14:15 +01:00
Marco Costalba aaad48464b Add a see() function that take only destination square
In this case firstlocates the least valuable attacker, if any,
then proceed as usual.

This will be used by next patch.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-10 00:13:59 +01:00
Marco Costalba 235df6a887 Stockfish 1.1a
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-08 12:03:46 +01:00
Marco Costalba 8d86c87e1e Add "Null driven IID" UCI option (default true)
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-08 10:57:40 +01:00
Marco Costalba c172af1b61 Null move driven internal iterative deepening
When a null move fails low due to a capture, try
to detect if without the capture we are above beta,
in this case there is a good possibility this is
a cut-node and the capture is just a null move
artifact due to side to move change. So if we still
don't have a TT move it's a good time to start an IID.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-08 10:46:52 +01:00
Marco Costalba b7c36d078b Stockfish 1.1
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 17:18:59 +01:00
Marco Costalba db1b0bfa1d Revert see() shortcut for LxH and equal captures
It happens that more then 70% of cases are HxL, where
we call see() anyway. The mesured saving of calling
see is about 0,5% of total time, but considering the
added burden in score_captures() the saving is only
0,35% locally and due to more difficult inlining of
the function it ends up that we have no advantage at all,
possibly a small slow down!

So revert.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 12:32:23 +01:00
Marco Costalba 6f946f823c Fix two gcc warnings in san.cpp
One good, the other silly.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 12:32:11 +01:00
Marco Costalba 2de78ebc7b Fix an Intel warning in san.cpp
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 12:31:48 +01:00
Marco Costalba 32934c0c8d MovePicker: avoid calling see() for LxH and equal captures
No functional change but should speed-up the captures scoring.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 11:37:19 +01:00
Marco Costalba b4fcfed55b Null capture pruning
Null move can fail low because of a capture artifact due
to the side to move change. Try to detect this condition
and fail high instead.

This pruning is very powerful, around 7% of nodes, but is
still experimental so is disabled by default.

Set UseNullCapturePruning to true to enable.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 11:31:14 +01:00
Marco Costalba dc2302b701 Position::move_is_capture() does not handle MOVE_NONE
Actually square 0 can be dirty, so that move_is_capture(0)
can return any random values.

Add an assert to be sure it is caught.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 11:18:31 +01:00
Marco Costalba 268c12bf31 Allow to call Position::print() from MovePicker
Fix a recursion issue that gives a stack overflow.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-06 11:18:08 +01:00
Marco Costalba 9f943a132a san.cpp: rewrite broken move_from_san
Use a state machine to parse the input. Fixed
the many broken cases.

Tested on more then 15 milions nodes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-05 09:06:51 +01:00
Marco Costalba 20390fcb3c san.cpp cleanup
Hopefully no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-12-05 09:06:30 +01:00
Marco Costalba d95b9189d8 Revert opponent time advantage logic
Strength increase was due to an hidden bug introduced
by the patch, namely the time per move to /30 instead
of /40 (see previous patch).

After testing this feature do not add any substantial
increase so is removed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-30 19:23:33 +01:00
Marco Costalba 9d5d69e435 Revert sigmoid interpolator
After deep test (1000 games) it seems do not improve anything,
actually seems slightly weaker.

So remove it for now.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-30 21:16:47 +01:00
Marco Costalba 08265aef81 san.cpp pass position as constant reference
Make a copy of the position when needed instead
of passing as a reference. It is cleaner and
let us to simplify also Position::print()

A small space inflate while there.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-30 01:25:16 +01:00
Marco Costalba 9d1e4d041d piece_type_to_char() default argument in declaration
Default argument should be in declaration where it
is visible through header include, not in definition.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-30 00:38:33 +01:00
Marco Costalba cff3a6d33e Revert threat move ordering
Does not seem to improve anything.

Anyhow idea is nice, maybe we still have to find
correct recipe.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-26 11:22:30 +01:00
Marco Costalba 20a2ca366f Tweak allocated time per move
It seems better to give more time in middle game then
at the end.

Also Toga uses the same limit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:41:06 +01:00
Marco Costalba c3ba5fb9d3 Rewrok the extendeable patch
Cleanup and document.

The real functional change is that not mate threat
moves are never pruned, as could happen before.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:40:49 +01:00
Marco Costalba eba8925d81 MovePicker: take advantage of threat move for ordering
If the null move was refuted by a capture then give a
bonus if we move away the captured piece.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:40:34 +01:00
Marco Costalba ee9f650242 Use extendable instead of depth extension
We can have depth(0) also in problematic cases
according to how extensions are tweaked by the user.

In any case we don't want to prune these moves.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-25 20:40:12 +01:00
Marco Costalba 8a0dd93c56 Generate moves for powerful pieces first
This seems to reduce searched nodes by a
surprising 2.5%

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-24 20:43:29 +01:00
Marco Costalba 5a72ff128e Benchmark: print nodes searched at the end of testing
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-24 20:43:11 +01:00
Marco Costalba 3f63dd1023 Easy debug macro enabling
Now you don't need to toggle show_debug_xxxx anymore

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-22 15:59:26 +01:00
Marco Costalba 62ab7e4612 Introduce node limited benchmarking
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-22 11:56:14 +01:00
Marco Costalba 1867785231 Introduce depth limited benchmarking
Also print some more info.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-22 11:02:05 +01:00
Marco Costalba bac4da70c9 Remove an include in movepick.h
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Signed-off-by: unknown <Marco@.(none)>
2008-11-19 22:15:41 +01:00
Marco Costalba 8189ae9e1c Fix a silly bug that disabled second killer
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Signed-off-by: unknown <Marco@.(none)>
2008-11-19 22:15:26 +01:00
Marco Costalba 1d525bb45f qsearch: restore pruning of pv nodes with negative SEE
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
Signed-off-by: unknown <Marco@.(none)>
2008-11-19 22:15:14 +01:00
Marco Costalba da7d872eda Fix Intel warnings and init_search_stack argument
Should be a reference not a copy!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:46:12 +01:00
Marco Costalba 49d52b8266 Set killer slots number to 2
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba 75d001addd MovePicker: fix a nasty bug in EvalInfo optimization
EvalInfo has missing attack info when a specialized
endgame function is used.

We missed this case and were using an empty attack bitboard
instead so that no captures were generated for endgames.

After testing the EvalInfo optimization gave worst results,
so after a (long) debug session this nasty bug was found.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba 7daaf03b39 Add and use update_killers()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba 2e778445d5 Add and use move_is_killer() helper
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:48 +01:00
Marco Costalba 93bc05cf69 Convert killers to a vector
Add infrastructure to threat killer moves as a vector,
this will allow us to easily parametrize the number of
killer moves, instead of hardcode this value to two as is now.

This patch just add the infrastructure, no functional
change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:47 +01:00
Marco Costalba a7227ac26f qsearch: do not prune pv nodes with negative SEE
Also small micro-optimization, take a line out of
the moves loop.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:47 +01:00
Marco Costalba bb0da595a7 Disable per-square MVV/LVA for now
Needs more testing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:47 +01:00
Marco Costalba 20d7197a9b MovePicker: use EvalInfo to skip generating captures
When we know already no captures are possible in a given
position.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba f4758ced90 Position::to_fen(): fix a bug in side to move representation
Was introduced almost two months ago in patch:
"Space inflate Position::to_fen()"

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba 3c05bd70eb Print the move in addition to position
Teach Position::print() to optionally print a
given move in san notation in addition to
the ASCII representation of the board.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba 7000e100bd Enable per-square MVV/LVA
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba 2ed22e4fc8 MovePicker:find bad captures during scoring
Instead of pospone until picking. No functional
change and probably no performance change but it is
needed for following patch.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:46 +01:00
Marco Costalba 940c53c366 MovePicker: introduce per square MVV/LVA ordering
Just added the infrastructure, no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:45 +01:00
Marco Costalba 4df8651c82 Fix hashfull info
Do not count has a replacement when a TT entry is
written in an empty slot.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-16 12:37:45 +01:00
Marco Costalba 2d4e2bc62a Fix in ok_to_history(): castle move is not a capture
It is erroneusly considered a capture because king
moves on the same square of the rook.

Use the correct function Position::move_is_capture()
instead of the open coded (and buggy) one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba d89a03cc35 Small tidyup of TranspositionTable::store()
Hopefully without bugs this time!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba 34b1d0538b Fix a logic bug in TranspositionTable::store()
Make the logic work as advertised in the function
description.

Still a fallback from TT cleanup.

This should be less serious then the one in retrieve(),
but it's still a bug.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba cdf1f23bc5 Micro optimization of update_history()
Remove an useless comparison.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba e86468cc63 Use cut-off checks in qsearch as killer moves
Killers should not be captures, but checks are not
and are produced also in qsearch.

Use this information, will be useful for move ordering.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:40 +01:00
Marco Costalba e7bad2687a Smaller null move reduction when depth is high
Lower probability to miss something important.

It seems to increase strenght. Idea form Cyclone.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:39 +01:00
Marco Costalba 3f610e2b13 Introduce LastIterations variable
Is set during the last iteration.

Sometime also during the second last.

During the last iteration is set in the 95% of cases.

During the second last is set in the 40% of cases.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:39 +01:00
Marco Costalba 6cc11272e2 Restore development versioning and LSN filtering
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-10 19:19:39 +01:00
Marco Costalba a28c17ecb6 Fix a missed initialization in get_option_value()
Spotted and reported by Dann Corbit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:59:11 +01:00
Marco Costalba ec23692433 Stockfish 1.01
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:56:30 +01:00
Marco Costalba 787d358554 Fix compile under Ubuntu 64bit
Some missing includes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:56:30 +01:00
Marco Costalba ff0d9dad2b Fix a serious bug in TranspositionTable::retrieve()
Reported by Tord Romstad.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:56:30 +01:00
Marco Costalba 046fd4926f Restore development versioning
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:56:30 +01:00
Marco Costalba c595185b3c Restore LSN filtering
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-04 20:56:18 +01:00
Marco Costalba 1a158c0cf0 Revert movepick optimizations before to release
More testing is needed and better do not risk
just before release.

Reverted:

Disable LSN filtering as defualt for release
Use MVV/LVA in score_evasions()

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:58:10 +01:00
Marco Costalba 8097e99c69 Stockfish 1.0
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:35:32 +01:00
Marco Costalba 2fa9d25e82 Disable LSN filtering as defualt for release
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:35:02 +01:00
Marco Costalba 3e275680d5 Use MVV/LVA in score_evasions()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:00:28 +01:00
Marco Costalba d087b0a34a Delay SEE for scoring captures
Do not calculate SEE on all the moves in MovePicker::score_captures()
but delay until pick_move_from_list() when only the best ones are
double checked against their see value.

If a beta cut-off occurs then we avoid calculating SEE on all
the moves, but just the picked ones.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:00:28 +01:00
Marco Costalba 55b6464d40 search: micro optimization
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:00:28 +01:00
Marco Costalba b5232e2da3 Fix a couple of gcc warnings in position.cpp
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:00:19 +01:00
Marco Costalba 35bd334b30 Update README to Stockfish
Remove Glaurung references.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-02 15:00:09 +01:00
Marco Costalba 6e8bd8bf2d Final touches to material.cpp
No functional changes, altough a bit of code reshuffle.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:54 +01:00
Marco Costalba 899b9455d6 Material: lockless per-thread maps
Adds a good bunch of code but should be faster
and scalable because is lockless.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:54 +01:00
Marco Costalba 8b57416ace Revert "MovePicker::score_captures() order with SEE when pv"
Does not seem to increase the strenght.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:54 +01:00
Marco Costalba 1146fc8d09 Space inflate move.cpp
Also a little cleanup.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:53 +01:00
Marco Costalba 6e5cf2f3c5 Revert "Relax time constraints"
Does not seem to give an improvment, acutually it seems
a totally neutral change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:53 +01:00
Marco Costalba e5ebd4f5d1 Partially space inflate search.cpp
Space inflate main remaining functions in search.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:53 +01:00
Marco Costalba cf2bafb661 Relax time constraints
Allow a seacrh to take a bit more time if needed.

This reduces the chanches of wast all the search time
for the last iteration and also allow to start the last
iteration when we have less time remaining.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:53 +01:00
Marco Costalba 79513e3a43 Material: micro optimize map reading
Do only one map walk per read instead of two.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:52 +01:00
Marco Costalba bd3ec6af15 Material: protect global map access with locks
STL library is not guaranteed to be thread safe, even for
read-access.

So because these global maps are accessed by all the threads
we need to protect them.

This fixes a random crash experienced during testing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:52 +01:00
Marco Costalba b2b86cfd27 MovePicker::score_captures() order with SEE when pv
Order PV nodes by SEE instead of MVV/LVA.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:52 +01:00
Marco Costalba 7d717df4e4 Revert "Last minute surprise" for now
It defenitly needs more testing. Just postponed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:52 +01:00
Marco Costalba 5e906ea10e Finish material.cpp cleanup
Hopefully no regression this time!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:52 +01:00
Marco Costalba 73cce873de Start to simplify material.cpp
It is posisble to simplify a lot here!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:51 +01:00
Marco Costalba 038235ba35 Factor out Position::do_capture_move()
Start to slim line count i position.cpp

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:51 +01:00
Marco Costalba 5e2fc2aa16 Fix a bug in generate_evasions()
Introduced in the patch "movegen: prefer (*mlist++) to mlist[n++]"

This was nasty because due to a mismerge the repo in one PC had the bug,
but the testing one did not, so I had non reproducible results according
to which machine I used for testing.

This hopefully closes a more then one week regression that made me go crazy!

It was found by accident comparing, for other reasons, the sources of the
two PC's.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:51 +01:00
Marco Costalba 74fd57220e Refine "few moves" in "last minute surprise"
It seems that "few moves" works because we extend the good
captures at the last ply of PV, so code it directly.

This version seems defenitly stronger then previous one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-11-01 12:46:51 +01:00
Marco Costalba 74f1efee26 Manual merge 2008-10-26 21:44:58 +01:00
Marco Costalba 0936a96a0e Space inflate extension() code
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:21 +01:00
Marco Costalba 13d1776a98 TEST: extend when few moves available
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:21 +01:00
Marco Costalba a56e1c662c Revert see shortcut when only one attacker
It does not seem to work after a little testing.

Perhaps it works on the long terms, but it is also
ugly because not correct, so revert for now.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:21 +01:00
Marco Costalba fcc49561a1 Prefer out of loop variables in MovePicker::score_captures()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:21 +01:00
Marco Costalba 714069e248 Effectively use MVV/LVA in MovePicker::score_captures()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:20 +01:00
Marco Costalba 88885399f4 Reintroduce piece/square tables to score non-captures
Was removed after original movepick restore. But proved
to be useful.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 21:30:20 +01:00
Marco Costalba a5c1b3e8f6 Position: fix a couple of Intel compiler warnings
Plus usual trailing whitespace.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 13:23:27 +01:00
Marco Costalba 8a85007023 Test with SEE shortcut
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 10:11:13 +01:00
Marco Costalba 4397e6c03e Better naming of pseudo-legality and legality testing
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 10:11:13 +01:00
Marco Costalba 4f14bd5032 Try to cleanup movepick
Hopefully without regressions.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 10:11:13 +01:00
Marco Costalba f8bc38a006 Restore original movepick modulo space inflation
We have a regression somewhere here so restart from zero
and proceed one change at a time.

With this modification we have the same strenght of
"Introduce Stockfish" patch that is our strongest to date.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 10:11:13 +01:00
Marco Costalba 5dd9159106 Space inflate position: complete!
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-26 10:10:56 +01:00
Marco Costalba ad956ef00a Space inflate position until do_promotion_move()
We will end some day ;-)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:05 +02:00
Marco Costalba d155cd88d1 Start to space inflate position.cpp
It's a big file!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:05 +02:00
Marco Costalba 2aebf8eb55 Fix a performance bug in generate_move_if_legal
Use the pinned argument in pos.move_is_legal()

No functional change, simply use pos.move_is_legal() as
was meant to be.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:05 +02:00
Marco Costalba 1ac2f50145 Unify pinned and discovery checks code
Templates are our friends here. No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:04 +02:00
Marco Costalba af59cb1d63 Refactor Position::pinned_pieces() to use templates
Also better document this interesting function.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:04 +02:00
Marco Costalba 2f8961beef movegen: add SERIALIZE_MOVES and hides a bunch of loops
Only syntactic sugar, perhaps we should leave as is, anyhow...

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:04 +02:00
Marco Costalba af5743837d Another generate_piece_moves() micro optimization
This time on the for loop.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:10:04 +02:00
Marco Costalba 5e768e4b0a Fix another template conversion bug in movegen
Hopefully the last one.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-24 21:09:51 +02:00
Marco Costalba 2d867109d9 movegen: prefer (*mlist++) to mlist[n++]
Teoretically faster, practically it helps to
removes some more lines.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-23 07:17:04 +02:00
Marco Costalba b145e99559 Fix a bug in generate_pawn_captures()
Introduced in "movegen: Introduce generate_pawn_captures()"
when unifiying black and white functions.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-23 07:17:04 +02:00
Marco Costalba 8f2c1c59eb Fully templetize pawn move generators
A little bit more syntax heavuer but surely faster.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-23 07:17:04 +02:00
Marco Costalba c40249e9d2 Micro optimize generate_piece_moves()
It is a time critical path. The biggest in move generation.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-21 00:10:27 +02:00
Marco Costalba ce93a202b5 Another Intel warning sqeezed
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:57:13 +02:00
Marco Costalba 279ed7ed48 Quiet a warning on Intel compiler
Plus usual trailing whitespace noise.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:55:43 +02:00
Marco Costalba af6571856e Shrink arguments in move generation functions
Perhaps no speedup, but it is more readable.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:21 +02:00
Marco Costalba 0c8659721f Fix a bug in king discoveries checks
Introduced in "Add a generate_piece_checks() specialization for the king"

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:20 +02:00
Marco Costalba 5dc2312121 Update copyright info
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:20 +02:00
Marco Costalba aa94f2f4c2 Last little touches to movegen
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:19 +02:00
Marco Costalba d7161c1ce6 Rename PawnOffsets in PawnParams
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:19 +02:00
Marco Costalba e2af0e775b Pawn move generator: dispatch at compile time
Instead of function pointers use templates to
dispatch shift operations.

It is more clear and possibly also faster because
branches are removed at compile time.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:19 +02:00
Marco Costalba ad1bb084dd Start to templetize pawn move generators
Still very soft, we will see if compiler is
enough or we need more aggressive templetization.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:18 +02:00
Marco Costalba 760f77872f Remove Positions::xxx_count() functions
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:18 +02:00
Marco Costalba 257689dec7 Remove white/black_pawn_attacks_square()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:18 +02:00
Marco Costalba ff211469ba Templetize Position::xxx_attacks_square()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:17 +02:00
Marco Costalba d4f14a8e83 Remove Position::xxx_list() functions
No useful, only obfuscating.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:17 +02:00
Marco Costalba 7eb290a509 Add a generate_piece_checks() specialization for the king
Also reshuffle the code a bit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:17 +02:00
Marco Costalba d316b02771 Remove white/black_pawn_attacks()
Unuseful syntactic sugar, obfuscates the
real code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:17 +02:00
Marco Costalba d9e54ceaa1 Prefer template to name decoration
This also allows faster code although bigger.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:16 +02:00
Marco Costalba 691de79eaa Fix a missing comma in BenchmarkPositions[]
An old bug introduced in 3e0dc9ee84 almost
one month ago.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:16 +02:00
Marco Costalba 3f38cca072 Position::is_ok()give more info on failed test
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:16 +02:00
Marco Costalba 6b8a07eccc Fix an assert due to a missing parentesis
Bitwise operators precedence issue here, was
causing an assert.

This is a fallout from recent patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:15 +02:00
Marco Costalba 8e85aa3a65 Final semplification of generate_evasions()
Now it's readable!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:15 +02:00
Marco Costalba 4f18528a1c Introduce generate_piece_blocking_evasions()
Start to simplify generate_evasions

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:15 +02:00
Marco Costalba 4a4d62da13 Space inflate generate_evasions()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-20 21:47:15 +02:00
Marco Costalba d3600c39a7 Update copyright info
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 20:43:33 +01:00
Marco Costalba f664ca41ed Last little touches to movegen
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 20:43:21 +01:00
Marco Costalba b397426785 Rename PawnOffsets in PawnParams
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 20:43:09 +01:00
Marco Costalba 68c78400c8 Pawn move generator: dispatch at compile time
Instead of function pointers use templates to
dispatch shift operations.

It is more clear and possibly also faster because
branches are removed at compile time.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 20:42:12 +01:00
Marco Costalba 1bd1f5a293 Start to templetize pawn move generators
Still very soft, we will see if compiler is
enough or we need more aggressive templetization.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 16:20:21 +01:00
Marco Costalba d0e51bc0f0 Remove Positions::xxx_count() functions
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 14:39:29 +01:00
Marco Costalba 0d19437703 Remove white/black_pawn_attacks_square()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 14:06:06 +01:00
Marco Costalba 8b5519a009 Templetize Position::xxx_attacks_square()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 13:56:57 +01:00
Marco Costalba 1eae58523f Remove Position::xxx_list() functions
No useful, only obfuscating.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 13:44:25 +01:00
Marco Costalba 305b711ca8 Add a generate_piece_checks() specialization for the king
Also reshuffle the code a bit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 13:22:03 +01:00
Marco Costalba 2bea93975e Remove white/black_pawn_attacks()
Unuseful syntactic sugar, obfuscates the
real code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 12:53:51 +01:00
Marco Costalba f036239521 Prefer template to name decoration
This also allows faster code although bigger.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 12:43:09 +01:00
Marco Costalba 832a8a2719 Fix a missing comma in BenchmarkPositions[]
An old bug introduced in 3e0dc9ee84 almost
one month ago.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 11:55:53 +01:00
Marco Costalba 11910d44e0 Position::is_ok()give more info on failed test
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 10:41:24 +01:00
Marco Costalba 00bcc64787 Fix an assert due to a missing parentesis
Bitwise operators precedence issue here, was
causing an assert.

This is a fallout from recent patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 10:17:17 +01:00
Marco Costalba f2ead1004a Final semplification of generate_evasions()
Now it's readable!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 09:33:33 +01:00
Marco Costalba 84ce43498a Introduce generate_piece_blocking_evasions()
Start to simplify generate_evasions

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 08:49:26 +01:00
Marco Costalba 987ff3b4b6 Space inflate generate_evasions()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-19 08:27:24 +01:00
Marco Costalba 72289fcfab movegen: Introduce generate_pawn_noncaptures()
This is the last of pawn moves generators converted
to new unified form.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:35 +02:00
Marco Costalba 73d0d2c0b2 movegen: Introduce generate_pawn_captures()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:35 +02:00
Marco Costalba c1257d45b2 movegen: Fix just introduced move counter bug
This is what happens when you don't tests your patches !!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:35 +02:00
Marco Costalba 34a515f20b movegen: Introduce generate_pawn_checks()
This greatly simplify redundant code.

Perhaps slihtly slower. Test needed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:35 +02:00
Marco Costalba 5abe8a0816 generate_checks: fix a bug in black double pawn push
It was written pos.black_pawn_attacks(ksq) instead of
pos.white_pawn_attacks(ksq)

Updated to the undrlying pos.pawn_attacks(WHITE, ksq)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba 35fd5ce5bc Space inflate generate_castle_moves()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba 146bb2dfa7 Unify pieces check generation with generate_piece_checks()
Could be slower: test needed!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba ea16985ea5 Do not special case generate_king_moves()
Teoretically a little slowdown. If after testing we
verify the slowdown has impact on ELO we revert the
change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba 3b857d1625 Use a const pointer-to-member array for attacks
Allow the compiler to optimize member
function access.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba aa7121297d Use pointer-to-members to remove a bunch of duplicated code
Remove all generate_XXX_moves() functions, use an array
of pointer to members instead.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:34 +02:00
Marco Costalba 94f1b31484 movegen: revert see ordering in score_captures()
It works better with MVV ordering.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba c852a94009 Movegen: further simplify generate_move_if_legal
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba 8be2c483a1 Unify black and white code in generate_move_if_legal()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba 158911425b Space inflate movegen.cpp
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba cf8ee79b76 Movepick: add and use find_best_index() helper
This removes a bunch of redundant code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba 06d6468ce9 Test with see
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:33 +02:00
Marco Costalba 173ecc0acf Use MVV to score captures when see >=0
This fix a couple of dubious bugs in MVV/LVA
ordering.

Tests seems to confirm now is slightly better.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:32 +02:00
Marco Costalba 2943e1ca31 MovePicker: use const reference instead of pointers
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:32 +02:00
Marco Costalba 486ec580f9 Space inflate movepick.cpp
Also added some FIXME to dubious points.

Still no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:32 +02:00
Marco Costalba a930aafce0 Better comment previous patch
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:32 +02:00
Marco Costalba b3744eb4d0 Always add psqt scoring
When there is also history, history is always
preferred.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:32 +02:00
Marco Costalba a03ab94f44 Shortcut sorting when no move is in history
An alternative algorithm to psqt scoring.

Still unclear what is the best, more tests needed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-18 21:35:20 +02:00
Marco Costalba 644db060ae Add psqt ordering when there is no history
This seems to increase strenght (about 15 ELO),
still to test some variations on this theme that
could increase ELO even more.

Idea from Rebel (http://members.home.nl/matador/chess840.htm)

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-15 07:18:05 +01:00
unknown cb76e4a814 Introduce Stockfish
Signed-off-by: unknown <Marco@.(none)>
2008-10-13 22:45:47 +01:00
Marco Costalba d8268024a9 Implement Last Seconds Noise (LSN) filtering
When an engine is in deep trouble at few
seconds from time limit then giveup without
fighting anymore.

This is used to reduce "lucky draws" and time pressure
blunders noises that can obfuscate results during tests
blitz games (typical one minute games).

Goal of this technique is to reduce number of matches
needed to reliably prove then an engine A is stronger
then an opponent B.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-13 20:40:48 +02:00
Marco Costalba 4fa5dd4db5 Add a second margin to razoring
Razor on ply one if the advantage is more then a pawn,
the only way to gap the advantage is to capture, so
go directly in quiesce.

This seems to have a positive effect.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-13 20:40:47 +02:00
Marco Costalba 58c7a5c477 Workaround a static data member bug in MSVC
Without this patch MSVC crashes when compiled
in release mode. It survives and works as
expected in debug mode and with gcc and Intel
compilers.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-13 20:40:47 +02:00
Marco Costalba 3901affb1d Yet another pop_1st_bit() optimization
Always for 32 bit but withot relying on MSVC intrinsics.

It is very similar to previous ones, but this does not
segfaults due to -fno-strict-aliasing compiler option.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-12 14:34:54 +02:00
Marco Costalba a6017aa728 Add mean calculation in debug tools
Another simple performance counter...

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-11 19:25:16 +02:00
Marco Costalba 6a15df1d82 Revert bad capture pruning
After testing does not seem to increase ELO.

Indeed Glaurung is a little bit weaker, so revert.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-11 19:03:59 +02:00
Marco Costalba bbf7a94d76 Better interface to get the current move type
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-06 05:44:23 +02:00
Marco Costalba a3477af2a1 Allow to prune bad captures
Only good capture are preserved from futility pruning
and LMR reducing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-06 05:44:23 +02:00
Marco Costalba 310e07f292 Teach MovePicker::get_next_move() to return move type
This will be used in future patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-06 05:44:22 +02:00
Marco Costalba ea7bebb604 Fix single digit day in engine_name()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-05 10:37:05 +02:00
Marco Costalba 54071312f3 Add dbg_before() and dbg_after()
Other two debug utilities to compute filter rate.

Usage is:

dbg_before(); // counts passages from this point

if(..) // complex code stuff you want to audit
  return/continue
if(...)
  .....

dbg_after(); // counts passages from this point

Then somewhere in the code, normally in poll() add
dbg_print_hit_rate() and you will see the filter rate
of your code under auditing.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-04 10:01:54 +02:00
Marco Costalba 849809e97e Space inflate Position::to_fen()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-10-04 09:50:19 +02:00
Marco Costalba e9e51da4b8 position.cpp: fix a typo introduced by recent patch
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-28 10:59:20 +02:00
Marco Costalba f1f887b6d7 Use relative values in piece square tables
So that will be automatically changed when
pieces values change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-28 10:59:08 +02:00
Marco Costalba 88bb3c9422 Start to cleanup position.cpp
Still a lot to do. No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-28 10:58:56 +02:00
Marco Costalba 8d76de820f Add dbg_hit_on_c(c, x) tool
Like dbg_hit_on(x) but first filter out events and
only when condition 'c' is true the hit counter
is tested with 'x'.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-28 10:58:47 +02:00
Marco Costalba b00abed181 Space inflate evaluate_king()
This is the most complex piece of software
so far.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-26 05:54:49 +02:00
Marco Costalba 2e3faae067 Clarify difference between king zone and adjacent zone
There are subtle differences in the king evaluation
that should be clear to avoid misunderstandings.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-26 05:54:49 +02:00
Marco Costalba 453e815d4b Tidy up quick_evaluate()
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-26 05:54:49 +02:00
Marco Costalba 3e0dc9ee84 Tidy up middle game specific evaluation
Also add starting position to benchmarks.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-26 05:54:49 +02:00
Marco Costalba 597ef38c39 Code style massage evaluate()
No functional changes.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-26 05:54:49 +02:00
Marco Costalba d6618d7325 Add auto configuration for 32/64 bits
Instead of manually adjust defines in bitboard.h
now proper ones are automatically set.

It is anyhow possible to still set them manually
in case of problems.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-25 07:51:56 +02:00
Marco Costalba 3ee3cdc09b Evaluate: weight_option() is static
Declare function under local namespace. This removes a
warning from the picky Intel compiler.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:17:28 +02:00
Marco Costalba ca891e9760 Cleanup read_weights() in evaluate.cpp
Exception to 80 colums rule here, but result
seems better.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:16 +02:00
Marco Costalba dfcfed6432 Evaluate: rename king attack variables
A better naming IMHO

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:15 +02:00
Marco Costalba 34ca22486a Further cleanup evaluate()
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:15 +02:00
Marco Costalba f56af8e84d Rename pawn_rank() in relative_rank()
It is more clear, at last for me.

Also cleanup evaluate_rook() and evaluate_queen()

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:15 +02:00
Marco Costalba 3263ee8557 Add also outposts evaluation in common code
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:14 +02:00
Marco Costalba 853ce65f17 Group common evaluate code
This removes code redundancy but perhaps
impact performance due to uninlining.

Testing for regression is needed. For now
aim to best code readibility.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 21:02:14 +02:00
Marco Costalba 7dd0c39714 Warnings termination fest
A bunch of Intel C++ warnings removed, other silent out.

Still few remaining but need deeper look.

Also usual whitespace crap removal noise.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-24 00:32:53 +02:00
Marco Costalba 060eef4f4e Do not use evaluate() for razoring
Because razoring is reached 10% of times and about 50% of time
first two conditions are met we can save 5% of calls to the fairly
costly evaluate().

On the other side statistics have shown 95% of nodes that pass
the first two razoring conditions pass also the evaluate() test.
So the risk of dropping the third condition seems low enough.

Testing seems to validate this.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-23 23:36:51 +02:00
Marco Costalba 67f975e56b init_eval: small cleanup
Functionality not changed.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-23 08:07:50 +02:00
Marco Costalba 1d8994402b Fix InitKingDanger initialization
Last line was missing.

Also reformat tables constants to be more readable.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-23 08:07:42 +02:00
Marco Costalba 2a3ebc884e Optimize pop_1st_bit() take 2
This time we use MSVC intrinsics that are
C wrappers for Intel assembler 'bsf' instruction.

The speed up in node count is around 3%, probably
it does not worth the effort. Anyway this patch
can be useful at least for documentation purposes.

This optimization covers 32 bit systems only.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-21 22:19:07 +02:00
Marco Costalba 01dd46a309 Change the name to Glaurung clone
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-21 11:51:38 +02:00
Marco Costalba e5cc6f6b85 Switch to developer version numbering
Also clean up code while there.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-21 11:23:50 +02:00
Marco Costalba 29b01b6d82 Use optimized pop_1st_bit() only under Windows
Under Linux we have a segfault after a random time,
about a couple of minutes while running the benchmark.

This happens both with gcc and icc, and both with O2
and O3 optimizations.

Disable for Linux until we understand what's the deal.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-20 22:19:54 +02:00
Marco Costalba cde7b30b65 Add new superlinear interpolator
Faster transition and between phases and
more persistent during mid and ending game.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-20 21:56:46 +02:00
Marco Costalba 2dbc8feae3 Finally remove last old C style I/O stuff
Now I/O is fully done with C++ iostreams.

The only exception is in non-windows version
of Bioskey() in misc.cpp

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-20 06:53:06 +02:00
Marco Costalba c034cce27c Convert book.cpp to use C++ I/O
Instead of old C stdio.h

Also small code clean up while there.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-19 13:53:36 +02:00
Marco Costalba 1373a00187 Final touches to pop_1st_bit optimization
This final version is a little bit faster then
previous patch and is a bit cleaned up also.

On 32 bit x86 pop_1st_bit is now more then
two times faster then the original one that
is optimized for 64 bit processors.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-19 05:33:55 +02:00
Marco Costalba 9ae2b69235 Optimize pop_1st_bit() on 32 bits x86
Operations on 64 bits Bitboard types are slow
on x86 compiled with gcc, so optimize this case.

BTW profiling shows that pop_1st_bit() is a
veeery performance critical path!

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 16:09:19 +02:00
Marco Costalba 95ce27f926 Ignore non keyboard events in Bioskey()
Filter out mouse and windows type events.

This fix an issue where Glaurung hangs in console mode
under Windows.

To reproduce simply open a console under Windows (cmd.exe),
run "glaurung.exe bench 50 1", this starts benchmarking.
Then hide the windows and show again or clik the mouse
somewhere on the window, this hangs the benchmark
because Boiskey() returns true and poll() calls std::getline()
that hangs waiting for user pressing a return key.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:10 +02:00
Marco Costalba 5c4f6f6226 Cleanup poll()
Reshape this function in preparation
for future work.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:09 +02:00
Marco Costalba 18860cce40 Improve time managment
If we need some more and we are in time
advantage take it.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:09 +02:00
Marco Costalba d583176baf Pass also opponent time to think()
This patch modifies think() signature to accept
also opponent time. This is needed for future
changes to time managment.

Still no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:09 +02:00
Marco Costalba 4c5eaeb363 Disable a stupid and noisy MSVC warning
Remove the crap from compiler messages.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:09 +02:00
Marco Costalba 925f97f4e7 Teach Benchmark to read positions from a file
This comes handy to test the engine on different
sets of positions, not only the 15 default ones.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:27:08 +02:00
Marco Costalba f1e245850f Reformat benchmark interface
Prepare to following patches, still no functional
change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:26:39 +02:00
Marco Costalba 2f5012a3eb Fix another conversion warning: Bitboard->int
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:26:31 +02:00
Marco Costalba 94929c36bd Document where we want a uint16_t instead of a uint64_t
This patch removes some conversion warnings and
better describe where we are going to expect a
small integer.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:26:24 +02:00
Marco Costalba a0aa8e760a Use size_t instead of int
Remove some warning.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:26:18 +02:00
Marco Costalba 52487c4f04 MovePicker: simplify move swapping
We don't need a full swap here because once found
and returned the best move will not be used again.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:26:10 +02:00
Marco Costalba 5080e72ea5 Prefer strncpy() to strcpy()
This removes a warning under MSVC++

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:25:55 +02:00
Marco Costalba 295352d04a Fix: "Ponder" option has type bool not int
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-18 12:25:22 +02:00
Marco Costalba 421fd9c3bf Space inflate sp_search_pv
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-09 11:37:27 +02:00
Marco Costalba eacb42092b Space inflate sp_search
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-09 11:15:58 +02:00
Marco Costalba a10c9632a5 Use TT in qsearch
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-09 07:37:46 +02:00
Marco Costalba bc4e937f05 search: fix a bug and clear history update
When a move produces a beta-cut off is marked as
success in history and all the remaining ones are
marked as failures.

The loop across the searched moves, that is used
to register failures, does not skip the good one,
that is then registered as a failure too.

The patch fixes the bug and cleanup the code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-07 09:38:19 +02:00
Marco Costalba 6c592955e1 Space inflate qsearch
No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-07 08:31:30 +02:00
Marco Costalba d517080ab6 Space inflate search()
Same as previous patch but for search() function.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 18:25:58 +02:00
Marco Costalba b7781e8faa search_pv: spaces inflate
It seems easier to understand, at least to me.

Hopefully no functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 17:12:39 +02:00
Marco Costalba a230dc1404 Split transposition table lookup in a separate function
This slims down the code and is a prerequisite for
future patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 15:53:43 +02:00
Marco Costalba c2c0ba875f TranspositionTable: add first_entry() helper
An inline function to retrieve the first TT entry
given a position.

Plus usual whitespace noise.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 12:30:07 +02:00
Marco Costalba 61f41a057d Add simple debug hit rate counter
Add a very simple debug framework to
measure the hit rate of a given condition.

Simply insert macro

dbg_hit_on(x);

Anywhere you want to compute hit rate of condition x
and then call, as example in poll(), function
dbg_print_hit_rate() to print current results.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 12:22:10 +02:00
Marco Costalba d786822b92 TranspositionTable: micro optimize first cycle
In the common case (>95%) tte == replace so skip
additional comparisons in this case.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 12:21:08 +02:00
Marco Costalba 392360e73b TranspositionTable: early skip on an empty TT entry
Instead of going for the whole 4 cycle loop early
skip if TT entry is empty.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 12:20:28 +02:00
Marco Costalba 7c93b171cb TranspositionTable: spaces inflate
No functional change, just a tidy up in
preparation for next patches.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 12:19:29 +02:00
Marco Costalba dad9a1eca7 RootMoveList: inline trivial accessors
Although not performance critical, trivial
accessors can be inlined without any harm.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-06 06:37:00 +02:00
Marco Costalba 731a9f3806 RootMoveList sorting: be compatible with std::sort
sort() and sort_multipv() are almost the same, so
use only one implementation.

Also introduce the natural RootMove::operator<() to
compare the moves instead of compare_root_moves(),
this will allow to use std::sort instead of our
home grown bubble-sort.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-05 09:04:45 +02:00
Marco Costalba bd3fd6501b scan_for_easy_move: we don't need a loop here
Moves are already sorted, so just consider the best
and the second one.

Some trailing whitespace remove noise crept in due
to my editor removes it before to save.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-03 23:33:49 +02:00
Marco Costalba 9ec12da028 Better document RootMoveList c'tor
Also some code tidy-up.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-03 23:29:04 +02:00
Marco Costalba 973eb543a4 Fix a couple of bugs (fallout from previous patches)
After testing and comparing output with standard Glaurung
a couple of issues arised.

A default value was wrong and init_uci_options() missed a couple
of stringify() calls. Also storing bool values as "false" and "true"
needs some care.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 22:05:23 +02:00
Marco Costalba e5068c4734 ucioptions: Fix stringification of a bool
We want stringify a bool as "true" and "false",
not "1" and "0".

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 16:58:02 +02:00
Marco Costalba 35010b4938 Preserve options order when printed
Use a vector instead of a map so that options
are printed according to their original order.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 16:03:01 +02:00
Marco Costalba 6c64f68ccf Rewrite ucioptions.cpp to use C++
Instead of old-style C string functions use standard
library to greatly streamline the implementation.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 14:05:02 +02:00
Marco Costalba 6ef44d4c4e Finally remove UCIInputParser class altogether
Class UCIInputParser is now a typedef of a std::istringstream,
this greatly simplifies the code, especially the many conversions
from string to integer are now handled automatically by the
stream instead of relying on a chunk of C-style atoi() calls.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 08:16:17 +02:00
Marco Costalba d22aeb1cc0 Use a string stream in UCIInputParser
Use a std::istringstream instead of an home
grown string tokenizer code.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 08:06:34 +02:00
Marco Costalba b8e487ff9c Avoid casts to handle isspace() arguments
Use proper standard conversion to deal
with negative values of a char.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2008-09-01 08:03:21 +02:00
62 changed files with 8242 additions and 8306 deletions
+24 -253
View File
@@ -1,21 +1,14 @@
1. Introduction
---------------
Glaurung is a free UCI chess engine. It is not a complete chess
program, but requires some UCI compatible GUI (like XBoard with
PolyGlot, eboard, José, Arena, Sigma Chess, Shredder, Chess Partner,
or Fritz) in order to be used comfortably. Read the documentation for
your GUI of choice for information about how to use Glaurung with your
GUI.
Stockfish is a free UCI chess engine derived from Glaurung 2.1. It is
not a complete chess program, but requires some UCI compatible GUI
(like XBoard with PolyGlot, eboard, Jos, Arena, Sigma Chess, Shredder,
Chess Partner, or Fritz) in order to be used comfortably. Read the
documentation for your GUI of choice for information about how to use
Stockfish with your GUI.
Glaurung 2 is a completely rewritten version of Glaurung. Apart from
the parallel search code, almost no code is shared with Glaurung
1.2.1, the previous stable version. The new program is clearly
stronger than the old, but has a less attractive style of play,
because there are still a few major holes in its evaluation function
(most notably space and development).
This version of Glaurung supports up to 8 CPUs, but has not been
This version of Stockfish supports up to 8 CPUs, but has not been
tested thoroughly with more than 2. The program tries to detect the
number of CPUs on your computer and set the number of search threads
accordingly, but please be aware that the detection is not always
@@ -27,7 +20,7 @@ cores on your computer.
2. Files
--------
This distribution of Glaurung consists of the following files:
This distribution of Stockfish consists of the following files:
* Readme.txt, the file you are currently reading.
@@ -35,284 +28,63 @@ This distribution of Glaurung consists of the following files:
License.
* src/, a subdirectory containing the full source code, including a
Makefile that can be used to compile Glaurung on Unix-like
systems. For further information about how to compile Glaurung
Makefile that can be used to compile Stockfish on Unix-like
systems. For further information about how to compile Stockfish
yourself, read section 4 below.
* MacOSX/, a subdirectory containing excutables for Apple Macintosh
computers running Mac OS X 10.4 (Tiger) and newer. There are two
executables, one for OS X 10.4, and one for OS X 10.5. The
executable for OS X 10.4 will work in 10.5 as well, but the one
for 10.5 is faster.
* LinuxX86/, a subdirectory containing 32-bit and 64-bit x86 GNU/Linux
executables.
* Windows/, a subdirectory containing 32-bit and 64-bit Windows
executables.
* polyglot.ini, for using Glaurung with Fabien Letouzey's PolyGlot
* polyglot.ini, for using Stockfish with Fabien Letouzey's PolyGlot
adapter.
3. Opening books
----------------
This version of Glaurung has experimental support for PolyGlot opening
books. For information about how to create such books, consult the
This version of Stockfish has experimental support for PolyGlot opening
books. For information about how to create such books, consult the
PolyGlot documentation. The book file can be selected by setting the
UCI parameter "Book File".
A book file contributed by Salvo Spitaleri can be found on the
Glaurung web page.
4. Compiling it yourself
------------------------
On Unix-like systems, it should usually be possible to compile
Glaurung directly from the source code with the included Makefile.
Stockfish directly from the source code with the included Makefile.
The exception is computer with big-endian CPUs, like PowerPC
Macintoshes. Some of the bitboard routines in the current version of
Glaurung are endianness-sensitive, and won't work on a big-endian CPU.
Macintoshes. Some of the bitboard routines in the current version of
Stockfish are endianness-sensitive, and won't work on a big-endian CPU.
Ensuring that the line with #define USE_32BIT_ATTACKS" near the top
of bitboard.h is commented out should solve this problem.
Commenting out the line with "#define USE_32BIT_ATTACKS" near the
There is also a problem with compiling Glaurung on certain 64-bit
systems, regardless of the endianness. If Glaurung segfaults
immediately after startup, try to comment out the line with
There is also a problem with compiling Stockfish on certain 64-bit
systems, regardless of the endianness. If Stockfish segfaults
immediately after startup, try to comment out the line with
"#define USE_FOLDED_BITSCAN" near the beginning of bitboard.h and
recompile.
Finally, even if Glaurung does work without any changes on your
Finally, even if Stockfish does work without any changes on your
computer, it might be possible to improve the performance by changing
some of the #define directives in bitboard.h. The default settings
are optimized for 64-bit CPUs. On 32-bit CPUs, it is probably better
to switch on USE_32BIT_ATTACKS, and to use BITCOUNT_SWAR_32 instead of
BITCOUNT_SWAR_64. For computers with very little memory (like
handheld devices), it is possible to conserve memory by defining
USE_COMPACT_ROOK_ATTACKS.
5. History
----------
2007-05-06: Glaurung 2 - epsilon
--------------------------------
The first public release, and the first version of my new program
which is able to match the old Glaurung 1.2.1 on a single CPU. Lots
of features and chess knowledge is still missing.
2007-05-10: Glaurung 2 - epsilon/2
----------------------------------
This version is very close to 2 - epsilon. The major changes are:
* A number of compatibility problems which appeared when trying to
compile Glaurung 2 - epsilon on various operating systems and CPUs
have been solved.
* Fixed a major bug in the detection of rooks trapped inside a
friendly king.
* Added knowledge about several types of drawn endgames.
* Fixed a few FRC related bugs. FRC now works, but because of
serious holes in the evaluation function the program plays very
badly.
* A slightly more sophisticated king safety evaluation.
2007-06-07: Glaurung 2 - epsilon/3
----------------------------------
The first public version with support for multiple CPUs. Unless you
have a dual-core (or better) computer, use Glaurung with a PolyGlot
book, or runs games with ponder on, you may want to skip this version,
which is almost certainly no stronger than 2 - epsilon/2 when running
on a single CPU. The main changes compared to the previous version
are:
* Parallel search, with support for 1-4 CPUs. The program currently
always allocates a separate pawn hash table and material hash
table for four threads, which is a pure waste of RAM if your
computer has just a single CPU. This will be fixed in a future
version.
* Fixed a bug in book randomization. When using Polyglot books, the
previous version would always select exactly the same move in the
same position after a restart of the program. Thanks to Pavel
Háse for pointing this out.
* Fixed a UCI pondering bug: Glaurung no longer instantly prints its
best move when the maximum depth is reached during a ponder
search, as the previous version did. According to the UCI
protocol, it is not allowed to print the best move before the
engine has received the "stop" or "quit" command.
* Additional search information: The new version displays hash
saturation and the current line(s) of search.
* Several minor bug fixes and optimizations in the search and
evaluation.
2007-06-08: Glaurung 2 - epsilon/4
----------------------------------
A bugfix release, with only a single important change:
* Fixed a very serious pondering bug. As pointed out by Marc
Lacrosse, the previous version would lose on time in almost every
single game with pondering enabled. The new version handles
pondering correctly (or so I hope). When playing with ponder
off, the new version is identical to version 2 - epsilon/3.
2007-06-25: Glaurung 2 - epsilon/5
----------------------------------
Another minor update, including the following improvements and bug
fixes:
* As Werner Schüle discovered, the previous version would sometimes
stop thinking and lose on time right before delivering checkmate
(which is of course a very unfortunate moment to lose on time).
I haven't been able to reproduce Werner's problem on my computer
(probably because I run a different OS), but I have fixed the bug
which I suspect caused the time losses. I hope the time losses
will no longer occur with 2 - epsilon/5.
* The program is now slightly less resource-hungry on computers
with less than 4 CPU cores: The previous version would always
allocated separate pawn and material hash tables for four
threads, even when running on a single-core CPU. The new version
only allocates pawn and material hash tables for the threads
which are actually used.
* A minor reorganization of the memory layout has made the parallel
search about 10% more efficient (at least on my computer, but the
results are likely to vary considerably on different systems).
* The Intel Mac OS X binary is much faster than before, thanks to
the Intel C++ compiler (previous versions were compiled with
GCC).
* A few other very minor bug fixes and enhancements.
2007-11-21: Glaurung 2.0
------------------------
The first stable (or so I hope) and feature-complete version of
Glaurung 2. The following are the main changes compared to the
previous version:
* The license has been changed from GPL version 2 to GPL version 3.
* MultiPV mode.
* Support for the "searchmoves" option in the UCI "go" command.
This means that it is possible to ask Glaurung to exclude some
moves from its analysis, or to restrict its analysis to just a
handful of moves selected by the user. This feature must also be
supported by the GUI under which Glaurung is run. Glaurung's own
GUI does currently not support this feature.
* Chess960 support now works. The program still plays this game
very badly, because of lack of opening knowledge.
* Much more aggressive pruning in the last few plies of the main
search.
* Somewhat better scaling on multi-CPU systems, and support for up
to 8 CPUs.
* Lots of new UCI parameters.
* Improved time managment, especially in games with pondering on
(i.e. when the engine is allowed to think when it's the
opponent's turn to move).
* Some evaluation improvements, and some new basic endgame
patterns.
* The program should no longer crash if the game lasts longer than
1000 plies.
* Many minor bug fixes and other tiny improvements throughout the
code.
* More generously commented code, and numerous cosmetic changes in
coding style.
2007-11-22: Glaurung 2.0.1
--------------------------
* Fixed (or so I hope) a bug which would occasionally cause one of
the search threads to get stuck forever in its idle loop.
2008-05-14: Glaurung 2.1
------------------------
This version contains far too many changes to list them all, but most
of them are minor and cosmetic. The most important and noticable
changes are a lot of new UCI parameters, and many improvements in the
evaluation function. The highlights are:
* Extensive changes in the evaluation function. The addition of
king safety is the most important improvement, but there are also
numerous little improvements elsewhere in the evaluation. There
is still much work left to do in the evaluation function, though.
Space and development are still missing, and the tuning is likely
to be very poor. Currently, the program is optimized for an
entertaining style rather than maximum strength.
* More accurate forward pruning. The previous version used the
null move refutation move to improve the pruning accuracy by
means of a very simple trick: It did not allow pruning of any
moves with the piece captured by the null move refutation move.
In Glaurung 2.1, this has been enhanced: It does not allow
pruning of moves which defend the destination square of the null
move refutation move, nor of moves which block the ray of the
piece in the case that the moving piece in the null move
refutation move is a slider.
* More conservative use of LMR at PV nodes. The previous version
searched the first 6 moves with full depth, 2.1 by default
searches the first 14 moves with full depth (but there is a new
UCI parameter for configuring this). I am not at all sure
whether this is an improvement. More thorough testing is
required.
* Feedback from the evaluation to the search. The search passes an
object of type 'EvalInfo' to the eval, and the eval fills this
struct with various potentially useful information (like the sets
of squares attacked by each piece type, the middle game and
endgame components of the eval, etc.). At the moment, almost
none of this information is actually used by the search. The
only exception is that the evaluation function is now used to
adjust the futility pruning margin in the quiescence search.
* Less extensions. This hurts the programs performance a lot in most
test suites, but I hope it improves the branching factor in deep
searches.
* A very long list of new UCI parameters, especially for tuning the
evaluation.
USE_COMPACT_ROOK_ATTACKS.
6. Terms of use
---------------
Glaurung is free, and distributed under the GNU General Public License
Stockfish is free, and distributed under the GNU General Public License
(GPL). Essentially, this means that you are free to do almost exactly
what you want with the program, including distributing it among your
friends, making it available for download from your web site, selling
it (either by itself or as part of some bigger software package), or
using it as the starting point for a software project of your own.
The only real limitation is that whenever you distribute Glaurung in
The only real limitation is that whenever you distribute Stockfish in
some way, you must always include the full source code, or a pointer
to where the source code can be found. If you make any changes to the
source code, these changes must also be made available under the GPL.
@@ -324,5 +96,4 @@ Copying.txt.
7. Feedback
-----------
The author's e-mail address is tord@glaurungchess.com
The author's e-mail address is mcostalba@gmail.com
+3 -10
View File
@@ -2,13 +2,13 @@
[PolyGlot]
EngineDir = .
EngineCommand = ./glaurung
EngineCommand = ./stockfish
Book = false
BookFile = book.bin
Log = true
LogFile = glaurung.log
LogFile = stockfish.log
Resign = true
ResignScore = 600
@@ -34,8 +34,7 @@ King Safety Coefficient = 40
King Safety X Intercept = 0
King Safety Max Slope = 30
King Safety Max Value = 500
Queen Contact Check Bonus = 4
Rook Contact Check Bonus = 2
Queen Contact Check Bonus = 3
Queen Check Bonus = 2
Rook Check Bonus = 1
Bishop Check Bonus = 1
@@ -57,14 +56,8 @@ Pawn Endgame Extension (non-PV nodes) = 2
Full Depth Moves (PV nodes) = 14
Full Depth Moves (non-PV nodes) = 3
Threat Depth = 5
Selective Plies = 7
Futility Pruning (Main Search) = true
Futility Pruning (Quiescence Search) = true
Futility Margin 0 = 50
Futility Margin 1 = 100
Futility Margin 2 = 300
Maximum Razoring Depth = 3
Razoring Margin = 300
Randomness = 0
Minimum Split Depth = 4
Maximum Number of Threads per Split Point = 5
+23 -18
View File
@@ -1,14 +1,15 @@
# Glaurung, a UCI chess playing engine.
# Stockfish, a UCI chess playing engine derived from Glaurung 2.1
# Copyright (C) 2004-2007 Tord Romstad
# Copyright (C) 2008 Marco Costalba
# This file is part of Glaurung.
# This file is part of Stockfish.
#
# Glaurung is free software: you can redistribute it and/or modify
# Stockfish is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Glaurung is distributed in the hope that it will be useful,
# Stockfish is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
@@ -21,11 +22,11 @@
### Files
###
EXE = glaurung
EXE = stockfish
OBJS = bitboard.o color.o pawns.o material.o endgame.o evaluate.o main.o \
OBJS = bitboard.o pawns.o material.o endgame.o evaluate.o main.o \
misc.o move.o movegen.o history.o movepick.o search.o piece.o \
position.o square.o direction.o tt.o value.o uci.o ucioption.o \
position.o direction.o tt.o value.o uci.o ucioption.o \
mersenne.o book.o bitbase.o san.o benchmark.o
@@ -35,17 +36,17 @@ OBJS = bitboard.o color.o pawns.o material.o endgame.o evaluate.o main.o \
all: $(EXE) .depend
clean:
$(RM) *.o .depend glaurung
clean:
$(RM) *.o .depend stockfish
###
### Compiler:
###
CXX = g++
# CXX = g++
# CXX = g++-4.2
# CXX = icpc
CXX = icpc
###
@@ -78,7 +79,11 @@ CXXFLAGS += -Wall -g
# General optimization flags. Note that -O2 might be faster than -O3 on some
# systems; this requires testing.
CXXFLAGS += -O3 -fno-exceptions -fomit-frame-pointer -fno-rtti -fstrict-aliasing
CXXFLAGS += -O3 -fno-exceptions -fomit-frame-pointer -fno-rtti -fno-strict-aliasing
# Disable most annoying warnings for the Intel C++ compiler
CXXFLAGS += -wd383,869,981
# Compiler optimization flags for the Intel C++ compiler in Mac OS X:
@@ -88,16 +93,16 @@ CXXFLAGS += -O3 -fno-exceptions -fomit-frame-pointer -fno-rtti -fstrict-aliasing
# Profiler guided optimization with the Intel C++ compiler. To use it, first
# create the directory ./profdata if it does not already exist, and delete its
# contents if it does exist. Then compile with -prof_gen, and run the
# resulting binary for a while (for instance, do ./glaurung bench 128 1, and
# wait 15 minutes for the benchmark to complete). Then do a 'make clean', and
# contents if it does exist. Then compile with -prof_gen, and run the
# resulting binary for a while (for instance, do ./stockfish bench 128 1, and
# wait 15 minutes for the benchmark to complete). Then do a 'make clean', and
# recompile with -prof_use.
# CXXFLAGS += -prof_gen -prof_dir ./profdata
# CXXFLAGS += -prof_gen -prof_dir profdata
# CXXFLAGS += -prof_use -prof_dir ./profdata
# Profiler guided optimization with GCC. I've never been able to make this
# Profiler guided optimization with GCC. I've never been able to make this
# work.
# CXXFLAGS += -fprofile-generate
@@ -125,7 +130,7 @@ LDFLAGS += -lm -lpthread
# LDFLAGS += -arch x86_64
# Backwards compatibility with Mac OS X 10.4 when compiling under 10.5 with
# Backwards compatibility with Mac OS X 10.4 when compiling under 10.5 with
# GCC 4.0. I haven't found a way to make it work with GCC 4.2.
# CXXFLAGS += -isysroot /Developer/SDKs/MacOSX10.4u.sdk
+91 -31
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -20,6 +21,9 @@
////
//// Includes
////
#include <fstream>
#include <sstream>
#include <vector>
#include "benchmark.h"
#include "search.h"
@@ -31,7 +35,8 @@
//// Variables
////
const std::string BenchmarkPositions[15] = {
const std::string BenchmarkPositions[] = {
"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
"r4rk1/1b2qppp/p1n1p3/1p6/1b1PN3/3BRN2/PP3PPP/R2Q2K1 b - - 7 16",
"4r1k1/ppq3pp/3b4/2pP4/2Q1p3/4B1P1/PP5P/R5K1 b - - 0 20",
"4rrk1/pp1n3p/3q2pQ/2p1pb2/2PP4/2P3N1/P2B2PP/4RRK1 b - - 7 19",
@@ -48,44 +53,99 @@ const std::string BenchmarkPositions[15] = {
"4k2r/1pb2ppp/1p2p3/1R1p4/3P4/2r1PN2/P4PPP/1R4K1 b - 3 22",
"3q2k1/pb3p1p/4pbp1/2r5/PpN2N2/1P2P2P/5PP1/Q2R2K1 b - - 4 26"
};
////
//// Functions
////
/// benchmark() runs a simple benchmark by letting Glaurung analyze 15
/// positions for 60 seconds each. There are two parameters; the
/// transposition table size and the number of search threads that should
/// be used. The analysis is written to a file named bench.txt.
/// benchmark() runs a simple benchmark by letting Stockfish analyze a set
/// of positions for a given time each. There are four parameters; the
/// transposition table size, the number of search threads that should
/// be used, the time in seconds spent for each position (optional, default
/// is 60) and an optional file name where to look for positions in fen
/// format (default are the BenchmarkPositions defined above).
/// The analysis is written to a file named bench.txt.
void benchmark(const std::string &ttSize, const std::string &threads) {
Position pos;
Move moves[1] = {MOVE_NONE};
int i;
void benchmark(const std::string& commandLine) {
i = atoi(ttSize.c_str());
if(i < 4 || i > 1024) {
std::cerr << "The hash table size must be between 4 and 1024" << std::endl;
exit(EXIT_FAILURE);
std::istringstream csVal(commandLine);
std::istringstream csStr(commandLine);
std::string ttSize, threads, fileName, limitType;
int val, secsPerPos, maxDepth, maxNodes;
csStr >> ttSize;
csVal >> val;
if (val < 4 || val > 1024)
{
std::cerr << "The hash table size must be between 4 and 1024" << std::endl;
exit(EXIT_FAILURE);
}
i = atoi(threads.c_str());
if(i < 1 || i > THREAD_MAX) {
std::cerr << "The number of threads must be between 1 and " << THREAD_MAX
<< std::endl;
exit(EXIT_FAILURE);
csStr >> threads;
csVal >> val;
if (val < 1 || val > THREAD_MAX)
{
std::cerr << "The number of threads must be between 1 and " << THREAD_MAX
<< std::endl;
exit(EXIT_FAILURE);
}
set_option_value("Hash", ttSize);
set_option_value("Threads", threads);
set_option_value("OwnBook", "false");
set_option_value("Use Search Log", "true");
set_option_value("Search Log Filename", "bench.txt");
for(i = 0; i < 15; i++) {
pos.from_fen(BenchmarkPositions[i]);
think(pos, true, false, 0, 0, 0, 0, 0, 60000, moves);
csVal >> val;
csVal >> fileName;
csVal >> limitType;
secsPerPos = maxDepth = maxNodes = 0;
if (limitType == "time")
secsPerPos = val * 1000;
else if (limitType == "depth")
maxDepth = val;
else
maxNodes = val;
std::vector<std::string> positions;
if (fileName != "default")
{
std::ifstream fenFile(fileName.c_str());
if (!fenFile.is_open())
{
std::cerr << "Unable to open positions file " << fileName
<< std::endl;
exit(EXIT_FAILURE);
}
std::string pos;
while (fenFile.good())
{
std::getline(fenFile, pos);
if (!pos.empty())
positions.push_back(pos);
}
fenFile.close();
} else
for (int i = 0; i < 16; i++)
positions.push_back(std::string(BenchmarkPositions[i]));
int startTime = get_system_time();
std::vector<std::string>::iterator it;
int cnt = 1;
int64_t totalNodes = 0;
for (it = positions.begin(); it != positions.end(); ++it, ++cnt)
{
Move moves[1] = {MOVE_NONE};
int dummy[2] = {0, 0};
Position pos(*it);
std::cout << "\nProcessing position " << cnt << '/' << positions.size() << std::endl << std::endl;
think(pos, true, false, 0, dummy, dummy, 0, maxDepth, maxNodes, secsPerPos, moves);
totalNodes += nodes_searched();
}
std::cout << "\nProcessing time (ms) " << get_system_time() - startTime << std::endl
<< "Nodes searched " << totalNodes << std::endl
<< "Press any key to exit" << std::endl;
std::cin >> fileName;
}
+8 -8
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -31,7 +32,6 @@
//// Prototypes
////
extern void benchmark(const std::string &ttSize, const std::string &threads);
extern void benchmark(const std::string& commandLine);
#endif // !defined(BENCHMARK_H_INCLUDED)
+26 -24
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -52,11 +53,11 @@ namespace {
Bitboard wk_attacks() const;
Bitboard bk_attacks() const;
Bitboard pawn_attacks() const;
Square whiteKingSquare, blackKingSquare, pawnSquare;
Color sideToMove;
};
Result *Bitbase;
const int IndexMax = 2*24*64*64;
@@ -68,7 +69,7 @@ namespace {
Result classify_btm(const KPKPosition &p);
int compute_index(Square wksq, Square bksq, Square psq, Color stm);
int compress_result(Result r);
}
@@ -88,7 +89,8 @@ void generate_kpk_bitbase(uint8_t bitbase[]) {
int i, j, b;
for(i = 0; i < 24576; i++) {
for(b = 0, j = 0; j < 8; b |= (compress_result(Bitbase[8*i+j]) << j), j++);
bitbase[i] = b;
assert(b == int(uint8_t(b)));
bitbase[i] = (uint8_t)b;
}
// Release allocated memory:
@@ -112,7 +114,7 @@ namespace {
return compute_index(whiteKingSquare, blackKingSquare, pawnSquare,
sideToMove);
}
bool KPKPosition::is_legal() const {
if(whiteKingSquare == pawnSquare || whiteKingSquare == blackKingSquare ||
@@ -136,7 +138,7 @@ namespace {
if(sideToMove == BLACK) {
Bitboard wka = this->wk_attacks();
Bitboard bka = this->bk_attacks();
// Case 1: Stalemate
if((bka & ~(wka | this->pawn_attacks())) == EmptyBoardBB)
return true;
@@ -165,7 +167,7 @@ namespace {
(square_distance(blackKingSquare, pawnSquare+DELTA_N) > 1 ||
bit_is_set(this->wk_attacks(), pawnSquare+DELTA_N));
}
Bitboard KPKPosition::wk_attacks() const {
return StepAttackBB[WK][whiteKingSquare];
@@ -203,7 +205,7 @@ namespace {
bool next_iteration() {
KPKPosition p;
int previousUnknownCount = UnknownCount;
for(int i = 0; i < IndexMax; i++)
if(Bitbase[i] == RESULT_UNKNOWN) {
p.from_index(i);
@@ -230,7 +232,7 @@ namespace {
bool unknownFound = false;
Bitboard b;
Square s;
// King moves
b = p.wk_attacks();
while(b) {
@@ -259,14 +261,14 @@ namespace {
BLACK)]) {
case RESULT_LOSS:
return RESULT_WIN;
case RESULT_UNKNOWN:
unknownFound = true;
break;
case RESULT_DRAW: case RESULT_INVALID:
break;
default:
assert(false);
}
@@ -278,20 +280,20 @@ namespace {
BLACK)]) {
case RESULT_LOSS:
return RESULT_WIN;
case RESULT_UNKNOWN:
unknownFound = true;
break;
case RESULT_DRAW: case RESULT_INVALID:
break;
default:
assert(false);
}
}
}
return unknownFound? RESULT_UNKNOWN : RESULT_DRAW;
}
@@ -344,5 +346,5 @@ namespace {
int compress_result(Result r) {
return (r == RESULT_WIN || r == RESULT_LOSS)? 1 : 0;
}
}
}
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+124 -122
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,70 +22,22 @@
//// Includes
////
#ifdef _MSC_VER
#include <intrin.h>
#ifdef _WIN64
#pragma intrinsic(_BitScanForward64)
#else
#pragma intrinsic(_BitScanForward)
#endif
#define USING_INTRINSICS
#endif
#include <iostream>
#include "bitboard.h"
#include "direction.h"
////
//// Constants and variables
////
const Bitboard SquaresByColorBB[2] = {BlackSquaresBB, WhiteSquaresBB};
const Bitboard FileBB[8] = {
FileABB, FileBBB, FileCBB, FileDBB, FileEBB, FileFBB, FileGBB, FileHBB
};
const Bitboard NeighboringFilesBB[8] = {
FileBBB, FileABB|FileCBB, FileBBB|FileDBB, FileCBB|FileEBB,
FileDBB|FileFBB, FileEBB|FileGBB, FileFBB|FileHBB, FileGBB
};
const Bitboard ThisAndNeighboringFilesBB[8] = {
FileABB|FileBBB, FileABB|FileBBB|FileCBB,
FileBBB|FileCBB|FileDBB, FileCBB|FileDBB|FileEBB,
FileDBB|FileEBB|FileFBB, FileEBB|FileFBB|FileGBB,
FileFBB|FileGBB|FileHBB, FileGBB|FileHBB
};
const Bitboard RankBB[8] = {
Rank1BB, Rank2BB, Rank3BB, Rank4BB, Rank5BB, Rank6BB, Rank7BB, Rank8BB
};
const Bitboard RelativeRankBB[2][8] = {
{
Rank1BB, Rank2BB, Rank3BB, Rank4BB, Rank5BB, Rank6BB, Rank7BB, Rank8BB
},
{
Rank8BB, Rank7BB, Rank6BB, Rank5BB, Rank4BB, Rank3BB, Rank2BB, Rank1BB
}
};
const Bitboard InFrontBB[2][8] = {
{
Rank2BB | Rank3BB | Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank3BB | Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank6BB | Rank7BB | Rank8BB,
Rank7BB | Rank8BB,
Rank8BB,
EmptyBoardBB
},
{
EmptyBoardBB,
Rank1BB,
Rank2BB | Rank1BB,
Rank3BB | Rank2BB | Rank1BB,
Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank6BB | Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank7BB | Rank6BB | Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB
}
};
#if defined(USE_COMPACT_ROOK_ATTACKS)
Bitboard RankAttacks[8][64], FileAttacks[8][64];
@@ -126,27 +79,27 @@ const int RShift[64] = {
#else // if defined(USE_32BIT_ATTACKS)
const uint64_t RMult[64] = {
0xa8002c000108020ULL, 0x4440200140003000ULL, 0x8080200010011880ULL,
0x380180080141000ULL, 0x1a00060008211044ULL, 0x410001000a0c0008ULL,
0x9500060004008100ULL, 0x100024284a20700ULL, 0x802140008000ULL,
0x80c01002a00840ULL, 0x402004282011020ULL, 0x9862000820420050ULL,
0x1001448011100ULL, 0x6432800200800400ULL, 0x40100010002000cULL,
0x2800d0010c080ULL, 0x90c0008000803042ULL, 0x4010004000200041ULL,
0x3010010200040ULL, 0xa40828028001000ULL, 0x123010008000430ULL,
0x24008004020080ULL, 0x60040001104802ULL, 0x582200028400d1ULL,
0x4000802080044000ULL, 0x408208200420308ULL, 0x610038080102000ULL,
0x3601000900100020ULL, 0x80080040180ULL, 0xc2020080040080ULL,
0x80084400100102ULL, 0x4022408200014401ULL, 0x40052040800082ULL,
0xb08200280804000ULL, 0x8a80a008801000ULL, 0x4000480080801000ULL,
0x911808800801401ULL, 0x822a003002001894ULL, 0x401068091400108aULL,
0x4a10a00004cULL, 0x2000800640008024ULL, 0x1486408102020020ULL,
0x100a000d50041ULL, 0x810050020b0020ULL, 0x204000800808004ULL,
0x20048100a000cULL, 0x112000831020004ULL, 0x9000040810002ULL,
0x440490200208200ULL, 0x8910401000200040ULL, 0x6404200050008480ULL,
0x4b824a2010010100ULL, 0x4080801810c0080ULL, 0x400802a0080ULL,
0x8224080110026400ULL, 0x40002c4104088200ULL, 0x1002100104a0282ULL,
0x1208400811048021ULL, 0x3201014a40d02001ULL, 0x5100019200501ULL,
0x101000208001005ULL, 0x2008450080702ULL, 0x1002080301d00cULL,
0xa8002c000108020ULL, 0x4440200140003000ULL, 0x8080200010011880ULL,
0x380180080141000ULL, 0x1a00060008211044ULL, 0x410001000a0c0008ULL,
0x9500060004008100ULL, 0x100024284a20700ULL, 0x802140008000ULL,
0x80c01002a00840ULL, 0x402004282011020ULL, 0x9862000820420050ULL,
0x1001448011100ULL, 0x6432800200800400ULL, 0x40100010002000cULL,
0x2800d0010c080ULL, 0x90c0008000803042ULL, 0x4010004000200041ULL,
0x3010010200040ULL, 0xa40828028001000ULL, 0x123010008000430ULL,
0x24008004020080ULL, 0x60040001104802ULL, 0x582200028400d1ULL,
0x4000802080044000ULL, 0x408208200420308ULL, 0x610038080102000ULL,
0x3601000900100020ULL, 0x80080040180ULL, 0xc2020080040080ULL,
0x80084400100102ULL, 0x4022408200014401ULL, 0x40052040800082ULL,
0xb08200280804000ULL, 0x8a80a008801000ULL, 0x4000480080801000ULL,
0x911808800801401ULL, 0x822a003002001894ULL, 0x401068091400108aULL,
0x4a10a00004cULL, 0x2000800640008024ULL, 0x1486408102020020ULL,
0x100a000d50041ULL, 0x810050020b0020ULL, 0x204000800808004ULL,
0x20048100a000cULL, 0x112000831020004ULL, 0x9000040810002ULL,
0x440490200208200ULL, 0x8910401000200040ULL, 0x6404200050008480ULL,
0x4b824a2010010100ULL, 0x4080801810c0080ULL, 0x400802a0080ULL,
0x8224080110026400ULL, 0x40002c4104088200ULL, 0x1002100104a0282ULL,
0x1208400811048021ULL, 0x3201014a40d02001ULL, 0x5100019200501ULL,
0x101000208001005ULL, 0x2008450080702ULL, 0x1002080301d00cULL,
0x410201ce5c030092ULL
};
@@ -190,7 +143,7 @@ const uint64_t BMult[64] = {
0x881c7c67fcbfc4f6ULL, 0x47ca41e7e440d423ULL, 0xeb0c88112048d004ULL,
0x51c60e04359aef1aULL, 0x1aa1fe0e957a5554ULL, 0xdd9448db4f5e3104ULL,
0xdc01f6dca4bebbdcULL,
};
};
const int BShift[64] = {
26, 27, 27, 27, 27, 27, 27, 26, 27, 27, 27, 27, 27, 27, 27, 27,
@@ -202,27 +155,27 @@ const int BShift[64] = {
#else // if defined(USE_32BIT_ATTACKS)
const uint64_t BMult[64] = {
0x440049104032280ULL, 0x1021023c82008040ULL, 0x404040082000048ULL,
0x48c4440084048090ULL, 0x2801104026490000ULL, 0x4100880442040800ULL,
0x181011002e06040ULL, 0x9101004104200e00ULL, 0x1240848848310401ULL,
0x2000142828050024ULL, 0x1004024d5000ULL, 0x102044400800200ULL,
0x8108108820112000ULL, 0xa880818210c00046ULL, 0x4008008801082000ULL,
0x60882404049400ULL, 0x104402004240810ULL, 0xa002084250200ULL,
0x100b0880801100ULL, 0x4080201220101ULL, 0x44008080a00000ULL,
0x202200842000ULL, 0x5006004882d00808ULL, 0x200045080802ULL,
0x86100020200601ULL, 0xa802080a20112c02ULL, 0x80411218080900ULL,
0x200a0880080a0ULL, 0x9a01010000104000ULL, 0x28008003100080ULL,
0x211021004480417ULL, 0x401004188220806ULL, 0x825051400c2006ULL,
0x140c0210943000ULL, 0x242800300080ULL, 0xc2208120080200ULL,
0x2430008200002200ULL, 0x1010100112008040ULL, 0x8141050100020842ULL,
0x822081014405ULL, 0x800c049e40400804ULL, 0x4a0404028a000820ULL,
0x22060201041200ULL, 0x360904200840801ULL, 0x881a08208800400ULL,
0x60202c00400420ULL, 0x1204440086061400ULL, 0x8184042804040ULL,
0x64040315300400ULL, 0xc01008801090a00ULL, 0x808010401140c00ULL,
0x4004830c2020040ULL, 0x80005002020054ULL, 0x40000c14481a0490ULL,
0x10500101042048ULL, 0x1010100200424000ULL, 0x640901901040ULL,
0xa0201014840ULL, 0x840082aa011002ULL, 0x10010840084240aULL,
0x420400810420608ULL, 0x8d40230408102100ULL, 0x4a00200612222409ULL,
0x440049104032280ULL, 0x1021023c82008040ULL, 0x404040082000048ULL,
0x48c4440084048090ULL, 0x2801104026490000ULL, 0x4100880442040800ULL,
0x181011002e06040ULL, 0x9101004104200e00ULL, 0x1240848848310401ULL,
0x2000142828050024ULL, 0x1004024d5000ULL, 0x102044400800200ULL,
0x8108108820112000ULL, 0xa880818210c00046ULL, 0x4008008801082000ULL,
0x60882404049400ULL, 0x104402004240810ULL, 0xa002084250200ULL,
0x100b0880801100ULL, 0x4080201220101ULL, 0x44008080a00000ULL,
0x202200842000ULL, 0x5006004882d00808ULL, 0x200045080802ULL,
0x86100020200601ULL, 0xa802080a20112c02ULL, 0x80411218080900ULL,
0x200a0880080a0ULL, 0x9a01010000104000ULL, 0x28008003100080ULL,
0x211021004480417ULL, 0x401004188220806ULL, 0x825051400c2006ULL,
0x140c0210943000ULL, 0x242800300080ULL, 0xc2208120080200ULL,
0x2430008200002200ULL, 0x1010100112008040ULL, 0x8141050100020842ULL,
0x822081014405ULL, 0x800c049e40400804ULL, 0x4a0404028a000820ULL,
0x22060201041200ULL, 0x360904200840801ULL, 0x881a08208800400ULL,
0x60202c00400420ULL, 0x1204440086061400ULL, 0x8184042804040ULL,
0x64040315300400ULL, 0xc01008801090a00ULL, 0x808010401140c00ULL,
0x4004830c2020040ULL, 0x80005002020054ULL, 0x40000c14481a0490ULL,
0x10500101042048ULL, 0x1010100200424000ULL, 0x640901901040ULL,
0xa0201014840ULL, 0x840082aa011002ULL, 0x10010840084240aULL,
0x420400810420608ULL, 0x8d40230408102100ULL, 0x4a00200612222409ULL,
0xa08520292120600ULL
};
@@ -239,8 +192,8 @@ Bitboard BMask[64];
int BAttackIndex[64];
Bitboard BAttacks[0x1480];
Bitboard SetMaskBB[64];
Bitboard ClearMaskBB[64];
Bitboard SetMaskBB[65];
Bitboard ClearMaskBB[65];
Bitboard StepAttackBB[16][64];
Bitboard RayBB[64][8];
@@ -259,6 +212,7 @@ Bitboard QueenPseudoAttacks[64];
////
namespace {
void init_masks();
void init_ray_bitboards();
void init_attacks();
@@ -274,7 +228,7 @@ namespace {
#if defined(USE_COMPACT_ROOK_ATTACKS)
void init_file_and_rank_attacks();
#endif
};
}
////
@@ -320,9 +274,9 @@ void init_bitboards() {
#if defined(USE_FOLDED_BITSCAN)
static const int BitTable[64] = {
63, 30, 3, 32, 25, 41, 22, 33, 15, 50, 42, 13, 11, 53, 19, 34, 61, 29, 2,
51, 21, 43, 45, 10, 18, 47, 1, 54, 9, 57, 0, 35, 62, 31, 40, 4, 49, 5, 52,
26, 60, 6, 23, 44, 46, 27, 56, 16, 7, 39, 48, 24, 59, 14, 12, 55, 38, 28,
63, 30, 3, 32, 25, 41, 22, 33, 15, 50, 42, 13, 11, 53, 19, 34, 61, 29, 2,
51, 21, 43, 45, 10, 18, 47, 1, 54, 9, 57, 0, 35, 62, 31, 40, 4, 49, 5, 52,
26, 60, 6, 23, 44, 46, 27, 56, 16, 7, 39, 48, 24, 59, 14, 12, 55, 38, 28,
58, 20, 37, 17, 36, 8
};
@@ -339,6 +293,43 @@ Square first_1(Bitboard b) {
/// pop_1st_bit() finds and clears the least significant nonzero bit in a
/// nonzero bitboard.
#if defined(USE_32BIT_ATTACKS)
// Use type-punning
union b_union {
Bitboard b;
struct {
uint32_t l;
uint32_t h;
};
};
// WARNING: Needs -fno-strict-aliasing compiler option
Square pop_1st_bit(Bitboard *bb) {
b_union u;
uint32_t b;
u.b = *bb;
if (u.l)
{
b = u.l;
*((uint32_t*)bb) = b & (b - 1);
b ^= (b - 1);
}
else
{
b = u.h;
*((uint32_t*)bb+1) = b & (b - 1); // Little endian only?
b = ~(b ^ (b - 1));
}
return Square(BitTable[(b * 0x783a9b23) >> 26]);
}
#else
Square pop_1st_bit(Bitboard *b) {
Bitboard bb = *b ^ (*b - 1);
uint32_t fold = int(bb) ^ int(bb >> 32);
@@ -346,6 +337,8 @@ Square pop_1st_bit(Bitboard *b) {
return Square(BitTable[(fold * 0x783a9b23) >> 26]);
}
#endif
#else
static const int BitTable[64] = {
@@ -369,7 +362,7 @@ Square first_1(Bitboard b) {
Square pop_1st_bit(Bitboard *b) {
Bitboard bb = *b;
*b &= (*b - 1);
return Square(BitTable[((bb & -bb) * 0x218a392cd3d5dbfULL) >> 58]);
return Square(BitTable[((bb & -bb) * 0x218a392cd3d5dbfULL) >> 58]);
}
#endif // defined(USE_FOLDED_BITSCAN)
@@ -383,6 +376,8 @@ namespace {
// be necessary to touch any of them.
void init_masks() {
SetMaskBB[SQ_NONE] = 0ULL;
ClearMaskBB[SQ_NONE] = ~SetMaskBB[SQ_NONE];
for(Square s = SQ_A1; s <= SQ_H8; s++) {
SetMaskBB[s] = (1ULL << s);
ClearMaskBB[s] = ~SetMaskBB[s];
@@ -398,7 +393,7 @@ namespace {
void init_ray_bitboards() {
int d[8] = {1, -1, 16, -16, 17, -17, 15, -15};
for(int i = 0; i < 128; i = i + 9 & ~8) {
for(int i = 0; i < 128; i = (i + 9) & ~8) {
for(int j = 0; j < 8; j++) {
RayBB[(i&7)|((i>>4)<<3)][j] = EmptyBoardBB;
for(int k = i + d[j]; (k & 0x88) == 0; k += d[j])
@@ -417,7 +412,7 @@ namespace {
{-7,-9,0}, {17,15,10,6,-6,-10,-15,-17}, {9,7,-7,-9,0}, {8,1,-1,-8,0},
{9,7,-7,-9,8,1,-1,-8}, {9,7,-7,-9,8,1,-1,-8}
};
for(i = 0; i < 64; i++) {
for(j = 0; j <= int(BK); j++) {
StepAttackBB[j][i] = EmptyBoardBB;
@@ -483,14 +478,21 @@ namespace {
Bitboard b;
for(i = 0; i < 64; i++) {
attackIndex[i] = index;
mask[i] = sliding_attacks(i, 0ULL, 4, deltas, 1, 6, 1, 6);
mask[i] = sliding_attacks(i, 0ULL, 4, deltas, 1, 6, 1, 6);
#if defined(USE_32BIT_ATTACKS)
j = (1 << (32 - shift[i]));
#else
j = (1 << (64 - shift[i]));
#endif
for(k = 0; k < j; k++) {
#if defined(USE_32BIT_ATTACKS)
b = index_to_bitboard(k, mask[i]);
attacks[index +
(unsigned(int(b) * int(mult[i]) ^
int(b >> 32) * int(mult[i] >> 32))
attacks[index +
(unsigned(int(b) * int(mult[i]) ^
int(b >> 32) * int(mult[i] >> 32))
>> shift[i])] =
sliding_attacks(i, b, 4, deltas);
#else
@@ -502,7 +504,7 @@ namespace {
index += j;
}
}
void init_pseudo_attacks() {
Square s;
@@ -537,5 +539,5 @@ namespace {
}
}
#endif // defined(USE_COMPACT_ROOK_ATTACKS)
}
+126 -57
View File
@@ -1,17 +1,19 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -25,15 +27,37 @@
//// Defines
////
// Comment following define if you prefer manually adjust
// platform macros defined below
#define AUTO_CONFIGURATION
// Quiet a warning on Intel compiler
#if !defined(__SIZEOF_INT__ )
#define __SIZEOF_INT__ 0
#endif
// Check for 64 bits for different compilers: Intel, MSVC and gcc
#if defined(__x86_64) || defined(_WIN64) || (__SIZEOF_INT__ > 4)
#define IS_64BIT
#endif
#if !defined(AUTO_CONFIGURATION) || defined(IS_64BIT)
//#define USE_COMPACT_ROOK_ATTACKS
//#define USE_32BIT_ATTACKS
//#define USE_32BIT_ATTACKS
#define USE_FOLDED_BITSCAN
#define BITCOUNT_SWAR_64
//#define BITCOUNT_SWAR_32
//#define BITCOUNT_LOOP
#else
#define USE_32BIT_ATTACKS
#define USE_FOLDED_BITSCAN
#define BITCOUNT_SWAR_32
#endif
////
//// Includes
@@ -60,8 +84,7 @@ const Bitboard EmptyBoardBB = 0ULL;
const Bitboard WhiteSquaresBB = 0x55AA55AA55AA55AAULL;
const Bitboard BlackSquaresBB = 0xAA55AA55AA55AA55ULL;
extern const Bitboard SquaresByColorBB[2];
const Bitboard SquaresByColorBB[2] = { BlackSquaresBB, WhiteSquaresBB };
const Bitboard FileABB = 0x0101010101010101ULL;
const Bitboard FileBBB = 0x0202020202020202ULL;
@@ -72,9 +95,21 @@ const Bitboard FileFBB = 0x2020202020202020ULL;
const Bitboard FileGBB = 0x4040404040404040ULL;
const Bitboard FileHBB = 0x8080808080808080ULL;
extern const Bitboard FileBB[8];
extern const Bitboard NeighboringFilesBB[8];
extern const Bitboard ThisAndNeighboringFilesBB[8];
const Bitboard FileBB[8] = {
FileABB, FileBBB, FileCBB, FileDBB, FileEBB, FileFBB, FileGBB, FileHBB
};
const Bitboard NeighboringFilesBB[8] = {
FileBBB, FileABB|FileCBB, FileBBB|FileDBB, FileCBB|FileEBB,
FileDBB|FileFBB, FileEBB|FileGBB, FileFBB|FileHBB, FileGBB
};
const Bitboard ThisAndNeighboringFilesBB[8] = {
FileABB|FileBBB, FileABB|FileBBB|FileCBB,
FileBBB|FileCBB|FileDBB, FileCBB|FileDBB|FileEBB,
FileDBB|FileEBB|FileFBB, FileEBB|FileFBB|FileGBB,
FileFBB|FileGBB|FileHBB, FileGBB|FileHBB
};
const Bitboard Rank1BB = 0xFFULL;
const Bitboard Rank2BB = 0xFF00ULL;
@@ -85,12 +120,38 @@ const Bitboard Rank6BB = 0xFF0000000000ULL;
const Bitboard Rank7BB = 0xFF000000000000ULL;
const Bitboard Rank8BB = 0xFF00000000000000ULL;
extern const Bitboard RankBB[8];
extern const Bitboard RelativeRankBB[2][8];
extern const Bitboard InFrontBB[2][8];
const Bitboard RankBB[8] = {
Rank1BB, Rank2BB, Rank3BB, Rank4BB, Rank5BB, Rank6BB, Rank7BB, Rank8BB
};
extern Bitboard SetMaskBB[64];
extern Bitboard ClearMaskBB[64];
const Bitboard RelativeRankBB[2][8] = {
{ Rank1BB, Rank2BB, Rank3BB, Rank4BB, Rank5BB, Rank6BB, Rank7BB, Rank8BB },
{ Rank8BB, Rank7BB, Rank6BB, Rank5BB, Rank4BB, Rank3BB, Rank2BB, Rank1BB }
};
const Bitboard InFrontBB[2][8] = {
{ Rank2BB | Rank3BB | Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank3BB | Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank4BB | Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank5BB | Rank6BB | Rank7BB | Rank8BB,
Rank6BB | Rank7BB | Rank8BB,
Rank7BB | Rank8BB,
Rank8BB,
EmptyBoardBB
},
{ EmptyBoardBB,
Rank1BB,
Rank2BB | Rank1BB,
Rank3BB | Rank2BB | Rank1BB,
Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank6BB | Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB,
Rank7BB | Rank6BB | Rank5BB | Rank4BB | Rank3BB | Rank2BB | Rank1BB
}
};
extern Bitboard SetMaskBB[65];
extern Bitboard ClearMaskBB[65];
extern Bitboard StepAttackBB[16][64];
extern Bitboard RayBB[64][8];
@@ -100,16 +161,20 @@ extern Bitboard PassedPawnMask[2][64];
extern Bitboard OutpostMask[2][64];
#if defined(USE_COMPACT_ROOK_ATTACKS)
extern Bitboard RankAttacks[8][64], FileAttacks[8][64];
#else
extern const uint64_t RMult[64];
extern const int RShift[64];
extern Bitboard RMask[64];
extern int RAttackIndex[64];
extern Bitboard RAttacks[0x19000];
#endif // defined(USE_COMPACT_ROOK_ATTACKS)
extern const uint64_t BMult[64];
extern const uint64_t BMult[64];
extern const int BShift[64];
extern Bitboard BMask[64];
extern int BAttackIndex[64];
@@ -124,29 +189,19 @@ extern Bitboard QueenPseudoAttacks[64];
//// Inline functions
////
/// Functions for testing whether a given bit is set in a bitboard, and for
/// Functions for testing whether a given bit is set in a bitboard, and for
/// setting and clearing bits.
inline Bitboard set_mask_bb(Square s) {
// return 1ULL << s;
return SetMaskBB[s];
}
inline Bitboard clear_mask_bb(Square s) {
// return ~set_mask_bb(s);
return ClearMaskBB[s];
}
inline Bitboard bit_is_set(Bitboard b, Square s) {
return b & set_mask_bb(s);
return b & SetMaskBB[s];
}
inline void set_bit(Bitboard *b, Square s) {
*b |= set_mask_bb(s);
*b |= SetMaskBB[s];
}
inline void clear_bit(Bitboard *b, Square s) {
*b &= clear_mask_bb(s);
*b &= ClearMaskBB[s];
}
@@ -181,7 +236,7 @@ inline Bitboard neighboring_files_bb(File f) {
inline Bitboard neighboring_files_bb(Square s) {
return neighboring_files_bb(square_file(s));
}
/// this_and_neighboring_files_bb takes a file or a square as input, and
/// returns a bitboard representing all squares on the given and neighboring
@@ -198,7 +253,7 @@ inline Bitboard this_and_neighboring_files_bb(Square s) {
/// relative_rank_bb() takes a color and a rank as input, and returns a bitboard
/// representing all squares on the given rank from the given color's point of
/// view. For instance, relative_rank_bb(WHITE, 7) gives all squares on the
/// view. For instance, relative_rank_bb(WHITE, 7) gives all squares on the
/// 7th rank, while relative_rank_bb(BLACK, 7) gives all squares on the 2nd
/// rank.
@@ -222,6 +277,19 @@ inline Bitboard in_front_bb(Color c, Square s) {
}
/// behind_bb() takes a color and a rank or square as input, and returns a
/// bitboard representing all the squares on all ranks behind of the rank
/// (or square), from the given color's point of view.
inline Bitboard behind_bb(Color c, Rank r) {
return InFrontBB[opposite_color(c)][r];
}
inline Bitboard behind_bb(Color c, Square s) {
return in_front_bb(opposite_color(c), square_rank(s));
}
/// ray_bb() gives a bitboard representing all squares along the ray in a
/// given direction from a given square.
@@ -256,9 +324,9 @@ inline Bitboard rook_attacks_bb(Square s, Bitboard blockers) {
inline Bitboard rook_attacks_bb(Square s, Bitboard blockers) {
Bitboard b = blockers & RMask[s];
return RAttacks[RAttackIndex[s] +
return RAttacks[RAttackIndex[s] +
(unsigned(int(b) * int(RMult[s]) ^
int(b >> 32) * int(RMult[s] >> 32))
int(b >> 32) * int(RMult[s] >> 32))
>> RShift[s])];
}
@@ -275,9 +343,9 @@ inline Bitboard rook_attacks_bb(Square s, Bitboard blockers) {
inline Bitboard bishop_attacks_bb(Square s, Bitboard blockers) {
Bitboard b = blockers & BMask[s];
return BAttacks[BAttackIndex[s] +
return BAttacks[BAttackIndex[s] +
(unsigned(int(b) * int(BMult[s]) ^
int(b >> 32) * int(BMult[s] >> 32))
int(b >> 32) * int(BMult[s] >> 32))
>> BShift[s])];
}
@@ -305,9 +373,9 @@ inline Bitboard squares_between(Square s1, Square s2) {
}
/// squares_in_front_of takes a color and a square as input, and returns a
/// squares_in_front_of takes a color and a square as input, and returns a
/// bitboard representing all squares along the line in front of the square,
/// from the point of view of the given color. For instance,
/// from the point of view of the given color. For instance,
/// squares_in_front_of(BLACK, SQ_E4) returns a bitboard with the squares
/// e3, e2 and e1 set.
@@ -324,8 +392,8 @@ inline Bitboard squares_behind(Color c, Square s) {
}
/// passed_pawn_mask takes a color and a square as input, and returns a
/// bitboard mask which can be used to test if a pawn of the given color on
/// passed_pawn_mask takes a color and a square as input, and returns a
/// bitboard mask which can be used to test if a pawn of the given color on
/// the given square is a passed pawn.
inline Bitboard passed_pawn_mask(Color c, Square s) {
@@ -342,7 +410,7 @@ inline Bitboard outpost_mask(Color c, Square s) {
}
/// isolated_pawn_mask takes a square as input, and returns a bitboard mask
/// isolated_pawn_mask takes a square as input, and returns a bitboard mask
/// which can be used to test whether a pawn on the given square is isolated.
inline Bitboard isolated_pawn_mask(Square s) {
@@ -368,24 +436,25 @@ inline int count_1s_max_15(Bitboard b) {
inline int count_1s(Bitboard b) {
unsigned w = unsigned(b >> 32), v = unsigned(b);
v = v - ((v >> 1) & 0x55555555);
w = w - ((w >> 1) & 0x55555555);
v = (v & 0x33333333) + ((v >> 2) & 0x33333333);
w = (w & 0x33333333) + ((w >> 2) & 0x33333333);
v = (v + (v >> 4)) & 0x0F0F0F0F;
w = (w + (w >> 4)) & 0x0F0F0F0F;
v = ((v+w) * 0x01010101) >> 24; // mul is fast on amd procs
return int(v);
v -= (v >> 1) & 0x55555555; // 0-2 in 2 bits
w -= (w >> 1) & 0x55555555;
v = ((v >> 2) & 0x33333333) + (v & 0x33333333); // 0-4 in 4 bits
w = ((w >> 2) & 0x33333333) + (w & 0x33333333);
v = ((v >> 4) + v) & 0x0F0F0F0F; // 0-8 in 8 bits
v += (((w >> 4) + w) & 0x0F0F0F0F); // 0-16 in 8 bits
v *= 0x01010101; // mul is fast on amd procs
return int(v >> 24);
}
inline int count_1s_max_15(Bitboard b) {
unsigned w = unsigned(b >> 32), v = unsigned(b);
v = v - ((v >> 1) & 0x55555555);
w = w - ((w >> 1) & 0x55555555);
v = (v & 0x33333333) + ((v >> 2) & 0x33333333);
w = (w & 0x33333333) + ((w >> 2) & 0x33333333);
v = ((v+w) * 0x11111111) >> 28;
return int(v);
v -= (v >> 1) & 0x55555555; // 0-2 in 2 bits
w -= (w >> 1) & 0x55555555;
v = ((v >> 2) & 0x33333333) + (v & 0x33333333); // 0-4 in 4 bits
w = ((w >> 2) & 0x33333333) + (w & 0x33333333);
v += w; // 0-8 in 4 bits
v *= 0x11111111;
return int(v >> 28);
}
#elif defined(BITCOUNT_SWAR_64)
+73 -59
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -29,7 +30,6 @@
////
#include <cassert>
#include <cstdio>
#include "book.h"
#include "mersenne.h"
@@ -317,30 +317,31 @@ namespace {
/// Indices to the Random64[] array
const int RandomPiece = 0;
const int RandomCastle = 768;
const int RandomEnPassant = 772;
const int RandomTurn = 780;
/// Convert pieces to the range 0..1
const int PieceTo12[] = {
0, 0, 2, 4, 6, 8, 10, 0, 0, 1, 3, 5, 7, 9, 11
};
/// Prototypes
uint64_t book_key(const Position &pos);
uint64_t book_piece_key(Piece p, Square s);
uint64_t book_castle_key(const Position &pos);
uint64_t book_ep_key(const Position &pos);
uint64_t book_color_key(const Position &pos);
uint64_t read_integer(FILE *file, int size);
uint16_t read_integer16(std::ifstream& file);
uint64_t read_integer64(std::ifstream& file);
uint64_t read_integer(std::ifstream& file, int size);
}
@@ -351,27 +352,26 @@ namespace {
/// Constructor
Book::Book() {
bookFile = NULL;
bookSize = 0;
}
Book::Book() : bookSize(0) {}
/// Book::open() opens a book file with a given file name.
void Book::open(const std::string &fName) {
fileName = fName;
bookFile = fopen(fileName.c_str(), "rb");
if(bookFile != NULL) {
if(fseek(bookFile, 0, SEEK_END) == -1) {
bookFile.open(fileName.c_str(), std::ifstream::in | std::ifstream::binary);
if (!bookFile.is_open())
return;
bookFile.seekg(0, std::ios::end);
bookSize = bookFile.tellg() / 16;
bookFile.seekg(0, std::ios::beg);
if (!bookFile.good())
{
std::cerr << "Failed to open book file " << fileName << std::endl;
exit(EXIT_FAILURE);
}
bookSize = ftell(bookFile) / 16;
if(bookSize == -1) {
std::cerr << "Failed to open book file " << fileName << std::endl;
exit(EXIT_FAILURE);
}
}
}
@@ -379,17 +379,17 @@ void Book::open(const std::string &fName) {
/// Book::close() closes the currently open book file.
void Book::close() {
if(bookFile != NULL && fclose(bookFile) == EOF) {
std::cerr << "Failed to close book file" << std::endl;
exit(EXIT_FAILURE);
}
if (bookFile.is_open())
bookFile.close();
}
/// Book::is_open() tests whether a book file has been opened.
bool Book::is_open() const {
return bookFile != NULL && bookSize != 0;
return bookFile.is_open() && bookSize != 0;
}
@@ -397,9 +397,10 @@ bool Book::is_open() const {
/// or the empty string if no book is open.
const std::string Book::file_name() const {
return this->is_open()? fileName : "";
return bookFile.is_open() ? fileName : "";
}
/// Book::get_move() gets a book move for a given position. Returns
/// MOVE_NONE if no book move is found.
@@ -476,19 +477,21 @@ int Book::find_key(uint64_t key) const {
/// file. The book entry is copied to the first input parameter.
void Book::read_entry(BookEntry& entry, int n) const {
assert(n >= 0 && n < bookSize);
assert(bookFile != NULL);
if(fseek(bookFile, n*16, SEEK_SET) == -1) {
assert(n >= 0 && n < bookSize);
assert(bookFile.is_open());
bookFile.seekg(n*16, std::ios_base::beg);
if (!bookFile.good())
{
std::cerr << "Failed to read book entry at index " << n << std::endl;
exit(EXIT_FAILURE);
}
entry.key = read_integer(bookFile, 8);
entry.move = read_integer(bookFile, 2);
entry.count = read_integer(bookFile, 2);
entry.n = read_integer(bookFile, 2);
entry.sum = read_integer(bookFile, 2);
entry.key = read_integer64(bookFile);
entry.move = read_integer16(bookFile);
entry.count = read_integer16(bookFile);
entry.n = read_integer16(bookFile);
entry.sum = read_integer16(bookFile);
}
@@ -521,7 +524,7 @@ namespace {
return result;
}
uint64_t book_piece_key(Piece p, Square s) {
return Random64[RandomPiece + (PieceTo12[int(p)]^1)*64 + int(s)];
@@ -542,37 +545,48 @@ namespace {
return result;
}
uint64_t book_ep_key(const Position &pos) {
return (pos.ep_square() == SQ_NONE)?
0ULL : Random64[RandomEnPassant + square_file(pos.ep_square())];
}
uint64_t book_color_key(const Position &pos) {
return (pos.side_to_move() == WHITE)? Random64[RandomTurn] : 0ULL;
}
uint64_t read_integer(FILE *file, int size) {
uint64_t n = 0ULL;;
int i;
int b;
assert(file != NULL);
assert(size > 0 && size <= 8);
uint16_t read_integer16(std::ifstream& file) {
for(i = 0; i < size; i++) {
b = fgetc(file);
if(b == EOF) {
uint64_t n = read_integer(file, 2);
assert(n == (uint16_t)n);
return (uint16_t)n;
}
uint64_t read_integer64(std::ifstream& file) {
return read_integer(file, 8);
}
uint64_t read_integer(std::ifstream& file, int size) {
char buf[8];
file.read(buf, size);
if (!file.good())
{
std::cerr << "Failed to read " << size << " bytes from book file"
<< std::endl;
exit(EXIT_FAILURE);
}
assert(b >= 0 && b < 256);
n = (n << 8) | b;
}
// Numbers are stored in little endian format
uint64_t n = 0ULL;
for (int i = 0; i < size; i++)
n = (n << 8) + (unsigned char)buf[i];
return n;
}
}
+9 -7
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -32,6 +33,7 @@
//// Includes
////
#include <fstream>
#include <string>
#include "move.h"
@@ -74,7 +76,7 @@ private:
void read_entry(BookEntry &entry, int n) const;
std::string fileName;
FILE *bookFile;
mutable std::ifstream bookFile;
int bookSize;
};
-35
View File
@@ -1,35 +0,0 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include "color.h"
////
//// Functions
////
/// color_is_ok(), for debugging:
bool color_is_ok(Color c) {
return c == WHITE || c == BLACK;
}
+13 -22
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -20,20 +21,14 @@
#if !defined(COLOR_H_INCLUDED)
#define COLOR_H_INCLUDED
////
//// Includes
////
#include "misc.h"
////
//// Types
////
enum Color {
WHITE,
BLACK,
WHITE,
BLACK,
COLOR_NONE
};
@@ -43,18 +38,14 @@ enum Color {
////
inline Color operator+ (Color c, int i) { return Color(int(c) + i); }
inline void operator++ (Color &c, int i) { c = Color(int(c) + 1); }
inline void operator++ (Color &c, int) { c = Color(int(c) + 1); }
inline Color opposite_color(Color c) {
return Color(int(c) ^ 1);
}
////
//// Prototypes
////
extern bool color_is_ok(Color c);
inline bool color_is_ok(Color c) {
return c == WHITE || c == BLACK;
}
#endif // !defined(COLOR_H_INCLUDED)
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+20 -10
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -37,8 +38,8 @@ enum Direction {
};
enum SignedDirection {
SIGNED_DIR_E = 0, SIGNED_DIR_W = 1,
SIGNED_DIR_N = 2, SIGNED_DIR_S = 3,
SIGNED_DIR_E = 0, SIGNED_DIR_W = 1,
SIGNED_DIR_N = 2, SIGNED_DIR_S = 3,
SIGNED_DIR_NE = 4, SIGNED_DIR_SW = 5,
SIGNED_DIR_NW = 6, SIGNED_DIR_SE = 7,
SIGNED_DIR_NONE = 8
@@ -57,9 +58,11 @@ extern uint8_t SignedDirectionTable[64][64];
//// Inline functions
////
inline void operator++ (Direction &d, int) { d = Direction(int(d) + 1); }
inline void operator++ (Direction& d, int) {
d = Direction(int(d) + 1);
}
inline void operator++ (SignedDirection &d, int) {
inline void operator++ (SignedDirection& d, int) {
d = SignedDirection(int(d) + 1);
}
@@ -71,6 +74,13 @@ inline SignedDirection signed_direction_between_squares(Square s1, Square s2) {
return SignedDirection(SignedDirectionTable[s1][s2]);
}
inline int direction_is_diagonal(Square s1, Square s2) {
return DirectionTable[s1][s2] & 2;
}
inline bool direction_is_straight(Square s1, Square s2) {
return DirectionTable[s1][s2] < 2;
}
////
//// Prototypes
+546 -473
View File
File diff suppressed because it is too large Load Diff
+70 -185
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -33,149 +34,61 @@
//// Types
////
/// Abstract base class for all special endgame evaluation functions:
enum EndgameType {
class EndgameEvaluationFunction {
// Evaluation functions
KXK, // Generic "mate lone king" eval
KBNK, // KBN vs K
KPK, // KP vs K
KRKP, // KR vs KP
KRKB, // KR vs KB
KRKN, // KR vs KN
KQKR, // KQ vs KR
KBBKN, // KBB vs KN
KmmKm, // K and two minors vs K and one or two minors
// Scaling functions
KBPK, // KBP vs K
KQKRP, // KQ vs KRP
KRPKR, // KRP vs KR
KRPPKRP, // KRPP vs KRP
KPsK, // King and pawns vs king
KBPKB, // KBP vs KB
KBPPKB, // KBPP vs KB
KBPKN, // KBP vs KN
KNPK, // KNP vs K
KPKP // KP vs KP
};
/// Template abstract base class for all special endgame functions
template<typename T>
class EndgameFunctionBase {
public:
EndgameEvaluationFunction(Color c);
virtual ~EndgameEvaluationFunction() { }
virtual Value apply(const Position &pos) =0;
EndgameFunctionBase(Color c) : strongerSide(c) { weakerSide = opposite_color(strongerSide); }
virtual ~EndgameFunctionBase() {}
virtual T apply(const Position&) = 0;
protected:
Color strongerSide, weakerSide;
};
typedef EndgameFunctionBase<Value> EndgameEvaluationFunctionBase;
typedef EndgameFunctionBase<ScaleFactor> EndgameScalingFunctionBase;
/// Subclasses for various concrete endgames:
// Generic "mate lone king" eval:
class KXKEvaluationFunction : public EndgameEvaluationFunction {
public:
KXKEvaluationFunction(Color c);
Value apply(const Position &pos);
/// Templates subclass for various concrete endgames
template<EndgameType>
struct EvaluationFunction : public EndgameEvaluationFunctionBase {
explicit EvaluationFunction(Color c): EndgameEvaluationFunctionBase(c) {}
Value apply(const Position&);
};
// KBN vs K:
class KBNKEvaluationFunction : public EndgameEvaluationFunction {
public:
KBNKEvaluationFunction(Color c);
Value apply(const Position &pos);
};
// KP vs K:
class KPKEvaluationFunction : public EndgameEvaluationFunction {
public:
KPKEvaluationFunction(Color c);
Value apply(const Position &pos);
};
// KR vs KP:
class KRKPEvaluationFunction : public EndgameEvaluationFunction {
public:
KRKPEvaluationFunction(Color c);
Value apply(const Position &pos);
};
// KR vs KB:
class KRKBEvaluationFunction : public EndgameEvaluationFunction {
public:
KRKBEvaluationFunction(Color c);
Value apply(const Position &pos);
};
// KR vs KN:
class KRKNEvaluationFunction : public EndgameEvaluationFunction {
public:
KRKNEvaluationFunction(Color c);
Value apply(const Position &pos);
};
// KQ vs KR:
class KQKREvaluationFunction : public EndgameEvaluationFunction {
public:
KQKREvaluationFunction(Color c);
Value apply(const Position &pos);
};
/// Abstract base class for all evaluation scaling functions:
class ScalingFunction {
public:
ScalingFunction(Color c);
virtual ~ScalingFunction() { }
virtual ScaleFactor apply(const Position &pos) =0;
protected:
Color strongerSide, weakerSide;
};
/// Subclasses for various concrete endgames:
// KBP vs K:
class KBPKScalingFunction : public ScalingFunction {
public:
KBPKScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KQ vs KRP:
class KQKRPScalingFunction: public ScalingFunction {
public:
KQKRPScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KRP vs KR:
class KRPKRScalingFunction : public ScalingFunction {
public:
KRPKRScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KRPP vs KRP:
class KRPPKRPScalingFunction : public ScalingFunction {
public:
KRPPKRPScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// King and pawns vs king:
class KPsKScalingFunction : public ScalingFunction {
public:
KPsKScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KBP vs KB:
class KBPKBScalingFunction : public ScalingFunction {
public:
KBPKBScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KBP vs KN:
class KBPKNScalingFunction : public ScalingFunction {
public:
KBPKNScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KNP vs K:
class KNPKScalingFunction : public ScalingFunction {
public:
KNPKScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
};
// KP vs KP:
class KPKPScalingFunction : public ScalingFunction {
public:
KPKPScalingFunction(Color c);
ScaleFactor apply(const Position &pos);
template<EndgameType>
struct ScalingFunction : public EndgameScalingFunctionBase {
explicit ScalingFunction(Color c) : EndgameScalingFunctionBase(c) {}
ScaleFactor apply(const Position&);
};
@@ -183,54 +96,26 @@ public:
//// Constants and variables
////
// Generic "mate lone king" eval:
extern KXKEvaluationFunction EvaluateKXK, EvaluateKKX;
// KBN vs K:
extern KBNKEvaluationFunction EvaluateKBNK, EvaluateKKBN;
// KP vs K:
extern KPKEvaluationFunction EvaluateKPK, EvaluateKKP;
// KR vs KP:
extern KRKPEvaluationFunction EvaluateKRKP, EvaluateKPKR;
// KR vs KB:
extern KRKBEvaluationFunction EvaluateKRKB, EvaluateKBKR;
// KR vs KN:
extern KRKNEvaluationFunction EvaluateKRKN, EvaluateKNKR;
// KQ vs KR:
extern KQKREvaluationFunction EvaluateKQKR, EvaluateKRKQ;
// KBP vs K:
extern KBPKScalingFunction ScaleKBPK, ScaleKKBP;
// KQ vs KRP:
extern KQKRPScalingFunction ScaleKQKRP, ScaleKRPKQ;
// KRP vs KR:
extern KRPKRScalingFunction ScaleKRPKR, ScaleKRKRP;
// KRPP vs KRP:
extern KRPPKRPScalingFunction ScaleKRPPKRP, ScaleKRPKRPP;
// King and pawns vs king:
extern KPsKScalingFunction ScaleKPsK, ScaleKKPs;
// KBP vs KB:
extern KBPKBScalingFunction ScaleKBPKB, ScaleKBKBP;
// KBP vs KN:
extern KBPKNScalingFunction ScaleKBPKN, ScaleKNKBP;
// KNP vs K:
extern KNPKScalingFunction ScaleKNPK, ScaleKKNP;
// KP vs KP:
extern KPKPScalingFunction ScaleKPKPw, ScaleKPKPb;
extern EvaluationFunction<KXK> EvaluateKXK, EvaluateKKX; // Generic "mate lone king" eval
extern EvaluationFunction<KBNK> EvaluateKBNK, EvaluateKKBN; // KBN vs K
extern EvaluationFunction<KPK> EvaluateKPK, EvaluateKKP; // KP vs K
extern EvaluationFunction<KRKP> EvaluateKRKP, EvaluateKPKR; // KR vs KP
extern EvaluationFunction<KRKB> EvaluateKRKB, EvaluateKBKR; // KR vs KB
extern EvaluationFunction<KRKN> EvaluateKRKN, EvaluateKNKR; // KR vs KN
extern EvaluationFunction<KQKR> EvaluateKQKR, EvaluateKRKQ; // KQ vs KR
extern EvaluationFunction<KBBKN> EvaluateKBBKN, EvaluateKNKBB; // KBB vs KN
extern EvaluationFunction<KmmKm> EvaluateKmmKm; // K and two minors vs K and one or two minors:
extern ScalingFunction<KBPK> ScaleKBPK, ScaleKKBP; // KBP vs K
extern ScalingFunction<KQKRP> ScaleKQKRP, ScaleKRPKQ; // KQ vs KRP
extern ScalingFunction<KRPKR> ScaleKRPKR, ScaleKRKRP; // KRP vs KR
extern ScalingFunction<KRPPKRP> ScaleKRPPKRP, ScaleKRPKRPP; // KRPP vs KRP
extern ScalingFunction<KPsK> ScaleKPsK, ScaleKKPs; // King and pawns vs king
extern ScalingFunction<KBPKB> ScaleKBPKB, ScaleKBKBP; // KBP vs KB
extern ScalingFunction<KBPPKB> ScaleKBPPKB, ScaleKBKBPP; // KBPP vs KB
extern ScalingFunction<KBPKN> ScaleKBPKN, ScaleKNKBP; // KBP vs KN
extern ScalingFunction<KNPK> ScaleKNPK, ScaleKKNP; // KNP vs K
extern ScalingFunction<KPKP> ScaleKPKPw, ScaleKPKPb; // KP vs KP
////
//// Prototypes
+785 -773
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File diff suppressed because it is too large Load Diff
+36 -33
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -26,29 +27,30 @@
#include "material.h"
#include "pawns.h"
#include "position.h"
////
//// Types
////
/// The EvalInfo struct contains various information computed and collected
/// by the evaluation function. An EvalInfo object is passed as one of the
/// by the evaluation function. An EvalInfo object is passed as one of the
/// arguments to the evaluation function, and the search can make use of its
/// contents to make intelligent search decisions.
///
/// At the moment, this is not utilized very much: The only part of the
/// EvalInfo object which is used by the search is futilityMargin.
class Position;
struct EvalInfo {
// Middle game and endgame evaluations:
// Middle game and endgame evaluations
Value mgValue, egValue;
// Pointers to material and pawn hash table entries:
MaterialInfo *mi;
PawnInfo *pi;
// Pointers to material and pawn hash table entries
MaterialInfo* mi;
PawnInfo* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. attackedBy[color][0] contains
@@ -56,31 +58,32 @@ struct EvalInfo {
Bitboard attackedBy[2][8];
Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
// attackZone[color] is the zone around the enemy king which is considered
// kingZone[color] is the zone around the enemy king which is considered
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and the three (or two, for a king on an edge file)
// squares two ranks in front of the king. For instance, if black's king
// is on g8, attackZone[WHITE] is a bitboard containing the squares f8, h8,
// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
Bitboard attackZone[2];
Bitboard kingZone[2];
// attackCount[color] is the number of pieces of the given color which
// attack a square adjacent to the enemy king.
int attackCount[2];
// kingAttackersCount[color] is the number of pieces of the given color
// which attack a square in the kingZone of the enemy king.
int kingAttackersCount[2];
// attackWeight[color] is the sum of the "weight" of the pieces of the given
// color which attack a square adjacent to the enemy king. The weights of
// the individual piece types are given by the variables QueenAttackWeight,
// RookAttackWeight, BishopAttackWeight and KnightAttackWeight in
// evaluate.cpp.
int attackWeight[2];
// kingAttackersWeight[color] is the sum of the "weight" of the pieces of the
// given color which attack a square in the kingZone of the enemy king. The
// weights of the individual piece types are given by the variables
// QueenAttackWeight, RookAttackWeight, BishopAttackWeight and
// KnightAttackWeight in evaluate.cpp
int kingAttackersWeight[2];
// attacked[color] is the number of enemy piece attacks to squares directly
// adjacent to the king of the given color. Pieces which attack more
// than one square are counted multiple times. For instance, if black's
// kingAdjacentZoneAttacksCount[color] is the number of attacks to squares
// directly adjacent to the king of the given color. Pieces which attack
// more than one square are counted multiple times. For instance, if black's
// king is on g8 and there's a white knight on g5, this knight adds
// 2 to attacked[BLACK].
int attacked[2];
// 2 to kingAdjacentZoneAttacksCount[BLACK].
int kingAdjacentZoneAttacksCount[2];
// mateThreat[color] is a move for the given side which gives a direct mate.
Move mateThreat[2];
@@ -89,7 +92,7 @@ struct EvalInfo {
Value mgMobility, egMobility;
// Extra futility margin. This is added to the standard futility margin
// in the quiescence search.
// in the quiescence search.
Value futilityMargin;
};
@@ -98,8 +101,8 @@ struct EvalInfo {
//// Prototypes
////
extern Value evaluate(const Position &pos, EvalInfo &ei, int threadID);
extern Value quick_evaluate(const Position &pos);
extern Value evaluate(const Position& pos, EvalInfo& ei, int threadID);
extern Value quick_evaluate(const Position& pos);
extern void init_eval(int threads);
extern void quit_eval();
extern void read_weights(Color sideToMove);
+9 -7
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -22,6 +23,7 @@
////
#include <cassert>
#include <cstring>
#include "history.h"
@@ -90,7 +92,7 @@ int History::move_ordering_score(Piece p, Move m) const {
/// History::ok_to_prune() decides whether a move has been sufficiently
/// unsuccessful that it makes sense to prune it entirely.
/// unsuccessful that it makes sense to prune it entirely.
bool History::ok_to_prune(Piece p, Move m, Depth d) const {
assert(piece_is_ok(p));
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+8 -7
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -86,7 +87,7 @@ typedef pthread_mutex_t Lock;
#else
# include <windows.h>
#include <windows.h>
typedef CRITICAL_SECTION Lock;
# define lock_init(x, y) InitializeCriticalSection(x)
+25 -23
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,7 +22,6 @@
//// Includes
////
#include <cstdlib>
#include <iostream>
#include "benchmark.h"
@@ -39,53 +39,55 @@
#include "uci.h"
#include "ucioption.h"
using std::string;
////
////
//// Functions
////
int main(int argc, char *argv[]) {
// Disable IO buffering
setbuf(stdin, NULL);
setbuf(stdout, NULL);
std::cout.rdbuf()->pubsetbuf(NULL, 0);
std::cin.rdbuf()->pubsetbuf(NULL, 0);
// Initialization
init_mersenne();
init_direction_table();
init_bitboards();
init_uci_options();
Position::init_zobrist();
Position::init_piece_square_tables();
MaterialInfo::init();
MovePicker::init_phase_table();
init_eval(1);
init_bitbases();
init_threads();
// Make random number generation less deterministic, for book moves
int i = abs(get_system_time() % 10000);
for(int j = 0; j < i; j++)
genrand_int32();
for (int i = abs(get_system_time() % 10000); i > 0; i--)
genrand_int32();
// Process command line arguments
if(argc >= 2) {
if(std::string(argv[1]) == "bench") {
if(argc != 4) {
std::cout << "Usage: glaurung bench <hash> <threads>" << std::endl;
if (argc >= 2 && string(argv[1]) == "bench")
{
if (argc < 4 || argc > 7)
{
std::cout << "Usage: stockfish bench <hash size> <threads> "
<< "[time = 60s] [fen positions file = default] "
<< "[time, depth or node limited = time]"
<< std::endl;
exit(0);
}
benchmark(std::string(argv[2]), std::string(argv[3]));
string time = argc > 4 ? argv[4] : "60";
string fen = argc > 5 ? argv[5] : "default";
string lim = argc > 6 ? argv[6] : "time";
benchmark(string(argv[2]) + " " + string(argv[3]) + " " + time + " " + fen + " " + lim);
return 0;
}
}
// Print copyright notice
std::cout << engine_name() << ". "
<< "Copyright (C) 2004-2008 Tord Romstad."
std::cout << engine_name() << ". Copyright (C) "
<< "2004-2008 Tord Romstad, Marco Costalba. "
<< std::endl;
// Enter UCI mode
+299 -304
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -22,6 +23,9 @@
////
#include <cassert>
#include <cstring>
#include <sstream>
#include <map>
#include "material.h"
@@ -32,23 +36,41 @@
namespace {
const Value BishopPairMidgameBonus = Value(100);
const Value BishopPairEndgameBonus = Value(100);
const Value BishopPairMidgameBonus = Value(109);
const Value BishopPairEndgameBonus = Value(97);
Key KPKMaterialKey, KKPMaterialKey;
Key KBNKMaterialKey, KKBNMaterialKey;
Key KRKPMaterialKey, KPKRMaterialKey;
Key KRKBMaterialKey, KBKRMaterialKey;
Key KRKNMaterialKey, KNKRMaterialKey;
Key KQKRMaterialKey, KRKQMaterialKey;
Key KRPKRMaterialKey, KRKRPMaterialKey;
Key KRPPKRPMaterialKey, KRPKRPPMaterialKey;
Key KNNKMaterialKey, KKNNMaterialKey;
Key KBPKBMaterialKey, KBKBPMaterialKey;
Key KBPKNMaterialKey, KNKBPMaterialKey;
Key KNPKMaterialKey, KKNPMaterialKey;
Key KPKPMaterialKey;
}
////
//// Classes
////
/// See header for a class description. It is declared here to avoid
/// to include <map> in the header file.
class EndgameFunctions {
public:
EndgameFunctions();
EndgameEvaluationFunctionBase* getEEF(Key key) const;
EndgameScalingFunctionBase* getESF(Key key, Color* c) const;
private:
void add(const std::string& keyCode, EndgameEvaluationFunctionBase* f);
void add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f);
Key buildKey(const std::string& keyCode);
struct ScalingInfo
{
Color col;
EndgameScalingFunctionBase* fun;
};
std::map<Key, EndgameEvaluationFunctionBase*> EEFmap;
std::map<Key, ScalingInfo> ESFmap;
};
@@ -56,115 +78,30 @@ namespace {
//// Functions
////
/// MaterialInfo::init() is called during program initialization. It
/// precomputes material hash keys for a few basic endgames, in order
/// to make it easy to recognize such endgames when they occur.
void MaterialInfo::init() {
KPKMaterialKey = Position::zobMaterial[WHITE][PAWN][1];
KKPMaterialKey = Position::zobMaterial[BLACK][PAWN][1];
KBNKMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][KNIGHT][1];
KKBNMaterialKey =
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KRKPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KPKRMaterialKey =
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKBMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][BISHOP][1];
KBKRMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKNMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KNKRMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KQKRMaterialKey =
Position::zobMaterial[WHITE][QUEEN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKQMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][QUEEN][1];
KRPKRMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1];
KRKRPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KRPPKRPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[WHITE][PAWN][2] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KRPKRPPMaterialKey =
Position::zobMaterial[WHITE][ROOK][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][ROOK][1] ^
Position::zobMaterial[BLACK][PAWN][1] ^
Position::zobMaterial[BLACK][PAWN][2];
KNNKMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[WHITE][KNIGHT][2];
KKNNMaterialKey =
Position::zobMaterial[BLACK][KNIGHT][1] ^
Position::zobMaterial[BLACK][KNIGHT][2];
KBPKBMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][BISHOP][1];
KBKBPMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KBPKNMaterialKey =
Position::zobMaterial[WHITE][BISHOP][1] ^
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][KNIGHT][1];
KNKBPMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[BLACK][BISHOP][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KNPKMaterialKey =
Position::zobMaterial[WHITE][KNIGHT][1] ^
Position::zobMaterial[WHITE][PAWN][1];
KKNPMaterialKey =
Position::zobMaterial[BLACK][KNIGHT][1] ^
Position::zobMaterial[BLACK][PAWN][1];
KPKPMaterialKey =
Position::zobMaterial[WHITE][PAWN][1] ^
Position::zobMaterial[BLACK][PAWN][1];
}
/// Constructor for the MaterialInfoTable class
MaterialInfoTable::MaterialInfoTable(unsigned int numOfEntries) {
/// Constructor for the MaterialInfoTable class.
MaterialInfoTable::MaterialInfoTable(unsigned numOfEntries) {
size = numOfEntries;
entries = new MaterialInfo[size];
if(entries == NULL) {
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
exit(EXIT_FAILURE);
funcs = new EndgameFunctions();
if (!entries || !funcs)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(MaterialInfo))
<< " bytes for material hash table." << std::endl;
exit(EXIT_FAILURE);
}
this->clear();
clear();
}
/// Destructor for the MaterialInfoTable class.
/// Destructor for the MaterialInfoTable class
MaterialInfoTable::~MaterialInfoTable() {
delete [] entries;
delete funcs;
}
@@ -172,6 +109,7 @@ MaterialInfoTable::~MaterialInfoTable() {
/// all entries to 0.
void MaterialInfoTable::clear() {
memset(entries, 0, size * sizeof(MaterialInfo));
}
@@ -179,228 +117,285 @@ void MaterialInfoTable::clear() {
/// MaterialInfoTable::get_material_info() takes a position object as input,
/// computes or looks up a MaterialInfo object, and returns a pointer to it.
/// If the material configuration is not already present in the table, it
/// is stored there, so we don't have to recompute everything when the
/// is stored there, so we don't have to recompute everything when the
/// same material configuration occurs again.
MaterialInfo *MaterialInfoTable::get_material_info(const Position &pos) {
MaterialInfo* MaterialInfoTable::get_material_info(const Position& pos) {
Key key = pos.get_material_key();
int index = key & (size - 1);
MaterialInfo *mi = entries + index;
MaterialInfo* mi = entries + index;
// If mi->key matches the position's material hash key, it means that we
// If mi->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
// return the information we found the last time instead of recomputing it:
if(mi->key == key)
return mi;
// return the information we found the last time instead of recomputing it.
if (mi->key == key)
return mi;
// Clear the MaterialInfo object, and set its key:
// Clear the MaterialInfo object, and set its key
mi->clear();
mi->key = key;
// A special case before looking for a specialized evaluation function:
// KNN vs K is a draw:
if(key == KNNKMaterialKey || key == KKNNMaterialKey) {
mi->factor[WHITE] = mi->factor[BLACK] = 0;
return mi;
// A special case before looking for a specialized evaluation function
// KNN vs K is a draw.
if (key == KNNKMaterialKey || key == KKNNMaterialKey)
{
mi->factor[WHITE] = mi->factor[BLACK] = 0;
return mi;
}
// Let's look if we have a specialized evaluation function for this
// particular material configuration:
if(key == KPKMaterialKey) {
mi->evaluationFunction = &EvaluateKPK;
return mi;
// particular material configuration. First we look for a fixed
// configuration one, then a generic one if previous search failed.
if ((mi->evaluationFunction = funcs->getEEF(key)) != NULL)
return mi;
else if ( pos.non_pawn_material(BLACK) == Value(0)
&& pos.piece_count(BLACK, PAWN) == 0
&& pos.non_pawn_material(WHITE) >= RookValueEndgame)
{
mi->evaluationFunction = &EvaluateKXK;
return mi;
}
else if(key == KKPMaterialKey) {
mi->evaluationFunction = &EvaluateKKP;
return mi;
else if ( pos.non_pawn_material(WHITE) == Value(0)
&& pos.piece_count(WHITE, PAWN) == 0
&& pos.non_pawn_material(BLACK) >= RookValueEndgame)
{
mi->evaluationFunction = &EvaluateKKX;
return mi;
}
else if(key == KBNKMaterialKey) {
mi->evaluationFunction = &EvaluateKBNK;
return mi;
}
else if(key == KKBNMaterialKey) {
mi->evaluationFunction = &EvaluateKKBN;
return mi;
}
else if(key == KRKPMaterialKey) {
mi->evaluationFunction = &EvaluateKRKP;
return mi;
}
else if(key == KPKRMaterialKey) {
mi->evaluationFunction = &EvaluateKPKR;
return mi;
}
else if(key == KRKBMaterialKey) {
mi->evaluationFunction = &EvaluateKRKB;
return mi;
}
else if(key == KBKRMaterialKey) {
mi->evaluationFunction = &EvaluateKBKR;
return mi;
}
else if(key == KRKNMaterialKey) {
mi->evaluationFunction = &EvaluateKRKN;
return mi;
}
else if(key == KNKRMaterialKey) {
mi->evaluationFunction = &EvaluateKNKR;
return mi;
}
else if(key == KQKRMaterialKey) {
mi->evaluationFunction = &EvaluateKQKR;
return mi;
}
else if(key == KRKQMaterialKey) {
mi->evaluationFunction = &EvaluateKRKQ;
return mi;
}
else if(pos.non_pawn_material(BLACK) == Value(0) &&
pos.pawn_count(BLACK) == 0 &&
pos.non_pawn_material(WHITE) >= RookValueEndgame) {
mi->evaluationFunction = &EvaluateKXK;
return mi;
}
else if(pos.non_pawn_material(WHITE) == Value(0) &&
pos.pawn_count(WHITE) == 0 &&
pos.non_pawn_material(BLACK) >= RookValueEndgame) {
mi->evaluationFunction = &EvaluateKKX;
return mi;
else if ( pos.pawns() == EmptyBoardBB
&& pos.rooks() == EmptyBoardBB
&& pos.queens() == EmptyBoardBB)
{
// Minor piece endgame with at least one minor piece per side,
// and no pawns.
assert(pos.knights(WHITE) | pos.bishops(WHITE));
assert(pos.knights(BLACK) | pos.bishops(BLACK));
if ( pos.piece_count(WHITE, BISHOP) + pos.piece_count(WHITE, KNIGHT) <= 2
&& pos.piece_count(BLACK, BISHOP) + pos.piece_count(BLACK, KNIGHT) <= 2)
{
mi->evaluationFunction = &EvaluateKmmKm;
return mi;
}
}
// OK, we didn't find any special evaluation function for the current
// material configuration. Is there a suitable scaling function?
// material configuration. Is there a suitable scaling function?
//
// The code below is rather messy, and it could easily get worse later,
// if we decide to add more special cases. We face problems when there
// are several conflicting applicable scaling functions and we need to
// decide which one to use.
if(key == KRPKRMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKRPKR;
return mi;
}
if(key == KRKRPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKRKRP;
return mi;
}
if(key == KRPPKRPMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKRPPKRP;
return mi;
}
else if(key == KRPKRPPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKRPKRPP;
return mi;
}
if(key == KBPKBMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKBPKB;
return mi;
}
if(key == KBKBPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKBKBP;
return mi;
}
if(key == KBPKNMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKBPKN;
return mi;
}
if(key == KNKBPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKNKBP;
return mi;
}
if(key == KNPKMaterialKey) {
mi->scalingFunction[WHITE] = &ScaleKNPK;
return mi;
}
if(key == KKNPMaterialKey) {
mi->scalingFunction[BLACK] = &ScaleKKNP;
return mi;
}
if(pos.non_pawn_material(WHITE) == BishopValueMidgame &&
pos.bishop_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
mi->scalingFunction[WHITE] = &ScaleKBPK;
if(pos.non_pawn_material(BLACK) == BishopValueMidgame &&
pos.bishop_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
mi->scalingFunction[BLACK] = &ScaleKKBP;
if(pos.pawn_count(WHITE) == 0 &&
pos.non_pawn_material(WHITE) == QueenValueMidgame &&
pos.queen_count(WHITE) == 1 &&
pos.rook_count(BLACK) == 1 && pos.pawn_count(BLACK) >= 1)
mi->scalingFunction[WHITE] = &ScaleKQKRP;
else if(pos.pawn_count(BLACK) == 0 &&
pos.non_pawn_material(BLACK) == QueenValueMidgame &&
pos.queen_count(BLACK) == 1 &&
pos.rook_count(WHITE) == 1 && pos.pawn_count(WHITE) >= 1)
mi->scalingFunction[BLACK] = &ScaleKRPKQ;
if(pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0)) {
if(pos.pawn_count(BLACK) == 0) {
assert(pos.pawn_count(WHITE) >= 2);
mi->scalingFunction[WHITE] = &ScaleKPsK;
}
else if(pos.pawn_count(WHITE) == 0) {
assert(pos.pawn_count(BLACK) >= 2);
mi->scalingFunction[BLACK] = &ScaleKKPs;
}
else if(pos.pawn_count(WHITE) == 1 && pos.pawn_count(BLACK) == 1) {
mi->scalingFunction[WHITE] = &ScaleKPKPw;
mi->scalingFunction[BLACK] = &ScaleKPKPb;
}
}
// Evaluate the material balance.
Color c;
int sign;
Value egValue = Value(0), mgValue = Value(0);
for(c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign) {
EndgameScalingFunctionBase* sf;
// No pawns makes it difficult to win, even with a material advantage:
if(pos.pawn_count(c) == 0 &&
pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c))
<= BishopValueMidgame) {
if(pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c)))
mi->factor[c] = 0;
else if(pos.non_pawn_material(c) < RookValueMidgame)
mi->factor[c] = 0;
else {
switch(pos.bishop_count(c)) {
case 2:
mi->factor[c] = 32; break;
case 1:
mi->factor[c] = 12; break;
case 0:
mi->factor[c] = 6; break;
}
if ((sf = funcs->getESF(key, &c)) != NULL)
{
mi->scalingFunction[c] = sf;
return mi;
}
if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
&& pos.piece_count(WHITE, BISHOP) == 1
&& pos.piece_count(WHITE, PAWN) >= 1)
mi->scalingFunction[WHITE] = &ScaleKBPK;
if ( pos.non_pawn_material(BLACK) == BishopValueMidgame
&& pos.piece_count(BLACK, BISHOP) == 1
&& pos.piece_count(BLACK, PAWN) >= 1)
mi->scalingFunction[BLACK] = &ScaleKKBP;
if ( pos.piece_count(WHITE, PAWN) == 0
&& pos.non_pawn_material(WHITE) == QueenValueMidgame
&& pos.piece_count(WHITE, QUEEN) == 1
&& pos.piece_count(BLACK, ROOK) == 1
&& pos.piece_count(BLACK, PAWN) >= 1)
mi->scalingFunction[WHITE] = &ScaleKQKRP;
else if ( pos.piece_count(BLACK, PAWN) == 0
&& pos.non_pawn_material(BLACK) == QueenValueMidgame
&& pos.piece_count(BLACK, QUEEN) == 1
&& pos.piece_count(WHITE, ROOK) == 1
&& pos.piece_count(WHITE, PAWN) >= 1)
mi->scalingFunction[BLACK] = &ScaleKRPKQ;
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) == Value(0))
{
if (pos.piece_count(BLACK, PAWN) == 0)
{
assert(pos.piece_count(WHITE, PAWN) >= 2);
mi->scalingFunction[WHITE] = &ScaleKPsK;
}
}
// Bishop pair:
if(pos.bishop_count(c) >= 2) {
mgValue += sign * BishopPairMidgameBonus;
egValue += sign * BishopPairEndgameBonus;
else if (pos.piece_count(WHITE, PAWN) == 0)
{
assert(pos.piece_count(BLACK, PAWN) >= 2);
mi->scalingFunction[BLACK] = &ScaleKKPs;
}
else if (pos.piece_count(WHITE, PAWN) == 1 && pos.piece_count(BLACK, PAWN) == 1)
{
mi->scalingFunction[WHITE] = &ScaleKPKPw;
mi->scalingFunction[BLACK] = &ScaleKPKPb;
}
}
// Compute the space weight
if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >=
2*QueenValueMidgame + 4*RookValueMidgame + 2*KnightValueMidgame)
{
int minorPieceCount = pos.piece_count(WHITE, KNIGHT)
+ pos.piece_count(BLACK, KNIGHT)
+ pos.piece_count(WHITE, BISHOP)
+ pos.piece_count(BLACK, BISHOP);
mi->spaceWeight = minorPieceCount * minorPieceCount;
}
// Evaluate the material balance
int sign;
Value egValue = Value(0);
Value mgValue = Value(0);
for (c = WHITE, sign = 1; c <= BLACK; c++, sign = -sign)
{
// No pawns makes it difficult to win, even with a material advantage
if ( pos.piece_count(c, PAWN) == 0
&& pos.non_pawn_material(c) - pos.non_pawn_material(opposite_color(c)) <= BishopValueMidgame)
{
if ( pos.non_pawn_material(c) == pos.non_pawn_material(opposite_color(c))
|| pos.non_pawn_material(c) < RookValueMidgame)
mi->factor[c] = 0;
else
{
switch (pos.piece_count(c, BISHOP)) {
case 2:
mi->factor[c] = 32;
break;
case 1:
mi->factor[c] = 12;
break;
case 0:
mi->factor[c] = 6;
break;
}
}
}
// Knights are stronger when there are many pawns on the board. The
// Bishop pair
if (pos.piece_count(c, BISHOP) >= 2)
{
mgValue += sign * BishopPairMidgameBonus;
egValue += sign * BishopPairEndgameBonus;
}
// Knights are stronger when there are many pawns on the board. The
// formula is taken from Larry Kaufman's paper "The Evaluation of Material
// Imbalances in Chess":
// Imbalances in Chess":
// http://mywebpages.comcast.net/danheisman/Articles/evaluation_of_material_imbalance.htm
mgValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
egValue += sign * Value(pos.knight_count(c)*(pos.pawn_count(c)-5)*16);
mgValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16);
egValue += sign * Value(pos.piece_count(c, KNIGHT)*(pos.piece_count(c, PAWN)-5)*16);
// Redundancy of major pieces, again based on Kaufman's paper:
if(pos.rook_count(c) >= 1) {
Value v = Value((pos.rook_count(c) - 1) * 32 + pos.queen_count(c) * 16);
mgValue -= sign * v;
egValue -= sign * v;
if (pos.piece_count(c, ROOK) >= 1)
{
Value v = Value((pos.piece_count(c, ROOK) - 1) * 32 + pos.piece_count(c, QUEEN) * 16);
mgValue -= sign * v;
egValue -= sign * v;
}
}
mi->mgValue = int16_t(mgValue);
mi->egValue = int16_t(egValue);
return mi;
}
/// EndgameFunctions member definitions. This class is used to store the maps
/// of end game and scaling functions that MaterialInfoTable will query for
/// each key. The maps are constant and are populated only at construction,
/// but are per-thread instead of globals to avoid expensive locks.
EndgameFunctions::EndgameFunctions() {
KNNKMaterialKey = buildKey("KNNK");
KKNNMaterialKey = buildKey("KKNN");
add("KPK", &EvaluateKPK);
add("KKP", &EvaluateKKP);
add("KBNK", &EvaluateKBNK);
add("KKBN", &EvaluateKKBN);
add("KRKP", &EvaluateKRKP);
add("KPKR", &EvaluateKPKR);
add("KRKB", &EvaluateKRKB);
add("KBKR", &EvaluateKBKR);
add("KRKN", &EvaluateKRKN);
add("KNKR", &EvaluateKNKR);
add("KQKR", &EvaluateKQKR);
add("KRKQ", &EvaluateKRKQ);
add("KBBKN", &EvaluateKBBKN);
add("KNKBB", &EvaluateKNKBB);
add("KNPK", WHITE, &ScaleKNPK);
add("KKNP", BLACK, &ScaleKKNP);
add("KRPKR", WHITE, &ScaleKRPKR);
add("KRKRP", BLACK, &ScaleKRKRP);
add("KBPKB", WHITE, &ScaleKBPKB);
add("KBKBP", BLACK, &ScaleKBKBP);
add("KBPPKB", WHITE, &ScaleKBPPKB);
add("KBKBPP", BLACK, &ScaleKBKBPP);
add("KBPKN", WHITE, &ScaleKBPKN);
add("KNKBP", BLACK, &ScaleKNKBP);
add("KRPPKRP", WHITE, &ScaleKRPPKRP);
add("KRPKRPP", BLACK, &ScaleKRPKRPP);
add("KRPPKRP", WHITE, &ScaleKRPPKRP);
add("KRPKRPP", BLACK, &ScaleKRPKRPP);
}
Key EndgameFunctions::buildKey(const std::string& keyCode) {
assert(keyCode.length() > 0 && keyCode[0] == 'K');
assert(keyCode.length() < 8);
std::stringstream s;
bool upcase = false;
// Build up a fen substring with the given pieces, note
// that the fen string could be of an illegal position.
for (size_t i = 0; i < keyCode.length(); i++)
{
if (keyCode[i] == 'K')
upcase = !upcase;
s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
}
s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
return Position(s.str()).get_material_key();
}
void EndgameFunctions::add(const std::string& keyCode, EndgameEvaluationFunctionBase* f) {
EEFmap.insert(std::pair<Key, EndgameEvaluationFunctionBase*>(buildKey(keyCode), f));
}
void EndgameFunctions::add(const std::string& keyCode, Color c, EndgameScalingFunctionBase* f) {
ScalingInfo s = {c, f};
ESFmap.insert(std::pair<Key, ScalingInfo>(buildKey(keyCode), s));
}
EndgameEvaluationFunctionBase* EndgameFunctions::getEEF(Key key) const {
std::map<Key, EndgameEvaluationFunctionBase*>::const_iterator it(EEFmap.find(key));
return (it != EEFmap.end() ? it->second : NULL);
}
EndgameScalingFunctionBase* EndgameFunctions::getESF(Key key, Color* c) const {
std::map<Key, ScalingInfo>::const_iterator it(ESFmap.find(key));
if (it == ESFmap.end())
return NULL;
*c = it->second.col;
return it->second.fun;
}
+56 -30
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -34,7 +35,7 @@
////
/// MaterialInfo is a class which contains various information about a
/// material configuration. It contains a material balance evaluation,
/// material configuration. It contains a material balance evaluation,
/// a function pointer to a special endgame evaluation function (which in
/// most cases is NULL, meaning that the standard evaluation function will
/// be used), and "scale factors" for black and white.
@@ -50,27 +51,35 @@ class MaterialInfo {
public:
Value mg_value() const;
Value eg_value() const;
ScaleFactor scale_factor(const Position &pos, Color c) const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
int space_weight() const;
bool specialized_eval_exists() const;
Value evaluate(const Position &pos) const;
static void init();
Value evaluate(const Position& pos) const;
private:
void clear();
Key key;
int16_t mgValue;
int16_t egValue;
uint8_t factor[2];
EndgameEvaluationFunction *evaluationFunction;
ScalingFunction *scalingFunction[2];
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
};
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// EndgameFunctions class stores the endgame evaluation functions std::map.
/// Because STL library is not thread safe even for read access, the maps,
/// although with identical content, are replicated for each thread. This
/// is faster then using locks with an unique set of global maps.
class EndgameFunctions;
/// The MaterialInfoTable class represents a pawn hash table. It is basically
/// just an array of MaterialInfo objects and a few methods for accessing these
/// objects. The most important method is get_material_info, which looks up a
/// objects. The most important method is get_material_info, which looks up a
/// position in the table and returns a pointer to a MaterialInfo object.
class MaterialInfoTable {
@@ -79,11 +88,12 @@ public:
MaterialInfoTable(unsigned numOfEntries);
~MaterialInfoTable();
void clear();
MaterialInfo *get_material_info(const Position &pos);
MaterialInfo* get_material_info(const Position& pos);
private:
unsigned size;
MaterialInfo *entries;
MaterialInfo* entries;
EndgameFunctions* funcs;
};
@@ -95,10 +105,12 @@ private:
/// material balance evaluation for the middle game and the endgame.
inline Value MaterialInfo::mg_value() const {
return Value(mgValue);
}
inline Value MaterialInfo::eg_value() const {
return Value(egValue);
}
@@ -107,8 +119,10 @@ inline Value MaterialInfo::eg_value() const {
/// with all slots at their default values.
inline void MaterialInfo::clear() {
mgValue = egValue = 0;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
spaceWeight = 0;
evaluationFunction = NULL;
scalingFunction[WHITE] = scalingFunction[BLACK] = NULL;
}
@@ -117,35 +131,47 @@ inline void MaterialInfo::clear() {
/// MaterialInfo::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not
/// be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// which checks for draws with rook pawns and wrong-colored bishops.
inline ScaleFactor MaterialInfo::scale_factor(const Position &pos, Color c)
const {
if(scalingFunction[c] != NULL) {
ScaleFactor sf = scalingFunction[c]->apply(pos);
if(sf != SCALE_FACTOR_NONE)
return sf;
inline ScaleFactor MaterialInfo::scale_factor(const Position& pos, Color c) const {
if (scalingFunction[c] != NULL)
{
ScaleFactor sf = scalingFunction[c]->apply(pos);
if (sf != SCALE_FACTOR_NONE)
return sf;
}
return ScaleFactor(factor[c]);
}
/// MaterialInfo::space_weight() simply returns the weight for the space
/// evaluation for this material configuration.
inline int MaterialInfo::space_weight() const {
return spaceWeight;
}
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,
/// or if the normal evaluation function should be used.
inline bool MaterialInfo::specialized_eval_exists() const {
return evaluationFunction != NULL;
}
/// MaterialInfo::evaluate applies a specialized evaluation function to a
/// given position object. It should only be called when
/// this->specialized_eval_exists() returns 'true'.
/// MaterialInfo::evaluate applies a specialized evaluation function
/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const {
inline Value MaterialInfo::evaluate(const Position &pos) const {
return evaluationFunction->apply(pos);
}
+13 -12
View File
@@ -1,12 +1,12 @@
/*
/*
A C-program for MT19937, with initialization improved 2002/1/26.
Coded by Takuji Nishimura and Makoto Matsumoto.
Before using, initialize the state by using init_genrand(seed)
Before using, initialize the state by using init_genrand(seed)
or init_by_array(init_key, key_length).
Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
All rights reserved.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
@@ -19,8 +19,8 @@
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. The names of its contributors may not be used to endorse or promote
products derived from this software without specific prior written
3. The names of its contributors may not be used to endorse or promote
products derived from this software without specific prior written
permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
@@ -42,8 +42,9 @@
*/
#include "types.h"
#include "mersenne.h"
/* Period parameters */
/* Period parameters */
#define N 624
#define M 397
#define MATRIX_A 0x9908b0dfUL /* constant vector a */
@@ -54,12 +55,12 @@ static unsigned long mt[N]; /* the array for the state vector */
static int mti=N+1; /* mti==N+1 means mt[N] is not initialized */
/* initializes mt[N] with a seed */
void init_genrand(unsigned long s)
static void init_genrand(unsigned long s)
{
mt[0]= s & 0xffffffffUL;
for (mti=1; mti<N; mti++) {
mt[mti] =
(1812433253UL * (mt[mti-1] ^ (mt[mti-1] >> 30)) + mti);
mt[mti] =
(1812433253UL * (mt[mti-1] ^ (mt[mti-1] >> 30)) + mti);
/* See Knuth TAOCP Vol2. 3rd Ed. P.106 for multiplier. */
/* In the previous versions, MSBs of the seed affect */
/* only MSBs of the array mt[]. */
@@ -73,7 +74,7 @@ void init_genrand(unsigned long s)
/* init_key is the array for initializing keys */
/* key_length is its length */
/* slight change for C++, 2004/2/26 */
void init_by_array(unsigned long init_key[], int key_length)
static void init_by_array(unsigned long init_key[], int key_length)
{
int i, j, k;
init_genrand(19650218UL);
@@ -95,7 +96,7 @@ void init_by_array(unsigned long init_key[], int key_length)
if (i>=N) { mt[0] = mt[N-1]; i=1; }
}
mt[0] = 0x80000000UL; /* MSB is 1; assuring non-zero initial array */
mt[0] = 0x80000000UL; /* MSB is 1; assuring non-zero initial array */
}
/* generates a random number on [0,0xffffffff]-interval */
@@ -123,7 +124,7 @@ uint32_t genrand_int32(void) {
mti = 0;
}
y = mt[mti++];
/* Tempering */
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+155 -36
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -28,51 +29,153 @@
# include <unistd.h>
#else
/*
(c) Copyright 1992 Eric Backus
This software may be used freely so long as this copyright notice is
left intact. There is no warrantee on this software.
*/
# include <windows.h>
# include <time.h>
# include "dos.h"
int gettimeofday(struct timeval * tp, struct timezone * tzp);
static int gettimeofday(struct timeval* tp, struct timezone*)
{
SYSTEMTIME systime;
if (tp)
{
struct tm tmrec;
time_t theTime = time(NULL);
tmrec = *localtime(&theTime);
tp->tv_sec = mktime(&tmrec);
GetLocalTime(&systime); /* system time */
tp->tv_usec = systime.wMilliseconds * 1000;
}
return 0;
}
#endif
#include <cassert>
#include <cstdio>
#include <iomanip>
#include <iostream>
#include <sstream>
#include "misc.h"
using namespace std;
////
/// Version number. If this is left empty, the current date (in the format
/// YYMMDD) is used as a version number.
static const string EngineVersion = "1.3.1";
static const string AppName = "Stockfish";
static const string AppTag = "";
////
//// Variables
////
long dbg_cnt0 = 0;
long dbg_cnt1 = 0;
bool dbg_show_mean = false;
bool dbg_show_hit_rate = false;
////
//// Functions
////
/// engine_name() returns the full name of the current Glaurung version.
/// This will be either "Glaurung YYMMDD" (where YYMMDD is the date when the
/// program was compiled) or "Glaurung <version number>", depending on whether
void dbg_hit_on(bool b) {
assert(!dbg_show_mean);
dbg_show_hit_rate = true;
dbg_cnt0++;
if (b)
dbg_cnt1++;
}
void dbg_hit_on_c(bool c, bool b) {
if (c)
dbg_hit_on(b);
}
void dbg_before() {
assert(!dbg_show_mean);
dbg_show_hit_rate = true;
dbg_cnt0++;
}
void dbg_after() {
assert(!dbg_show_mean);
dbg_show_hit_rate = true;
dbg_cnt1++;
}
void dbg_mean_of(int v) {
assert(!dbg_show_hit_rate);
dbg_show_mean = true;
dbg_cnt0++;
dbg_cnt1 += v;
}
void dbg_print_hit_rate() {
cout << "Total " << dbg_cnt0 << " Hit " << dbg_cnt1
<< " hit rate (%) " << (dbg_cnt1*100)/(dbg_cnt0 ? dbg_cnt0 : 1) << endl;
}
void dbg_print_mean() {
cout << "Total " << dbg_cnt0 << " Mean "
<< (float)dbg_cnt1 / (dbg_cnt0 ? dbg_cnt0 : 1) << endl;
}
void dbg_print_hit_rate(ofstream& logFile) {
logFile << "Total " << dbg_cnt0 << " Hit " << dbg_cnt1
<< " hit rate (%) " << (dbg_cnt1*100)/(dbg_cnt0 ? dbg_cnt0 : 1) << endl;
}
void dbg_print_mean(ofstream& logFile) {
logFile << "Total " << dbg_cnt0 << " Mean "
<< (float)dbg_cnt1 / (dbg_cnt0 ? dbg_cnt0 : 1) << endl;
}
/// engine_name() returns the full name of the current Stockfish version.
/// This will be either "Stockfish YYMMDD" (where YYMMDD is the date when the
/// program was compiled) or "Stockfish <version number>", depending on whether
/// the constant EngineVersion (defined in misc.h) is empty.
const std::string engine_name() {
if(EngineVersion == "") {
static const char monthNames[12][4] = {
"Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"
};
const char *dateString = __DATE__;
std::stringstream s;
int month = 0, day = 0;
for(int i = 0; i < 12; i++)
if(strncmp(dateString, monthNames[i], 3) == 0)
month = i + 1;
day = atoi(dateString+4);
s << "Glaurung " << (dateString+9) << std::setfill('0') << std::setw(2)
<< month << std::setfill('0') << std::setw(2) << day;
return s.str();
}
else
return "Glaurung " + EngineVersion;
const string engine_name() {
if (!EngineVersion.empty())
return "Stockfish " + EngineVersion;
string date(__DATE__); // From compiler, format is "Sep 21 2008"
string months("Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec");
size_t mon = 1 + months.find(date.substr(0, 3)) / 4;
stringstream s;
string day = (date[4] == ' ' ? date.substr(5, 1) : date.substr(4, 2));
string name = AppName + " " + AppTag + " ";
s << name << date.substr(date.length() - 2) << setfill('0')
<< setw(2) << mon << setw(2) << day;
return s.str();
}
@@ -82,7 +185,7 @@ const std::string engine_name() {
int get_system_time() {
struct timeval t;
gettimeofday(&t, NULL);
return t.tv_sec*1000 + t.tv_usec/1000;
return t.tv_sec*1000 + t.tv_usec/1000;
}
@@ -120,14 +223,14 @@ int Bioskey()
{
fd_set readfds;
struct timeval timeout;
FD_ZERO(&readfds);
FD_SET(fileno(stdin), &readfds);
/* Set to timeout immediately */
timeout.tv_sec = 0;
timeout.tv_usec = 0;
select(16, &readfds, 0, 0, &timeout);
return (FD_ISSET(fileno(stdin), &readfds));
}
@@ -162,8 +265,24 @@ int Bioskey()
return 1;
return dw;
} else {
// Count the number of unread input records, including keyboard,
// mouse, and window-resizing input records.
GetNumberOfConsoleInputEvents(inh, &dw);
return dw <= 1 ? 0 : dw;
if (dw <= 0)
return 0;
// Read data from console without removing it from the buffer
INPUT_RECORD rec[256];
DWORD recCnt;
if (!PeekConsoleInput(inh, rec, Min(dw, 256), &recCnt))
return 0;
// Search for at least one keyboard event
for (DWORD i = 0; i < recCnt; i++)
if (rec[i].EventType == KEY_EVENT)
return 1;
return 0;
}
}
#endif
+27 -17
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -25,20 +26,10 @@
//// Includes
////
#include <fstream>
#include <string>
////
//// Constants
////
/// Version number. If this is left empty, the current date (in the format
/// YYMMDD) is used as a version number.
const std::string EngineVersion = "2.1";
////
//// Macros
////
@@ -56,5 +47,24 @@ extern int get_system_time();
extern int cpu_count();
extern int Bioskey();
////
//// Debug
////
extern bool dbg_show_mean;
extern bool dbg_show_hit_rate;
extern long dbg_cnt0;
extern long dbg_cnt1;
extern void dbg_hit_on(bool b);
extern void dbg_hit_on_c(bool c, bool b);
extern void dbg_before();
extern void dbg_after();
extern void dbg_mean_of(int v);
extern void dbg_print_hit_rate();
extern void dbg_print_mean();
extern void dbg_print_hit_rate(std::ofstream& logFile);
extern void dbg_print_mean(std::ofstream& logFile);
#endif // !defined(MISC_H_INCLUDED)
+77 -71
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -35,65 +36,70 @@
/// move_from_string() takes a position and a string as input, and attempts to
/// convert the string to a move, using simple coordinate notation (g1f3,
/// a7a8q, etc.). In order to correctly parse en passant captures and castling
/// moves, we need the position. This function is not robust, and expects that
/// a7a8q, etc.). In order to correctly parse en passant captures and castling
/// moves, we need the position. This function is not robust, and expects that
/// the input move is legal and correctly formatted.
Move move_from_string(const Position &pos, const std::string &str) {
Move move_from_string(const Position& pos, const std::string& str) {
Square from, to;
Piece piece;
Color us = pos.side_to_move();
if(str.length() < 4) return MOVE_NONE;
if (str.length() < 4)
return MOVE_NONE;
// Read the from and to squares:
// Read the from and to squares
from = square_from_string(str.substr(0, 2));
to = square_from_string(str.substr(2, 4));
// Find the moving piece:
// Find the moving piece
piece = pos.piece_on(from);
// If the string has more than 4 characters, try to interpret the 5th
// character as a promotion:
if(type_of_piece(piece) == PAWN && str.length() >= 5) {
switch(str[4]) {
case 'n': case 'N':
return make_promotion_move(from, to, KNIGHT);
case 'b': case 'B':
return make_promotion_move(from, to, BISHOP);
case 'r': case 'R':
return make_promotion_move(from, to, ROOK);
case 'q': case 'Q':
return make_promotion_move(from, to, QUEEN);
// character as a promotion
if (type_of_piece(piece) == PAWN && str.length() > 4)
{
switch (tolower(str[4])) {
case 'n':
return make_promotion_move(from, to, KNIGHT);
case 'b':
return make_promotion_move(from, to, BISHOP);
case 'r':
return make_promotion_move(from, to, ROOK);
case 'q':
return make_promotion_move(from, to, QUEEN);
}
}
if(piece == king_of_color(us)) {
// Is this a castling move? A king move is assumed to be a castling
// move if the destination square is occupied by a friendly rook, or
// if the distance between the source and destination squares is more
// than 1.
if(pos.piece_on(to) == rook_of_color(us))
return make_castle_move(from, to);
else if(square_distance(from, to) > 1) {
// This is a castling move, but we have to translate it to the
// internal "king captures rook" representation.
SquareDelta delta = (to > from)? DELTA_E : DELTA_W;
Square s;
for(s = from + delta;
pawn_rank(us, s) == RANK_1 && pos.piece_on(s) != rook_of_color(us);
s += delta);
if(pawn_rank(us, s) == RANK_1 && pos.piece_on(s) == rook_of_color(us))
return make_castle_move(from, s);
}
}
else if(piece == pawn_of_color(us)) {
// En passant move? We assume that a pawn move is an en passant move
// without further testing if the destination square is epSquare.
if(to == pos.ep_square())
return make_ep_move(from, to);
}
if (piece == piece_of_color_and_type(us, KING))
{
// Is this a castling move? A king move is assumed to be a castling
// move if the destination square is occupied by a friendly rook, or
// if the distance between the source and destination squares is more
// than 1.
if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
return make_castle_move(from, to);
else if (square_distance(from, to) > 1)
{
// This is a castling move, but we have to translate it to the
// internal "king captures rook" representation.
SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
Square s = from + delta;
while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != piece_of_color_and_type(us, ROOK))
s += delta;
return (relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE);
}
}
else if (piece == piece_of_color_and_type(us, PAWN))
{
// En passant move? We assume that a pawn move is an en passant move
// without further testing if the destination square is epSquare.
if (to == pos.ep_square())
return make_ep_move(from, to);
}
return make_move(from, to);
}
@@ -104,30 +110,28 @@ Move move_from_string(const Position &pos, const std::string &str) {
/// Chess960 mode.
const std::string move_to_string(Move move) {
std::string str;
if(move == MOVE_NONE)
str = "(none)";
else if(move == MOVE_NULL)
str = "0000";
else {
if(!Chess960) {
if(move_from(move) == SQ_E1 && move_is_short_castle(move)) {
str = "e1g1"; return str;
std::string str;
Square from = move_from(move);
Square to = move_to(move);
if (move == MOVE_NONE)
str = "(none)";
else if (move == MOVE_NULL)
str = "0000";
else
{
if (!Chess960)
{
if (move_is_short_castle(move))
return (from == SQ_E1 ? "e1g1" : "e8g8");
if (move_is_long_castle(move))
return (from == SQ_E1 ? "e1c1" : "e8c8");
}
else if(move_from(move) == SQ_E1 && move_is_long_castle(move)) {
str = "e1c1"; return str;
}
if(move_from(move) == SQ_E8 && move_is_short_castle(move)) {
str = "e8g8"; return str;
}
else if(move_from(move) == SQ_E8 && move_is_long_castle(move)) {
str = "e8c8"; return str;
}
}
str = square_to_string(move_from(move)) + square_to_string(move_to(move));
if(move_promotion(move))
str += piece_type_to_char(move_promotion(move), false);
str = square_to_string(from) + square_to_string(to);
if (move_promotion(move))
str += piece_type_to_char(move_promotion(move), false);
}
return str;
}
@@ -135,7 +139,8 @@ const std::string move_to_string(Move move) {
/// Overload the << operator, to make it easier to print moves.
std::ostream &operator << (std::ostream &os, Move m) {
std::ostream &operator << (std::ostream& os, Move m) {
return os << move_to_string(m);
}
@@ -143,5 +148,6 @@ std::ostream &operator << (std::ostream &os, Move m) {
/// move_is_ok(), for debugging.
bool move_is_ok(Move m) {
return square_is_ok(move_from(m)) && square_is_ok(move_to(m));
}
+26 -10
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -37,10 +38,22 @@
class Position;
/// A move needs 17 bits to be stored
///
/// bit 0- 5: destination square (from 0 to 63)
/// bit 6-11: origin square (from 0 to 63)
/// bit 12-14: promotion piece type
/// bit 15: en passant flag
/// bit 16: castle flag
///
/// Special cases are MOVE_NONE and MOVE_NULL. We can sneak these in
/// because in any normal move destination square is always different
/// from origin square while MOVE_NONE and MOVE_NULL have the same
/// origin and destination square, 0 and 1 respectively.
enum Move {
MOVE_NONE = 0,
MOVE_NULL = 65,
MOVE_MAX = 0xFFFFFF
MOVE_NULL = 65
};
@@ -49,17 +62,20 @@ struct MoveStack {
int score;
};
// Note that operator< is set up such that std::sort() will sort in descending order
inline bool operator<(const MoveStack& f, const MoveStack& s) { return s.score < f.score; }
////
//// Inline functions
////
inline Square move_from(Move m) {
return Square((int(m) >> 6) & 077);
return Square((int(m) >> 6) & 0x3F);
}
inline Square move_to(Move m) {
return Square(m & 077);
return Square(m & 0x3F);
}
inline PieceType move_promotion(Move m) {
+759 -1065
View File
File diff suppressed because it is too large Load Diff
+14 -13
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -31,12 +32,12 @@
//// Prototypes
////
extern int generate_captures(const Position &pos, MoveStack *mlist);
extern int generate_noncaptures(const Position &pos, MoveStack *mlist);
extern int generate_checks(const Position &pos, MoveStack *mlist, Bitboard dc);
extern int generate_evasions(const Position &pos, MoveStack *mlist);
extern int generate_legal_moves(const Position &pos, MoveStack *mlist);
extern Move generate_move_if_legal(const Position &pos, Move m,
Bitboard pinned);
extern int generate_captures(const Position& pos, MoveStack* mlist);
extern int generate_noncaptures(const Position& pos, MoveStack* mlist);
extern int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc);
extern int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned);
extern int generate_legal_moves(const Position& pos, MoveStack* mlist);
extern bool move_is_legal(const Position& pos, const Move m, Bitboard pinned);
#endif // !defined(MOVEGEN_H_INCLUDED)
+203 -298
View File
@@ -1,17 +1,19 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,9 +23,11 @@
//// Includes
////
#include <algorithm>
#include <cassert>
#include "history.h"
#include "evaluate.h"
#include "movegen.h"
#include "movepick.h"
#include "search.h"
@@ -36,26 +40,9 @@
namespace {
/// Types
enum MovegenPhase {
PH_TT_MOVE, // Transposition table move
PH_MATE_KILLER, // Mate killer from the current ply
PH_GOOD_CAPTURES, // Queen promotions and captures with SEE values >= 0
PH_BAD_CAPTURES, // Queen promotions and captures with SEE valuse <= 0
PH_KILLER_1, // Killer move 1 from the current ply (not used yet).
PH_KILLER_2, // Killer move 2 from the current ply (not used yet).
PH_NONCAPTURES, // Non-captures and underpromotions
PH_EVASIONS, // Check evasions
PH_QCAPTURES, // Captures in quiescence search
PH_QCHECKS, // Checks in quiescence search
PH_STOP
};
/// Variables
MovegenPhase PhaseTable[32];
MovePicker::MovegenPhase PhaseTable[32];
int MainSearchPhaseIndex;
int EvasionsPhaseIndex;
int QsearchWithChecksPhaseIndex;
@@ -76,30 +63,31 @@ namespace {
/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
MovePicker::MovePicker(Position &p, bool pvnode, Move ttm, Move mk,
Move k1, Move k2, Depth dpth) {
pos = &p;
pvNode = pvnode;
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
const SearchStack& ss, Depth d) : pos(p) {
pvNode = pv;
ttMove = ttm;
mateKiller = (mk == ttm)? MOVE_NONE : mk;
killer1 = k1;
killer2 = k2;
depth = dpth;
mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
killer2 = ss.killers[1];
depth = d;
movesPicked = 0;
numOfMoves = 0;
numOfBadCaptures = 0;
dc = p.discovered_check_candidates(p.side_to_move());
if(p.is_check())
phaseIndex = EvasionsPhaseIndex;
else if(depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if(depth == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
else if (depth > Depth(0))
phaseIndex = MainSearchPhaseIndex;
else if (depth == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
phaseIndex = QsearchWithoutChecksPhaseIndex;
pinned = p.pinned_pieces(p.side_to_move());
Color us = pos.side_to_move();
dc = p.discovered_check_candidates(us);
pinned = p.pinned_pieces(us);
finished = false;
}
@@ -110,92 +98,90 @@ MovePicker::MovePicker(Position &p, bool pvnode, Move ttm, Move mk,
/// are no more moves left of the types we are interested in.
Move MovePicker::get_next_move() {
Move move;
while(true) {
while (true)
{
// If we already have a list of generated moves, pick the best move from
// the list, and return it:
move = this->pick_move_from_list();
if(move != MOVE_NONE) {
assert(move_is_ok(move));
return move;
// the list, and return it.
move = pick_move_from_list();
if (move != MOVE_NONE)
{
assert(move_is_ok(move));
return move;
}
// Next phase:
// Next phase
phaseIndex++;
switch(PhaseTable[phaseIndex]) {
switch (PhaseTable[phaseIndex]) {
case PH_TT_MOVE:
if(ttMove != MOVE_NONE) {
assert(move_is_ok(ttMove));
Move m = generate_move_if_legal(*pos, ttMove, pinned);
if(m != MOVE_NONE) {
assert(m == ttMove);
return m;
if (ttMove != MOVE_NONE)
{
assert(move_is_ok(ttMove));
if (move_is_legal(pos, ttMove, pinned))
return ttMove;
}
}
break;
break;
case PH_MATE_KILLER:
if(mateKiller != MOVE_NONE) {
assert(move_is_ok(mateKiller));
Move m = generate_move_if_legal(*pos, mateKiller, pinned);
if(m != MOVE_NONE) {
assert(m == mateKiller);
return m;
if (mateKiller != MOVE_NONE)
{
assert(move_is_ok(mateKiller));
if (move_is_legal(pos, mateKiller, pinned))
return mateKiller;
}
}
break;
break;
case PH_GOOD_CAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_captures();
movesPicked = 0;
break;
numOfMoves = generate_captures(pos, moves);
score_captures();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
case PH_BAD_CAPTURES:
badCapturesPicked = 0;
break;
// It's probably a good idea to use SEE move ordering here. FIXME
movesPicked = 0;
break;
case PH_NONCAPTURES:
numOfMoves = generate_noncaptures(*pos, moves);
this->score_noncaptures();
movesPicked = 0;
break;
numOfMoves = generate_noncaptures(pos, moves);
score_noncaptures();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
case PH_EVASIONS:
assert(pos->is_check());
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_evasions(*pos, moves);
this->score_evasions();
movesPicked = 0;
break;
assert(pos.is_check());
numOfMoves = generate_evasions(pos, moves, pinned);
score_evasions();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
case PH_QCAPTURES:
// pinned = pos->pinned_pieces(pos->side_to_move());
numOfMoves = generate_captures(*pos, moves);
this->score_qcaptures();
movesPicked = 0;
break;
numOfMoves = generate_captures(pos, moves);
score_qcaptures();
std::sort(moves, moves + numOfMoves);
movesPicked = 0;
break;
case PH_QCHECKS:
numOfMoves = generate_checks(*pos, moves, dc);
movesPicked = 0;
break;
// Perhaps we should order moves move here? FIXME
numOfMoves = generate_non_capture_checks(pos, moves, dc);
movesPicked = 0;
break;
case PH_STOP:
return MOVE_NONE;
return MOVE_NONE;
default:
assert(false);
return MOVE_NONE;
assert(false);
return MOVE_NONE;
}
}
assert(false);
return MOVE_NONE;
}
@@ -203,37 +189,26 @@ Move MovePicker::get_next_move() {
/// prevent multiple threads from picking the same move at a split point.
Move MovePicker::get_next_move(Lock &lock) {
Move m;
lock_grab(&lock);
if(finished) {
lock_release(&lock);
return MOVE_NONE;
if (finished)
{
lock_release(&lock);
return MOVE_NONE;
}
m = this->get_next_move();
if(m == MOVE_NONE)
finished = true;
Move m = get_next_move();
if (m == MOVE_NONE)
finished = true;
lock_release(&lock);
return m;
}
/// MovePicker::number_of_moves() simply returns the numOfMoves member
/// variable. It is intended to be used in positions where the side to move
/// is in check, for detecting checkmates or situations where there is only
/// a single reply to check.
int MovePicker::number_of_moves() const {
return numOfMoves;
}
/// MovePicker::score_captures(), MovePicker::score_noncaptures(),
/// MovePicker::score_evasions() and MovePicker::score_qcaptures() assign a
/// numerical move ordering score to each move in a move list. The moves
/// with highest scores will be picked first by
/// MovePicker::pick_move_from_list().
/// with highest scores will be picked first by pick_move_from_list().
void MovePicker::score_captures() {
// Winning and equal captures in the main search are ordered by MVV/LVA.
@@ -242,61 +217,91 @@ void MovePicker::score_captures() {
// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
// where it is possible to recapture with the hanging piece). Exchanging
// where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
for(int i = 0; i < numOfMoves; i++) {
int seeValue = pos->see(moves[i].move);
if(seeValue >= 0) {
if(move_promotion(moves[i].move))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(moves[i].move))) -
int(pos->type_of_piece_on(move_from(moves[i].move)));
}
else
moves[i].score = seeValue;
// While scoring captures it moves all captures with negative SEE values
// to the badCaptures[] array.
Move m;
int seeValue;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
seeValue = pos.see(m);
if (seeValue >= 0)
{
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
-int(pos.type_of_piece_on(move_from(m)));
}
else
{
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
moves[i].score = seeValue;
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
}
}
void MovePicker::score_noncaptures() {
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(m == killer1)
moves[i].score = HistoryMax + 2;
else if(m == killer2)
moves[i].score = HistoryMax + 1;
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
// First score by history, when no history is available then use
// piece/square tables values. This seems to be better then a
// random choice when we don't have an history for any move.
Move m;
int hs;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
if (m == killer1)
hs = HistoryMax + 2;
else if (m == killer2)
hs = HistoryMax + 1;
else
hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;
// pst based scoring
moves[i].score = hs + pos.mg_pst_delta(m);
}
}
void MovePicker::score_evasions() {
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(m == ttMove)
moves[i].score = 2*HistoryMax;
else if(!pos->square_is_empty(move_to(m))) {
int seeScore = pos->see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
}
else
moves[i].score = H.move_ordering_score(pos->piece_on(move_from(m)), m);
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
if (m == ttMove)
moves[i].score = 2*HistoryMax;
else if (!pos.square_is_empty(move_to(m)))
{
int seeScore = pos.see(m);
moves[i].score = (seeScore >= 0)? seeScore + HistoryMax : seeScore;
} else
moves[i].score = H.move_ordering_score(pos.piece_on(move_from(m)), m);
}
}
void MovePicker::score_qcaptures() {
// Use MVV/LVA ordering.
for(int i = 0; i < numOfMoves; i++) {
Move m = moves[i].move;
if(move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score =
int(pos->midgame_value_of_piece_on(move_to(m))) -
int(pos->midgame_value_of_piece_on(move_to(m))) / 64;
// Use MVV/LVA ordering
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
-int(pos.type_of_piece_on(move_from(m)));
}
}
@@ -305,172 +310,70 @@ void MovePicker::score_qcaptures() {
/// from a list of generated moves (moves[] or badCaptures[], depending on
/// the current move generation phase). It takes care not to return the
/// transposition table move if that has already been serched previously.
/// While picking captures in the PH_GOOD_CAPTURES phase (i.e. while picking
/// non-losing captures in the main search), it moves all captures with
/// negative SEE values to the badCaptures[] array.
Move MovePicker::pick_move_from_list() {
int bestScore = -10000000;
int bestIndex;
Move move;
switch(PhaseTable[phaseIndex]) {
assert(movesPicked >= 0);
assert(!pos.is_check() || PhaseTable[phaseIndex] == PH_EVASIONS || PhaseTable[phaseIndex] == PH_STOP);
assert( pos.is_check() || PhaseTable[phaseIndex] != PH_EVASIONS);
switch (PhaseTable[phaseIndex]) {
case PH_GOOD_CAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++) {
if(moves[i].score < 0) {
// Losing capture, move it to the badCaptures[] array
assert(numOfBadCaptures < 63);
badCaptures[numOfBadCaptures++] = moves[i];
moves[i--] = moves[--numOfMoves];
}
else if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
if(bestIndex != -1) { // Found a good capture
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_NONCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
// If this is a PV node or we have only picked a few moves, scan
// the entire move list for the best move. If many moves have already
// been searched and it is not a PV node, we are probably failing low
// anyway, so we just pick the first move from the list.
if(pvNode || movesPicked < 12) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
while (movesPicked < numOfMoves)
{
Move move = moves[movesPicked++].move;
if ( move != ttMove
&& move != mateKiller
&& pos.pl_move_is_legal(move, pinned))
return move;
}
else
bestIndex = movesPicked;
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
}
break;
break;
case PH_EVASIONS:
assert(pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
if (movesPicked < numOfMoves)
return moves[movesPicked++].move;
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
return move;
}
}
break;
break;
case PH_BAD_CAPTURES:
assert(!pos->is_check());
assert(badCapturesPicked >= 0);
// It's probably a good idea to use SEE move ordering here, instead
// of just picking the first move. FIXME
while(badCapturesPicked < numOfBadCaptures) {
move = badCaptures[badCapturesPicked++].move;
if(move != ttMove && move != mateKiller &&
pos->move_is_legal(move, pinned))
return move;
}
break;
while (movesPicked < numOfBadCaptures)
{
Move move = badCaptures[movesPicked++].move;
if ( move != ttMove
&& move != mateKiller
&& pos.pl_move_is_legal(move, pinned))
return move;
}
break;
case PH_QCAPTURES:
assert(!pos->is_check());
assert(movesPicked >= 0);
while(movesPicked < numOfMoves) {
bestScore = -10000000;
if(movesPicked < 4) {
bestIndex = -1;
for(int i = movesPicked; i < numOfMoves; i++)
if(moves[i].score > bestScore) {
bestIndex = i;
bestScore = moves[i].score;
}
}
else
bestIndex = movesPicked;
if(bestIndex != -1) {
MoveStack tmp = moves[movesPicked];
moves[movesPicked] = moves[bestIndex];
moves[bestIndex] = tmp;
move = moves[movesPicked++].move;
// Remember to change the line below if we decide to hash the qsearch!
// Maybe also postpone the legality check until after futility pruning?
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
return move;
}
}
break;
case PH_QCHECKS:
assert(!pos->is_check());
assert(movesPicked >= 0);
// Perhaps we should do something better than just picking the first
// move here? FIXME
while(movesPicked < numOfMoves) {
move = moves[movesPicked++].move;
// Remember to change the line below if we decide to hash the qsearch!
if(/* move != ttMove && */ pos->move_is_legal(move, pinned))
return move;
}
break;
while (movesPicked < numOfMoves)
{
Move move = moves[movesPicked++].move;
// Maybe postpone the legality check until after futility pruning?
if ( move != ttMove
&& pos.pl_move_is_legal(move, pinned))
return move;
}
break;
default:
break;
break;
}
return MOVE_NONE;
}
/// MovePicker::init_phase_table() initializes the PhaseTable[],
/// MainSearchPhaseIndex, EvasionPhaseIndex, QsearchWithChecksPhaseIndex
/// and QsearchWithoutChecksPhaseIndex variables. It is only called once
/// during program startup, and never again while the program is running.
/// and QsearchWithoutChecksPhaseIndex. It is only called once during
/// program startup, and never again while the program is running.
void MovePicker::init_phase_table() {
int i = 0;
// Main search
@@ -492,12 +395,14 @@ void MovePicker::init_phase_table() {
// Quiescence search with checks
QsearchWithChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_QCHECKS;
PhaseTable[i++] = PH_STOP;
// Quiescence search without checks
QsearchWithoutChecksPhaseIndex = i - 1;
PhaseTable[i++] = PH_TT_MOVE;
PhaseTable[i++] = PH_QCAPTURES;
PhaseTable[i++] = PH_STOP;
}
+42 -13
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -33,6 +34,9 @@
//// Types
////
struct EvalInfo;
struct SearchStack;
/// MovePicker is a class which is used to pick one legal move at a time from
/// the current position. It is initialized with a Position object and a few
/// moves we have reason to believe are good. The most important method is
@@ -43,14 +47,30 @@
class MovePicker {
MovePicker& operator=(const MovePicker&); // Silence a warning under MSVC
public:
MovePicker(Position &p, bool pvnode, Move ttm, Move mk, Move k1, Move k2,
Depth dpth);
enum MovegenPhase {
PH_TT_MOVE, // Transposition table move
PH_MATE_KILLER, // Mate killer from the current ply
PH_GOOD_CAPTURES, // Queen promotions and captures with SEE values >= 0
PH_BAD_CAPTURES, // Queen promotions and captures with SEE values < 0
PH_KILLER_1, // Killer move 1 from the current ply (not used yet).
PH_KILLER_2, // Killer move 2 from the current ply (not used yet).
PH_NONCAPTURES, // Non-captures and underpromotions
PH_EVASIONS, // Check evasions
PH_QCAPTURES, // Captures in quiescence search
PH_QCHECKS, // Checks in quiescence search
PH_STOP
};
MovePicker(const Position& p, bool pvnode, Move ttm, const SearchStack& ss, Depth d);
Move get_next_move();
Move get_next_move(Lock &lock);
int number_of_moves() const;
int current_move_score() const;
Bitboard discovered_check_candidates();
Bitboard discovered_check_candidates() const;
static void init_phase_table();
@@ -60,8 +80,8 @@ private:
void score_evasions();
void score_qcaptures();
Move pick_move_from_list();
Position *pos;
const Position& pos;
Move ttMove, mateKiller, killer1, killer2;
Bitboard pinned, dc;
MoveStack moves[256], badCaptures[64];
@@ -69,7 +89,7 @@ private:
Depth depth;
int phaseIndex;
int numOfMoves, numOfBadCaptures;
int movesPicked, badCapturesPicked;
int movesPicked;
bool finished;
};
@@ -78,11 +98,20 @@ private:
//// Inline functions
////
/// MovePicker::number_of_moves() simply returns the numOfMoves member
/// variable. It is intended to be used in positions where the side to move
/// is in check, for detecting checkmates or situations where there is only
/// a single reply to check.
inline int MovePicker::number_of_moves() const {
return numOfMoves;
}
/// MovePicker::discovered_check_candidates() returns a bitboard containing
/// all pieces which can possibly give discovered check. This bitboard is
/// computed by the constructor function.
inline Bitboard MovePicker::discovered_check_candidates() {
inline Bitboard MovePicker::discovered_check_candidates() const {
return dc;
}
+218 -207
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -22,8 +23,10 @@
////
#include <cassert>
#include <cstring>
#include "pawns.h"
#include "position.h"
////
@@ -70,13 +73,13 @@ namespace {
Value(32), Value(32), Value(32), Value(28)
};
// Pawn chain membership bonus by file, middle game.
// Pawn chain membership bonus by file, middle game.
const Value ChainMidgameBonus[8] = {
Value(14), Value(16), Value(17), Value(18),
Value(18), Value(17), Value(16), Value(14)
};
// Pawn chain membership bonus by file, endgame.
// Pawn chain membership bonus by file, endgame.
const Value ChainEndgameBonus[8] = {
Value(16), Value(16), Value(16), Value(16),
Value(16), Value(16), Value(16), Value(16)
@@ -84,50 +87,45 @@ namespace {
// Candidate passed pawn bonus by rank, middle game.
const Value CandidateMidgameBonus[8] = {
Value(0), Value(12), Value(12), Value(20),
Value(40), Value(90), Value(0), Value(0)
Value( 0), Value(12), Value(12), Value(20),
Value(40), Value(90), Value( 0), Value( 0)
};
// Candidate passed pawn bonus by rank, endgame.
const Value CandidateEndgameBonus[8] = {
Value(0), Value(24), Value(24), Value(40),
Value(80), Value(180), Value(0), Value(0)
Value( 0), Value(24), Value(24), Value(40),
Value(80), Value(180), Value(0), Value( 0)
};
// Evaluate pawn storms?
const bool EvaluatePawnStorms = true;
// Pawn storm tables for positions with opposite castling:
const int QStormTable[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
-22, -22, -22, -13, -4, 0, 0, 0,
-4, -9, -9, -9, -4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
-22,-22,-22,-13,-4, 0, 0, 0,
-4, -9, -9, -9,-4, 0, 0, 0,
9, 18, 22, 18, 9, 0, 0, 0,
22, 31, 31, 22, 0, 0, 0, 0,
31, 40, 40, 31, 0, 0, 0, 0,
31, 40, 40, 31, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0
22, 31, 31, 22, 0, 0, 0, 0,
31, 40, 40, 31, 0, 0, 0, 0,
31, 40, 40, 31, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0
};
const int KStormTable[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, -4, -13, -22, -27, -27,
0, 0, 0, -4, -9, -13, -18, -18,
0, 0, 0, 0, 9, 9, 9, 9,
0, 0, 0, 0, 9, 18, 27, 27,
0, 0, 0, 0, 9, 27, 40, 36,
0, 0, 0, 0, 0, 31, 40, 31,
0, 0, 0, 0, 0, 0, 0, 0
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0,-4,-13,-22,-27,-27,
0, 0, 0,-4, -9,-13,-18,-18,
0, 0, 0, 0, 9, 9, 9, 9,
0, 0, 0, 0, 9, 18, 27, 27,
0, 0, 0, 0, 9, 27, 40, 36,
0, 0, 0, 0, 0, 31, 40, 31,
0, 0, 0, 0, 0, 0, 0, 0
};
// Pawn storm open file bonuses by file:
const int KStormOpenFileBonus[8] = {
45, 45, 30, 0, 0, 0, 0, 0
};
// Pawn storm open file bonuses by file
const int16_t KStormOpenFileBonus[8] = { 45, 45, 30, 0, 0, 0, 0, 0 };
const int16_t QStormOpenFileBonus[8] = { 0, 0, 0, 0, 0, 30, 45, 30 };
const int QStormOpenFileBonus[8] = {
0, 0, 0, 0, 0, 30, 45, 30
};
// Pawn storm lever bonuses by file
const int StormLeverBonus[8] = { 20, 20, 10, 0, 0, 10, 20, 20 };
}
@@ -139,14 +137,16 @@ namespace {
/// Constructor
PawnInfoTable::PawnInfoTable(unsigned numOfEntries) {
size = numOfEntries;
entries = new PawnInfo[size];
if(entries == NULL) {
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
<< " bytes for pawn hash table." << std::endl;
exit(EXIT_FAILURE);
if (entries == NULL)
{
std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
<< " bytes for pawn hash table." << std::endl;
exit(EXIT_FAILURE);
}
this->clear();
clear();
}
@@ -166,220 +166,231 @@ void PawnInfoTable::clear() {
/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also
/// a PawnInfo object, and returns a pointer to it. The result is also
/// stored in a hash table, so we don't have to recompute everything when
/// the same pawn structure occurs again.
PawnInfo *PawnInfoTable::get_pawn_info(const Position &pos) {
assert(pos.is_ok());
Key key = pos.get_pawn_key();
int index = int(key & (size - 1));
PawnInfo *pi = entries + index;
// If pi->key matches the position's pawn hash key, it means that we
// If pi->key matches the position's pawn hash key, it means that we
// have analysed this pawn structure before, and we can simply return the
// information we found the last time instead of recomputing it:
if(pi->key == key)
return pi;
// information we found the last time instead of recomputing it
if (pi->key == key)
return pi;
// Clear the PawnInfo object, and set the key:
// Clear the PawnInfo object, and set the key
pi->clear();
pi->key = key;
Value mgValue[2] = {Value(0), Value(0)};
Value egValue[2] = {Value(0), Value(0)};
// Loop through the pawns for both colors:
for(Color us = WHITE; us <= BLACK; us++) {
// Loop through the pawns for both colors
for (Color us = WHITE; us <= BLACK; us++)
{
Color them = opposite_color(us);
Bitboard ourPawns = pos.pawns(us);
Bitboard theirPawns = pos.pawns(them);
Bitboard pawns = ourPawns;
int bonus;
// Initialize pawn storm scores by giving bonuses for open files:
if(EvaluatePawnStorms)
for(File f = FILE_A; f <= FILE_H; f++)
if(pos.file_is_half_open(us, f)) {
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
// Initialize pawn storm scores by giving bonuses for open files
for (File f = FILE_A; f <= FILE_H; f++)
if (pos.file_is_half_open(us, f))
{
pi->ksStormValue[us] += KStormOpenFileBonus[f];
pi->qsStormValue[us] += QStormOpenFileBonus[f];
}
// Loop through all pawns of the current color and score each pawn:
while(pawns) {
Square s = pop_1st_bit(&pawns);
File f = square_file(s);
Rank r = square_rank(s);
bool passed, doubled, isolated, backward, chain, candidate;
int bonus;
// Loop through all pawns of the current color and score each pawn
while (pawns)
{
bool passed, doubled, isolated, backward, chain, candidate;
Square s = pop_1st_bit(&pawns);
File f = square_file(s);
Rank r = square_rank(s);
assert(pos.piece_on(s) == pawn_of_color(us));
assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
// The file containing the pawn is not half open:
pi->halfOpenFiles[us] &= ~(1 << f);
// The file containing the pawn is not half open
pi->halfOpenFiles[us] &= ~(1 << f);
// Passed, isolated or doubled pawn?
passed = pos.pawn_is_passed(us, s);
isolated = pos.pawn_is_isolated(us, s);
doubled = pos.pawn_is_doubled(us, s);
// Passed, isolated or doubled pawn?
passed = pos.pawn_is_passed(us, s);
isolated = pos.pawn_is_isolated(us, s);
doubled = pos.pawn_is_doubled(us, s);
if(EvaluatePawnStorms) {
// We calculate kingside and queenside pawn storm
// scores for both colors. These are used when evaluating
// scores for both colors. These are used when evaluating
// middle game positions with opposite side castling.
//
// Each pawn is given a base score given by a piece square table
// (KStormTable[] or QStormTable[]). This score is increased if
// there are enemy pawns on adjacent files in front of the pawn.
// This is because we want to be able to open files against the
// enemy king, and to avoid blocking the pawn structure (e.g. white
// pawns on h6, g5, black pawns on h7, g6, f7).
// Kingside pawn storms:
// (KStormTable[] or QStormTable[]). Pawns which seem to have good
// chances of creating an open file by exchanging itself against an
// enemy pawn on an adjacent file gets an additional bonus.
// Kingside pawn storms
bonus = KStormTable[relative_square(us, s)];
if(bonus > 0 && outpost_mask(us, s) & theirPawns) {
switch(f) {
case FILE_F:
bonus += bonus / 4;
break;
case FILE_G:
bonus += bonus / 2 + bonus / 4;
break;
case FILE_H:
bonus += bonus / 2;
break;
default:
break;
}
if (f >= FILE_F)
{
Bitboard b = outpost_mask(us, s) & theirPawns & (FileFBB | FileGBB | FileHBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_H)
bonus += 4*StormLeverBonus[f] - 8*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 4*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 2*square_distance(s, s2);
}
}
pi->ksStormValue[us] += bonus;
// Queenside pawn storms:
// Queenside pawn storms
bonus = QStormTable[relative_square(us, s)];
if(bonus > 0 && passed_pawn_mask(us, s) & theirPawns) {
switch(f) {
case FILE_A:
bonus += bonus / 2;
break;
case FILE_B:
bonus += bonus / 2 + bonus / 4;
break;
case FILE_C:
bonus += bonus / 2;
break;
default:
break;
}
if (f <= FILE_C)
{
Bitboard b = outpost_mask(us, s) & theirPawns & (FileABB | FileBBB | FileCBB);
while (b)
{
Square s2 = pop_1st_bit(&b);
if (!(theirPawns & neighboring_files_bb(s2) & rank_bb(s2)))
{
// The enemy pawn has no pawn beside itself, which makes it
// particularly vulnerable. Big bonus, especially against a
// weakness on the rook file.
if (square_file(s2) == FILE_A)
bonus += 4*StormLeverBonus[f] - 16*square_distance(s, s2);
else
bonus += 2*StormLeverBonus[f] - 8*square_distance(s, s2);
} else
// There is at least one enemy pawn beside the enemy pawn we look
// at, which means that the pawn has somewhat better chances of
// defending itself by advancing. Smaller bonus.
bonus += StormLeverBonus[f] - 4*square_distance(s, s2);
}
}
pi->qsStormValue[us] += bonus;
}
// Member of a pawn chain? We could speed up the test a little by
// introducing an array of masks indexed by color and square for doing
// the test, but because everything is hashed, it probably won't make
// any noticable difference.
chain = (us == WHITE)?
(ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r-1))) :
(ourPawns & neighboring_files_bb(f) & (rank_bb(r) | rank_bb(r+1)));
// Member of a pawn chain (but not the backward one)? We could speed up
// the test a little by introducing an array of masks indexed by color
// and square for doing the test, but because everything is hashed,
// it probably won't make any noticable difference.
chain = ourPawns
& neighboring_files_bb(f)
& (rank_bb(r) | rank_bb(r - (us == WHITE ? 1 : -1)));
// Test for backward pawn.
// If the pawn is isolated, passed, or member of a pawn chain, it cannot
// be backward:
if(passed || isolated || chain)
backward = false;
// If the pawn can capture an enemy pawn, it's not backward:
else if(pos.pawn_attacks(us, s) & theirPawns)
backward = false;
// Check for friendly pawns behind on neighboring files:
else if(ourPawns & in_front_bb(them, r) & neighboring_files_bb(f))
backward = false;
else {
// We now know that there is no friendly pawns beside or behind this
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
Bitboard b;
if(us == WHITE) {
for(b=pos.pawn_attacks(us, s); !(b&(ourPawns|theirPawns)); b<<=8);
backward = (b | (b << 8)) & theirPawns;
// Test for backward pawn
//
// If the pawn is passed, isolated, or member of a pawn chain
// it cannot be backward. If can capture an enemy pawn or if
// there are friendly pawns behind on neighboring files it cannot
// be backward either.
if ( passed
|| isolated
|| chain
|| (pos.pawn_attacks(us, s) & theirPawns)
|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)))
backward = false;
else
{
// We now know that there are no friendly pawns beside or behind this
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
Bitboard b;
if (us == WHITE)
{
for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b <<= 8);
backward = (b | (b << 8)) & theirPawns;
}
else
{
for (b = pos.pawn_attacks(us, s); !(b & (ourPawns | theirPawns)); b >>= 8);
backward = (b | (b >> 8)) & theirPawns;
}
}
else {
for(b=pos.pawn_attacks(us, s); !(b&(ourPawns|theirPawns)); b>>=8);
backward = (b | (b >> 8)) & theirPawns;
// Test for candidate passed pawn
candidate = !passed
&& pos.file_is_half_open(them, f)
&& ( count_1s_max_15(neighboring_files_bb(f) & (behind_bb(us, r) | rank_bb(r)) & ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r) & theirPawns)
>= 0);
// In order to prevent doubled passed pawns from receiving a too big
// bonus, only the frontmost passed pawn on each file is considered as
// a true passed pawn.
if (passed && (ourPawns & squares_in_front_of(us, s)))
{
// candidate = true;
passed = false;
}
}
// Test for candidate passed pawn.
candidate =
(!passed && pos.file_is_half_open(them, f) &&
count_1s_max_15(neighboring_files_bb(f)
& (in_front_bb(them, r) | rank_bb(r))
& ourPawns)
- count_1s_max_15(neighboring_files_bb(f) & in_front_bb(us, r)
& theirPawns)
>= 0);
// In order to prevent doubled passed pawns from receiving a too big
// bonus, only the frontmost passed pawn on each file is considered as
// a true passed pawn.
if(passed && (ourPawns & squares_in_front_of(us, s))) {
// candidate = true;
passed = false;
}
// Score this pawn:
Value mv = Value(0), ev = Value(0);
if(isolated) {
mv -= IsolatedPawnMidgamePenalty[f];
ev -= IsolatedPawnEndgamePenalty[f];
if(pos.file_is_half_open(them, f)) {
mv -= IsolatedPawnMidgamePenalty[f] / 2;
ev -= IsolatedPawnEndgamePenalty[f] / 2;
// Score this pawn
Value mv = Value(0), ev = Value(0);
if (isolated)
{
mv -= IsolatedPawnMidgamePenalty[f];
ev -= IsolatedPawnEndgamePenalty[f];
if (pos.file_is_half_open(them, f))
{
mv -= IsolatedPawnMidgamePenalty[f] / 2;
ev -= IsolatedPawnEndgamePenalty[f] / 2;
}
}
}
if(doubled) {
mv -= DoubledPawnMidgamePenalty[f];
ev -= DoubledPawnEndgamePenalty[f];
}
if(backward) {
mv -= BackwardPawnMidgamePenalty[f];
ev -= BackwardPawnEndgamePenalty[f];
if(pos.file_is_half_open(them, f)) {
mv -= BackwardPawnMidgamePenalty[f] / 2;
ev -= BackwardPawnEndgamePenalty[f] / 2;
if (doubled)
{
mv -= DoubledPawnMidgamePenalty[f];
ev -= DoubledPawnEndgamePenalty[f];
}
if (backward)
{
mv -= BackwardPawnMidgamePenalty[f];
ev -= BackwardPawnEndgamePenalty[f];
if (pos.file_is_half_open(them, f))
{
mv -= BackwardPawnMidgamePenalty[f] / 2;
ev -= BackwardPawnEndgamePenalty[f] / 2;
}
}
if (chain)
{
mv += ChainMidgameBonus[f];
ev += ChainEndgameBonus[f];
}
if (candidate)
{
mv += CandidateMidgameBonus[relative_rank(us, s)];
ev += CandidateEndgameBonus[relative_rank(us, s)];
}
}
if(chain) {
mv += ChainMidgameBonus[f];
ev += ChainEndgameBonus[f];
}
if(candidate) {
mv += CandidateMidgameBonus[pawn_rank(us, s)];
ev += CandidateEndgameBonus[pawn_rank(us, s)];
}
mgValue[us] += mv;
egValue[us] += ev;
// If the pawn is passed, set the square of the pawn in the passedPawns
// bitboard:
if(passed)
set_bit(&(pi->passedPawns), s);
}
}
mgValue[us] += mv;
egValue[us] += ev;
// If the pawn is passed, set the square of the pawn in the passedPawns
// bitboard
if (passed)
set_bit(&(pi->passedPawns), s);
} // while(pawns)
} // for(colors)
pi->mgValue = int16_t(mgValue[WHITE] - mgValue[BLACK]);
pi->egValue = int16_t(egValue[WHITE] - egValue[BLACK]);
return pi;
}
+22 -19
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -24,19 +25,20 @@
//// Includes
////
#include "position.h"
#include "bitboard.h"
#include "value.h"
////
//// Types
////
/// PawnInfo is a class which contains various information about a pawn
/// PawnInfo is a class which contains various information about a pawn
/// structure. Currently, it only includes a middle game and an end game
/// pawn structure evaluation, and a bitboard of passed pawns. We may want
/// to add further information in the future. A lookup to the pawn hash table
/// (performed by calling the get_pawn_info method in a PawnInfoTable object)
/// returns a pointer to a PawnInfo object.
class Position;
class PawnInfo {
@@ -48,9 +50,9 @@ public:
Value kingside_storm_value(Color c) const;
Value queenside_storm_value(Color c) const;
Bitboard passed_pawns() const;
bool file_is_half_open(Color c, File f) const;
bool has_open_file_to_left(Color c, File f) const;
bool has_open_file_to_right(Color c, File f) const;
int file_is_half_open(Color c, File f) const;
int has_open_file_to_left(Color c, File f) const;
int has_open_file_to_right(Color c, File f) const;
private:
void clear();
@@ -58,7 +60,7 @@ private:
Key key;
Bitboard passedPawns;
int16_t mgValue, egValue;
int8_t ksStormValue[2], qsStormValue[2];
int16_t ksStormValue[2], qsStormValue[2];
uint8_t halfOpenFiles[2];
};
@@ -74,11 +76,11 @@ public:
PawnInfoTable(unsigned numOfEntries);
~PawnInfoTable();
void clear();
PawnInfo *get_pawn_info(const Position &pos);
PawnInfo* get_pawn_info(const Position& pos);
private:
unsigned size;
PawnInfo *entries;
PawnInfo* entries;
};
@@ -106,21 +108,22 @@ inline Value PawnInfo::queenside_storm_value(Color c) const {
return Value(qsStormValue[c]);
}
inline bool PawnInfo::file_is_half_open(Color c, File f) const {
inline int PawnInfo::file_is_half_open(Color c, File f) const {
return (halfOpenFiles[c] & (1 << int(f)));
}
inline bool PawnInfo::has_open_file_to_left(Color c, File f) const {
inline int PawnInfo::has_open_file_to_left(Color c, File f) const {
return halfOpenFiles[c] & ((1 << int(f)) - 1);
}
inline bool PawnInfo::has_open_file_to_right(Color c, File f) const {
inline int PawnInfo::has_open_file_to_right(Color c, File f) const {
return halfOpenFiles[c] & ~((1 << int(f+1)) - 1);
}
inline void PawnInfo::clear() {
mgValue = egValue = 0;
passedPawns = EmptyBoardBB;
mgValue = egValue = 0;
ksStormValue[WHITE] = ksStormValue[BLACK] = 0;
qsStormValue[WHITE] = qsStormValue[BLACK] = 0;
halfOpenFiles[WHITE] = halfOpenFiles[BLACK] = 0xFF;
-33
View File
@@ -1,33 +0,0 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(PHASE_H_INCLUDED)
#define PHASE_H_INCLUDED
////
//// Types
////
enum Phase {
PHASE_ENDGAME = 0,
PHASE_MIDGAME = 128
};
#endif // !defined(PHASE_H_INCLUDED)
+18 -63
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,74 +22,28 @@
//// Includes
////
#include <cstring>
#include <string>
#include "piece.h"
////
//// Constants and variables
////
const int SlidingArray[18] = {
0, 0, 0, 1, 2, 3, 0, 0, 0, 0, 0, 1, 2, 3, 0, 0, 0, 0
};
const SquareDelta Directions[16][16] = {
{DELTA_ZERO},
{DELTA_NW, DELTA_NE, DELTA_ZERO},
{DELTA_SSW, DELTA_SSE, DELTA_SWW, DELTA_SEE,
DELTA_NWW, DELTA_NEE, DELTA_NNW, DELTA_NNE, DELTA_ZERO},
{DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N,
DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N,
DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
{DELTA_ZERO},
{DELTA_ZERO},
{DELTA_SW, DELTA_SE, DELTA_ZERO},
{DELTA_SSW, DELTA_SSE, DELTA_SWW, DELTA_SEE,
DELTA_NWW, DELTA_NEE, DELTA_NNW, DELTA_NNE, DELTA_ZERO},
{DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N,
DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
{DELTA_S, DELTA_E, DELTA_W, DELTA_N,
DELTA_SE, DELTA_SW, DELTA_NE, DELTA_NW, DELTA_ZERO},
};
const SquareDelta PawnPush[2] = {
DELTA_N, DELTA_S
};
using namespace std;
////
//// Functions
////
/// Translating piece types to/from English piece letters:
/// Translating piece types to/from English piece letters
static const char PieceChars[] = " pnbrqk";
static const string PieceChars(" pnbrqk PNBRQK");
char piece_type_to_char(PieceType pt, bool upcase = false) {
return upcase? toupper(PieceChars[pt]) : PieceChars[pt];
char piece_type_to_char(PieceType pt, bool upcase) {
return PieceChars[pt + upcase * 7];
}
PieceType piece_type_from_char(char c) {
const char *ch = strchr(PieceChars, tolower(c));
return ch? PieceType(ch - PieceChars) : NO_PIECE_TYPE;
}
/// piece_is_ok() and piece_type_is_ok(), for debugging:
bool piece_is_ok(Piece pc) {
return
piece_type_is_ok(type_of_piece(pc)) &&
color_is_ok(color_of_piece(pc));
}
bool piece_type_is_ok(PieceType pc) {
return pc >= PAWN && pc <= KING;
size_t idx = PieceChars.find(c);
return idx != string::npos ? PieceType(idx % 7) : NO_PIECE_TYPE;
}
+26 -47
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -20,16 +21,15 @@
#if !defined(PIECE_H_INCLUDED)
#define PIECE_H_INCLUDED
////
////
//// Includes
////
#include "color.h"
#include "misc.h"
#include "square.h"
////
////
//// Types
////
@@ -46,18 +46,15 @@ enum Piece {
////
//// Constants and variables
//// Constants
////
const PieceType PieceTypeMin = PAWN;
const PieceType PieceTypeMax = KING;
extern const int SlidingArray[18];
extern const SquareDelta Directions[16][16];
extern const SquareDelta PawnPush[2];
const int SlidingArray[18] = {
0, 0, 0, 1, 2, 3, 0, 0, 0, 0, 0, 1, 2, 3, 0, 0, 0, 0
};
////
////
//// Inline functions
////
@@ -82,51 +79,33 @@ inline Piece piece_of_color_and_type(Color c, PieceType pt) {
return Piece((int(c) << 3) | int(pt));
}
inline Piece pawn_of_color(Color c) {
return piece_of_color_and_type(c, PAWN);
}
inline Piece knight_of_color(Color c) {
return piece_of_color_and_type(c, KNIGHT);
}
inline Piece bishop_of_color(Color c) {
return piece_of_color_and_type(c, BISHOP);
}
inline Piece rook_of_color(Color c) {
return piece_of_color_and_type(c, ROOK);
}
inline Piece queen_of_color(Color c) {
return piece_of_color_and_type(c, QUEEN);
}
inline Piece king_of_color(Color c) {
return piece_of_color_and_type(c, KING);
}
inline int piece_is_slider(Piece p) {
return SlidingArray[int(p)];
}
inline int piece_type_is_slider(PieceType pt) {
inline int piece_is_slider(PieceType pt) {
return SlidingArray[int(pt)];
}
inline SquareDelta pawn_push(Color c) {
return PawnPush[c];
return (c == WHITE ? DELTA_N : DELTA_S);
}
inline bool piece_type_is_ok(PieceType pc) {
return pc >= PAWN && pc <= KING;
}
inline bool piece_is_ok(Piece pc) {
return piece_type_is_ok(type_of_piece(pc)) && color_is_ok(color_of_piece(pc));
}
////
//// Prototypes
////
extern char piece_type_to_char(PieceType pt, bool upcase);
extern char piece_type_to_char(PieceType pt, bool upcase = false);
extern PieceType piece_type_from_char(char c);
extern bool piece_is_ok(Piece pc);
extern bool piece_type_is_ok(PieceType pt);
#endif // !defined(PIECE_H_INCLUDED)
+1373 -1396
View File
File diff suppressed because it is too large Load Diff
+226 -241
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -20,6 +21,18 @@
#if !defined(POSITION_H_INCLUDED)
#define POSITION_H_INCLUDED
// Disable a silly and noisy warning from MSVC compiler
#if defined(_MSC_VER)
// Forcing value to bool 'true' or 'false' (performance warning)
#pragma warning(disable: 4800)
// Conditional expression is constant
#pragma warning(disable: 4127)
#endif
////
//// Includes
////
@@ -29,7 +42,6 @@
#include "direction.h"
#include "move.h"
#include "piece.h"
#include "phase.h"
#include "square.h"
#include "value.h"
@@ -39,7 +51,7 @@
////
/// FEN string for the initial position:
const std::string StartPosition =
const std::string StartPosition =
"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
/// Maximum number of plies per game (220 should be enough, because the
@@ -52,36 +64,44 @@ const int MaxGameLength = 220;
//// Types
////
/// Castle rights, encoded as bit fields:
/// Castle rights, encoded as bit fields
enum CastleRights {
NO_CASTLES = 0,
WHITE_OO = 1, BLACK_OO = 2,
WHITE_OOO = 4, BLACK_OOO = 8,
NO_CASTLES = 0,
WHITE_OO = 1,
BLACK_OO = 2,
WHITE_OOO = 4,
BLACK_OOO = 8,
ALL_CASTLES = 15
};
/// Game phase
enum Phase {
PHASE_ENDGAME = 0,
PHASE_MIDGAME = 128
};
/// The UndoInfo struct stores information we need to restore a Position
/// object to its previous state when we retract a move. Whenever a move
/// is made on the board (by calling Position::do_move), an UndoInfo object
/// must be passed as a parameter. When the move is unmade (by calling
/// Position::undo_move), the same UndoInfo object must be passed again.
struct UndoInfo {
int castleRights;
Square epSquare;
Bitboard checkersBB;
/// The StateInfo struct stores information we need to restore a Position
/// object to its previous state when we retract a move. Whenever a move
/// is made on the board (by calling Position::do_move), an StateInfo object
/// must be passed as a parameter.
struct StateInfo {
Key key, pawnKey, materialKey;
int rule50;
Move lastMove;
PieceType capture;
int castleRights, rule50;
Square epSquare;
Value mgValue, egValue;
PieceType capture;
Bitboard checkersBB;
Move lastMove;
StateInfo* previous;
};
/// The position data structure. A position consists of the following data:
///
///
/// * For each piece type, a bitboard representing the squares occupied
/// by pieces of that type.
/// * For each color, a bitboard representing the squares occupiecd by
@@ -106,17 +126,18 @@ struct UndoInfo {
class Position {
friend class MaterialInfo;
friend class EndgameFunctions;
public:
// Constructors
Position();
Position(const Position &pos);
Position(const std::string &fen);
Position() {};
Position(const Position& pos);
Position(const std::string& fen);
// Text input/output
void from_fen(const std::string &fen);
void from_fen(const std::string& fen);
const std::string to_fen() const;
void print() const;
void print(Move m = MOVE_NONE) const;
// Copying
void copy(const Position &pos);
@@ -161,19 +182,14 @@ public:
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
int pawn_count(Color c) const;
int knight_count(Color c) const;
int bishop_count(Color c) const;
int rook_count(Color c) const;
int queen_count(Color c) const;
// The en passant square:
// The en passant square
Square ep_square() const;
// Current king position for each color
Square king_square(Color c) const;
// Castling rights.
// Castling rights
bool can_castle_kingside(Color c) const;
bool can_castle_queenside(Color c) const;
bool can_castle(Color c) const;
@@ -184,49 +200,40 @@ public:
Bitboard sliding_attacks(Square s, Direction d) const;
Bitboard ray_attacks(Square s, SignedDirection d) const;
Bitboard pawn_attacks(Color c, Square s) const;
Bitboard white_pawn_attacks(Square s) const;
Bitboard black_pawn_attacks(Square s) const;
Bitboard knight_attacks(Square s) const;
Bitboard bishop_attacks(Square s) const;
Bitboard rook_attacks(Square s) const;
Bitboard queen_attacks(Square s) const;
Bitboard king_attacks(Square s) const;
template<PieceType>
Bitboard piece_attacks(Square s) const;
// Bitboards for pinned pieces and discovered check candidates
Bitboard discovered_check_candidates(Color c) const;
Bitboard pinned_pieces(Color c, Bitboard& p) const;
Bitboard pinned_pieces(Color c) const;
// Checking pieces
Bitboard checkers() const;
// Piece lists:
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
Square pawn_list(Color c, int index) const;
Square knight_list(Color c, int index) const;
Square bishop_list(Color c, int index) const;
Square rook_list(Color c, int index) const;
Square queen_list(Color c, int index) const;
// Attack information for a given square
bool square_is_attacked(Square s, Color c) const;
Bitboard attacks_to(Square s) const;
Bitboard attacks_to(Square s, Color c) const;
bool is_check() const;
bool piece_attacks_square(Square f, Square t) const;
bool white_pawn_attacks_square(Square f, Square t) const;
bool black_pawn_attacks_square(Square f, Square t) const;
bool knight_attacks_square(Square f, Square t) const;
bool bishop_attacks_square(Square f, Square t) const;
bool rook_attacks_square(Square f, Square t) const;
bool queen_attacks_square(Square f, Square t) const;
bool king_attacks_square(Square f, Square t) const;
bool pawn_attacks_square(Color c, Square f, Square t) const;
template<PieceType>
Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
// Properties of moves
bool move_is_legal(Move m) const;
bool move_is_legal(Move m, Bitboard pinned) const;
bool pl_move_is_legal(Move m) const;
bool pl_move_is_legal(Move m, Bitboard pinned) const;
bool move_is_check(Move m) const;
bool move_is_check(Move m, Bitboard dcCandidates) const;
bool move_is_capture(Move m) const;
bool move_is_deep_pawn_push(Move m) const;
bool move_is_pawn_push_to_7th(Move m) const;
bool move_is_passed_pawn_push(Move m) const;
bool move_was_passed_pawn_push(Move m) const;
@@ -245,17 +252,17 @@ public:
bool square_is_weak(Square s, Color c) const;
// Doing and undoing moves
void backup(UndoInfo &u) const;
void restore(const UndoInfo &u);
void do_move(Move m, UndoInfo &u);
void do_move(Move m, UndoInfo &u, Bitboard dcCandidates);
void undo_move(Move m, const UndoInfo &u);
void do_null_move(UndoInfo &u);
void undo_null_move(const UndoInfo &u);
void setStartState(const StateInfo& st);
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, Bitboard dcCandidates);
void undo_move(Move m);
void do_null_move(StateInfo& st);
void undo_null_move();
// Static exchange evaluation
int see(Square from, Square to) const;
int see(Move m) const;
int see(Square to) const;
// Accessing hash keys
Key get_key() const;
@@ -267,9 +274,10 @@ public:
Value eg_value() const;
Value non_pawn_material(Color c) const;
Phase game_phase() const;
Value mg_pst_delta(Move m) const;
// Game termination checks
bool is_mate();
bool is_mate() const;
bool is_draw() const;
// Check if one side threatens a mate in one
@@ -284,15 +292,16 @@ public:
// Reset the gamePly variable to 0
void reset_game_ply();
// Position consistency check, for debugging
bool is_ok() const;
bool is_ok(int* failedStep = NULL) const;
// Static member functions:
static void init_zobrist();
static void init_piece_square_tables();
private:
// Initialization helper functions (used while setting up a position)
void clear();
void put_piece(Piece p, Square s);
@@ -300,51 +309,57 @@ private:
void allow_ooo(Color c);
// Helper functions for doing and undoing moves
void do_capture_move(PieceType capture, Color them, Square to);
void do_castle_move(Move m);
void do_promotion_move(Move m, UndoInfo &u);
void do_promotion_move(Move m);
void do_ep_move(Move m);
void undo_castle_move(Move m);
void undo_promotion_move(Move m, const UndoInfo &u);
void undo_promotion_move(Move m);
void undo_ep_move(Move m);
void find_checkers();
template<PieceType Piece>
void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
template<bool FindPinned>
Bitboard hidden_checkers(Color c) const;
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_pawn_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
Value mg_pst(Color c, PieceType pt, Square s) const;
Value eg_pst(Color c, PieceType pt, Square s) const;
Value compute_mg_value() const;
Value compute_eg_value() const;
enum GamePhase {
MidGame,
EndGame
};
template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
template<GamePhase> Value compute_value() const;
Value compute_non_pawn_material(Color c) const;
// Bitboards
Bitboard byColorBB[2], byTypeBB[8];
Bitboard checkersBB;
// Board
Piece board[64];
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64];
// Other info
Color sideToMove;
int castleRights;
File initialKFile, initialKRFile, initialQRFile;
Square epSquare;
Square kingSquare[2];
Move lastMove;
Key key, pawnKey, materialKey, history[MaxGameLength];
int rule50, gamePly;
Value mgValue, egValue;
Color sideToMove;
int gamePly;
Key history[MaxGameLength];
Value npMaterial[2];
File initialKFile, initialKRFile, initialQRFile;
StateInfo startState;
StateInfo* st;
// Static variables
static int castleRightsMask[64];
@@ -367,27 +382,27 @@ inline Piece Position::piece_on(Square s) const {
}
inline Color Position::color_of_piece_on(Square s) const {
return color_of_piece(this->piece_on(s));
return color_of_piece(piece_on(s));
}
inline PieceType Position::type_of_piece_on(Square s) const {
return type_of_piece(this->piece_on(s));
return type_of_piece(piece_on(s));
}
inline bool Position::square_is_empty(Square s) const {
return this->piece_on(s) == EMPTY;
return piece_on(s) == EMPTY;
}
inline bool Position::square_is_occupied(Square s) const {
return !this->square_is_empty(s);
return !square_is_empty(s);
}
inline Value Position::midgame_value_of_piece_on(Square s) const {
return piece_value_midgame(this->piece_on(s));
return piece_value_midgame(piece_on(s));
}
inline Value Position::endgame_value_of_piece_on(Square s) const {
return piece_value_endgame(this->piece_on(s));
return piece_value_endgame(piece_on(s));
}
inline Color Position::side_to_move() const {
@@ -399,7 +414,7 @@ inline Bitboard Position::occupied_squares() const {
}
inline Bitboard Position::empty_squares() const {
return ~(this->occupied_squares());
return ~(occupied_squares());
}
inline Bitboard Position::pieces_of_color(Color c) const {
@@ -410,133 +425,92 @@ inline Bitboard Position::pieces_of_type(PieceType pt) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt)
const {
return this->pieces_of_color(c) & this->pieces_of_type(pt);
inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
return pieces_of_color(c) & pieces_of_type(pt);
}
inline Bitboard Position::pawns() const {
return this->pieces_of_type(PAWN);
return pieces_of_type(PAWN);
}
inline Bitboard Position::knights() const {
return this->pieces_of_type(KNIGHT);
return pieces_of_type(KNIGHT);
}
inline Bitboard Position::bishops() const {
return this->pieces_of_type(BISHOP);
return pieces_of_type(BISHOP);
}
inline Bitboard Position::rooks() const {
return this->pieces_of_type(ROOK);
return pieces_of_type(ROOK);
}
inline Bitboard Position::queens() const {
return this->pieces_of_type(QUEEN);
return pieces_of_type(QUEEN);
}
inline Bitboard Position::kings() const {
return this->pieces_of_type(KING);
return pieces_of_type(KING);
}
inline Bitboard Position::rooks_and_queens() const {
return this->rooks() | this->queens();
return rooks() | queens();
}
inline Bitboard Position::bishops_and_queens() const {
return this->bishops() | this->queens();
return bishops() | queens();
}
inline Bitboard Position::sliders() const {
return this->bishops() | this->queens() | this->rooks();
return bishops() | queens() | rooks();
}
inline Bitboard Position::pawns(Color c) const {
return this->pieces_of_color_and_type(c, PAWN);
return pieces_of_color_and_type(c, PAWN);
}
inline Bitboard Position::knights(Color c) const {
return this->pieces_of_color_and_type(c, KNIGHT);
return pieces_of_color_and_type(c, KNIGHT);
}
inline Bitboard Position::bishops(Color c) const {
return this->pieces_of_color_and_type(c, BISHOP);
return pieces_of_color_and_type(c, BISHOP);
}
inline Bitboard Position::rooks(Color c) const {
return this->pieces_of_color_and_type(c, ROOK);
return pieces_of_color_and_type(c, ROOK);
}
inline Bitboard Position::queens(Color c) const {
return this->pieces_of_color_and_type(c, QUEEN);
return pieces_of_color_and_type(c, QUEEN);
}
inline Bitboard Position::kings(Color c) const {
return this->pieces_of_color_and_type(c, KING);
return pieces_of_color_and_type(c, KING);
}
inline Bitboard Position::rooks_and_queens(Color c) const {
return this->rooks_and_queens() & this->pieces_of_color(c);
return rooks_and_queens() & pieces_of_color(c);
}
inline Bitboard Position::bishops_and_queens(Color c) const {
return this->bishops_and_queens() & this->pieces_of_color(c);
return bishops_and_queens() & pieces_of_color(c);
}
inline Bitboard Position::sliders_of_color(Color c) const {
return this->sliders() & this->pieces_of_color(c);
return sliders() & pieces_of_color(c);
}
inline int Position::piece_count(Color c, PieceType pt) const {
return pieceCount[c][pt];
}
inline int Position::pawn_count(Color c) const {
return this->piece_count(c, PAWN);
}
inline int Position::knight_count(Color c) const {
return this->piece_count(c, KNIGHT);
}
inline int Position::bishop_count(Color c) const {
return this->piece_count(c, BISHOP);
}
inline int Position::rook_count(Color c) const {
return this->piece_count(c, ROOK);
}
inline int Position::queen_count(Color c) const {
return this->piece_count(c, QUEEN);
}
inline Square Position::piece_list(Color c, PieceType pt, int index) const {
return pieceList[c][pt][index];
}
inline Square Position::pawn_list(Color c, int index) const {
return this->piece_list(c, PAWN, index);
}
inline Square Position::knight_list(Color c, int index) const {
return this->piece_list(c, KNIGHT, index);
}
inline Square Position::bishop_list(Color c, int index) const {
return this->piece_list(c, BISHOP, index);
}
inline Square Position::rook_list(Color c, int index) const {
return this->piece_list(c, ROOK, index);
}
inline Square Position::queen_list(Color c, int index) const {
return this->piece_list(c, QUEEN, index);
}
inline Square Position::ep_square() const {
return epSquare;
return st->epSquare;
}
inline Square Position::king_square(Color c) const {
@@ -544,11 +518,11 @@ inline Square Position::king_square(Color c) const {
}
inline bool Position::can_castle_kingside(Color side) const {
return castleRights & (1+int(side));
return st->castleRights & (1+int(side));
}
inline bool Position::can_castle_queenside(Color side) const {
return castleRights & (4+4*int(side));
return st->castleRights & (4+4*int(side));
}
inline bool Position::can_castle(Color side) const {
@@ -564,123 +538,119 @@ inline Square Position::initial_qr_square(Color c) const {
}
inline Bitboard Position::pawn_attacks(Color c, Square s) const {
return StepAttackBB[pawn_of_color(c)][s];
return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
inline Bitboard Position::white_pawn_attacks(Square s) const {
return this->pawn_attacks(WHITE, s);
template<>
inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
}
inline Bitboard Position::black_pawn_attacks(Square s) const {
return this->pawn_attacks(BLACK, s);
}
inline Bitboard Position::knight_attacks(Square s) const {
template<>
inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
return StepAttackBB[KNIGHT][s];
}
inline Bitboard Position::rook_attacks(Square s) const {
return rook_attacks_bb(s, this->occupied_squares());
template<>
inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
return bishop_attacks_bb(s, occupied_squares());
}
inline Bitboard Position::bishop_attacks(Square s) const {
return bishop_attacks_bb(s, this->occupied_squares());
template<>
inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
return rook_attacks_bb(s, occupied_squares());
}
inline Bitboard Position::queen_attacks(Square s) const {
return this->rook_attacks(s) | this->bishop_attacks(s);
template<>
inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
}
inline Bitboard Position::king_attacks(Square s) const {
template<>
inline Bitboard Position::piece_attacks<KING>(Square s) const {
return StepAttackBB[KING][s];
}
inline Bitboard Position::checkers() const {
return checkersBB;
return st->checkersBB;
}
inline bool Position::is_check() const {
return this->checkers() != EmptyBoardBB;
return st->checkersBB != EmptyBoardBB;
}
inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
return bit_is_set(this->white_pawn_attacks(f), t);
inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
return bit_is_set(pawn_attacks(c, f), t);
}
inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
return bit_is_set(this->black_pawn_attacks(f), t);
template<PieceType Piece>
Bitboard Position::piece_attacks_square(Square f, Square t) const {
return bit_is_set(piece_attacks<Piece>(f), t);
}
inline bool Position::knight_attacks_square(Square f, Square t) const {
return bit_is_set(this->knight_attacks(f), t);
inline Bitboard Position::attacks_to(Square s, Color c) const {
return attacks_to(s) & pieces_of_color(c);
}
inline bool Position::bishop_attacks_square(Square f, Square t) const {
return bit_is_set(this->bishop_attacks(f), t);
}
inline bool Position::square_is_attacked(Square s, Color c) const {
inline bool Position::rook_attacks_square(Square f, Square t) const {
return bit_is_set(this->rook_attacks(f), t);
}
inline bool Position::queen_attacks_square(Square f, Square t) const {
return bit_is_set(this->queen_attacks(f), t);
}
inline bool Position::king_attacks_square(Square f, Square t) const {
return bit_is_set(this->king_attacks(f), t);
return attacks_to(s, c) != EmptyBoardBB;
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
return !(this->pawns(opposite_color(c)) & passed_pawn_mask(c, s));
return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
}
inline bool Position::pawn_is_isolated(Color c, Square s) const {
return !(this->pawns(c) & neighboring_files_bb(s));
return !(pawns(c) & neighboring_files_bb(s));
}
inline bool Position::pawn_is_doubled(Color c, Square s) const {
return this->pawns(c) & squares_behind(c, s);
return pawns(c) & squares_behind(c, s);
}
inline bool Position::file_is_open(File f) const {
return !(this->pawns() & file_bb(f));
return !(pawns() & file_bb(f));
}
inline bool Position::file_is_half_open(Color c, File f) const {
return !(this->pawns(c) & file_bb(f));
return !(pawns(c) & file_bb(f));
}
inline bool Position::square_is_weak(Square s, Color c) const {
return !(this->pawns(c) & outpost_mask(opposite_color(c), s));
return !(pawns(c) & outpost_mask(opposite_color(c), s));
}
inline Key Position::get_key() const {
return key;
return st->key;
}
inline Key Position::get_pawn_key() const {
return pawnKey;
return st->pawnKey;
}
inline Key Position::get_material_key() const {
return materialKey;
return st->materialKey;
}
inline Value Position::mg_pst(Color c, PieceType pt, Square s) const {
return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
template<Position::GamePhase Phase>
inline Value Position::pst(Color c, PieceType pt, Square s) const {
return (Phase == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
: EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
}
inline Value Position::eg_pst(Color c, PieceType pt, Square s) const {
return EgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
inline Value Position::mg_pst_delta(Move m) const {
return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
-MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
}
inline Value Position::mg_value() const {
return mgValue;
return st->mgValue;
}
inline Value Position::eg_value() const {
return egValue;
return st->egValue;
}
inline Value Position::non_pawn_material(Color c) const {
@@ -689,58 +659,73 @@ inline Value Position::non_pawn_material(Color c) const {
inline Phase Position::game_phase() const {
// The purpose of the Value(325) terms below is to make sure the difference
// between MidgameLimit and EndgameLimit is a power of 2, which should make
// the division at the end of the function a bit faster.
// Values modified by Joona Kiiski
static const Value MidgameLimit = Value(15713);
static const Value EndgameLimit = Value(4428);
static const Value MidgameLimit =
2*QueenValueMidgame+2*RookValueMidgame+6*BishopValueMidgame+Value(325);
static const Value EndgameLimit = 4*RookValueMidgame-Value(325);
Value npm = this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK);
if(npm >= MidgameLimit)
return PHASE_MIDGAME;
Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
if (npm >= MidgameLimit)
return PHASE_MIDGAME;
else if(npm <= EndgameLimit)
return PHASE_ENDGAME;
return PHASE_ENDGAME;
else
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
}
inline bool Position::move_is_deep_pawn_push(Move m) const {
Color c = side_to_move();
return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
&& relative_rank(c, move_to(m)) > RANK_4;
}
inline bool Position::move_is_pawn_push_to_7th(Move m) const {
Color c = this->side_to_move();
return
this->piece_on(move_from(m)) == pawn_of_color(c) &&
pawn_rank(c, move_to(m)) == RANK_7;
Color c = side_to_move();
return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
&& relative_rank(c, move_to(m)) == RANK_7;
}
inline bool Position::move_is_passed_pawn_push(Move m) const {
Color c = this->side_to_move();
return
this->piece_on(move_from(m)) == pawn_of_color(c) &&
this->pawn_is_passed(c, move_to(m));
Color c = side_to_move();
return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
&& pawn_is_passed(c, move_to(m));
}
inline bool Position::move_was_passed_pawn_push(Move m) const {
Color c = opposite_color(this->side_to_move());
return
this->piece_on(move_to(m)) == pawn_of_color(c) &&
this->pawn_is_passed(c, move_to(m));
Color c = opposite_color(side_to_move());
return piece_on(move_to(m)) == piece_of_color_and_type(c, PAWN)
&& pawn_is_passed(c, move_to(m));
}
inline int Position::rule_50_counter() const {
return rule50;
return st->rule50;
}
inline bool Position::opposite_colored_bishops() const {
return
this->bishop_count(WHITE) == 1 && this->bishop_count(BLACK) == 1 &&
square_color(this->bishop_list(WHITE, 0)) !=
square_color(this->bishop_list(BLACK, 0));
return piece_count(WHITE, BISHOP) == 1
&& piece_count(BLACK, BISHOP) == 1
&& square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
}
inline bool Position::has_pawn_on_7th(Color c) const {
return this->pawns(c) & relative_rank_bb(c, RANK_7);
return pawns(c) & relative_rank_bb(c, RANK_7);
}
inline bool Position::move_is_capture(Move m) const {
// Move must not be MOVE_NONE !
return ( !square_is_empty(move_to(m))
&& (color_of_piece_on(move_to(m)) != color_of_piece_on(move_from(m)))
)
|| move_is_ep(m);
}
#endif // !defined(POSITION_H_INCLUDED)
+144 -120
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -24,139 +25,162 @@
//// Includes
////
#include "position.h"
#include "value.h"
////
//// Variables
////
static const Value MP = PawnValueMidgame;
static const Value MK = KnightValueMidgame;
static const Value MB = BishopValueMidgame;
static const Value MR = RookValueMidgame;
static const Value MQ = QueenValueMidgame;
static const int MgPST[][64] = {
{ },
{ // Pawn
0, 0, 0, 0, 0, 0, 0, 0,
166, 192, 204, 216, 216, 204, 192, 166,
166, 192, 210, 242, 242, 210, 192, 166,
166, 192, 220, 268, 268, 220, 192, 166,
166, 192, 220, 242, 242, 220, 192, 166,
166, 192, 210, 216, 216, 210, 192, 166,
166, 192, 204, 216, 216, 204, 192, 166,
0, 0, 0, 0, 0, 0, 0, 0
},
{ // Knight
704, 730, 756, 768, 768, 756, 730, 704,
743, 768, 794, 807, 807, 794, 768, 743,
781, 807, 832, 844, 844, 832, 807, 781,
807, 832, 857, 870, 870, 857, 832, 807,
820, 844, 870, 883, 883, 870, 844, 820,
820, 844, 870, 883, 883, 870, 844, 820,
781, 807, 832, 844, 844, 832, 807, 781,
650, 768, 794, 807, 807, 794, 768, 650
},
{ // Bishop
786, 786, 792, 797, 797, 792, 786, 786,
812, 832, 827, 832, 832, 827, 832, 812,
817, 827, 842, 837, 837, 842, 827, 817,
822, 832, 837, 852, 852, 837, 832, 822,
822, 832, 837, 852, 852, 837, 832, 822,
817, 827, 842, 837, 837, 842, 827, 817,
812, 832, 827, 832, 832, 827, 832, 812,
812, 812, 817, 822, 822, 817, 812, 812
},
{ // Rook
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267,
1267, 1275, 1282, 1289, 1289, 1282, 1275, 1267
},
{ // Queen
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560,
2560, 2560, 2560, 2560, 2560, 2560, 2560, 2560
},
{ // King
302, 328, 276, 225, 225, 276, 328, 302,
276, 302, 251, 200, 200, 251, 302, 276,
225, 251, 200, 149, 149, 200, 251, 225,
200, 225, 175, 124, 124, 175, 225, 200,
175, 200, 149, 98, 98, 149, 200, 175,
149, 175, 124, 72, 72, 124, 175, 149,
124, 149, 98, 47, 47, 98, 149, 124,
98, 124, 72, 21, 21, 72, 124, 98,
{// Pawn
// A B C D E F G H
0, 0, 0, 0, 0, 0, 0, 0,
MP-38, MP-12, MP- 0, MP+12, MP+12, MP- 0, MP-12, MP-38,
MP-38, MP-12, MP+ 6, MP+38, MP+38, MP+ 6, MP-12, MP-38,
MP-38, MP-12, MP+16, MP+64, MP+64, MP+16, MP-12, MP-38,
MP-38, MP-12, MP+16, MP+38, MP+38, MP+16, MP-12, MP-38,
MP-38, MP-12, MP+ 6, MP+12, MP+12, MP+ 6, MP-12, MP-38,
MP-38, MP-12, MP- 0, MP+12, MP+12, MP- 0, MP-12, MP-38,
0, 0, 0, 0, 0, 0, 0, 0
},
{// Knight
// A B C D E F G H
MK-128, MK-102, MK-76, MK-64, MK-64, MK-76, MK-102, MK-128,
MK- 89, MK- 64, MK-38, MK-25, MK-25, MK-38, MK- 64, MK- 89,
MK- 51, MK- 25, MK- 0, MK+12, MK+12, MK- 0, MK- 25, MK- 51,
MK- 25, MK- 0, MK+25, MK+38, MK+38, MK+25, MK- 0, MK- 25,
MK- 12, MK+ 12, MK+38, MK+51, MK+51, MK+38, MK+ 12, MK- 12,
MK- 12, MK+ 12, MK+38, MK+51, MK+51, MK+38, MK+ 12, MK- 12,
MK- 51, MK- 25, MK- 0, MK+12, MK+12, MK- 0, MK- 25, MK- 51,
MK-182, MK- 64, MK-38, MK-25, MK-25, MK-38, MK- 64, MK-182
},
{// Bishop
// A B C D E F G H
MB-46, MB-46, MB-40, MB-35, MB-35, MB-40, MB-46, MB-46,
MB-20, MB- 0, MB- 5, MB- 0, MB- 0, MB- 5, MB- 0, MB-20,
MB-15, MB- 5, MB+10, MB+ 5, MB+ 5, MB+10, MB- 5, MB-15,
MB-10, MB- 0, MB+ 5, MB+20, MB+20, MB+ 5, MB- 0, MB-10,
MB-10, MB- 0, MB+ 5, MB+20, MB+20, MB+ 5, MB- 0, MB-10,
MB-15, MB- 5, MB+10, MB+ 5, MB+ 5, MB+10, MB- 5, MB-15,
MB-20, MB- 0, MB- 5, MB- 0, MB- 0, MB- 5, MB- 0, MB-20,
MB-20, MB-20, MB-15, MB-10, MB-10, MB-15, MB-20, MB-20
},
{// Rook
// A B C D E F G H
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18,
MR-18, MR-10, MR-3, MR+4, MR+4, MR-3, MR-10, MR-18
},
{// Queen
//A B C D E F G H
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ,
MQ, MQ, MQ, MQ, MQ, MQ, MQ, MQ
},
{// King
//A B C D E F G H
302, 328, 276, 225, 225, 276, 328, 302,
276, 302, 251, 200, 200, 251, 302, 276,
225, 251, 200, 149, 149, 200, 251, 225,
200, 225, 175, 124, 124, 175, 225, 200,
175, 200, 149, 98, 98, 149, 200, 175,
149, 175, 124, 72, 72, 124, 175, 149,
124, 149, 98, 47, 47, 98, 149, 124,
98, 124, 72, 21, 21, 72, 124, 98
}
};
static const Value EP = PawnValueEndgame;
static const Value EK = KnightValueEndgame;
static const Value EB = BishopValueEndgame;
static const Value ER = RookValueEndgame;
static const Value EQ = QueenValueEndgame;
static const int EgPST[][64] = {
{ },
{ // Pawn
0, 0, 0, 0, 0, 0, 0, 0,
256, 256, 256, 256, 256, 256, 256, 256,
256, 256, 256, 256, 256, 256, 256, 256,
256, 256, 256, 256, 256, 256, 256, 256,
256, 256, 256, 256, 256, 256, 256, 256,
256, 256, 256, 256, 256, 256, 256, 256,
256, 256, 256, 256, 256, 256, 256, 256,
0, 0, 0, 0, 0, 0, 0, 0
{// Pawn
//A B C D E F G H
0, 0, 0, 0, 0, 0, 0, 0,
EP, EP, EP, EP, EP, EP, EP, EP,
EP, EP, EP, EP, EP, EP, EP, EP,
EP, EP, EP, EP, EP, EP, EP, EP,
EP, EP, EP, EP, EP, EP, EP, EP,
EP, EP, EP, EP, EP, EP, EP, EP,
EP, EP, EP, EP, EP, EP, EP, EP,
0, 0, 0, 0, 0, 0, 0, 0
},
{ // Knight
730, 756, 781, 794, 794, 781, 756, 730,
756, 781, 807, 820, 820, 807, 781, 756,
781, 807, 832, 844, 844, 832, 807, 781,
794, 820, 844, 857, 857, 844, 820, 794,
794, 820, 844, 857, 857, 844, 820, 794,
781, 807, 832, 844, 844, 832, 807, 781,
756, 781, 807, 820, 820, 807, 781, 756,
730, 756, 781, 794, 794, 781, 756, 730
{// Knight
// A B C D E F G H
EK-102, EK-76, EK-51, EK-38, EK-38, EK-51, EK-76, EK-102,
EK- 76, EK-51, EK-25, EK-12, EK-12, EK-25, EK-51, EK-76,
EK- 51, EK-25, EK- 0, EK+12, EK+12, EK- 0, EK-25, EK-51,
EK- 38, EK-12, EK+12, EK+25, EK+25, EK+12, EK-12, EK-38,
EK- 38, EK-12, EK+12, EK+25, EK+25, EK+12, EK-12, EK-38,
EK- 51, EK-25, EK- 0, EK+12, EK+12, EK- 0, EK-25, EK-51,
EK- 76, EK-51, EK-25, EK-12, EK-12, EK-25, EK-51, EK-76,
EK-102, EK-76, EK-51, EK-38, EK-38, EK-51, EK-76, EK-102
},
{ // Bishop
786, 802, 809, 817, 817, 809, 802, 786,
802, 817, 825, 832, 832, 825, 817, 802,
809, 825, 832, 839, 839, 832, 825, 809,
817, 832, 839, 847, 847, 839, 832, 817,
817, 832, 839, 847, 847, 839, 832, 817,
809, 825, 832, 839, 839, 832, 825, 809,
802, 817, 825, 832, 832, 825, 817, 802,
786, 802, 809, 817, 817, 809, 802, 786
{// Bishop
// A B C D E F G H
EB-46, EB-30, EB-23, EB-15, EB-15, EB-23, EB-30, EB-46,
EB-30, EB-15, EB- 7, EB- 0, EB- 0, EB- 7, EB-15, EB-30,
EB-23, EB- 7, EB- 0, EB+ 7, EB+ 7, EB- 0, EB- 7, EB-23,
EB-15, EB- 0, EB+ 7, EB+15, EB+15, EB+ 7, EB- 0, EB-15,
EB-15, EB- 0, EB+ 7, EB+15, EB+15, EB+ 7, EB- 0, EB-15,
EB-23, EB- 7, EB- 0, EB+ 7, EB+ 7, EB- 0, EB- 7, EB-23,
EB-30, EB-15, EB- 7, EB- 0, EB- 0, EB- 7, EB-15, EB-30,
EB-46, EB-30, EB-23, EB-15, EB-15, EB-23, EB-30, EB-46
},
{ // Rook
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282,
1282, 1282, 1282, 1282, 1282, 1282, 1282, 1282
{// Rook
// A B C D E F G H
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3,
ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3, ER-3
},
{ // Queen
2499, 2520, 2530, 2540, 2540, 2530, 2520, 2499,
2520, 2540, 2550, 2560, 2560, 2550, 2540, 2520,
2530, 2550, 2560, 2570, 2570, 2560, 2550, 2530,
2540, 2560, 2570, 2580, 2580, 2570, 2560, 2540,
2540, 2560, 2570, 2580, 2580, 2570, 2560, 2540,
2530, 2550, 2560, 2570, 2570, 2560, 2550, 2530,
2520, 2540, 2550, 2560, 2560, 2550, 2540, 2520,
2499, 2520, 2530, 2540, 2540, 2530, 2520, 2499
{// Queen
// A B C D E F G H
EQ-61, EQ-40, EQ-30, EQ-20, EQ-20, EQ-30, EQ-40, EQ-61,
EQ-40, EQ-20, EQ-10, EQ- 0, EQ- 0, EQ-10, EQ-20, EQ-40,
EQ-30, EQ-10, EQ- 0, EQ+10, EQ+10, EQ- 0, EQ-10, EQ-30,
EQ-20, EQ- 0, EQ+10, EQ+20, EQ+20, EQ+10, EQ- 0, EQ-20,
EQ-20, EQ- 0, EQ+10, EQ+20, EQ+20, EQ+10, EQ- 0, EQ-20,
EQ-30, EQ-10, EQ- 0, EQ+10, EQ+10, EQ- 0, EQ-10, EQ-30,
EQ-40, EQ-20, EQ-10, EQ- 0, EQ- 0, EQ-10, EQ-20, EQ-40,
EQ-61, EQ-40, EQ-30, EQ-20, EQ-20, EQ-30, EQ-40, EQ-61
},
{ // King
16, 78, 108, 139, 139, 108, 78, 16,
78, 139, 170, 200, 200, 170, 139, 78,
108, 170, 200, 230, 230, 200, 170, 108,
139, 200, 230, 261, 261, 230, 200, 139,
139, 200, 230, 261, 261, 230, 200, 139,
108, 170, 200, 230, 230, 200, 170, 108,
78, 139, 170, 200, 200, 170, 139, 78,
16, 78, 108, 139, 139, 108, 78, 16
{// King
//A B C D E F G H
16, 78, 108, 139, 139, 108, 78, 16,
78, 139, 170, 200, 200, 170, 139, 78,
108, 170, 200, 230, 230, 200, 170, 108,
139, 200, 230, 261, 261, 230, 200, 139,
139, 200, 230, 261, 261, 230, 200, 139,
108, 170, 200, 230, 230, 200, 170, 108,
78, 139, 170, 200, 200, 170, 139, 78,
16, 78, 108, 139, 139, 108, 78, 16
}
};
+273 -255
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -30,6 +31,7 @@
#include "movepick.h"
#include "san.h"
extern SearchStack EmptySearchStack;
////
//// Local definitions
@@ -48,8 +50,8 @@ namespace {
/// Functions
Ambiguity move_ambiguity(Position &pos, Move m);
Ambiguity move_ambiguity(const Position& pos, Move m);
const std::string time_string(int milliseconds);
const std::string score_string(Value v);
}
@@ -60,206 +62,227 @@ namespace {
////
/// move_to_san() takes a position and a move as input, where it is assumed
/// that the move is a legal move from the position. The return value is
/// that the move is a legal move from the position. The return value is
/// a string containing the move in short algebraic notation.
const std::string move_to_san(Position &pos, Move m) {
std::string str;
const std::string move_to_san(const Position& pos, Move m) {
assert(pos.is_ok());
assert(move_is_ok(m));
if(m == MOVE_NONE) {
str = "(none)";
return str;
}
else if(m == MOVE_NULL) {
str = "(null)";
return str;
}
else if(move_is_long_castle(m))
str = "O-O-O";
else if(move_is_short_castle(m))
str = "O-O";
else {
Square from, to;
Piece pc;
Square from, to;
PieceType pt;
from = move_from(m);
to = move_to(m);
pc = pos.piece_on(move_from(m));
from = move_from(m);
to = move_to(m);
pt = type_of_piece(pos.piece_on(move_from(m)));
str = "";
std::string san = "";
if(type_of_piece(pc) == PAWN) {
if(pos.move_is_capture(m))
str += file_to_char(square_file(move_from(m)));
}
else {
str += piece_type_to_char(type_of_piece(pc), true);
Ambiguity amb = move_ambiguity(pos, m);
switch(amb) {
case AMBIGUITY_NONE:
break;
case AMBIGUITY_FILE:
str += file_to_char(square_file(from));
break;
case AMBIGUITY_RANK:
str += rank_to_char(square_rank(from));
break;
case AMBIGUITY_BOTH:
str += square_to_string(from);
break;
default:
assert(false);
if (m == MOVE_NONE)
return "(none)";
else if (m == MOVE_NULL)
return "(null)";
else if (move_is_long_castle(m) || (int(to - from) == -2 && pt == KING))
san = "O-O-O";
else if (move_is_short_castle(m) || (int(to - from) == 2 && pt == KING))
san = "O-O";
else
{
if (pt != PAWN)
{
san += piece_type_to_char(pt, true);
switch (move_ambiguity(pos, m)) {
case AMBIGUITY_NONE:
break;
case AMBIGUITY_FILE:
san += file_to_char(square_file(from));
break;
case AMBIGUITY_RANK:
san += rank_to_char(square_rank(from));
break;
case AMBIGUITY_BOTH:
san += square_to_string(from);
break;
default:
assert(false);
}
}
if (pos.move_is_capture(m))
{
if (pt == PAWN)
san += file_to_char(square_file(move_from(m)));
san += "x";
}
san += square_to_string(move_to(m));
if (move_promotion(m))
{
san += '=';
san += piece_type_to_char(move_promotion(m), true);
}
}
if(pos.move_is_capture(m))
str += "x";
str += square_to_string(move_to(m));
if(move_promotion(m)) {
str += "=";
str += piece_type_to_char(move_promotion(m), true);
}
}
// Is the move check? We don't use pos.move_is_check(m) here, because
// Position::move_is_check doesn't detect all checks (not castling moves,
// promotions and en passant captures).
UndoInfo u;
pos.do_move(m, u);
if(pos.is_check())
str += pos.is_mate()? "#" : "+";
pos.undo_move(m, u);
StateInfo st;
Position p(pos);
p.do_move(m, st);
if (p.is_check())
san += p.is_mate()? "#" : "+";
return str;
return san;
}
/// move_from_san() takes a position and a string as input, and tries to
/// interpret the string as a move in short algebraic notation. On success,
/// interpret the string as a move in short algebraic notation. On success,
/// the move is returned. On failure (i.e. if the string is unparsable, or
/// if the move is illegal or ambiguous), MOVE_NONE is returned.
Move move_from_san(Position &pos, const std::string &movestr) {
Move move_from_san(const Position& pos, const std::string& movestr) {
assert(pos.is_ok());
MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
MOVE_NONE, OnePly);
MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, OnePly);
// Castling moves
if(movestr == "O-O-O") {
Move m;
while((m = mp.get_next_move()) != MOVE_NONE)
if(move_is_long_castle(m) && pos.move_is_legal(m))
return m;
return MOVE_NONE;
}
else if(movestr == "O-O") {
Move m;
while((m = mp.get_next_move()) != MOVE_NONE)
if(move_is_short_castle(m) && pos.move_is_legal(m))
return m;
return MOVE_NONE;
}
if (movestr == "O-O-O" || movestr == "O-O-O+")
{
Move m;
while ((m = mp.get_next_move()) != MOVE_NONE)
if (move_is_long_castle(m) && pos.pl_move_is_legal(m))
return m;
// Normal moves
const char *cstr = movestr.c_str();
const char *c;
char *cc;
char str[10];
int i;
// Initialize str[] by making a copy of movestr with the characters
// 'x', '=', '+' and '#' removed.
cc = str;
for(i=0, c=cstr; i<10 && *c!='\0' && *c!='\n' && *c!=' '; i++, c++)
if(!strchr("x=+#", *c)) {
*cc = strchr("nrq", *c)? toupper(*c) : *c;
cc++;
}
*cc = '\0';
int left = 0, right = strlen(str) - 1;
PieceType pt = NO_PIECE_TYPE, promotion;
Square to;
File fromFile = FILE_NONE;
Rank fromRank = RANK_NONE;
// Promotion?
if(strchr("BNRQ", str[right])) {
promotion = piece_type_from_char(str[right]);
right--;
}
else
promotion = NO_PIECE_TYPE;
// Find the moving piece:
if(left < right) {
if(strchr("BNRQK", str[left])) {
pt = piece_type_from_char(str[left]);
left++;
}
else
pt = PAWN;
}
// Find the to square:
if(left < right) {
if(str[right] < '1' || str[right] > '8' ||
str[right-1] < 'a' || str[right-1] > 'h')
return MOVE_NONE;
to = make_square(file_from_char(str[right-1]), rank_from_char(str[right]));
right -= 2;
}
else
else if (movestr == "O-O" || movestr == "O-O+")
{
Move m;
while ((m = mp.get_next_move()) != MOVE_NONE)
if (move_is_short_castle(m) && pos.pl_move_is_legal(m))
return m;
return MOVE_NONE;
// Find the file and/or rank of the from square:
if(left <= right) {
if(strchr("abcdefgh", str[left])) {
fromFile = file_from_char(str[left]);
left++;
}
if(strchr("12345678", str[left]))
fromRank = rank_from_char(str[left]);
}
// Look for a matching move:
// Normal moves. We use a simple FSM to parse the san string.
enum { START, TO_FILE, TO_RANK, PROMOTION_OR_CHECK, PROMOTION, CHECK, END };
static const std::string pieceLetters = "KQRBN";
PieceType pt = NO_PIECE_TYPE, promotion = NO_PIECE_TYPE;
File fromFile = FILE_NONE, toFile = FILE_NONE;
Rank fromRank = RANK_NONE, toRank = RANK_NONE;
Square to;
int state = START;
for (size_t i = 0; i < movestr.length(); i++)
{
char type, c = movestr[i];
if (pieceLetters.find(c) != std::string::npos)
type = 'P';
else if (c >= 'a' && c <= 'h')
type = 'F';
else if (c >= '1' && c <= '8')
type = 'R';
else
type = c;
switch (type) {
case 'P':
if (state == START)
{
pt = piece_type_from_char(c);
state = TO_FILE;
}
else if (state == PROMOTION)
{
promotion = piece_type_from_char(c);
state = (i < movestr.length() - 1) ? CHECK : END;
}
else
return MOVE_NONE;
break;
case 'F':
if (state == START)
{
pt = PAWN;
fromFile = toFile = file_from_char(c);
state = TO_RANK;
}
else if (state == TO_FILE)
{
toFile = file_from_char(c);
state = TO_RANK;
}
else if (state == TO_RANK && toFile != FILE_NONE)
{
// Previous file was for disambiguation
fromFile = toFile;
toFile = file_from_char(c);
}
else
return MOVE_NONE;
break;
case 'R':
if (state == TO_RANK)
{
toRank = rank_from_char(c);
state = (i < movestr.length() - 1) ? PROMOTION_OR_CHECK : END;
}
else if (state == TO_FILE && fromRank == RANK_NONE)
{
// It's a disambiguation rank instead of a file
fromRank = rank_from_char(c);
}
else
return MOVE_NONE;
break;
case 'x': case 'X':
if (state == TO_RANK)
{
// Previous file was for disambiguation, or it's a pawn capture
fromFile = toFile;
state = TO_FILE;
}
else if (state != TO_FILE)
return MOVE_NONE;
break;
case '=':
if (state == PROMOTION_OR_CHECK)
state = PROMOTION;
else
return MOVE_NONE;
break;
case '+': case '#':
if (state == PROMOTION_OR_CHECK || state == CHECK)
state = END;
else
return MOVE_NONE;
break;
default:
return MOVE_NONE;
break;
}
}
if (state != END)
return MOVE_NONE;
// Look for a matching move
Move m, move = MOVE_NONE;
to = make_square(toFile, toRank);
int matches = 0;
while((m = mp.get_next_move()) != MOVE_NONE) {
bool match = true;
if(pos.type_of_piece_on(move_from(m)) != pt)
match = false;
else if(move_to(m) != to)
match = false;
else if(move_promotion(m) != promotion)
match = false;
else if(fromFile != FILE_NONE && fromFile != square_file(move_from(m)))
match = false;
else if(fromRank != RANK_NONE && fromRank != square_rank(move_from(m)))
match = false;
if(match) {
move = m;
matches++;
}
}
if(matches == 1)
return move;
else
return MOVE_NONE;
while ((m = mp.get_next_move()) != MOVE_NONE)
if ( pos.type_of_piece_on(move_from(m)) == pt
&& move_to(m) == to
&& move_promotion(m) == promotion
&& (fromFile == FILE_NONE || fromFile == square_file(move_from(m)))
&& (fromRank == RANK_NONE || fromRank == square_rank(move_from(m))))
{
move = m;
matches++;
}
return (matches == 1 ? move : MOVE_NONE);
}
@@ -270,34 +293,31 @@ Move move_from_san(Position &pos, const std::string &movestr) {
/// length of 80 characters. After a line break, 'startColumn' spaces are
/// inserted at the beginning of the new line.
const std::string line_to_san(const Position &pos, Move line[], int startColumn,
bool breakLines) {
Position p = Position(pos);
UndoInfo u;
const std::string line_to_san(const Position& pos, Move line[], int startColumn, bool breakLines) {
StateInfo st;
std::stringstream s;
std::string moveStr;
int length, maxLength;
size_t length = 0;
size_t maxLength = 80 - startColumn;
Position p(pos);
length = 0;
maxLength = 80 - startColumn;
for (int i = 0; line[i] != MOVE_NONE; i++)
{
moveStr = move_to_san(p, line[i]);
length += moveStr.length() + 1;
if (breakLines && length > maxLength)
{
s << '\n' << std::setw(startColumn) << ' ';
length = moveStr.length() + 1;
}
s << moveStr << ' ';
for(int i = 0; line[i] != MOVE_NONE; i++) {
moveStr = move_to_san(p, line[i]);
length += moveStr.length() + 1;
if(breakLines && length > maxLength) {
s << "\n";
for(int j = 0; j < startColumn; j++)
s << " ";
length = moveStr.length() + 1;
}
s << moveStr << " ";
if(line[i] == MOVE_NULL)
p.do_null_move(u);
else
p.do_move(line[i], u);
if (line[i] == MOVE_NULL)
p.do_null_move(st);
else
p.do_move(line[i], st);
}
return s.str();
}
@@ -306,26 +326,26 @@ const std::string line_to_san(const Position &pos, Move line[], int startColumn,
/// It is used to write search information to the log file (which is created
/// when the UCI parameter "Use Search Log" is "true").
const std::string pretty_pv(const Position &pos, int time, int depth,
const std::string pretty_pv(const Position& pos, int time, int depth,
uint64_t nodes, Value score, Move pv[]) {
std::stringstream s;
// Depth
s << std::setw(2) << std::setfill(' ') << depth << " ";
s << std::setw(2) << depth << " ";
// Score
s << std::setw(8) << score_string(score);
// Time
s << std::setw(8) << std::setfill(' ') << time_string(time) << " ";
s << std::setw(8) << time_string(time) << " ";
// Nodes
if(nodes < 1000000ULL)
s << std::setw(8) << std::setfill(' ') << nodes << " ";
else if(nodes < 1000000000ULL)
s << std::setw(7) << std::setfill(' ') << nodes/1000ULL << 'k' << " ";
if (nodes < 1000000ULL)
s << std::setw(8) << nodes << " ";
else if (nodes < 1000000000ULL)
s << std::setw(7) << nodes/1000ULL << 'k' << " ";
else
s << std::setw(7) << std::setfill(' ') << nodes/1000000ULL << 'M' << " ";
s << std::setw(7) << nodes/1000000ULL << 'M' << " ";
// PV
s << line_to_san(pos, pv, 30, true);
@@ -336,82 +356,80 @@ const std::string pretty_pv(const Position &pos, int time, int depth,
namespace {
Ambiguity move_ambiguity(Position &pos, Move m) {
Square from, to;
Piece pc;
Ambiguity move_ambiguity(const Position& pos, Move m) {
from = move_from(m);
to = move_to(m);
pc = pos.piece_on(from);
Square from = move_from(m);
Square to = move_to(m);
Piece pc = pos.piece_on(from);
// King moves are never ambiguous, because there is never two kings of
// the same color.
if(type_of_piece(pc) == KING)
return AMBIGUITY_NONE;
if (type_of_piece(pc) == KING)
return AMBIGUITY_NONE;
MovePicker mp = MovePicker(pos, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
MOVE_NONE, OnePly);
MovePicker mp = MovePicker(pos, false, MOVE_NONE, EmptySearchStack, OnePly);
Move mv, moveList[8];
int i, j, n;
n = 0;
while((mv = mp.get_next_move()) != MOVE_NONE)
if(move_to(mv) == to && pos.piece_on(move_from(mv)) == pc
&& pos.move_is_legal(mv))
moveList[n++] = mv;
if(n == 1)
return AMBIGUITY_NONE;
int n = 0;
while ((mv = mp.get_next_move()) != MOVE_NONE)
if (move_to(mv) == to && pos.piece_on(move_from(mv)) == pc && pos.pl_move_is_legal(mv))
moveList[n++] = mv;
j = 0;
for(i = 0; i < n; i++)
if(square_file(move_from(moveList[i])) == square_file(from))
j++;
if(j == 1)
return AMBIGUITY_FILE;
if (n == 1)
return AMBIGUITY_NONE;
j = 0;
for(i = 0; i < n; i++)
if(square_rank(move_from(moveList[i])) == square_rank(from))
j++;
if(j == 1)
return AMBIGUITY_RANK;
int f = 0, r = 0;
for (int i = 0; i < n; i++)
{
if (square_file(move_from(moveList[i])) == square_file(from))
f++;
if (square_rank(move_from(moveList[i])) == square_rank(from))
r++;
}
if (f == 1)
return AMBIGUITY_FILE;
if (r == 1)
return AMBIGUITY_RANK;
return AMBIGUITY_BOTH;
}
const std::string time_string(int milliseconds) {
std::stringstream s;
s << std::setfill('0');
int hours = milliseconds / (1000 * 60 * 60);
int minutes = (milliseconds - hours*1000*60*60) / (60*1000);
int seconds = (milliseconds - hours*1000*60*60 - minutes*60*1000) / 1000;
int hours = milliseconds / (1000*60*60);
int minutes = (milliseconds - hours*1000*60*60) / (1000*60);
int seconds = (milliseconds - hours*1000*60*60 - minutes*1000*60) / 1000;
if(hours)
s << hours << ':';
s << std::setw(2) << std::setfill('0') << minutes << ':';
s << std::setw(2) << std::setfill('0') << seconds;
if (hours)
s << hours << ':';
s << std::setw(2) << minutes << ':' << std::setw(2) << seconds;
return s.str();
}
const std::string score_string(Value v) {
std::stringstream s;
if(abs(v) >= VALUE_MATE - 200) {
if(v < 0)
s << "-#" << (VALUE_MATE + v) / 2;
else
if (v >= VALUE_MATE - 200)
s << "#" << (VALUE_MATE - v + 1) / 2;
}
else {
float floatScore = float(v) / float(PawnValueMidgame);
if(v >= 0)
s << '+';
s << std::setprecision(2) << std::fixed << floatScore;
else if(v <= -VALUE_MATE + 200)
s << "-#" << (VALUE_MATE + v) / 2;
else
{
float floatScore = float(v) / float(PawnValueMidgame);
if (v >= 0)
s << '+';
s << std::setprecision(2) << std::fixed << floatScore;
}
return s.str();
}
}
+11 -13
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -35,12 +36,9 @@
//// Prototypes
////
extern const std::string move_to_san(Position &pos, Move m);
extern Move move_from_san(Position &pos, const std::string &str);
extern const std::string line_to_san(const Position &pos, Move line[],
int startColumn, bool breakLines);
extern const std::string pretty_pv(const Position &pos, int time, int depth,
uint64_t nodes, Value score, Move pv[]);
extern const std::string move_to_san(const Position& pos, Move m);
extern Move move_from_san(const Position& pos, const std::string& str);
extern const std::string line_to_san(const Position& pos, Move line[], int startColumn, bool breakLines);
extern const std::string pretty_pv(const Position& pos, int time, int depth, uint64_t nodes, Value score, Move pv[]);
#endif // !defined(SAN_H_INCLUDED)
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+1524 -1095
View File
File diff suppressed because it is too large Load Diff
+18 -15
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -24,7 +25,6 @@
//// Includes
////
#include "types.h"
#include "depth.h"
#include "history.h"
#include "lock.h"
@@ -40,6 +40,7 @@
const int PLY_MAX = 100;
const int PLY_MAX_PLUS_2 = 102;
const int KILLER_MAX = 2;
////
@@ -54,10 +55,13 @@ const int PLY_MAX_PLUS_2 = 102;
struct SearchStack {
Move pv[PLY_MAX];
Move currentMove;
Value currentMoveCaptureValue;
Move mateKiller, killer1, killer2;
Move mateKiller;
Move threatMove;
Move killers[KILLER_MAX];
Depth reduction;
void init(int ply);
void initKillers();
};
@@ -65,14 +69,13 @@ struct SearchStack {
//// Global variables
////
extern SearchStack EmptySearchStack;
extern TranspositionTable TT;
extern int ActiveThreads;
extern Lock SMPLock;
// Perhaps better to make H local, and pass as parameter to MovePicker?
extern History H;
extern History H;
////
@@ -81,9 +84,9 @@ extern History H;
extern void init_threads();
extern void stop_threads();
extern void think(const Position &pos, bool infinite, bool ponder, int time,
int increment, int movesToGo, int maxDepth, int maxNodes,
int maxTime, Move searchMoves[]);
extern void think(const Position &pos, bool infinite, bool ponder, int side_to_move,
int time[], int increment[], int movesToGo, int maxDepth,
int maxNodes, int maxTime, Move searchMoves[]);
extern int64_t nodes_searched();
-85
View File
@@ -1,85 +0,0 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Glaurung is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include <cstdio>
#include <string>
#include "square.h"
////
//// Functions
////
/// Translating files, ranks and squares to/from characters and strings:
File file_from_char(char c) {
return File(c - 'a') + FILE_A;
}
char file_to_char(File f) {
return char(f - FILE_A) + 'a';
}
Rank rank_from_char(char c) {
return Rank(c - '1') + RANK_1;
}
char rank_to_char(Rank r) {
return char(r - RANK_1) + '1';
}
Square square_from_string(const std::string &str) {
return make_square(file_from_char(str[0]), rank_from_char(str[1]));
}
const std::string square_to_string(Square s) {
std::string str;
str += file_to_char(square_file(s));
str += rank_to_char(square_rank(s));
return str;
}
/// file_is_ok(), rank_is_ok() and square_is_ok(), for debugging:
bool file_is_ok(File f) {
return f >= FILE_A && f <= FILE_H;
}
bool rank_is_ok(Rank r) {
return r >= RANK_1 && r <= RANK_8;
}
bool square_is_ok(Square s) {
return file_is_ok(square_file(s)) && rank_is_ok(square_rank(s));
}
+45 -21
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -24,6 +25,7 @@
//// Includes
////
#include <cstdlib> // for abs()
#include <string>
#include "color.h"
@@ -44,7 +46,7 @@ enum Square {
SQ_A7, SQ_B7, SQ_C7, SQ_D7, SQ_E7, SQ_F7, SQ_G7, SQ_H7,
SQ_A8, SQ_B8, SQ_C8, SQ_D8, SQ_E8, SQ_F8, SQ_G8, SQ_H8,
SQ_NONE
};
};
enum File {
FILE_A, FILE_B, FILE_C, FILE_D, FILE_E, FILE_F, FILE_G, FILE_H, FILE_NONE
@@ -71,7 +73,7 @@ const int FlipMask = 070;
const int FlopMask = 07;
////
////
//// Inline functions
////
@@ -129,7 +131,7 @@ inline Square relative_square(Color c, Square s) {
return Square(int(s) ^ (int(c) * FlipMask));
}
inline Rank pawn_rank(Color c, Square s) {
inline Rank relative_rank(Color c, Square s) {
return square_rank(relative_square(c, s));
}
@@ -157,21 +159,43 @@ inline int square_distance(Square s1, Square s2) {
return Max(file_distance(s1, s2), rank_distance(s1, s2));
}
inline File file_from_char(char c) {
return File(c - 'a') + FILE_A;
}
////
//// Prototypes
////
inline char file_to_char(File f) {
return char(f - FILE_A + int('a'));
}
extern File file_from_char(char c);
extern char file_to_char(File f);
extern Rank rank_from_char(char c);
extern char rank_to_char(Rank r);
extern Square square_from_string(const std::string &str);
extern const std::string square_to_string(Square s);
inline Rank rank_from_char(char c) {
return Rank(c - '1') + RANK_1;
}
extern bool file_is_ok(File f);
extern bool rank_is_ok(Rank r);
extern bool square_is_ok(Square s);
inline char rank_to_char(Rank r) {
return char(r - RANK_1 + int('1'));
}
inline Square square_from_string(const std::string& str) {
return make_square(file_from_char(str[0]), rank_from_char(str[1]));
}
inline const std::string square_to_string(Square s) {
std::string str;
str += file_to_char(square_file(s));
str += rank_to_char(square_rank(s));
return str;
}
inline bool file_is_ok(File f) {
return f >= FILE_A && f <= FILE_H;
}
inline bool rank_is_ok(Rank r) {
return r >= RANK_1 && r <= RANK_8;
}
inline bool square_is_ok(Square s) {
return file_is_ok(square_file(s)) && rank_is_ok(square_rank(s));
}
#endif // !defined(SQUARE_H_INCLUDED)
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-28
View File
@@ -1,28 +0,0 @@
/*
(c) Copyright 1992 Eric Backus
This software may be used freely so long as this copyright notice is
left intact. There is no warrantee on this software.
*/
#include <windows.h>
#include <time.h>
#include "dos.h"
int gettimeofday(struct timeval * tp, struct timezone * tzp)
{
SYSTEMTIME systime;
if (tp) {
struct tm tmrec;
time_t theTime = time(NULL);
tmrec = *localtime(&theTime);
tp->tv_sec = mktime(&tmrec);
GetLocalTime(&systime); /* system time */
tp->tv_usec = systime.wMilliseconds * 1000;
}
return 0;
}
+96 -130
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -23,6 +24,7 @@
#include <cassert>
#include <cmath>
#include <cstring>
#include "tt.h"
@@ -31,20 +33,15 @@
//// Functions
////
/// Constructor
TranspositionTable::TranspositionTable() {
TranspositionTable::TranspositionTable(unsigned mbSize) {
size = 0;
generation = 0;
writes = 0;
size = writes = 0;
entries = 0;
this->set_size(mbSize);
generation = 0;
}
/// Destructor
TranspositionTable::~TranspositionTable() {
delete [] entries;
}
@@ -53,128 +50,137 @@ TranspositionTable::~TranspositionTable() {
/// measured in megabytes.
void TranspositionTable::set_size(unsigned mbSize) {
unsigned newSize;
assert(mbSize >= 4 && mbSize <= 1024);
assert(mbSize >= 4 && mbSize <= 4096);
for(newSize = 1024; newSize * 4 * (sizeof(TTEntry)) <= (mbSize << 20);
newSize *= 2);
newSize /= 2;
unsigned newSize = 1024;
if(newSize != size) {
size = newSize;
delete [] entries;
entries = new TTEntry[size * 4];
if(entries == NULL) {
std::cerr << "Failed to allocate " << mbSize
<< " MB for transposition table."
<< std::endl;
exit(EXIT_FAILURE);
}
this->clear();
// We store a cluster of 4 TTEntry for each position and newSize is
// the maximum number of storable positions
while ((2 * newSize) * 4 * (sizeof(TTEntry)) <= (mbSize << 20))
newSize *= 2;
if (newSize != size)
{
size = newSize;
delete [] entries;
entries = new TTEntry[size * 4];
if (!entries)
{
std::cerr << "Failed to allocate " << mbSize
<< " MB for transposition table." << std::endl;
exit(EXIT_FAILURE);
}
clear();
}
}
/// TranspositionTable::clear overwrites the entire transposition table
/// with zeroes. It is called whenever the table is resized, or when the
/// with zeroes. It is called whenever the table is resized, or when the
/// user asks the program to clear the table (from the UCI interface).
/// Perhaps we should also clear it when the "ucinewgame" command is recieved?
void TranspositionTable::clear() {
memset(entries, 0, size * 4 * sizeof(TTEntry));
}
/// TranspositionTable::store writes a new entry containing a position,
/// a value, a value type, a search depth, and a best move to the
/// transposition table. The transposition table is organized in clusters
/// of four TTEntry objects, and when a new entry is written, it replaces
/// the least valuable of the four entries in a cluster. A TTEntry t1 is
/// transposition table. Transposition table is organized in clusters of
/// four TTEntry objects, and when a new entry is written, it replaces
/// the least valuable of the four entries in a cluster. A TTEntry t1 is
/// considered to be more valuable than a TTEntry t2 if t1 is from the
/// current search and t2 is from a previous search, or if the depth of t1
/// is bigger than the depth of t2.
/// is bigger than the depth of t2. A TTEntry of type VALUE_TYPE_EVAL
/// never replaces another entry for the same position.
void TranspositionTable::store(const Position& p, Value v, ValueType t, Depth d, Move m) {
void TranspositionTable::store(const Position &pos, Value v, Depth d,
Move m, ValueType type) {
TTEntry *tte, *replace;
tte = replace = entries + int(pos.get_key() & (size - 1)) * 4;
for(int i = 0; i < 4; i++) {
if((tte+i)->key() == pos.get_key()) {
if(m == MOVE_NONE)
m = (tte+i)->move();
*(tte+i) = TTEntry(pos.get_key(), v, type, d, m, generation);
return;
}
if(replace->generation() == generation) {
if((tte+i)->generation() != generation ||
(tte+i)->depth() < replace->depth())
replace = tte+i;
}
else if((tte+i)->generation() != generation &&
(tte+i)->depth() < replace->depth())
replace = tte+i;
tte = replace = first_entry(p);
for (int i = 0; i < 4; i++, tte++)
{
if (!tte->key() || tte->key() == p.get_key()) // empty or overwrite old
{
// Do not overwrite when new type is VALUE_TYPE_EVAL
if (tte->key() && t == VALUE_TYPE_EVAL)
return;
if (m == MOVE_NONE)
m = tte->move();
*tte = TTEntry(p.get_key(), v, t, d, m, generation);
return;
}
else if (i == 0) // replace would be a no-op in this common case
continue;
int c1 = (replace->generation() == generation ? 2 : 0);
int c2 = (tte->generation() == generation ? -2 : 0);
int c3 = (tte->depth() < replace->depth() ? 1 : 0);
if (c1 + c2 + c3 > 0)
replace = tte;
}
*replace = TTEntry(pos.get_key(), v, type, d, m, generation);
*replace = TTEntry(p.get_key(), v, t, d, m, generation);
writes++;
}
/// TranspositionTable::retrieve looks up the current position in the
/// transposition table, and extracts the value, value type, depth and
/// best move if the position is found. The return value is true if
/// the position is found, and false if it isn't.
/// transposition table. Returns a pointer to the TTEntry or NULL
/// if position is not found.
bool TranspositionTable::retrieve(const Position &pos, Value *value,
Depth *d, Move *move,
ValueType *type) const {
TTEntry *tte;
bool found = false;
TTEntry* TranspositionTable::retrieve(const Position& pos) const {
tte = entries + int(pos.get_key() & (size - 1)) * 4;
for(int i = 0; i < 4 && !found ; i++)
if((tte+i)->key() == pos.get_key()) {
tte = tte + i;
found = true;
}
if(!found) {
*move = MOVE_NONE;
return false;
}
TTEntry *tte = first_entry(pos);
*value = tte->value();
*type = tte->type();
*d = tte->depth();
*move = tte->move();
for (int i = 0; i < 4; i++, tte++)
if (tte->key() == pos.get_key())
return tte;
return true;
return NULL;
}
/// TranspositionTable::first_entry returns a pointer to the first
/// entry of a cluster given a position.
inline TTEntry* TranspositionTable::first_entry(const Position& pos) const {
return entries + (int(pos.get_key() & (size - 1)) << 2);
}
/// TranspositionTable::new_search() is called at the beginning of every new
/// search. It increments the "generation" variable, which is used to
/// search. It increments the "generation" variable, which is used to
/// distinguish transposition table entries from previous searches from
/// entries from the current search.
void TranspositionTable::new_search() {
generation++;
writes = 0;
}
/// TranspositionTable::insert_pv() is called at the end of a search
/// iteration, and inserts the PV back into the PV. This makes sure the
/// old PV moves are searched first, even if the old TT entries have been
/// overwritten.
/// TranspositionTable::insert_pv() is called at the end of a search
/// iteration, and inserts the PV back into the PV. This makes sure
/// the old PV moves are searched first, even if the old TT entries
/// have been overwritten.
void TranspositionTable::insert_pv(const Position &pos, Move pv[]) {
UndoInfo u;
void TranspositionTable::insert_pv(const Position& pos, Move pv[]) {
StateInfo st;
Position p(pos);
for(int i = 0; pv[i] != MOVE_NONE; i++) {
this->store(p, VALUE_NONE, Depth(0), pv[i], VALUE_TYPE_NONE);
p.do_move(pv[i], u);
for (int i = 0; pv[i] != MOVE_NONE; i++)
{
store(p, VALUE_NONE, VALUE_TYPE_NONE, Depth(-127*OnePly), pv[i]);
p.do_move(pv[i], st);
}
}
@@ -183,48 +189,8 @@ void TranspositionTable::insert_pv(const Position &pos, Move pv[]) {
/// entries which have received at least one write during the current search.
/// It is used to display the "info hashfull ..." information in UCI.
int TranspositionTable::full() {
int TranspositionTable::full() const {
double N = double(size) * 4.0;
return int(1000 * (1 - exp(writes * log(1.0 - 1.0/N))));
}
/// Constructors
TTEntry::TTEntry() {
}
TTEntry::TTEntry(Key k, Value v, ValueType t, Depth d, Move m,
int generation) {
key_ = k;
data = (m & 0x7FFFF) | (t << 20) | (generation << 23);
value_ = v;
depth_ = int16_t(d);
}
/// Functions for extracting data from TTEntry objects.
Key TTEntry::key() const {
return key_;
}
Depth TTEntry::depth() const {
return Depth(depth_);
}
Move TTEntry::move() const {
return Move(data & 0x7FFFF);
}
Value TTEntry::value() const {
return Value(value_);
}
ValueType TTEntry::type() const {
return ValueType((data >> 20) & 3);
}
int TTEntry::generation() const {
return (data >> 23);
}
+42 -34
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -33,28 +34,44 @@
//// Types
////
/// The TTEntry class is the class of transposition table entries.
/// The TTEntry class is the class of transposition table entries
///
/// A TTEntry needs 128 bits to be stored
///
/// bit 0-63: key
/// bit 64-95: data
/// bit 96-111: value
/// bit 112-127: depth
///
/// the 32 bits of the data field are so defined
///
/// bit 0-16: move
/// bit 17-19: not used
/// bit 20-22: value type
/// bit 23-31: generation
class TTEntry {
public:
TTEntry();
TTEntry(Key k, Value v, ValueType t, Depth d, Move m, int generation);
Key key() const;
Depth depth() const;
Move move() const;
Value value() const;
ValueType type() const;
int generation() const;
TTEntry() {}
TTEntry(Key k, Value v, ValueType t, Depth d, Move m, int generation)
: key_ (k), data((m & 0x1FFFF) | (t << 20) | (generation << 23)),
value_(int16_t(v)), depth_(int16_t(d)) {}
private:
Key key() const { return key_; }
Depth depth() const { return Depth(depth_); }
Move move() const { return Move(data & 0x1FFFF); }
Value value() const { return Value(value_); }
ValueType type() const { return ValueType((data >> 20) & 7); }
int generation() const { return (data >> 23); }
private:
Key key_;
uint32_t data;
int16_t value_;
int16_t depth_;
};
/// The transposition table class. This is basically just a huge array
/// containing TTEntry objects, and a few methods for writing new entries
/// and reading new ones.
@@ -62,31 +79,22 @@ private:
class TranspositionTable {
public:
TranspositionTable(unsigned mbSize);
TranspositionTable();
~TranspositionTable();
void set_size(unsigned mbSize);
void clear();
void store(const Position &pos, Value v, Depth d, Move m, ValueType type);
bool retrieve(const Position &pos, Value *value, Depth *d, Move *move,
ValueType *type) const;
void store(const Position& pos, Value v, ValueType type, Depth d, Move m);
TTEntry* retrieve(const Position& pos) const;
void new_search();
void insert_pv(const Position &pos, Move pv[]);
int full();
void insert_pv(const Position& pos, Move pv[]);
int full() const;
private:
unsigned size;
int writes;
inline TTEntry* first_entry(const Position& pos) const;
unsigned size, writes;
TTEntry* entries;
uint8_t generation;
};
////
//// Constants and variables
////
// Default transposition table size, in megabytes:
const int TTDefaultSize = 32;
#endif // !defined(TT_H_INCLUDED)
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+189 -245
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,7 +22,9 @@
//// Includes
////
#include <cassert>
#include <iostream>
#include <sstream>
#include <string>
#include "book.h"
@@ -42,30 +45,10 @@
namespace {
// UCIInputParser is a class for parsing UCI input. The class is
// very simple, and basically just consist of a constant input
// string and a current location in the string. There are methods
// for checking if we are at the end of the line, for getting the
// next token (defined as any whitespace-delimited sequence of
// characters), and for getting the rest of the line as a single
// string.
class UCIInputParser {
public:
UCIInputParser(const std::string &line);
std::string get_next_token();
std::string get_rest_of_line();
bool at_end_of_line();
private:
const std::string &inputLine;
int length, currentIndex;
void skip_whitespace();
};
// UCIInputParser is a class for parsing UCI input. The class
// is actually a string stream built on a given input string.
typedef std::istringstream UCIInputParser;
// The root position. This is set up when the user (or in practice, the GUI)
// sends the "position" UCI command. The root position is sent to the think()
@@ -73,7 +56,7 @@ namespace {
Position RootPosition;
// Local functions
void wait_for_command();
void get_command();
void handle_command(const std::string &command);
void set_option(UCIInputParser &uip);
void set_position(UCIInputParser &uip);
@@ -91,8 +74,11 @@ namespace {
/// command.
void uci_main_loop() {
RootPosition.from_fen(StartPosition);
while(1) wait_for_command();
while (1)
get_command();
}
@@ -102,80 +88,19 @@ void uci_main_loop() {
namespace {
///
/// Implementation of the UCIInputParser class.
///
// Constructor for the UCIInputParser class. The constructor takes a
// text string containing a single UCI command as input.
UCIInputParser::UCIInputParser(const std::string &line) : inputLine(line) {
this->currentIndex = 0;
this->length = line.length();
}
// UCIInputParser::skip_whitspace() skips any number of whitespace
// characters from the current location in an input string.
void UCIInputParser::skip_whitespace() {
while(isspace((int)(unsigned char)this->inputLine[this->currentIndex]))
this->currentIndex++;
}
// UCIInputParser::get_next_token() gets the next token in an UCI
// command. A 'token' in an UCI command is simply any
// whitespace-delimited sequence of characters.
std::string UCIInputParser::get_next_token() {
int i, j;
this->skip_whitespace();
for(i = j = this->currentIndex;
j < this->length && !isspace(this->inputLine[j]);
j++);
this->currentIndex = j;
this->skip_whitespace();
std::string str = this->inputLine.substr(i, j - i);
return str;
}
// UCIInputParser::get_rest_of_line() returns the rest of the input
// line (from the current location) as a single string.
std::string UCIInputParser::get_rest_of_line() {
this->skip_whitespace();
return this->inputLine.substr(this->currentIndex, this->length);
}
// UCIInputParser::at_end_of_line() tests whether we have reached the
// end of the input string, i.e. if any more input remains to be
// parsed.
bool UCIInputParser::at_end_of_line() {
return this->currentIndex == this->length;
}
///
/// Other functions
///
// wait_for_command() waits for a command from the user, and passes
// this command to handle_command. wait_for_command also intercepts
// get_command() waits for a command from the user, and passes
// this command to handle_command. get_command also intercepts
// EOF from stdin, by translating EOF to the "quit" command. This
// ensures that Glaurung exits gracefully if the GUI dies
// ensures that Stockfish exits gracefully if the GUI dies
// unexpectedly.
void wait_for_command() {
void get_command() {
std::string command;
if(!std::getline(std::cin, command)) command = "quit";
if (!std::getline(std::cin, command))
command = "quit";
handle_command(command);
}
@@ -184,137 +109,167 @@ namespace {
// UCIInputParser object to parse this text string as a UCI command,
// and calls the appropriate functions. In addition to the UCI
// commands, the function also supports a few debug commands.
void handle_command(const std::string &command) {
UCIInputParser uip(command);
std::string s = uip.get_next_token();
if(s == "quit") {
OpeningBook.close();
stop_threads();
quit_eval();
exit(0);
void handle_command(const std::string &command) {
UCIInputParser uip(command);
std::string token;
uip >> token; // operator >> skips any whitespace
if (token == "quit")
{
OpeningBook.close();
stop_threads();
quit_eval();
exit(0);
}
else if(s == "uci") {
std::cout << "id name " << engine_name() << std::endl;
std::cout << "id author Tord Romstad" << std::endl;
print_uci_options();
std::cout << "uciok" << std::endl;
else if (token == "uci")
{
std::cout << "id name " << engine_name() << std::endl
<< "id author Tord Romstad, Marco Costalba"
<< std::endl;
print_uci_options();
std::cout << "uciok" << std::endl;
}
else if(s == "ucinewgame") {
TT.clear();
Position::init_piece_square_tables();
RootPosition.from_fen(StartPosition);
else if (token == "ucinewgame")
{
TT.clear();
Position::init_piece_square_tables();
RootPosition.from_fen(StartPosition);
}
else if(s == "isready")
std::cout << "readyok" << std::endl;
else if(s == "position")
set_position(uip);
else if(s == "setoption")
set_option(uip);
else if(s == "go")
go(uip);
else if (token == "isready")
std::cout << "readyok" << std::endl;
else if (token == "position")
set_position(uip);
else if (token == "setoption")
set_option(uip);
else if (token == "go")
go(uip);
// The remaining commands are for debugging purposes only.
// Perhaps they should be removed later in order to reduce the
// size of the program binary.
else if(s == "d")
RootPosition.print();
else if(s == "flip") {
Position p(RootPosition);
RootPosition.flipped_copy(p);
else if (token == "d")
RootPosition.print();
else if (token == "flip")
{
Position p(RootPosition);
RootPosition.flipped_copy(p);
}
else if(s == "eval") {
EvalInfo ei;
std::cout << "Incremental mg: " << RootPosition.mg_value()
<< std::endl;
std::cout << "Incremental eg: " << RootPosition.eg_value()
<< std::endl;
std::cout << "Full eval: "
<< evaluate(RootPosition, ei, 0)
<< std::endl;
else if (token == "eval")
{
EvalInfo ei;
std::cout << "Incremental mg: " << RootPosition.mg_value()
<< std::endl;
std::cout << "Incremental eg: " << RootPosition.eg_value()
<< std::endl;
std::cout << "Full eval: "
<< evaluate(RootPosition, ei, 0)
<< std::endl;
}
else if(s == "key") {
std::cout << "key: " << RootPosition.get_key()
<< " material key: " << RootPosition.get_material_key()
<< " pawn key: " << RootPosition.get_pawn_key()
<< std::endl;
else if (token == "key")
{
std::cout << "key: " << std::hex << RootPosition.get_key()
<< " material key: " << RootPosition.get_material_key()
<< " pawn key: " << RootPosition.get_pawn_key()
<< std::endl;
}
else {
std::cout << "Unknown command: " << command << std::endl;
while(!uip.at_end_of_line()) {
std::cout << uip.get_next_token() << std::endl;
}
else
{
std::cout << "Unknown command: " << command << std::endl;
while (!uip.eof())
{
uip >> token;
std::cout << token << std::endl;
}
}
}
// set_position() is called when Glaurung receives the "position" UCI
// set_position() is called when Stockfish receives the "position" UCI
// command. The input parameter is a UCIInputParser. It is assumed
// that this parser has consumed the first token of the UCI command
// ("position"), and is ready to read the second token ("startpos"
// or "fen", if the input is well-formed).
void set_position(UCIInputParser &uip) {
std::string token;
token = uip.get_next_token();
if(token == "startpos")
RootPosition.from_fen(StartPosition);
else if(token == "fen") {
std::string fen;
while(token != "moves" && !uip.at_end_of_line()) {
token = uip.get_next_token();
fen += token;
fen += ' ';
}
RootPosition.from_fen(fen);
uip >> token; // operator >> skips any whitespace
if (token == "startpos")
RootPosition.from_fen(StartPosition);
else if (token == "fen")
{
std::string fen;
while (token != "moves" && !uip.eof())
{
uip >> token;
fen += token;
fen += ' ';
}
RootPosition.from_fen(fen);
}
if(!uip.at_end_of_line()) {
if(token != "moves")
token = uip.get_next_token();
if(token == "moves") {
Move move;
UndoInfo u;
while(!uip.at_end_of_line()) {
token = uip.get_next_token();
move = move_from_string(RootPosition, token);
RootPosition.do_move(move, u);
if(RootPosition.rule_50_counter() == 0)
RootPosition.reset_game_ply();
if (!uip.eof())
{
if (token != "moves")
uip >> token;
if (token == "moves")
{
Move move;
StateInfo st;
while (!uip.eof())
{
uip >> token;
move = move_from_string(RootPosition, token);
RootPosition.do_move(move, st);
if (RootPosition.rule_50_counter() == 0)
RootPosition.reset_game_ply();
}
// Our StateInfo st is about going out of scope,
// so save its content before they disappear.
RootPosition.setStartState(st);
}
}
}
}
// set_option() is called when Glaurung receives the "setoption" UCI
// set_option() is called when Stockfish receives the "setoption" UCI
// command. The input parameter is a UCIInputParser. It is assumed
// that this parser has consumed the first token of the UCI command
// ("setoption"), and is ready to read the second token ("name", if
// the input is well-formed).
void set_option(UCIInputParser &uip) {
std::string token;
if(!uip.at_end_of_line()) {
token = uip.get_next_token();
if(token == "name" && !uip.at_end_of_line()) {
std::string name = uip.get_next_token();
std::string nextToken;
while(!uip.at_end_of_line()
&& (nextToken = uip.get_next_token()) != "value")
name += (" " + nextToken);
if(nextToken == "value")
set_option_value(name, uip.get_rest_of_line());
else
push_button(name);
}
std::string token, name;
uip >> token;
if (token == "name")
{
uip >> name;
while (!uip.eof())
{
uip >> token;
if (token == "value")
break;
name += (" " + token);
}
if (token == "value")
{
std::getline(uip, token); // reads until end of line
set_option_value(name, token);
} else
push_button(name);
}
}
// go() is called when Glaurung receives the "go" UCI command. The
// go() is called when Stockfish receives the "go" UCI command. The
// input parameter is a UCIInputParser. It is assumed that this
// parser has consumed the first token of the UCI command ("go"),
// and is ready to read the second token. The function sets the
@@ -323,69 +278,58 @@ namespace {
// parameters.
void go(UCIInputParser &uip) {
std::string token;
int time[2] = {0, 0}, inc[2] = {0, 0}, movesToGo = 0, depth = 0, nodes = 0;
int moveTime = 0;
int time[2] = {0, 0}, inc[2] = {0, 0};
int movesToGo = 0, depth = 0, nodes = 0, moveTime = 0;
bool infinite = false, ponder = false;
Move searchMoves[500];
searchMoves[0] = MOVE_NONE;
while(!uip.at_end_of_line()) {
token = uip.get_next_token();
while (!uip.eof())
{
uip >> token;
if(token == "infinite")
infinite = true;
else if(token == "ponder")
ponder = true;
else if(token == "wtime") {
if(!uip.at_end_of_line())
time[0] = atoi(uip.get_next_token().c_str());
}
else if(token == "btime") {
if(!uip.at_end_of_line())
time[1] = atoi(uip.get_next_token().c_str());
}
else if(token == "winc") {
if(!uip.at_end_of_line())
inc[0] = atoi(uip.get_next_token().c_str());
}
else if(token == "binc") {
if(!uip.at_end_of_line())
inc[1] = atoi(uip.get_next_token().c_str());
}
else if(token == "movestogo") {
if(!uip.at_end_of_line())
movesToGo = atoi(uip.get_next_token().c_str());
}
else if(token == "depth") {
if(!uip.at_end_of_line())
depth = atoi(uip.get_next_token().c_str());
}
else if(token == "nodes") {
if(!uip.at_end_of_line())
nodes = atoi(uip.get_next_token().c_str());
}
else if(token == "movetime") {
if(!uip.at_end_of_line())
moveTime = atoi(uip.get_next_token().c_str());
}
else if(token == "searchmoves" && !uip.at_end_of_line()) {
int numOfMoves = 0;
while(!uip.at_end_of_line()) {
token = uip.get_next_token();
searchMoves[numOfMoves++] = move_from_string(RootPosition, token);
if (token == "infinite")
infinite = true;
else if (token == "ponder")
ponder = true;
else if (token == "wtime")
uip >> time[0];
else if (token == "btime")
uip >> time[1];
else if (token == "winc")
uip >> inc[0];
else if (token == "binc")
uip >> inc[1];
else if (token == "movestogo")
uip >> movesToGo;
else if (token == "depth")
uip >> depth;
else if (token == "nodes")
uip >> nodes;
else if (token == "movetime")
uip >> moveTime;
else if (token == "searchmoves")
{
int numOfMoves = 0;
while (!uip.eof())
{
uip >> token;
searchMoves[numOfMoves++] = move_from_string(RootPosition, token);
}
searchMoves[numOfMoves] = MOVE_NONE;
}
searchMoves[numOfMoves] = MOVE_NONE;
}
}
if(moveTime)
infinite = true; // HACK
if (moveTime)
infinite = true; // HACK
think(RootPosition, infinite, ponder, time[RootPosition.side_to_move()],
inc[RootPosition.side_to_move()], movesToGo, depth, nodes, moveTime,
searchMoves);
assert(RootPosition.is_ok());
think(RootPosition, infinite, ponder, RootPosition.side_to_move(), time,
inc, movesToGo, depth, nodes, moveTime, searchMoves);
}
}
+7 -6
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
+223 -144
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -21,9 +22,12 @@
//// Includes
////
#include <algorithm>
#include <cassert>
#include <cstdarg>
#include <cstdio>
#include <map>
#include <string>
#include <sstream>
#include <vector>
#include "misc.h"
#include "thread.h"
@@ -34,7 +38,7 @@
//// Variables
////
bool Chess960 = false;
bool Chess960;
////
@@ -47,93 +51,136 @@ namespace {
/// Types
///
enum OptionType { SPIN, COMBO, CHECK, STRING, BUTTON, OPTION_TYPE_NONE};
enum OptionType { SPIN, COMBO, CHECK, STRING, BUTTON };
typedef std::vector<std::string> ComboValues;
struct Option {
char name[50], defaultValue[300], currentValue[300];
std::string name, defaultValue, currentValue;
OptionType type;
size_t idx;
int minValue, maxValue;
char comboValues[8][64];
ComboValues comboValues;
Option();
Option(const char* defaultValue, OptionType = STRING);
Option(bool defaultValue, OptionType = CHECK);
Option(int defaultValue, int minValue, int maxValue);
bool operator<(const Option& o) const { return this->idx < o.idx; }
};
typedef std::map<std::string, Option> Options;
///
/// Constants
///
// load_defaults populates the options map with the hard
// coded names and default values.
void load_defaults(Options& o) {
o["Use Search Log"] = Option(false);
o["Search Log Filename"] = Option("SearchLog.txt");
o["Book File"] = Option("book.bin");
o["Mobility (Middle Game)"] = Option(100, 0, 200);
o["Mobility (Endgame)"] = Option(100, 0, 200);
o["Pawn Structure (Middle Game)"] = Option(100, 0, 200);
o["Pawn Structure (Endgame)"] = Option(100, 0, 200);
o["Passed Pawns (Middle Game)"] = Option(100, 0, 200);
o["Passed Pawns (Endgame)"] = Option(100, 0, 200);
o["Space"] = Option(100, 0, 200);
o["Aggressiveness"] = Option(100, 0, 200);
o["Cowardice"] = Option(100, 0, 200);
o["King Safety Curve"] = Option("Quadratic", COMBO);
o["King Safety Curve"].comboValues.push_back("Quadratic");
o["King Safety Curve"].comboValues.push_back("Linear"); /*, "From File"*/
o["King Safety Coefficient"] = Option(40, 1, 100);
o["King Safety X Intercept"] = Option(0, 0, 20);
o["King Safety Max Slope"] = Option(30, 10, 100);
o["King Safety Max Value"] = Option(500, 100, 1000);
o["Queen Contact Check Bonus"] = Option(3, 0, 8);
o["Queen Check Bonus"] = Option(2, 0, 4);
o["Rook Check Bonus"] = Option(1, 0, 4);
o["Bishop Check Bonus"] = Option(1, 0, 4);
o["Knight Check Bonus"] = Option(1, 0, 4);
o["Discovered Check Bonus"] = Option(3, 0, 8);
o["Mate Threat Bonus"] = Option(3, 0, 8);
o["Check Extension (PV nodes)"] = Option(2, 0, 2);
o["Check Extension (non-PV nodes)"] = Option(1, 0, 2);
o["Single Reply Extension (PV nodes)"] = Option(2, 0, 2);
o["Single Reply Extension (non-PV nodes)"] = Option(2, 0, 2);
o["Mate Threat Extension (PV nodes)"] = Option(0, 0, 2);
o["Mate Threat Extension (non-PV nodes)"] = Option(0, 0, 2);
o["Pawn Push to 7th Extension (PV nodes)"] = Option(1, 0, 2);
o["Pawn Push to 7th Extension (non-PV nodes)"] = Option(1, 0, 2);
o["Passed Pawn Extension (PV nodes)"] = Option(1, 0, 2);
o["Passed Pawn Extension (non-PV nodes)"] = Option(0, 0, 2);
o["Pawn Endgame Extension (PV nodes)"] = Option(2, 0, 2);
o["Pawn Endgame Extension (non-PV nodes)"] = Option(2, 0, 2);
o["Full Depth Moves (PV nodes)"] = Option(14, 1, 100);
o["Full Depth Moves (non-PV nodes)"] = Option(3, 1, 100);
o["Threat Depth"] = Option(5, 0, 100);
o["Futility Pruning (Main Search)"] = Option(true);
o["Futility Pruning (Quiescence Search)"] = Option(true);
o["LSN filtering"] = Option(false);
o["LSN Time Margin (sec)"] = Option(4, 1, 10);
o["LSN Value Margin"] = Option(200, 100, 600);
o["Randomness"] = Option(0, 0, 10);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
o["Threads"] = Option(1, 1, 8);
o["Hash"] = Option(32, 4, 4096);
o["Clear Hash"] = Option(false, BUTTON);
o["Ponder"] = Option(true);
o["OwnBook"] = Option(true);
o["MultiPV"] = Option(1, 1, 500);
o["UCI_ShowCurrLine"] = Option(false);
o["UCI_Chess960"] = Option(false);
// Any option should know its name so to be easily printed
for (Options::iterator it = o.begin(); it != o.end(); ++it)
it->second.name = it->first;
}
///
/// Variables
///
Option Options[] = {
{ "Use Search Log", "false", "false", CHECK, 0, 0, {""} },
{ "Search Log Filename", "SearchLog.txt", "SearchLog.txt", STRING, 0, 0, {""} },
{ "Book File", "book.bin", "book.bin", STRING, 0, 0, {""} },
{ "Mobility (Middle Game)", "100", "100", SPIN, 0, 200, {""} },
{ "Mobility (Endgame)", "100", "100", SPIN, 0, 200, {""} },
{ "Pawn Structure (Middle Game)", "100", "100", SPIN, 0, 200, {""} },
{ "Pawn Structure (Endgame)", "100", "100", SPIN, 0, 200, {""} },
{ "Passed Pawns (Middle Game)", "100", "100", SPIN, 0, 200, {""} },
{ "Passed Pawns (Endgame)", "100", "100", SPIN, 0, 200, {""} },
{ "Aggressiveness", "100", "100", SPIN, 0, 200, {""} },
{ "Cowardice", "100", "100", SPIN, 0, 200, {""} },
{ "King Safety Curve", "Quadratic", "Quadratic", COMBO, 0, 0,
{ "Quadratic", "Linear" /*, "From File"*/ } },
{ "King Safety Coefficient", "40", "40", SPIN, 1, 100 , {""} },
{ "King Safety X Intercept", "0", "0", SPIN, 0, 20, {""} },
{ "King Safety Max Slope", "30", "30", SPIN, 10, 100, {""} },
{ "King Safety Max Value", "500", "500", SPIN, 100, 1000, {""} },
{ "Queen Contact Check Bonus", "4", "4", SPIN, 0, 8, {""} },
{ "Rook Contact Check Bonus", "2", "2", SPIN, 0, 4, {""} },
{ "Queen Check Bonus", "2", "2", SPIN, 0, 4, {""} },
{ "Rook Check Bonus", "1", "1", SPIN, 0, 4, {""} },
{ "Bishop Check Bonus", "1", "1", SPIN, 0, 4, {""} },
{ "Knight Check Bonus", "1", "1", SPIN, 0, 4, {""} },
{ "Discovered Check Bonus", "3", "3", SPIN, 0, 8, {""} },
{ "Mate Threat Bonus", "3", "3", SPIN, 0, 8, {""} },
{ "Check Extension (PV nodes)", "2", "2", SPIN, 0, 2, {""} },
{ "Check Extension (non-PV nodes)", "1", "1", SPIN, 0, 2, {""} },
{ "Single Reply Extension (PV nodes)", "2", "2", SPIN, 0, 2, {""} },
{ "Single Reply Extension (non-PV nodes)", "2", "2", SPIN, 0, 2, {""} },
{ "Mate Threat Extension (PV nodes)", "0", "0", SPIN, 0, 2, {""} },
{ "Mate Threat Extension (non-PV nodes)", "0", "0", SPIN, 0, 2, {""} },
{ "Pawn Push to 7th Extension (PV nodes)", "1", "1", SPIN, 0, 2, {""} },
{ "Pawn Push to 7th Extension (non-PV nodes)", "1", "1", SPIN, 0, 2, {""} },
{ "Passed Pawn Extension (PV nodes)", "1", "1", SPIN, 0, 2, {""} },
{ "Passed Pawn Extension (non-PV nodes)", "0", "0", SPIN, 0, 2, {""} },
{ "Pawn Endgame Extension (PV nodes)", "2", "2", SPIN, 0, 2, {""} },
{ "Pawn Endgame Extension (non-PV nodes)", "2", "2", SPIN, 0, 2, {""} },
{ "Full Depth Moves (PV nodes)", "14", "14", SPIN, 1, 100, {""} },
{ "Full Depth Moves (non-PV nodes)", "3", "3", SPIN, 1, 100, {""} },
{ "Threat Depth", "5", "5", SPIN, 0, 100, {""} },
{ "Selective Plies", "7", "7", SPIN, 0, 10, {""} },
{ "Futility Pruning (Main Search)", "true", "true", CHECK, 0, 0, {""} },
{ "Futility Pruning (Quiescence Search)", "true", "true", CHECK, 0, 0, {""} },
{ "Futility Margin 0", "50", "50", SPIN, 0, 1000, {""} },
{ "Futility Margin 1", "100", "100", SPIN, 0, 1000, {""} },
{ "Futility Margin 2", "300", "300", SPIN, 0, 1000, {""} },
{ "Maximum Razoring Depth", "3", "3", SPIN, 0, 4, {""} },
{ "Razoring Margin", "300", "300", SPIN, 150, 600, {""} },
{ "Randomness", "0", "0", SPIN, 0, 10, {""} },
{ "Minimum Split Depth", "4", "4", SPIN, 4, 7, {""} },
{ "Maximum Number of Threads per Split Point", "5", "5", SPIN, 4, 8, {""} },
{ "Threads", "1", "1", SPIN, 1, 8, {""} },
{ "Hash", "32", "32", SPIN, 4, 4096, {""} },
{ "Clear Hash", "false", "false", BUTTON, 0, 0, {""} },
{ "Ponder", "true", "true", CHECK, 0, 0, {""} },
{ "OwnBook", "true", "true", CHECK, 0, 0, {""} },
{ "MultiPV", "1", "1", SPIN, 1, 500, {""} },
{ "UCI_ShowCurrLine", "false", "false", CHECK, 0, 0, {""} },
{ "UCI_Chess960", "false", "false", CHECK, 0, 0, {""} },
{ "", "", "", OPTION_TYPE_NONE, 0, 0, {""}}
};
Options options;
///
/// Functions
///
// stringify converts a value of type T to a std::string
template<typename T>
std::string stringify(const T& v) {
Option *option_with_name(const char *optionName);
std::ostringstream ss;
ss << v;
return ss.str();
}
// get_option_value implements the various get_option_value_<type>
// functions defined later, because only the option value
// type changes a template seems a proper solution.
template<typename T>
T get_option_value(const std::string& optionName) {
T ret = T();
if (options.find(optionName) == options.end())
return ret;
std::istringstream ss(options[optionName].currentValue);
ss >> ret;
return ret;
}
}
////
//// Functions
////
@@ -143,26 +190,26 @@ namespace {
/// "Threads" parameter to the number of available CPU cores.
void init_uci_options() {
Option *o;
o = option_with_name("Threads");
assert(o != NULL);
load_defaults(options);
// Limit the default value of "Threads" to 7 even if we have 8 CPU cores.
// According to Ken Dail's tests, Glaurung plays much better with 7 than
// with 8 threads. This is weird, but it is probably difficult to find out
// why before I have a 8-core computer to experiment with myself.
sprintf(o->defaultValue, "%d", Min(cpu_count(), 7));
sprintf(o->currentValue, "%d", Min(cpu_count(), 7));
assert(options.find("Threads") != options.end());
assert(options.find("Minimum Split Depth") != options.end());
options["Threads"].defaultValue = stringify(Min(cpu_count(), 7));
options["Threads"].currentValue = stringify(Min(cpu_count(), 7));
// Increase the minimum split depth when the number of CPUs is big.
// It would probably be better to let this depend on the number of threads
// instead.
o = option_with_name("Minimum Split Depth");
assert(o != NULL);
if(cpu_count() > 4) {
sprintf(o->defaultValue, "%d", 6);
sprintf(o->defaultValue, "%d", 6);
if (cpu_count() > 4)
{
options["Minimum Split Depth"].defaultValue = "6";
options["Minimum Split Depth"].currentValue = "6";
}
}
@@ -171,30 +218,51 @@ void init_uci_options() {
/// in the format defined by the UCI protocol.
void print_uci_options() {
static const char optionTypeName[][16] = {
"spin", "combo", "check", "string", "button"
};
for(Option *o = Options; o->type != OPTION_TYPE_NONE; o++) {
printf("option name %s type %s", o->name, optionTypeName[o->type]);
if(o->type != BUTTON) {
printf(" default %s", o->defaultValue);
if(o->type == SPIN)
printf(" min %d max %d", o->minValue, o->maxValue);
else if(o->type == COMBO)
for(int i = 0; strlen(o->comboValues[i]) > 0; i++)
printf(" var %s", o->comboValues[i]);
}
printf("\n");
// Build up a vector out of the options map and sort it according to idx
// field, that is the chronological insertion order in options map.
std::vector<Option> vec;
for (Options::const_iterator it = options.begin(); it != options.end(); ++it)
vec.push_back(it->second);
std::sort(vec.begin(), vec.end());
for (std::vector<Option>::const_iterator it = vec.begin(); it != vec.end(); ++it)
{
std::cout << "\noption name " << it->name
<< " type " << optionTypeName[it->type];
if (it->type == BUTTON)
continue;
if (it->type == CHECK)
std::cout << " default " << (it->defaultValue == "1" ? "true" : "false");
else
std::cout << " default " << it->defaultValue;
if (it->type == SPIN)
std::cout << " min " << it->minValue
<< " max " << it->maxValue;
else if (it->type == COMBO)
for (ComboValues::const_iterator itc = it->comboValues.begin();
itc != it->comboValues.end(); ++itc)
std::cout << " var " << *itc;
}
std::cout << std::endl;
}
/// get_option_value_bool() returns the current value of a UCI parameter of
/// type "check".
bool get_option_value_bool(const std::string &optionName) {
Option *o = option_with_name(optionName.c_str());
return o != NULL && strcmp(o->currentValue, "true") == 0;
bool get_option_value_bool(const std::string& optionName) {
return get_option_value<bool>(optionName);
}
@@ -203,68 +271,79 @@ bool get_option_value_bool(const std::string &optionName) {
/// it could also be used with a "combo" parameter, where all the available
/// values are integers.
int get_option_value_int(const std::string &optionName) {
Option *o = option_with_name(optionName.c_str());
return atoi(o->currentValue);
int get_option_value_int(const std::string& optionName) {
return get_option_value<int>(optionName);
}
/// get_option_value_string() returns the current value of a UCI parameter as
/// a string. It is used with parameters of type "combo" and "string".
/// a string. It is used with parameters of type "combo" and "string".
const std::string get_option_value_string(const std::string &optionName) {
Option *o = option_with_name(optionName.c_str());
return o->currentValue;
const std::string get_option_value_string(const std::string& optionName) {
return get_option_value<std::string>(optionName);
}
/// button_was_pressed() tests whether a UCI parameter of type "button" has
/// been selected since the last time the function was called.
bool button_was_pressed(const std::string &buttonName) {
if(get_option_value_bool(buttonName)) {
set_option_value(buttonName, "false");
return true;
}
else
return false;
}
/// set_option_value() inserts a new value for a UCI parameter. Note that
/// set_option_value() inserts a new value for a UCI parameter. Note that
/// the function does not check that the new value is legal for the given
/// parameter: This is assumed to be the responsibility of the GUI.
/// parameter: This is assumed to be the responsibility of the GUI.
void set_option_value(const std::string &optionName,
const std::string &newValue) {
Option *o = option_with_name(optionName.c_str());
void set_option_value(const std::string& optionName,
const std::string& newValue) {
if(o != NULL)
strcpy(o->currentValue, newValue.c_str());
// UCI protocol uses "true" and "false" instead of "1" and "0", so convert
// newValue according to standard C++ convention before to store it.
std::string v(newValue);
if (v == "true")
v = "1";
else if (v == "false")
v = "0";
if (options.find(optionName) != options.end())
options[optionName].currentValue = v;
else
std::cout << "No such option: " << optionName << std::endl;
std::cout << "No such option: " << optionName << std::endl;
}
/// push_button() is used to tell the engine that a UCI parameter of type
/// "button" has been selected:
void push_button(const std::string &buttonName) {
void push_button(const std::string& buttonName) {
set_option_value(buttonName, "true");
}
/// button_was_pressed() tests whether a UCI parameter of type "button" has
/// been selected since the last time the function was called, in this case
/// it also resets the button.
bool button_was_pressed(const std::string& buttonName) {
if (!get_option_value<bool>(buttonName))
return false;
set_option_value(buttonName, "false");
return true;
}
namespace {
// option_with_name() tries to find a UCI option with a given
// name. It returns a pointer to the UCI option or the null pointer,
// depending on whether an option with the given name exists.
Option *option_with_name(const char *optionName) {
for(Option *o = Options; o->type != OPTION_TYPE_NONE; o++)
if(strcmp(o->name, optionName) == 0)
return o;
return NULL;
}
// Define constructors of Option class.
Option::Option() {} // To allow insertion in a std::map
Option::Option(const char* def, OptionType t)
: defaultValue(def), currentValue(def), type(t), idx(options.size()), minValue(0), maxValue(0) {}
Option::Option(bool def, OptionType t)
: defaultValue(stringify(def)), currentValue(stringify(def)), type(t), idx(options.size()), minValue(0), maxValue(0) {}
Option::Option(int def, int minv, int maxv)
: defaultValue(stringify(def)), currentValue(stringify(def)), type(SPIN), idx(options.size()), minValue(minv), maxValue(maxv) {}
}
+8 -7
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -44,7 +45,7 @@ extern bool get_option_value_bool(const std::string &optionName);
extern int get_option_value_int(const std::string &optionName);
extern const std::string get_option_value_string(const std::string &optionName);
extern bool button_was_pressed(const std::string &buttonName);
extern void set_option_value(const std::string &optionName,
extern void set_option_value(const std::string &optionName,
const std::string &newValue);
extern void push_button(const std::string &buttonName);
+9 -8
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -59,7 +60,7 @@ Value value_from_tt(Value v, int ply) {
}
/// value_to_centipawns() converts a value from Glaurung's somewhat unusual
/// value_to_centipawns() converts a value from Stockfish's somewhat unusual
/// scale of pawn = 256 to the more conventional pawn = 100.
int value_to_centipawns(Value v) {
@@ -67,7 +68,7 @@ int value_to_centipawns(Value v) {
}
/// value_from_centipawns() converts a centipawn value to Glaurung's internal
/// value_from_centipawns() converts a centipawn value to Stockfish's internal
/// evaluation scale. It's used when reading the values of UCI options
/// containing material values (e.g. futility pruning margins).
+24 -20
View File
@@ -1,17 +1,18 @@
/*
Glaurung, a UCI chess playing engine.
Copyright (C) 2004-2008 Tord Romstad
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008 Marco Costalba
Glaurung is free software: you can redistribute it and/or modify
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -35,7 +36,8 @@ enum ValueType {
VALUE_TYPE_NONE = 0,
VALUE_TYPE_UPPER = 1, // Upper bound
VALUE_TYPE_LOWER = 2, // Lower bound
VALUE_TYPE_EXACT = 3 // Exact score
VALUE_TYPE_EXACT = 3, // Exact score
VALUE_TYPE_EVAL = 4 // Evaluation cache
};
@@ -57,17 +59,19 @@ enum Value {
/// Important: If the material values are changed, one must also
/// adjust the piece square tables, and the method game_phase() in the
/// Position class!
///
/// Values modified by Joona Kiiski
const Value PawnValueMidgame = Value(0xCC);
const Value PawnValueEndgame = Value(0x100);
const Value KnightValueMidgame = Value(0x340);
const Value KnightValueEndgame = Value(0x340);
const Value BishopValueMidgame = Value(0x340);
const Value BishopValueEndgame = Value(0x340);
const Value RookValueMidgame = Value(0x505);
const Value RookValueEndgame = Value(0x505);
const Value QueenValueMidgame = Value(0xA00);
const Value QueenValueEndgame = Value(0xA00);
const Value PawnValueMidgame = Value(0x0CC);
const Value PawnValueEndgame = Value(0x101);
const Value KnightValueMidgame = Value(0x332);
const Value KnightValueEndgame = Value(0x34E);
const Value BishopValueMidgame = Value(0x345);
const Value BishopValueEndgame = Value(0x356);
const Value RookValueMidgame = Value(0x4F8);
const Value RookValueEndgame = Value(0x500);
const Value QueenValueMidgame = Value(0x9D5);
const Value QueenValueEndgame = Value(0x9FB);
const Value PieceValueMidgame[17] = {
Value(0),
@@ -91,8 +95,8 @@ const Value PieceValueEndgame[17] = {
/// Bonus for having the side to move
const Value TempoValueMidgame = Value(50);
const Value TempoValueEndgame = Value(20);
const Value TempoValueMidgame = Value(48);
const Value TempoValueEndgame = Value(21);
////
@@ -120,7 +124,7 @@ inline void operator/= (Value &v, int i) { v = Value(int(v) / i); }
inline Value value_mate_in(int ply) {
return Value(VALUE_MATE - Value(ply));
}
inline Value value_mated_in(int ply) {
return Value(-VALUE_MATE + Value(ply));
}