Files
Stockfish/src/position.h
T
syzygy1 045728a7da Remove piece lists
This patch removes the incrementally updated piece lists from the Position object.

This has been tried before but always failed. My reasons for trying again are:

* 32-bit systems (including phones) are now much less important than they were some years ago (and are absent from fishtest);
* NNUE may have made SF less finely tuned to the order in which moves were generated.

STC:
LLR: 2.94 (-2.94,2.94) {-1.25,0.25}
Total: 55272 W: 5260 L: 5216 D: 44796
Ptnml(0-2): 208, 4147, 18898, 4159, 224
https://tests.stockfishchess.org/tests/view/5fc2986a42a050a89f02c926

LTC:
LLR: 2.96 (-2.94,2.94) {-0.75,0.25}
Total: 16600 W: 673 L: 608 D: 15319
Ptnml(0-2): 14, 533, 7138, 604, 11
https://tests.stockfishchess.org/tests/view/5fc2f98342a050a89f02c95c

closes https://github.com/official-stockfish/Stockfish/pull/3247

Bench: 3940967
2020-11-29 16:51:01 +01:00

429 lines
12 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2020 The Stockfish developers (see AUTHORS file)
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.
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/>.
*/
#ifndef POSITION_H_INCLUDED
#define POSITION_H_INCLUDED
#include <cassert>
#include <deque>
#include <memory> // For std::unique_ptr
#include <string>
#include "bitboard.h"
#include "evaluate.h"
#include "types.h"
#include "nnue/nnue_accumulator.h"
/// StateInfo struct stores information needed 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), a StateInfo object must be passed.
struct StateInfo {
// Copied when making a move
Key pawnKey;
Key materialKey;
Value nonPawnMaterial[COLOR_NB];
int castlingRights;
int rule50;
int pliesFromNull;
Square epSquare;
// Not copied when making a move (will be recomputed anyhow)
Key key;
Bitboard checkersBB;
Piece capturedPiece;
StateInfo* previous;
Bitboard blockersForKing[COLOR_NB];
Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
int repetition;
// Used by NNUE
Eval::NNUE::Accumulator accumulator;
DirtyPiece dirtyPiece;
};
/// A list to keep track of the position states along the setup moves (from the
/// start position to the position just before the search starts). Needed by
/// 'draw by repetition' detection. Use a std::deque because pointers to
/// elements are not invalidated upon list resizing.
typedef std::unique_ptr<std::deque<StateInfo>> StateListPtr;
/// Position class stores information regarding the board representation as
/// pieces, side to move, hash keys, castling info, etc. Important methods are
/// do_move() and undo_move(), used by the search to update node info when
/// traversing the search tree.
class Thread;
class Position {
public:
static void init();
Position() = default;
Position(const Position&) = delete;
Position& operator=(const Position&) = delete;
// FEN string input/output
Position& set(const std::string& fenStr, bool isChess960, StateInfo* si, Thread* th);
Position& set(const std::string& code, Color c, StateInfo* si);
const std::string fen() const;
// Position representation
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Bitboard pieces(Color c) const;
Bitboard pieces(Color c, PieceType pt) const;
Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
Piece piece_on(Square s) const;
Square ep_square() const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
template<PieceType Pt> int count() const;
template<PieceType Pt> Square square(Color c) const;
bool is_on_semiopen_file(Color c, Square s) const;
// Castling
CastlingRights castling_rights(Color c) const;
bool can_castle(CastlingRights cr) const;
bool castling_impeded(CastlingRights cr) const;
Square castling_rook_square(CastlingRights cr) const;
// Checking
Bitboard checkers() const;
Bitboard blockers_for_king(Color c) const;
Bitboard check_squares(PieceType pt) const;
Bitboard pinners(Color c) const;
bool is_discovery_check_on_king(Color c, Move m) const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occupied) const;
Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
// Properties of moves
bool legal(Move m) const;
bool pseudo_legal(const Move m) const;
bool capture(Move m) const;
bool capture_or_promotion(Move m) const;
bool gives_check(Move m) const;
bool advanced_pawn_push(Move m) const;
Piece moved_piece(Move m) const;
Piece captured_piece() const;
// Piece specific
bool pawn_passed(Color c, Square s) const;
bool opposite_bishops() const;
int pawns_on_same_color_squares(Color c, Square s) const;
// Doing and undoing moves
void do_move(Move m, StateInfo& newSt);
void do_move(Move m, StateInfo& newSt, bool givesCheck);
void undo_move(Move m);
void do_null_move(StateInfo& newSt);
void undo_null_move();
// Static Exchange Evaluation
bool see_ge(Move m, Value threshold = VALUE_ZERO) const;
// Accessing hash keys
Key key() const;
Key key_after(Move m) const;
Key material_key() const;
Key pawn_key() const;
// Other properties of the position
Color side_to_move() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;
bool is_draw(int ply) const;
bool has_game_cycle(int ply) const;
bool has_repeated() const;
int rule50_count() const;
Score psq_score() const;
Value non_pawn_material(Color c) const;
Value non_pawn_material() const;
// Position consistency check, for debugging
bool pos_is_ok() const;
void flip();
// Used by NNUE
StateInfo* state() const;
private:
// Initialization helpers (used while setting up a position)
void set_castling_right(Color c, Square rfrom);
void set_state(StateInfo* si) const;
void set_check_info(StateInfo* si) const;
// Other helpers
void put_piece(Piece pc, Square s);
void remove_piece(Square s);
void move_piece(Square from, Square to);
template<bool Do>
void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
// Data members
Piece board[SQUARE_NB];
Bitboard byTypeBB[PIECE_TYPE_NB];
Bitboard byColorBB[COLOR_NB];
int pieceCount[PIECE_NB];
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
Bitboard castlingPath[CASTLING_RIGHT_NB];
int gamePly;
Color sideToMove;
Score psq;
Thread* thisThread;
StateInfo* st;
bool chess960;
};
namespace PSQT {
extern Score psq[PIECE_NB][SQUARE_NB];
}
extern std::ostream& operator<<(std::ostream& os, const Position& pos);
inline Color Position::side_to_move() const {
return sideToMove;
}
inline Piece Position::piece_on(Square s) const {
assert(is_ok(s));
return board[s];
}
inline bool Position::empty(Square s) const {
return piece_on(s) == NO_PIECE;
}
inline Piece Position::moved_piece(Move m) const {
return piece_on(from_sq(m));
}
inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
return pieces(pt1) | pieces(pt2);
}
inline Bitboard Position::pieces(Color c) const {
return byColorBB[c];
}
inline Bitboard Position::pieces(Color c, PieceType pt) const {
return pieces(c) & pieces(pt);
}
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
return pieces(c) & (pieces(pt1) | pieces(pt2));
}
template<PieceType Pt> inline int Position::count(Color c) const {
return pieceCount[make_piece(c, Pt)];
}
template<PieceType Pt> inline int Position::count() const {
return count<Pt>(WHITE) + count<Pt>(BLACK);
}
template<PieceType Pt> inline Square Position::square(Color c) const {
assert(count<Pt>(c) == 1);
return lsb(pieces(c, Pt));
}
inline Square Position::ep_square() const {
return st->epSquare;
}
inline bool Position::is_on_semiopen_file(Color c, Square s) const {
return !(pieces(c, PAWN) & file_bb(s));
}
inline bool Position::can_castle(CastlingRights cr) const {
return st->castlingRights & cr;
}
inline CastlingRights Position::castling_rights(Color c) const {
return c & CastlingRights(st->castlingRights);
}
inline bool Position::castling_impeded(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return pieces() & castlingPath[cr];
}
inline Square Position::castling_rook_square(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
return castlingRookSquare[cr];
}
inline Bitboard Position::attackers_to(Square s) const {
return attackers_to(s, pieces());
}
inline Bitboard Position::checkers() const {
return st->checkersBB;
}
inline Bitboard Position::blockers_for_king(Color c) const {
return st->blockersForKing[c];
}
inline Bitboard Position::pinners(Color c) const {
return st->pinners[c];
}
inline Bitboard Position::check_squares(PieceType pt) const {
return st->checkSquares[pt];
}
inline bool Position::is_discovery_check_on_king(Color c, Move m) const {
return st->blockersForKing[c] & from_sq(m);
}
inline bool Position::pawn_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_span(c, s));
}
inline bool Position::advanced_pawn_push(Move m) const {
return type_of(moved_piece(m)) == PAWN
&& relative_rank(sideToMove, to_sq(m)) > RANK_5;
}
inline int Position::pawns_on_same_color_squares(Color c, Square s) const {
return popcount(pieces(c, PAWN) & ((DarkSquares & s) ? DarkSquares : ~DarkSquares));
}
inline Key Position::key() const {
return st->key;
}
inline Key Position::pawn_key() const {
return st->pawnKey;
}
inline Key Position::material_key() const {
return st->materialKey;
}
inline Score Position::psq_score() const {
return psq;
}
inline Value Position::non_pawn_material(Color c) const {
return st->nonPawnMaterial[c];
}
inline Value Position::non_pawn_material() const {
return non_pawn_material(WHITE) + non_pawn_material(BLACK);
}
inline int Position::game_ply() const {
return gamePly;
}
inline int Position::rule50_count() const {
return st->rule50;
}
inline bool Position::opposite_bishops() const {
return count<BISHOP>(WHITE) == 1
&& count<BISHOP>(BLACK) == 1
&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}
inline bool Position::is_chess960() const {
return chess960;
}
inline bool Position::capture_or_promotion(Move m) const {
assert(is_ok(m));
return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
}
inline bool Position::capture(Move m) const {
assert(is_ok(m));
// Castling is encoded as "king captures rook"
return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
}
inline Piece Position::captured_piece() const {
return st->capturedPiece;
}
inline Thread* Position::this_thread() const {
return thisThread;
}
inline void Position::put_piece(Piece pc, Square s) {
board[s] = pc;
byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s;
byColorBB[color_of(pc)] |= s;
pieceCount[pc]++;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]++;
psq += PSQT::psq[pc][s];
}
inline void Position::remove_piece(Square s) {
Piece pc = board[s];
byTypeBB[ALL_PIECES] ^= s;
byTypeBB[type_of(pc)] ^= s;
byColorBB[color_of(pc)] ^= s;
/* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
pieceCount[pc]--;
pieceCount[make_piece(color_of(pc), ALL_PIECES)]--;
psq -= PSQT::psq[pc][s];
}
inline void Position::move_piece(Square from, Square to) {
Piece pc = board[from];
Bitboard fromTo = from | to;
byTypeBB[ALL_PIECES] ^= fromTo;
byTypeBB[type_of(pc)] ^= fromTo;
byColorBB[color_of(pc)] ^= fromTo;
board[from] = NO_PIECE;
board[to] = pc;
psq += PSQT::psq[pc][to] - PSQT::psq[pc][from];
}
inline void Position::do_move(Move m, StateInfo& newSt) {
do_move(m, newSt, gives_check(m));
}
inline StateInfo* Position::state() const {
return st;
}
#endif // #ifndef POSITION_H_INCLUDED