mirror of
https://github.com/opelly27/Stockfish.git
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93195555ed
Instead of creating a running std::thread and returning, wait in Thread c'tor that the native thread of execution goes to sleep in idle_loop(). In this way we can simplify how search is started, because when main thread is idle we are sure also all other threads will be idle, in any case, even at thread creation and startup. After lazy smp went in, we can simpify and rewrite a lot of logic that is now no more needed. This is hopefully the final big cleanup. Tested for no regression at 5+0.1 with 3 threads: LLR: 2.95 (-2.94,2.94) [-5.00,0.00] Total: 17411 W: 3248 L: 3198 D: 10965 No functional change.
437 lines
12 KiB
C++
437 lines
12 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef POSITION_H_INCLUDED
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#define POSITION_H_INCLUDED
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#include <cassert>
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#include <cstddef> // For offsetof()
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#include <string>
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#include "bitboard.h"
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#include "types.h"
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class Position;
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class Thread;
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namespace PSQT {
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extern Score psq[COLOR_NB][PIECE_TYPE_NB][SQUARE_NB];
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void init();
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}
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/// CheckInfo struct is initialized at constructor time and keeps info used to
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/// detect if a move gives check.
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struct CheckInfo {
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explicit CheckInfo(const Position&);
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Bitboard dcCandidates;
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Bitboard pinned;
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Bitboard checkSquares[PIECE_TYPE_NB];
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Square ksq;
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};
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/// StateInfo struct stores information needed to restore a Position object to
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/// its previous state when we retract a move. Whenever a move is made on the
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/// board (by calling Position::do_move), a StateInfo object must be passed.
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struct StateInfo {
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// Copied when making a move
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Key pawnKey;
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Key materialKey;
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Value nonPawnMaterial[COLOR_NB];
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int castlingRights;
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int rule50;
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int pliesFromNull;
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Score psq;
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Square epSquare;
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// Not copied when making a move
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Key key;
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Bitboard checkersBB;
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PieceType capturedType;
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StateInfo* previous;
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};
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/// Position class stores information regarding the board representation as
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/// pieces, side to move, hash keys, castling info, etc. Important methods are
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/// do_move() and undo_move(), used by the search to update node info when
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/// traversing the search tree.
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class Position {
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public:
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static void init();
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Position() = default; // To define the global object RootPos
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Position(const Position&) = delete;
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Position(const Position& pos, Thread* th) { *this = pos; thisThread = th; }
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Position(const std::string& f, bool c960, Thread* th) { set(f, c960, th); }
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Position& operator=(const Position&); // To assign RootPos from UCI
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// FEN string input/output
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void set(const std::string& fenStr, bool isChess960, Thread* th);
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const std::string fen() const;
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// Position representation
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Bitboard pieces() const;
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Bitboard pieces(PieceType pt) const;
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Bitboard pieces(PieceType pt1, PieceType pt2) const;
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Bitboard pieces(Color c) const;
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Bitboard pieces(Color c, PieceType pt) const;
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Bitboard pieces(Color c, PieceType pt1, PieceType pt2) const;
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Piece piece_on(Square s) const;
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Square ep_square() const;
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bool empty(Square s) const;
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template<PieceType Pt> int count(Color c) const;
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template<PieceType Pt> const Square* squares(Color c) const;
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template<PieceType Pt> Square square(Color c) const;
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// Castling
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int can_castle(Color c) const;
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int can_castle(CastlingRight cr) const;
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bool castling_impeded(CastlingRight cr) const;
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Square castling_rook_square(CastlingRight cr) const;
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// Checking
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Bitboard checkers() const;
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Bitboard discovered_check_candidates() const;
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Bitboard pinned_pieces(Color c) const;
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// Attacks to/from a given square
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Bitboard attackers_to(Square s) const;
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Bitboard attackers_to(Square s, Bitboard occupied) const;
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Bitboard attacks_from(Piece pc, Square s) const;
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template<PieceType> Bitboard attacks_from(Square s) const;
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template<PieceType> Bitboard attacks_from(Square s, Color c) const;
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// Properties of moves
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bool legal(Move m, Bitboard pinned) const;
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bool pseudo_legal(const Move m) const;
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bool capture(Move m) const;
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bool capture_or_promotion(Move m) const;
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bool gives_check(Move m, const CheckInfo& ci) const;
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bool advanced_pawn_push(Move m) const;
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Piece moved_piece(Move m) const;
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PieceType captured_piece_type() const;
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// Piece specific
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bool pawn_passed(Color c, Square s) const;
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bool opposite_bishops() const;
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// Doing and undoing moves
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void do_move(Move m, StateInfo& st, bool givesCheck);
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void undo_move(Move m);
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void do_null_move(StateInfo& st);
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void undo_null_move();
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// Static exchange evaluation
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Value see(Move m) const;
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Value see_sign(Move m) const;
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// Accessing hash keys
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Key key() const;
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Key key_after(Move m) const;
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Key exclusion_key() const;
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Key material_key() const;
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Key pawn_key() const;
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// Other properties of the position
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Color side_to_move() const;
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Phase game_phase() const;
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int game_ply() const;
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bool is_chess960() const;
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Thread* this_thread() const;
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uint64_t nodes_searched() const;
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void set_nodes_searched(uint64_t n);
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bool is_draw() const;
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int rule50_count() const;
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Score psq_score() const;
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Value non_pawn_material(Color c) const;
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// Position consistency check, for debugging
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bool pos_is_ok(int* failedStep = nullptr) const;
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void flip();
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private:
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// Initialization helpers (used while setting up a position)
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void clear();
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void set_castling_right(Color c, Square rfrom);
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void set_state(StateInfo* si) const;
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// Other helpers
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Bitboard check_blockers(Color c, Color kingColor) const;
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void put_piece(Color c, PieceType pt, Square s);
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void remove_piece(Color c, PieceType pt, Square s);
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void move_piece(Color c, PieceType pt, Square from, Square to);
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template<bool Do>
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void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
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// Data members
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Piece board[SQUARE_NB];
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Bitboard byTypeBB[PIECE_TYPE_NB];
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Bitboard byColorBB[COLOR_NB];
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int pieceCount[COLOR_NB][PIECE_TYPE_NB];
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Square pieceList[COLOR_NB][PIECE_TYPE_NB][16];
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int index[SQUARE_NB];
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int castlingRightsMask[SQUARE_NB];
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Square castlingRookSquare[CASTLING_RIGHT_NB];
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Bitboard castlingPath[CASTLING_RIGHT_NB];
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StateInfo startState;
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uint64_t nodes;
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int gamePly;
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Color sideToMove;
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Thread* thisThread;
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StateInfo* st;
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bool chess960;
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};
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extern std::ostream& operator<<(std::ostream& os, const Position& pos);
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inline Color Position::side_to_move() const {
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return sideToMove;
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}
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inline bool Position::empty(Square s) const {
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return board[s] == NO_PIECE;
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}
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inline Piece Position::piece_on(Square s) const {
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return board[s];
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}
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inline Piece Position::moved_piece(Move m) const {
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return board[from_sq(m)];
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}
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inline Bitboard Position::pieces() const {
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return byTypeBB[ALL_PIECES];
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}
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inline Bitboard Position::pieces(PieceType pt) const {
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return byTypeBB[pt];
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}
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inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
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return byTypeBB[pt1] | byTypeBB[pt2];
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}
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inline Bitboard Position::pieces(Color c) const {
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return byColorBB[c];
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}
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inline Bitboard Position::pieces(Color c, PieceType pt) const {
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return byColorBB[c] & byTypeBB[pt];
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}
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inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
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return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
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}
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template<PieceType Pt> inline int Position::count(Color c) const {
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return pieceCount[c][Pt];
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}
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template<PieceType Pt> inline const Square* Position::squares(Color c) const {
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return pieceList[c][Pt];
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}
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template<PieceType Pt> inline Square Position::square(Color c) const {
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assert(pieceCount[c][Pt] == 1);
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return pieceList[c][Pt][0];
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}
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inline Square Position::ep_square() const {
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return st->epSquare;
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}
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inline int Position::can_castle(CastlingRight cr) const {
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return st->castlingRights & cr;
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}
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inline int Position::can_castle(Color c) const {
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return st->castlingRights & ((WHITE_OO | WHITE_OOO) << (2 * c));
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}
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inline bool Position::castling_impeded(CastlingRight cr) const {
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return byTypeBB[ALL_PIECES] & castlingPath[cr];
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}
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inline Square Position::castling_rook_square(CastlingRight cr) const {
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return castlingRookSquare[cr];
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}
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template<PieceType Pt>
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inline Bitboard Position::attacks_from(Square s) const {
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return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
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: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
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: StepAttacksBB[Pt][s];
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}
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template<>
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inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
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return StepAttacksBB[make_piece(c, PAWN)][s];
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}
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inline Bitboard Position::attacks_from(Piece pc, Square s) const {
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return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
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}
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inline Bitboard Position::attackers_to(Square s) const {
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return attackers_to(s, byTypeBB[ALL_PIECES]);
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}
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inline Bitboard Position::checkers() const {
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return st->checkersBB;
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}
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inline Bitboard Position::discovered_check_candidates() const {
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return check_blockers(sideToMove, ~sideToMove);
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}
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inline Bitboard Position::pinned_pieces(Color c) const {
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return check_blockers(c, c);
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}
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inline bool Position::pawn_passed(Color c, Square s) const {
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return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
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}
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inline bool Position::advanced_pawn_push(Move m) const {
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return type_of(moved_piece(m)) == PAWN
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&& relative_rank(sideToMove, from_sq(m)) > RANK_4;
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}
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inline Key Position::key() const {
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return st->key;
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}
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inline Key Position::pawn_key() const {
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return st->pawnKey;
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}
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inline Key Position::material_key() const {
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return st->materialKey;
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}
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inline Score Position::psq_score() const {
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return st->psq;
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}
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inline Value Position::non_pawn_material(Color c) const {
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return st->nonPawnMaterial[c];
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}
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inline int Position::game_ply() const {
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return gamePly;
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}
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inline int Position::rule50_count() const {
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return st->rule50;
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}
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inline uint64_t Position::nodes_searched() const {
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return nodes;
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}
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inline void Position::set_nodes_searched(uint64_t n) {
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nodes = n;
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}
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inline bool Position::opposite_bishops() const {
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return pieceCount[WHITE][BISHOP] == 1
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&& pieceCount[BLACK][BISHOP] == 1
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&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
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}
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inline bool Position::is_chess960() const {
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return chess960;
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}
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inline bool Position::capture_or_promotion(Move m) const {
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assert(is_ok(m));
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return type_of(m) != NORMAL ? type_of(m) != CASTLING : !empty(to_sq(m));
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}
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inline bool Position::capture(Move m) const {
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// Castling is encoded as "king captures the rook"
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assert(is_ok(m));
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return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
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}
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inline PieceType Position::captured_piece_type() const {
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return st->capturedType;
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}
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inline Thread* Position::this_thread() const {
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return thisThread;
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}
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inline void Position::put_piece(Color c, PieceType pt, Square s) {
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board[s] = make_piece(c, pt);
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byTypeBB[ALL_PIECES] |= s;
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byTypeBB[pt] |= s;
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byColorBB[c] |= s;
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index[s] = pieceCount[c][pt]++;
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pieceList[c][pt][index[s]] = s;
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pieceCount[c][ALL_PIECES]++;
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}
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inline void Position::remove_piece(Color c, PieceType pt, Square s) {
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// WARNING: This is not a reversible operation. If we remove a piece in
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// do_move() and then replace it in undo_move() we will put it at the end of
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// the list and not in its original place, it means index[] and pieceList[]
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// are not guaranteed to be invariant to a do_move() + undo_move() sequence.
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byTypeBB[ALL_PIECES] ^= s;
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byTypeBB[pt] ^= s;
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byColorBB[c] ^= s;
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/* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
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Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
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index[lastSquare] = index[s];
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pieceList[c][pt][index[lastSquare]] = lastSquare;
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pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
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pieceCount[c][ALL_PIECES]--;
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}
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inline void Position::move_piece(Color c, PieceType pt, Square from, Square to) {
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// index[from] is not updated and becomes stale. This works as long as index[]
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// is accessed just by known occupied squares.
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Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
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byTypeBB[ALL_PIECES] ^= from_to_bb;
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byTypeBB[pt] ^= from_to_bb;
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byColorBB[c] ^= from_to_bb;
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board[from] = NO_PIECE;
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board[to] = make_piece(c, pt);
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index[to] = index[from];
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pieceList[c][pt][index[to]] = to;
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}
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#endif // #ifndef POSITION_H_INCLUDED
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