DroidFish: Update to stockfish 9.

This commit is contained in:
Peter Osterlund
2018-02-01 18:45:14 +01:00
parent e75d83de94
commit 1404bdf264
37 changed files with 654 additions and 550 deletions

View File

@@ -2,7 +2,7 @@
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
Copyright (C) 2015-2017 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -211,10 +211,10 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
while ((ss >> token) && !isspace(token))
{
if (isdigit(token))
sq += Square(token - '0'); // Advance the given number of files
sq += (token - '0') * EAST; // Advance the given number of files
else if (token == '/')
sq -= Square(16);
sq += 2 * SOUTH;
else if ((idx = PieceToChar.find(token)) != string::npos)
{
@@ -272,7 +272,7 @@ Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Th
// 5-6. Halfmove clock and fullmove number
ss >> std::skipws >> st->rule50 >> gamePly;
// Convert from fullmove starting from 1 to ply starting from 0,
// Convert from fullmove starting from 1 to gamePly starting from 0,
// handle also common incorrect FEN with fullmove = 0.
gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK);
@@ -787,7 +787,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
if ( (int(to) ^ int(from)) == 16
&& (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = (from + to) / 2;
st->epSquare = to - pawn_push(us);
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
@@ -1003,17 +1003,21 @@ bool Position::see_ge(Move m, Value threshold) const {
Value balance; // Values of the pieces taken by us minus opponent's ones
Bitboard occupied, stmAttackers;
balance = PieceValue[MG][piece_on(to)];
// The opponent may be able to recapture so this is the best result
// we can hope for.
balance = PieceValue[MG][piece_on(to)] - threshold;
if (balance < threshold)
if (balance < VALUE_ZERO)
return false;
// Now assume the worst possible result: that the opponent can
// capture our piece for free.
balance -= PieceValue[MG][nextVictim];
if (balance >= threshold) // Always true if nextVictim == KING
if (balance >= VALUE_ZERO) // Always true if nextVictim == KING
return true;
bool relativeStm = true; // True if the opponent is to move
bool opponentToMove = true;
occupied = pieces() ^ from ^ to;
// Find all attackers to the destination square, with the moving piece removed,
@@ -1022,6 +1026,12 @@ bool Position::see_ge(Move m, Value threshold) const {
while (true)
{
// The balance is negative only because we assumed we could win
// the last piece for free. We are truly winning only if we can
// win the last piece _cheaply enough_. Test if we can actually
// do this otherwise "give up".
assert(balance < VALUE_ZERO);
stmAttackers = attackers & pieces(stm);
// Don't allow pinned pieces to attack pieces except the king as long all
@@ -1029,25 +1039,40 @@ bool Position::see_ge(Move m, Value threshold) const {
if (!(st->pinnersForKing[stm] & ~occupied))
stmAttackers &= ~st->blockersForKing[stm];
// If we have no more attackers we must give up
if (!stmAttackers)
return relativeStm;
break;
// Locate and remove the next least valuable attacker
nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
if (nextVictim == KING)
return relativeStm == bool(attackers & pieces(~stm));
{
// Our only attacker is the king. If the opponent still has
// attackers we must give up. Otherwise we make the move and
// (having no more attackers) the opponent must give up.
if (!(attackers & pieces(~stm)))
opponentToMove = !opponentToMove;
break;
}
balance += relativeStm ? PieceValue[MG][nextVictim]
: -PieceValue[MG][nextVictim];
// Assume the opponent can win the next piece for free and switch sides
balance += PieceValue[MG][nextVictim];
opponentToMove = !opponentToMove;
relativeStm = !relativeStm;
if (relativeStm == (balance >= threshold))
return relativeStm;
// If balance is negative after receiving a free piece then give up
if (balance < VALUE_ZERO)
break;
// Complete the process of switching sides. The first line swaps
// all negative numbers with non-negative numbers. The compiler
// probably knows that it is just the bitwise negation ~balance.
balance = -balance-1;
stm = ~stm;
}
// If the opponent gave up we win, otherwise we lose.
return opponentToMove;
}
@@ -1071,11 +1096,10 @@ bool Position::is_draw(int ply) const {
{
stp = stp->previous->previous;
// At root position ply is 1, so return a draw score if a position
// repeats once earlier but strictly after the root, or repeats twice
// before or at the root.
// Return a draw score if a position repeats once earlier but strictly
// after the root, or repeats twice before or at the root.
if ( stp->key == st->key
&& ++cnt + (ply - 1 > i) == 2)
&& ++cnt + (ply > i) == 2)
return true;
}