DroidFish: Updated stockfish engine to version 8.

This commit is contained in:
Peter Osterlund
2016-11-01 19:40:58 +01:00
parent 503390c19f
commit 3d227b6bee
20 changed files with 282 additions and 273 deletions

View File

@@ -425,23 +425,28 @@ Phase Position::game_phase() const {
/// slider if removing that piece from the board would result in a position where
/// square 's' is attacked. For example, a king-attack blocking piece can be either
/// a pinned or a discovered check piece, according if its color is the opposite
/// or the same of the color of the slider. The pinners bitboard get filled with
/// real and potential pinners.
/// or the same of the color of the slider.
Bitboard Position::slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const {
Bitboard b, p, result = 0;
Bitboard result = 0;
pinners = 0;
// Pinners are sliders that attack 's' when a pinned piece is removed
pinners = p = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
// Snipers are sliders that attack 's' when a piece is removed
Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
while (p)
while (snipers)
{
b = between_bb(s, pop_lsb(&p)) & pieces();
Square sniperSq = pop_lsb(&snipers);
Bitboard b = between_bb(s, sniperSq) & pieces();
if (!more_than_one(b))
result |= b;
if (!more_than_one(b))
{
result |= b;
if (b & pieces(color_of(piece_on(s))))
pinners |= sniperSq;
}
}
return result;
}
@@ -950,102 +955,83 @@ Key Position::key_after(Move m) const {
}
/// Position::see() is a static exchange evaluator: It tries to estimate the
/// material gain or loss resulting from a move.
/// Position::see_ge (Static Exchange Evaluation Greater or Equal) tests if the
/// SEE value of move is greater or equal to the given value. We'll use an
/// algorithm similar to alpha-beta pruning with a null window.
Value Position::see_sign(Move m) const {
bool Position::see_ge(Move m, Value v) const {
assert(is_ok(m));
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
return VALUE_KNOWN_WIN;
return see(m);
}
Value Position::see(Move m) const {
Square from, to;
Bitboard occupied, attackers, stmAttackers;
Value swapList[32];
int slIndex = 1;
PieceType captured;
Color stm;
assert(is_ok(m));
from = from_sq(m);
to = to_sq(m);
swapList[0] = PieceValue[MG][piece_on(to)];
stm = color_of(piece_on(from));
occupied = pieces() ^ from;
// Castling moves are implemented as king capturing the rook so cannot
// be handled correctly. Simply return VALUE_ZERO that is always correct
// unless in the rare case the rook ends up under attack.
// Castling moves are implemented as king capturing the rook so cannot be
// handled correctly. Simply assume the SEE value is VALUE_ZERO that is always
// correct unless in the rare case the rook ends up under attack.
if (type_of(m) == CASTLING)
return VALUE_ZERO;
return VALUE_ZERO >= v;
Square from = from_sq(m), to = to_sq(m);
PieceType nextVictim = type_of(piece_on(from));
Color stm = ~color_of(piece_on(from)); // First consider opponent's move
Value balance; // Values of the pieces taken by us minus opponent's ones
Bitboard occupied, stmAttackers;
if (type_of(m) == ENPASSANT)
{
occupied ^= to - pawn_push(stm); // Remove the captured pawn
swapList[0] = PieceValue[MG][PAWN];
occupied = SquareBB[to - pawn_push(~stm)]; // Remove the captured pawn
balance = PieceValue[MG][PAWN];
}
else
{
balance = PieceValue[MG][piece_on(to)];
occupied = 0;
}
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
attackers = attackers_to(to, occupied) & occupied;
if (balance < v)
return false;
// If the opponent has no attackers we are finished
stm = ~stm;
stmAttackers = attackers & pieces(stm);
occupied ^= to; // For the case when captured piece is a pinner
if (nextVictim == KING)
return true;
// Don't allow pinned pieces to attack as long all pinners (this includes also
// potential ones) are on their original square. When a pinner moves to the
// exchange-square or get captured on it, we fall back to standard SEE behaviour.
if ( (stmAttackers & pinned_pieces(stm))
&& (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm])
stmAttackers &= ~pinned_pieces(stm);
balance -= PieceValue[MG][nextVictim];
if (!stmAttackers)
return swapList[0];
if (balance >= v)
return true;
// The destination square is defended, which makes things rather more
// difficult to compute. We proceed by building up a "swap list" containing
// the material gain or loss at each stop in a sequence of captures to the
// destination square, where the sides alternately capture, and always
// capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
captured = type_of(piece_on(from));
bool relativeStm = true; // True if the opponent is to move
occupied ^= pieces() ^ from ^ to;
do {
assert(slIndex < 32);
// Find all attackers to the destination square, with the moving piece removed,
// but possibly an X-ray attacker added behind it.
Bitboard attackers = attackers_to(to, occupied) & occupied;
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
while (true)
{
stmAttackers = attackers & pieces(stm);
// Don't allow pinned pieces to attack pieces except the king as long all
// pinners are on their original square.
if (!(st->pinnersForKing[stm] & ~occupied))
stmAttackers &= ~st->blockersForKing[stm];
if (!stmAttackers)
return relativeStm;
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
nextVictim = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
if (nextVictim == KING)
return relativeStm == bool(attackers & pieces(~stm));
balance += relativeStm ? PieceValue[MG][nextVictim]
: -PieceValue[MG][nextVictim];
relativeStm = !relativeStm;
if (relativeStm == (balance >= v))
return relativeStm;
stm = ~stm;
stmAttackers = attackers & pieces(stm);
if ( (stmAttackers & pinned_pieces(stm))
&& (st->pinnersForKing[stm] & occupied) == st->pinnersForKing[stm])
stmAttackers &= ~pinned_pieces(stm);
++slIndex;
} while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
// Having built the swap list, we negamax through it to find the best
// achievable score from the point of view of the side to move.
while (--slIndex)
swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
return swapList[0];
}
}