DroidFish: Updated stockfish engine to version DD.

This commit is contained in:
Peter Osterlund
2013-11-30 19:12:34 +00:00
parent ef2ea196b4
commit 43e92323e4
31 changed files with 940 additions and 1245 deletions

View File

@@ -98,7 +98,7 @@ CheckInfo::CheckInfo(const Position& pos) {
Color them = ~pos.side_to_move();
ksq = pos.king_square(them);
pinned = pos.pinned_pieces();
pinned = pos.pinned_pieces(pos.side_to_move());
dcCandidates = pos.discovered_check_candidates();
checkSq[PAWN] = pos.attacks_from<PAWN>(ksq, them);
@@ -120,15 +120,15 @@ void Position::init() {
RKISS rk;
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
for (Square s = SQ_A1; s <= SQ_H8; s++)
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
Zobrist::psq[c][pt][s] = rk.rand<Key>();
for (File f = FILE_A; f <= FILE_H; f++)
for (File f = FILE_A; f <= FILE_H; ++f)
Zobrist::enpassant[f] = rk.rand<Key>();
for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; cr++)
for (int cr = CASTLES_NONE; cr <= ALL_CASTLES; ++cr)
{
Bitboard b = cr;
while (b)
@@ -141,14 +141,14 @@ void Position::init() {
Zobrist::side = rk.rand<Key>();
Zobrist::exclusion = rk.rand<Key>();
for (PieceType pt = PAWN; pt <= KING; pt++)
for (PieceType pt = PAWN; pt <= KING; ++pt)
{
PieceValue[MG][make_piece(BLACK, pt)] = PieceValue[MG][pt];
PieceValue[EG][make_piece(BLACK, pt)] = PieceValue[EG][pt];
Score v = make_score(PieceValue[MG][pt], PieceValue[EG][pt]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
{
psq[WHITE][pt][ s] = (v + PSQT[pt][s]);
psq[BLACK][pt][~s] = -(v + PSQT[pt][s]);
@@ -233,7 +233,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
else if ((p = PieceToChar.find(token)) != string::npos)
{
put_piece(sq, color_of(Piece(p)), type_of(Piece(p)));
sq++;
++sq;
}
}
@@ -255,10 +255,10 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
token = char(toupper(token));
if (token == 'K')
for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {}
for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; --rsq) {}
else if (token == 'Q')
for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; ++rsq) {}
else if (token >= 'A' && token <= 'H')
rsq = File(token - 'A') | relative_rank(c, RANK_1);
@@ -317,11 +317,11 @@ void Position::set_castle_right(Color c, Square rfrom) {
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
if (s != kfrom && s != rfrom)
castlePath[c][cs] |= s;
for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
if (s != kfrom && s != rfrom)
castlePath[c][cs] |= s;
}
@@ -334,18 +334,18 @@ const string Position::fen() const {
std::ostringstream ss;
for (Rank rank = RANK_8; rank >= RANK_1; rank--)
for (Rank rank = RANK_8; rank >= RANK_1; --rank)
{
for (File file = FILE_A; file <= FILE_H; file++)
for (File file = FILE_A; file <= FILE_H; ++file)
{
Square sq = file | rank;
if (is_empty(sq))
if (empty(sq))
{
int emptyCnt = 1;
for ( ; file < FILE_H && is_empty(sq++); file++)
emptyCnt++;
for ( ; file < FILE_H && empty(++sq); ++file)
++emptyCnt;
ss << emptyCnt;
}
@@ -422,7 +422,7 @@ const string Position::pretty(Move move) const {
/// pieces, according to the call parameters. Pinned pieces protect our king,
/// discovery check pieces attack the enemy king.
Bitboard Position::hidden_checkers(Square ksq, Color c) const {
Bitboard Position::hidden_checkers(Square ksq, Color c, Color toMove) const {
Bitboard b, pinners, result = 0;
@@ -435,7 +435,7 @@ Bitboard Position::hidden_checkers(Square ksq, Color c) const {
b = between_bb(ksq, pop_lsb(&pinners)) & pieces();
if (!more_than_one(b))
result |= b & pieces(sideToMove);
result |= b & pieces(toMove);
}
return result;
}
@@ -472,17 +472,17 @@ Bitboard Position::attacks_from(Piece p, Square s, Bitboard occ) {
}
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
/// Position::legal() tests whether a pseudo-legal move is legal
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
bool Position::legal(Move m, Bitboard pinned) const {
assert(is_ok(m));
assert(pinned == pinned_pieces());
assert(pinned == pinned_pieces(sideToMove));
Color us = sideToMove;
Square from = from_sq(m);
assert(color_of(piece_moved(m)) == us);
assert(color_of(moved_piece(m)) == us);
assert(piece_on(king_square(us)) == make_piece(us, KING));
// En passant captures are a tricky special case. Because they are rather
@@ -497,7 +497,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
Bitboard b = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
assert(piece_moved(m) == make_piece(us, PAWN));
assert(moved_piece(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(them, PAWN));
assert(piece_on(to) == NO_PIECE);
@@ -515,20 +515,20 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
// is moving along the ray towards or away from the king.
return !pinned
|| !(pinned & from)
|| squares_aligned(from, to_sq(m), king_square(us));
|| aligned(from, to_sq(m), king_square(us));
}
/// Position::is_pseudo_legal() takes a random move and tests whether the move
/// is pseudo legal. It is used to validate moves from TT that can be corrupted
/// Position::pseudo_legal() takes a random move and tests whether the move is
/// pseudo legal. It is used to validate moves from TT that can be corrupted
/// due to SMP concurrent access or hash position key aliasing.
bool Position::is_pseudo_legal(const Move m) const {
bool Position::pseudo_legal(const Move m) const {
Color us = sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_moved(m);
Piece pc = moved_piece(m);
// Use a slower but simpler function for uncommon cases
if (type_of(m) != NORMAL)
@@ -581,7 +581,7 @@ bool Position::is_pseudo_legal(const Move m) const {
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!is_empty(to))
if (!empty(to))
return false;
break;
@@ -590,8 +590,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_4
|| !is_empty(to)
|| !is_empty(from + DELTA_N))
|| !empty(to)
|| !empty(from + DELTA_N))
return false;
break;
@@ -600,8 +600,8 @@ bool Position::is_pseudo_legal(const Move m) const {
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( rank_of(to) != RANK_5
|| !is_empty(to)
|| !is_empty(from + DELTA_S))
|| !empty(to)
|| !empty(from + DELTA_S))
return false;
break;
@@ -639,11 +639,11 @@ bool Position::is_pseudo_legal(const Move m) const {
/// Position::move_gives_check() tests whether a pseudo-legal move gives a check
bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
bool Position::gives_check(Move m, const CheckInfo& ci) const {
assert(is_ok(m));
assert(ci.dcCandidates == discovered_check_candidates());
assert(color_of(piece_moved(m)) == sideToMove);
assert(color_of(moved_piece(m)) == sideToMove);
Square from = from_sq(m);
Square to = to_sq(m);
@@ -658,7 +658,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
{
// For pawn and king moves we need to verify also direction
if ( (pt != PAWN && pt != KING)
|| !squares_aligned(from, to, king_square(~sideToMove)))
|| !aligned(from, to, king_square(~sideToMove)))
return true;
}
@@ -710,7 +710,7 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const {
void Position::do_move(Move m, StateInfo& newSt) {
CheckInfo ci(*this);
do_move(m, newSt, ci, move_gives_check(m, ci));
do_move(m, newSt, ci, gives_check(m, ci));
}
void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveIsCheck) {
@@ -718,7 +718,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
assert(is_ok(m));
assert(&newSt != st);
nodes++;
++nodes;
Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
@@ -734,9 +734,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Increment ply counters.In particular rule50 will be later reset it to zero
// in case of a capture or a pawn move.
gamePly++;
st->rule50++;
st->pliesFromNull++;
++gamePly;
++st->rule50;
++st->pliesFromNull;
Color us = sideToMove;
Color them = ~us;
@@ -744,11 +744,11 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
Square to = to_sq(m);
Piece pc = piece_on(from);
PieceType pt = type_of(pc);
PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
assert(color_of(pc) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
assert(capture != KING);
assert(captured != KING);
if (type_of(m) == CASTLE)
{
@@ -758,7 +758,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
capture = NO_PIECE_TYPE;
captured = NO_PIECE_TYPE;
do_castle(from, to, rfrom, rto);
@@ -766,13 +766,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
k ^= Zobrist::psq[us][ROOK][rfrom] ^ Zobrist::psq[us][ROOK][rto];
}
if (capture)
if (captured)
{
Square capsq = to;
// If the captured piece is a pawn, update pawn hash key, otherwise
// update non-pawn material.
if (capture == PAWN)
if (captured == PAWN)
{
if (type_of(m) == ENPASSANT)
{
@@ -790,18 +790,18 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
st->npMaterial[them] -= PieceValue[MG][capture];
st->npMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
remove_piece(capsq, them, capture);
remove_piece(capsq, them, captured);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[them][capture][capsq];
st->materialKey ^= Zobrist::psq[them][capture][pieceCount[them][capture]];
k ^= Zobrist::psq[them][captured][capsq];
st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psq -= psq[them][capture][capsq];
st->psq -= psq[them][captured][capsq];
// Reset rule 50 counter
st->rule50 = 0;
@@ -878,7 +878,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
st->psq += psq[us][pt][to] - psq[us][pt][from];
// Set capture piece
st->capturedType = capture;
st->capturedType = captured;
// Update the key with the final value
st->key = k;
@@ -928,10 +928,10 @@ void Position::undo_move(Move m) {
Square from = from_sq(m);
Square to = to_sq(m);
PieceType pt = type_of(piece_on(to));
PieceType capture = st->capturedType;
PieceType captured = st->capturedType;
assert(is_empty(from) || type_of(m) == CASTLE);
assert(capture != KING);
assert(empty(from) || type_of(m) == CASTLE);
assert(captured != KING);
if (type_of(m) == PROMOTION)
{
@@ -952,14 +952,14 @@ void Position::undo_move(Move m) {
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
Square rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
capture = NO_PIECE_TYPE;
captured = NO_PIECE_TYPE;
pt = KING;
do_castle(to, from, rto, rfrom);
}
else
move_piece(to, from, us, pt); // Put the piece back at the source square
if (capture)
if (captured)
{
Square capsq = to;
@@ -973,12 +973,12 @@ void Position::undo_move(Move m) {
assert(piece_on(capsq) == NO_PIECE);
}
put_piece(capsq, them, capture); // Restore the captured piece
put_piece(capsq, them, captured); // Restore the captured piece
}
// Finally point our state pointer back to the previous state
st = st->previous;
gamePly--;
--gamePly;
assert(pos_is_ok());
}
@@ -1019,7 +1019,7 @@ void Position::do_null_move(StateInfo& newSt) {
st->key ^= Zobrist::side;
prefetch((char*)TT.first_entry(st->key));
st->rule50++;
++st->rule50;
st->pliesFromNull = 0;
sideToMove = ~sideToMove;
@@ -1049,7 +1049,7 @@ int Position::see_sign(Move m) const {
// 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][piece_moved(m)] <= PieceValue[MG][piece_on(to_sq(m))])
if (PieceValue[MG][moved_piece(m)] <= PieceValue[MG][piece_on(to_sq(m))])
return 1;
return see(m);
@@ -1067,7 +1067,7 @@ int Position::see(Move m, int asymmThreshold) const {
from = from_sq(m);
to = to_sq(m);
swapList[0] = PieceValue[MG][type_of(piece_on(to))];
swapList[0] = PieceValue[MG][piece_on(to)];
stm = color_of(piece_on(from));
occupied = pieces() ^ from;
@@ -1106,7 +1106,7 @@ int Position::see(Move m, int asymmThreshold) const {
// Add the new entry to the swap list
swapList[slIndex] = -swapList[slIndex - 1] + PieceValue[MG][captured];
slIndex++;
++slIndex;
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
@@ -1134,7 +1134,7 @@ int Position::see(Move m, int asymmThreshold) const {
// 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]);
swapList[slIndex - 1] = std::min(-swapList[slIndex], swapList[slIndex - 1]);
return swapList[0];
}
@@ -1149,9 +1149,9 @@ void Position::clear() {
startState.epSquare = SQ_NONE;
st = &startState;
for (int i = 0; i < 8; i++)
for (int j = 0; j < 16; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
for (int i = 0; i < PIECE_TYPE_NB; ++i)
for (int j = 0; j < 16; ++j)
pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
}
@@ -1210,9 +1210,9 @@ Key Position::compute_material_key() const {
Key k = 0;
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
for (int cnt = 0; cnt < pieceCount[c][pt]; cnt++)
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= QUEEN; ++pt)
for (int cnt = 0; cnt < pieceCount[c][pt]; ++cnt)
k ^= Zobrist::psq[c][pt][cnt];
return k;
@@ -1223,6 +1223,7 @@ Key Position::compute_material_key() const {
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_psq_score() const {
Score score = SCORE_ZERO;
@@ -1247,7 +1248,7 @@ Value Position::compute_non_pawn_material(Color c) const {
Value value = VALUE_ZERO;
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
value += pieceCount[c][pt] * PieceValue[MG][pt];
return value;
@@ -1268,7 +1269,6 @@ bool Position::is_draw() const {
if (st->rule50 > 99 && (!checkers() || MoveList<LEGAL>(*this).size()))
return true;
// Draw by repetition?
int i = 4, e = std::min(st->rule50, st->pliesFromNull);
if (i <= e)
@@ -1279,7 +1279,7 @@ bool Position::is_draw() const {
stp = stp->previous->previous;
if (stp->key == st->key)
return true;
return true; // Draw after first repetition
i += 2;
@@ -1302,7 +1302,7 @@ void Position::flip() {
string f, token;
std::stringstream ss(fen());
for (Rank rank = RANK_8; rank >= RANK_1; rank--) // Piece placement
for (Rank rank = RANK_8; rank >= RANK_1; --rank) // Piece placement
{
std::getline(ss, token, rank > RANK_1 ? '/' : ' ');
f.insert(0, token + (f.empty() ? " " : "/"));
@@ -1366,9 +1366,9 @@ bool Position::pos_is_ok(int* failedStep) const {
{
int kingCount[COLOR_NB] = {};
for (Square s = SQ_A1; s <= SQ_H8; s++)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
if (type_of(piece_on(s)) == KING)
kingCount[color_of(piece_on(s))]++;
++kingCount[color_of(piece_on(s))];
if (kingCount[0] != 1 || kingCount[1] != 1)
return false;
@@ -1393,8 +1393,8 @@ bool Position::pos_is_ok(int* failedStep) const {
return false;
// Separate piece type bitboards must have empty intersections
for (PieceType p1 = PAWN; p1 <= KING; p1++)
for (PieceType p2 = PAWN; p2 <= KING; p2++)
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
@@ -1420,21 +1420,21 @@ bool Position::pos_is_ok(int* failedStep) const {
return false;
if ((*step)++, debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
if (pieceCount[c][pt] != popcount<Full>(pieces(c, pt)))
return false;
if ((*step)++, debugPieceList)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
for (int i = 0; i < pieceCount[c][pt]; i++)
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
for (int i = 0; i < pieceCount[c][pt]; ++i)
if ( board[pieceList[c][pt][i]] != make_piece(c, pt)
|| index[pieceList[c][pt][i]] != i)
return false;
if ((*step)++, debugCastleSquares)
for (Color c = WHITE; c <= BLACK; c++)
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
CastleRight cr = make_castle_right(c, s);