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https://github.com/peterosterlund2/droidfish.git
synced 2025-12-17 11:12:17 +01:00
DroidFish: Updated stockfish to version 2.3.
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@@ -23,6 +23,7 @@
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#include "bitboard.h"
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#include "bitcount.h"
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#include "misc.h"
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#include "rkiss.h"
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CACHE_LINE_ALIGNMENT
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@@ -45,22 +46,27 @@ Bitboard ThisAndAdjacentFilesBB[8];
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Bitboard InFrontBB[2][8];
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Bitboard StepAttacksBB[16][64];
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Bitboard BetweenBB[64][64];
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Bitboard DistanceRingsBB[64][8];
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Bitboard ForwardBB[2][64];
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Bitboard PassedPawnMask[2][64];
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Bitboard AttackSpanMask[2][64];
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Bitboard PseudoAttacks[6][64];
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uint8_t BitCount8Bit[256];
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int SquareDistance[64][64];
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namespace {
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// De Bruijn sequences. See chessprogramming.wikispaces.com/BitScan
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const uint64_t DeBruijn_64 = 0x218A392CD3D5DBFULL;
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const uint32_t DeBruijn_32 = 0x783A9B23;
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CACHE_LINE_ALIGNMENT
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int BSFTable[64];
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int MS1BTable[256];
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Bitboard RTable[0x19000]; // Storage space for rook attacks
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Bitboard BTable[0x1480]; // Storage space for bishop attacks
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uint8_t BitCount8Bit[256];
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typedef unsigned (Fn)(Square, Bitboard);
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@@ -68,40 +74,35 @@ namespace {
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Bitboard masks[], unsigned shifts[], Square deltas[], Fn index);
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}
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/// first_1() finds the least significant nonzero bit in a nonzero bitboard.
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/// pop_1st_bit() finds and clears the least significant nonzero bit in a
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/// nonzero bitboard.
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/// lsb()/msb() finds the least/most significant bit in a nonzero bitboard.
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/// pop_lsb() finds and clears the least significant bit in a nonzero bitboard.
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#if defined(IS_64BIT) && !defined(USE_BSFQ)
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#if !defined(USE_BSFQ)
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Square first_1(Bitboard b) {
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return Square(BSFTable[((b & -b) * 0x218A392CD3D5DBFULL) >> 58]);
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}
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Square lsb(Bitboard b) {
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Square pop_1st_bit(Bitboard* b) {
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Bitboard bb = *b;
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*b &= (*b - 1);
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return Square(BSFTable[((bb & -bb) * 0x218A392CD3D5DBFULL) >> 58]);
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}
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if (Is64Bit)
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return Square(BSFTable[((b & -b) * DeBruijn_64) >> 58]);
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#elif !defined(USE_BSFQ)
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Square first_1(Bitboard b) {
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b ^= (b - 1);
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uint32_t fold = unsigned(b) ^ unsigned(b >> 32);
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return Square(BSFTable[(fold * 0x783A9B23) >> 26]);
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return Square(BSFTable[(fold * DeBruijn_32) >> 26]);
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}
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Square pop_1st_bit(Bitboard* b) {
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Square pop_lsb(Bitboard* b) {
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Bitboard bb = *b;
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*b = bb & (bb - 1);
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if (Is64Bit)
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return Square(BSFTable[((bb & -bb) * DeBruijn_64) >> 58]);
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bb ^= (bb - 1);
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uint32_t fold = unsigned(bb) ^ unsigned(bb >> 32);
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return Square(BSFTable[(fold * 0x783A9B23) >> 26]);
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return Square(BSFTable[(fold * DeBruijn_32) >> 26]);
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}
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Square last_1(Bitboard b) {
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Square msb(Bitboard b) {
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unsigned b32;
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int result = 0;
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@@ -137,16 +138,18 @@ Square last_1(Bitboard b) {
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void Bitboards::print(Bitboard b) {
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sync_cout;
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for (Rank rank = RANK_8; rank >= RANK_1; rank--)
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{
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std::cout << "+---+---+---+---+---+---+---+---+" << '\n';
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for (File file = FILE_A; file <= FILE_H; file++)
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std::cout << "| " << ((b & make_square(file, rank)) ? "X " : " ");
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std::cout << "| " << (b & (file | rank) ? "X " : " ");
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std::cout << "|\n";
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}
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std::cout << "+---+---+---+---+---+---+---+---+" << std::endl;
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std::cout << "+---+---+---+---+---+---+---+---+" << sync_endl;
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}
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@@ -195,16 +198,22 @@ void Bitboards::init() {
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for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
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SquareDistance[s1][s2] = std::max(file_distance(s1, s2), rank_distance(s1, s2));
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for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
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for (int d = 1; d < 8; d++)
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for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
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if (SquareDistance[s1][s2] == d)
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DistanceRingsBB[s1][d - 1] |= s2;
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for (int i = 0; i < 64; i++)
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if (!Is64Bit) // Matt Taylor's folding trick for 32 bit systems
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{
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Bitboard b = 1ULL << i;
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b ^= b - 1;
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b ^= b >> 32;
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BSFTable[(uint32_t)(b * 0x783A9B23) >> 26] = i;
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BSFTable[(uint32_t)(b * DeBruijn_32) >> 26] = i;
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}
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else
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BSFTable[((1ULL << i) * 0x218A392CD3D5DBFULL) >> 58] = i;
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BSFTable[((1ULL << i) * DeBruijn_64) >> 58] = i;
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int steps[][9] = { {}, { 7, 9 }, { 17, 15, 10, 6, -6, -10, -15, -17 },
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{}, {}, {}, { 9, 7, -7, -9, 8, 1, -1, -8 } };
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@@ -265,25 +274,17 @@ namespace {
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}
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Bitboard pick_random(Bitboard mask, RKISS& rk, int booster) {
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Bitboard magic;
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Bitboard pick_random(RKISS& rk, int booster) {
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// Values s1 and s2 are used to rotate the candidate magic of a
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// quantity known to be the optimal to quickly find the magics.
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int s1 = booster & 63, s2 = (booster >> 6) & 63;
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while (true)
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{
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magic = rk.rand<Bitboard>();
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magic = (magic >> s1) | (magic << (64 - s1));
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magic &= rk.rand<Bitboard>();
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magic = (magic >> s2) | (magic << (64 - s2));
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magic &= rk.rand<Bitboard>();
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if (BitCount8Bit[(mask * magic) >> 56] >= 6)
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return magic;
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}
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Bitboard m = rk.rand<Bitboard>();
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m = (m >> s1) | (m << (64 - s1));
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m &= rk.rand<Bitboard>();
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m = (m >> s2) | (m << (64 - s2));
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return m & rk.rand<Bitboard>();
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}
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@@ -336,7 +337,9 @@ namespace {
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// Find a magic for square 's' picking up an (almost) random number
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// until we find the one that passes the verification test.
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do {
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magics[s] = pick_random(masks[s], rk, booster);
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do magics[s] = pick_random(rk, booster);
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while (BitCount8Bit[(magics[s] * masks[s]) >> 56] < 6);
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memset(attacks[s], 0, size * sizeof(Bitboard));
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// A good magic must map every possible occupancy to an index that
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@@ -350,6 +353,8 @@ namespace {
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if (attack && attack != reference[i])
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break;
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assert(reference[i] != 0);
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attack = reference[i];
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}
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} while (i != size);
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