Store additional bits for fullmove clock and 50 more rule halfmove clock at the end of the bit stream. This change keeps backwards compatibility.

This commit is contained in:
Tomasz Sobczyk
2020-10-11 12:01:23 +02:00
committed by nodchip
parent de20887e11
commit 7d62b3f799
2 changed files with 86 additions and 80 deletions

View File

@@ -113,43 +113,24 @@ namespace Learner {
// Huffman coding
// * is simplified from mini encoding to make conversion easier.
//
// 1 box on the board (other than NO_PIECE) = 2 to 6 bits (+ 1-bit flag + 1-bit forward and backward)
// 1 piece of hand piece = 1-5bit (+ 1-bit flag + 1bit ahead and behind)
//
// empty xxxxx0 + 0 (none)
// step xxxx01 + 2 xxxx0 + 2
// incense xx0011 + 2 xx001 + 2
// Katsura xx1011 + 2 xx101 + 2
// silver xx0111 + 2 xx011 + 2
// Gold x01111 + 1 x0111 + 1 // Gold is valid and has no flags.
// corner 011111 + 2 01111 + 2
// Fly 111111 + 2 11111 + 2
//
// Assuming all pieces are on the board,
// Sky 81-40 pieces = 41 boxes = 41bit
// Walk 4bit*18 pieces = 72bit
// Incense 6bit*4 pieces = 24bit
// Katsura 6bit*4 pieces = 24bit
// Silver 6bit*4 pieces = 24bit
// Gold 6bit* 4 pieces = 24bit
// corner 8bit* 2 pieces = 16bit
// Fly 8bit* 2 pieces = 16bit
// -------
// 241bit + 1bit (turn) + 7bit × 2 (King's position after) = 256bit
//
// When the piece on the board moves to the hand piece, the piece on the board becomes empty, so the box on the board can be expressed with 1 bit,
// Since the hand piece can be expressed by 1 bit less than the piece on the board, the total number of bits does not change in the end.
// Therefore, in this expression, any aspect can be expressed by this bit number.
// It is a hand piece and no flag is required, but if you include this, the bit number of the piece on the board will be -1
// Since the total number of bits can be fixed, we will include this as well.
// Huffman Encoding
//
// Empty xxxxxxx0
// Pawn xxxxx001 + 1 bit (Side to move)
// Knight xxxxx011 + 1 bit (Side to move)
// Bishop xxxxx101 + 1 bit (Side to move)
// Rook xxxxx111 + 1 bit (Side to move)
// Pawn xxxxx001 + 1 bit (Color)
// Knight xxxxx011 + 1 bit (Color)
// Bishop xxxxx101 + 1 bit (Color)
// Rook xxxxx111 + 1 bit (Color)
// Queen xxxx1001 + 1 bit (Color)
//
// Worst case:
// - 32 empty squares 32 bits
// - 30 pieces 150 bits
// - 2 kings 12 bits
// - castling rights 4 bits
// - ep square 7 bits
// - rule50 7 bits
// - game ply 16 bits
// - TOTAL 228 bits < 256 bits
struct HuffmanedPiece
{
@@ -212,7 +193,18 @@ namespace Learner {
stream.write_n_bit(pos.state()->rule50, 6);
stream.write_n_bit(1 + (pos.game_ply()-(pos.side_to_move() == BLACK)) / 2, 8);
const int fm = 1 + (pos.game_ply()-(pos.side_to_move() == BLACK)) / 2;
stream.write_n_bit(fm, 8);
// Write high bits of half move. This is a fix for the
// limited range of half move counter.
// This is backwards compatibile.
stream.write_n_bit(fm >> 8, 8);
// Write the highest bit of rule50 at the end. This is a backwards
// compatibile fix for rule50 having only 6 bits stored.
// This bit is just ignored by the old parsers.
stream.write_n_bit(pos.state()->rule50 >> 6, 1);
assert(stream.get_cursor() <= 256);
}
@@ -355,10 +347,20 @@ namespace Learner {
}
// Halfmove clock
pos.st->rule50 = static_cast<Square>(stream.read_n_bit(6));
pos.st->rule50 = stream.read_n_bit(6);
// Fullmove number
pos.gamePly = static_cast<Square>(stream.read_n_bit(8));
pos.gamePly = stream.read_n_bit(8);
// Read the highest bit of rule50. This was added as a fix for rule50
// counter having only 6 bits stored.
// In older entries this will just be a zero bit.
pos.gamePly |= stream.read_n_bit(8) << 8;
// Read the highest bit of rule50. This was added as a fix for rule50
// counter having only 6 bits stored.
// In older entries this will just be a zero bit.
pos.st->rule50 |= stream.read_n_bit(1) << 6;
// Convert from fullmove starting from 1 to gamePly starting from 0,
// handle also common incorrect FEN with fullmove = 0.