Revert C++11 merge

Restore the state of repo back to commit 'Simplify pawn code a bit' (1e6d21dbb6)

No functional change
This commit is contained in:
Joona Kiiski
2015-03-07 07:38:22 +00:00
parent 6fa6da3ee1
commit 856a5f3aaa
29 changed files with 987 additions and 747 deletions

View File

@@ -19,7 +19,7 @@
#include <algorithm>
#include <cassert>
#include <cstring> // For std::memset, std::memcmp
#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
@@ -182,7 +182,7 @@ void Position::init() {
Position& Position::operator=(const Position& pos) {
std::memcpy(this, &pos, sizeof(Position));
std::memcpy(&startState, st, sizeof(StateInfo));
startState = *st;
st = &startState;
nodes = 0;
@@ -265,7 +265,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
else if ((idx = PieceToChar.find(token)) != string::npos)
{
put_piece(color_of(Piece(idx)), type_of(Piece(idx)), sq);
put_piece(sq, color_of(Piece(idx)), type_of(Piece(idx)));
++sq;
}
}
@@ -375,13 +375,13 @@ void Position::set_state(StateInfo* si) const {
si->psq += psq[color_of(pc)][type_of(pc)][s];
}
if (si->epSquare != SQ_NONE)
si->key ^= Zobrist::enpassant[file_of(si->epSquare)];
if (ep_square() != SQ_NONE)
si->key ^= Zobrist::enpassant[file_of(ep_square())];
if (sideToMove == BLACK)
si->key ^= Zobrist::side;
si->key ^= Zobrist::castling[si->castlingRights];
si->key ^= Zobrist::castling[st->castlingRights];
for (Bitboard b = pieces(PAWN); b; )
{
@@ -498,7 +498,7 @@ Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
| (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
| (attacks_bb<ROOK >(s, occupied) & pieces(ROOK, QUEEN))
| (attacks_bb<ROOK>(s, occupied) & pieces(ROOK, QUEEN))
| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
| (attacks_from<KING>(s) & pieces(KING));
}
@@ -566,7 +566,7 @@ bool Position::pseudo_legal(const Move m) const {
return MoveList<LEGAL>(*this).contains(m);
// Is not a promotion, so promotion piece must be empty
if (promotion_type(m) - KNIGHT != NO_PIECE_TYPE)
if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
// If the 'from' square is not occupied by a piece belonging to the side to
@@ -587,7 +587,9 @@ bool Position::pseudo_legal(const Move m) const {
return false;
if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
&& !((from + pawn_push(us) == to) && empty(to)) // Not a single push
&& !( (from + 2 * pawn_push(us) == to) // Not a double push
&& (rank_of(from) == relative_rank(us, RANK_2))
&& empty(to)
@@ -632,9 +634,10 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
Square from = from_sq(m);
Square to = to_sq(m);
PieceType pt = type_of(piece_on(from));
// Is there a direct check?
if (ci.checkSq[type_of(piece_on(from))] & to)
if (ci.checkSq[pt] & to)
return true;
// Is there a discovered check?
@@ -684,21 +687,31 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
void Position::do_move(Move m, StateInfo& newSt) {
CheckInfo ci(*this);
do_move(m, newSt, gives_check(m, ci));
}
void Position::do_move(Move m, StateInfo& newSt, bool moveIsCheck) {
assert(is_ok(m));
assert(&newSt != st);
++nodes;
Key k = st->key ^ Zobrist::side;
Key k = st->key;
// Copy some fields of the old state to our new StateInfo object except the
// ones which are going to be recalculated from scratch anyway and then switch
// our state pointer to point to the new (ready to be updated) state.
std::memcpy(&newSt, st, offsetof(StateInfo, key));
std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
newSt.previous = st;
st = &newSt;
// Update side to move
k ^= Zobrist::side;
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
@@ -709,19 +722,20 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
PieceType pt = type_of(piece_on(from));
Piece pc = piece_on(from);
PieceType pt = type_of(pc);
PieceType captured = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
assert(color_of(piece_on(from)) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == (type_of(m) != CASTLING ? them : us));
assert(color_of(pc) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLING);
assert(captured != KING);
if (type_of(m) == CASTLING)
{
assert(pt == KING);
assert(pc == make_piece(us, KING));
Square rfrom, rto;
do_castling<true>(us, from, to, rfrom, rto);
do_castling<true>(from, to, rfrom, rto);
captured = NO_PIECE_TYPE;
st->psq += psq[us][ROOK][rto] - psq[us][ROOK][rfrom];
@@ -738,7 +752,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
{
if (type_of(m) == ENPASSANT)
{
capsq -= pawn_push(us);
capsq += pawn_push(them);
assert(pt == PAWN);
assert(to == st->epSquare);
@@ -746,7 +760,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
board[capsq] = NO_PIECE; // Not done by remove_piece()
board[capsq] = NO_PIECE;
}
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
@@ -755,12 +769,12 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
st->nonPawnMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
remove_piece(them, captured, capsq);
remove_piece(capsq, them, captured);
// Update material hash key and prefetch access to materialTable
k ^= Zobrist::psq[them][captured][capsq];
st->materialKey ^= Zobrist::psq[them][captured][pieceCount[them][captured]];
prefetch(thisThread->materialTable[st->materialKey]);
prefetch((char*)thisThread->materialTable[st->materialKey]);
// Update incremental scores
st->psq -= psq[them][captured][capsq];
@@ -789,16 +803,16 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
// Move the piece. The tricky Chess960 castling is handled earlier
if (type_of(m) != CASTLING)
move_piece(us, pt, from, to);
move_piece(from, to, us, pt);
// If the moving piece is a pawn do some special extra work
if (pt == PAWN)
{
// Set en-passant square if the moved pawn can be captured
if ( (int(to) ^ int(from)) == 16
&& (attacks_from<PAWN>(to - pawn_push(us), us) & pieces(them, PAWN)))
&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(them, PAWN)))
{
st->epSquare = (from + to) / 2;
st->epSquare = Square((from + to) / 2);
k ^= Zobrist::enpassant[file_of(st->epSquare)];
}
@@ -809,8 +823,8 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
assert(relative_rank(us, to) == RANK_8);
assert(promotion >= KNIGHT && promotion <= QUEEN);
remove_piece(us, PAWN, to);
put_piece(us, promotion, to);
remove_piece(to, us, PAWN);
put_piece(to, us, promotion);
// Update hash keys
k ^= Zobrist::psq[us][PAWN][to] ^ Zobrist::psq[us][promotion][to];
@@ -827,7 +841,7 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
// Update pawn hash key and prefetch access to pawnsTable
st->pawnKey ^= Zobrist::psq[us][PAWN][from] ^ Zobrist::psq[us][PAWN][to];
prefetch(thisThread->pawnsTable[st->pawnKey]);
prefetch((char*)thisThread->pawnsTable[st->pawnKey]);
// Reset rule 50 draw counter
st->rule50 = 0;
@@ -842,8 +856,8 @@ void Position::do_move(Move m, StateInfo& newSt, bool givesCheck) {
// Update the key with the final value
st->key = k;
// Calculate checkers bitboard (if move gives check)
st->checkersBB = givesCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
// Calculate checkers bitboard (if move is check)
st->checkersBB = moveIsCheck ? attackers_to(king_square(them)) & pieces(us) : 0;
sideToMove = ~sideToMove;
@@ -870,23 +884,23 @@ void Position::undo_move(Move m) {
if (type_of(m) == PROMOTION)
{
assert(relative_rank(us, to) == RANK_8);
assert(pt == promotion_type(m));
assert(pt >= KNIGHT && pt <= QUEEN);
assert(relative_rank(us, to) == RANK_8);
assert(promotion_type(m) >= KNIGHT && promotion_type(m) <= QUEEN);
remove_piece(us, pt, to);
put_piece(us, PAWN, to);
remove_piece(to, us, promotion_type(m));
put_piece(to, us, PAWN);
pt = PAWN;
}
if (type_of(m) == CASTLING)
{
Square rfrom, rto;
do_castling<false>(us, from, to, rfrom, rto);
do_castling<false>(from, to, rfrom, rto);
}
else
{
move_piece(us, pt, to, from); // Put the piece back at the source square
move_piece(to, from, us, pt); // Put the piece back at the source square
if (st->capturedType)
{
@@ -900,10 +914,9 @@ void Position::undo_move(Move m) {
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(capsq) == NO_PIECE);
assert(st->capturedType == PAWN);
}
put_piece(~us, st->capturedType, capsq); // Restore the captured piece
put_piece(capsq, ~us, st->capturedType); // Restore the captured piece
}
}
@@ -918,19 +931,19 @@ void Position::undo_move(Move m) {
/// Position::do_castling() is a helper used to do/undo a castling move. This
/// is a bit tricky, especially in Chess960.
template<bool Do>
void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto) {
void Position::do_castling(Square from, Square& to, Square& rfrom, Square& rto) {
bool kingSide = to > from;
rfrom = to; // Castling is encoded as "king captures friendly rook"
rto = relative_square(us, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(us, kingSide ? SQ_G1 : SQ_C1);
rto = relative_square(sideToMove, kingSide ? SQ_F1 : SQ_D1);
to = relative_square(sideToMove, kingSide ? SQ_G1 : SQ_C1);
// Remove both pieces first since squares could overlap in Chess960
remove_piece(us, KING, Do ? from : to);
remove_piece(us, ROOK, Do ? rfrom : rto);
remove_piece(Do ? from : to, sideToMove, KING);
remove_piece(Do ? rfrom : rto, sideToMove, ROOK);
board[Do ? from : to] = board[Do ? rfrom : rto] = NO_PIECE; // Since remove_piece doesn't do it for us
put_piece(us, KING, Do ? to : from);
put_piece(us, ROOK, Do ? rto : rfrom);
put_piece(Do ? to : from, sideToMove, KING);
put_piece(Do ? rto : rfrom, sideToMove, ROOK);
}
@@ -940,9 +953,9 @@ void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Squ
void Position::do_null_move(StateInfo& newSt) {
assert(!checkers());
assert(&newSt != st);
std::memcpy(&newSt, st, sizeof(StateInfo));
std::memcpy(&newSt, st, sizeof(StateInfo)); // Fully copy here
newSt.previous = st;
st = &newSt;
@@ -953,7 +966,7 @@ void Position::do_null_move(StateInfo& newSt) {
}
st->key ^= Zobrist::side;
prefetch(TT.first_entry(st->key));
prefetch((char*)TT.first_entry(st->key));
++st->rule50;
st->pliesFromNull = 0;
@@ -1063,11 +1076,21 @@ Value Position::see(Move m) const {
// Locate and remove the next least valuable attacker
captured = min_attacker<PAWN>(byTypeBB, to, stmAttackers, occupied, attackers);
// Stop before processing a king capture
if (captured == KING)
{
if (stmAttackers == attackers)
++slIndex;
break;
}
stm = ~stm;
stmAttackers = attackers & pieces(stm);
++slIndex;
} while (stmAttackers && (captured != KING || (--slIndex, false))); // Stop before a king capture
} while (stmAttackers);
// 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.
@@ -1102,6 +1125,10 @@ bool Position::is_draw() const {
/// Position::flip() flips position with the white and black sides reversed. This
/// is only useful for debugging e.g. for finding evaluation symmetry bugs.
static char toggle_case(char c) {
return char(islower(c) ? toupper(c) : tolower(c));
}
void Position::flip() {
string f, token;
@@ -1119,8 +1146,7 @@ void Position::flip() {
ss >> token; // Castling availability
f += token + " ";
std::transform(f.begin(), f.end(), f.begin(),
[](char c) { return char(islower(c) ? toupper(c) : tolower(c)); });
std::transform(f.begin(), f.end(), f.begin(), toggle_case);
ss >> token; // En passant square
f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3"));
@@ -1137,77 +1163,96 @@ void Position::flip() {
/// Position::pos_is_ok() performs some consistency checks for the position object.
/// This is meant to be helpful when debugging.
bool Position::pos_is_ok(int* failedStep) const {
bool Position::pos_is_ok(int* step) const {
const bool Fast = true; // Quick (default) or full check?
// Which parts of the position should be verified?
const bool all = false;
enum { Default, King, Bitboards, State, Lists, Castling };
const bool testBitboards = all || false;
const bool testState = all || false;
const bool testKingCount = all || false;
const bool testKingCapture = all || false;
const bool testPieceCounts = all || false;
const bool testPieceList = all || false;
const bool testCastlingSquares = all || false;
for (int step = Default; step <= (Fast ? Default : Castling); step++)
if (step)
*step = 1;
if ( (sideToMove != WHITE && sideToMove != BLACK)
|| piece_on(king_square(WHITE)) != W_KING
|| piece_on(king_square(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
if (step && ++*step, testBitboards)
{
if (failedStep)
*failedStep = step;
// The intersection of the white and black pieces must be empty
if (pieces(WHITE) & pieces(BLACK))
return false;
if (step == Default)
if ( (sideToMove != WHITE && sideToMove != BLACK)
|| piece_on(king_square(WHITE)) != W_KING
|| piece_on(king_square(BLACK)) != B_KING
|| ( ep_square() != SQ_NONE
&& relative_rank(sideToMove, ep_square()) != RANK_6))
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
if ((pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
if (step == King)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1
|| attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
return false;
if (step == Bitboards)
{
if ( (pieces(WHITE) & pieces(BLACK))
||(pieces(WHITE) | pieces(BLACK)) != pieces())
return false;
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
if (step == State)
{
StateInfo si = *st;
set_state(&si);
if (std::memcmp(&si, st, sizeof(StateInfo)))
return false;
}
if (step == Lists)
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;
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 == Castling)
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
if (!can_castle(c | s))
continue;
if ( piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s)
||(castlingRightsMask[king_square(c)] & (c | s)) != (c | s))
return false;
}
// Separate piece type bitboards must have empty intersections
for (PieceType p1 = PAWN; p1 <= KING; ++p1)
for (PieceType p2 = PAWN; p2 <= KING; ++p2)
if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
if (step && ++*step, testState)
{
StateInfo si;
set_state(&si);
if ( st->key != si.key
|| st->pawnKey != si.pawnKey
|| st->materialKey != si.materialKey
|| st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
|| st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
|| st->psq != si.psq
|| st->checkersBB != si.checkersBB)
return false;
}
if (step && ++*step, testKingCount)
if ( std::count(board, board + SQUARE_NB, W_KING) != 1
|| std::count(board, board + SQUARE_NB, B_KING) != 1)
return false;
if (step && ++*step, testKingCapture)
if (attackers_to(king_square(~sideToMove)) & pieces(sideToMove))
return false;
if (step && ++*step, testPieceCounts)
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 && ++*step, testPieceList)
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 && ++*step, testCastlingSquares)
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
if (!can_castle(c | s))
continue;
if ( (castlingRightsMask[king_square(c)] & (c | s)) != (c | s)
|| piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
|| castlingRightsMask[castlingRookSquare[c | s]] != (c | s))
return false;
}
return true;
}