mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-25 11:36:51 +08:00
Move sfen_packer to learn.
This commit is contained in:
@@ -1,407 +0,0 @@
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#if defined (EVAL_LEARN)
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#include "sfen_packer.h"
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#include "../learn/packed_sfen.h"
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#include "../misc.h"
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#include "../position.h"
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#include <sstream>
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#include <fstream>
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#include <cstring> // std::memset()
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using namespace std;
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namespace Learner {
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// Class that handles bitstream
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// useful when doing aspect encoding
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struct BitStream
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{
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// Set the memory to store the data in advance.
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// Assume that memory is cleared to 0.
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void set_data(std::uint8_t* data_) { data = data_; reset(); }
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// Get the pointer passed in set_data().
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uint8_t* get_data() const { return data; }
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// Get the cursor.
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int get_cursor() const { return bit_cursor; }
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// reset the cursor
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void reset() { bit_cursor = 0; }
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// Write 1bit to the stream.
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// If b is non-zero, write out 1. If 0, write 0.
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void write_one_bit(int b)
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{
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if (b)
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data[bit_cursor / 8] |= 1 << (bit_cursor & 7);
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++bit_cursor;
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}
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// Get 1 bit from the stream.
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int read_one_bit()
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{
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int b = (data[bit_cursor / 8] >> (bit_cursor & 7)) & 1;
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++bit_cursor;
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return b;
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}
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// write n bits of data
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// Data shall be written out from the lower order of d.
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void write_n_bit(int d, int n)
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{
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for (int i = 0; i <n; ++i)
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write_one_bit(d & (1 << i));
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}
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// read n bits of data
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// Reverse conversion of write_n_bit().
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int read_n_bit(int n)
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{
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int result = 0;
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for (int i = 0; i < n; ++i)
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result |= read_one_bit() ? (1 << i) : 0;
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return result;
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}
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private:
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// Next bit position to read/write.
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int bit_cursor;
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// data entity
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std::uint8_t* data;
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};
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// Class for compressing/decompressing sfen
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// sfen can be packed to 256bit (32bytes) by Huffman coding.
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// This is proven by mini. The above is Huffman coding.
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//
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// Internal format = 1-bit turn + 7-bit king position *2 + piece on board (Huffman coding) + hand piece (Huffman coding)
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// Side to move (White = 0, Black = 1) (1bit)
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// White King Position (6 bits)
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// Black King Position (6 bits)
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// Huffman Encoding of the board
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// Castling availability (1 bit x 4)
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// En passant square (1 or 1 + 6 bits)
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// Rule 50 (6 bits)
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// Game play (8 bits)
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//
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// TODO(someone): Rename SFEN to FEN.
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//
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struct SfenPacker
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{
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void pack(const Position& pos);
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// sfen packed by pack() (256bit = 32bytes)
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// Or sfen to decode with unpack()
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uint8_t *data; // uint8_t[32];
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BitStream stream;
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// Output the board pieces to stream.
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void write_board_piece_to_stream(Piece pc);
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// Read one board piece from stream
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Piece read_board_piece_from_stream();
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};
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// Huffman coding
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// * is simplified from mini encoding to make conversion easier.
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//
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// 1 box on the board (other than NO_PIECE) = 2 to 6 bits (+ 1-bit flag + 1-bit forward and backward)
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// 1 piece of hand piece = 1-5bit (+ 1-bit flag + 1bit ahead and behind)
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//
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// empty xxxxx0 + 0 (none)
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// step xxxx01 + 2 xxxx0 + 2
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// incense xx0011 + 2 xx001 + 2
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// Katsura xx1011 + 2 xx101 + 2
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// silver xx0111 + 2 xx011 + 2
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// Gold x01111 + 1 x0111 + 1 // Gold is valid and has no flags.
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// corner 011111 + 2 01111 + 2
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// Fly 111111 + 2 11111 + 2
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//
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// Assuming all pieces are on the board,
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// Sky 81-40 pieces = 41 boxes = 41bit
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// Walk 4bit*18 pieces = 72bit
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// Incense 6bit*4 pieces = 24bit
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// Katsura 6bit*4 pieces = 24bit
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// Silver 6bit*4 pieces = 24bit
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// Gold 6bit* 4 pieces = 24bit
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// corner 8bit* 2 pieces = 16bit
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// Fly 8bit* 2 pieces = 16bit
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// -------
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// 241bit + 1bit (turn) + 7bit × 2 (King's position after) = 256bit
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//
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// 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,
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// 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.
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// Therefore, in this expression, any aspect can be expressed by this bit number.
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// 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
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// Since the total number of bits can be fixed, we will include this as well.
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// Huffman Encoding
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//
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// Empty xxxxxxx0
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// Pawn xxxxx001 + 1 bit (Side to move)
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// Knight xxxxx011 + 1 bit (Side to move)
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// Bishop xxxxx101 + 1 bit (Side to move)
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// Rook xxxxx111 + 1 bit (Side to move)
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struct HuffmanedPiece
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{
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int code; // how it will be coded
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int bits; // How many bits do you have
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};
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constexpr HuffmanedPiece huffman_table[] =
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{
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{0b0000,1}, // NO_PIECE
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{0b0001,4}, // PAWN
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{0b0011,4}, // KNIGHT
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{0b0101,4}, // BISHOP
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{0b0111,4}, // ROOK
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{0b1001,4}, // QUEEN
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};
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// Pack sfen and store in data[32].
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void SfenPacker::pack(const Position& pos)
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{
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// cout << pos;
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memset(data, 0, 32 /* 256bit */);
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stream.set_data(data);
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// turn
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// Side to move.
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stream.write_one_bit((int)(pos.side_to_move()));
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// 7-bit positions for leading and trailing balls
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// White king and black king, 6 bits for each.
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for(auto c: Colors)
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stream.write_n_bit(pos.king_square(c), 6);
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// Write the pieces on the board other than the kings.
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for (Rank r = RANK_8; r >= RANK_1; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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{
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Piece pc = pos.piece_on(make_square(f, r));
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if (type_of(pc) == KING)
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continue;
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write_board_piece_to_stream(pc);
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}
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}
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// TODO(someone): Support chess960.
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stream.write_one_bit(pos.can_castle(WHITE_OO));
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stream.write_one_bit(pos.can_castle(WHITE_OOO));
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stream.write_one_bit(pos.can_castle(BLACK_OO));
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stream.write_one_bit(pos.can_castle(BLACK_OOO));
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if (pos.ep_square() == SQ_NONE) {
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stream.write_one_bit(0);
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}
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else {
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stream.write_one_bit(1);
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stream.write_n_bit(static_cast<int>(pos.ep_square()), 6);
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}
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stream.write_n_bit(pos.state()->rule50, 6);
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stream.write_n_bit(1 + (pos.game_ply()-(pos.side_to_move() == BLACK)) / 2, 8);
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assert(stream.get_cursor() <= 256);
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}
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// Output the board pieces to stream.
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void SfenPacker::write_board_piece_to_stream(Piece pc)
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{
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// piece type
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PieceType pr = type_of(pc);
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auto c = huffman_table[pr];
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stream.write_n_bit(c.code, c.bits);
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if (pc == NO_PIECE)
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return;
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// first and second flag
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stream.write_one_bit(color_of(pc));
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}
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// Read one board piece from stream
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Piece SfenPacker::read_board_piece_from_stream()
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{
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PieceType pr = NO_PIECE_TYPE;
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int code = 0, bits = 0;
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while (true)
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{
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code |= stream.read_one_bit() << bits;
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++bits;
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assert(bits <= 6);
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for (pr = NO_PIECE_TYPE; pr <KING; ++pr)
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if (huffman_table[pr].code == code
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&& huffman_table[pr].bits == bits)
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goto Found;
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}
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Found:;
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if (pr == NO_PIECE_TYPE)
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return NO_PIECE;
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// first and second flag
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Color c = (Color)stream.read_one_bit();
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return make_piece(c, pr);
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}
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int set_from_packed_sfen(Position& pos, const PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror)
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{
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SfenPacker packer;
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auto& stream = packer.stream;
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// TODO: separate streams for writing and reading. Here we actually have to
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// const_cast which is not safe in the long run.
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stream.set_data(const_cast<uint8_t*>(reinterpret_cast<const uint8_t*>(&sfen)));
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std::memset(&pos, 0, sizeof(Position));
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std::memset(si, 0, sizeof(StateInfo));
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std::fill_n(&pos.pieceList[0][0], sizeof(pos.pieceList) / sizeof(Square), SQ_NONE);
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pos.st = si;
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// Active color
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pos.sideToMove = (Color)stream.read_one_bit();
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pos.pieceList[W_KING][0] = SQUARE_NB;
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pos.pieceList[B_KING][0] = SQUARE_NB;
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// First the position of the ball
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if (mirror)
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{
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for (auto c : Colors)
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pos.board[flip_file((Square)stream.read_n_bit(6))] = make_piece(c, KING);
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}
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else
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{
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for (auto c : Colors)
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pos.board[stream.read_n_bit(6)] = make_piece(c, KING);
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}
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// Piece placement
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for (Rank r = RANK_8; r >= RANK_1; --r)
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{
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for (File f = FILE_A; f <= FILE_H; ++f)
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{
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auto sq = make_square(f, r);
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if (mirror) {
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sq = flip_file(sq);
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}
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// it seems there are already balls
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Piece pc;
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if (type_of(pos.board[sq]) != KING)
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{
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assert(pos.board[sq] == NO_PIECE);
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pc = packer.read_board_piece_from_stream();
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}
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else
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{
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pc = pos.board[sq];
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// put_piece() will catch ASSERT unless you remove it all.
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pos.board[sq] = NO_PIECE;
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}
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// There may be no pieces, so skip in that case.
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if (pc == NO_PIECE)
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continue;
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pos.put_piece(Piece(pc), sq);
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if (stream.get_cursor()> 256)
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return 1;
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//assert(stream.get_cursor() <= 256);
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}
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}
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// Castling availability.
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// TODO(someone): Support chess960.
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pos.st->castlingRights = 0;
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if (stream.read_one_bit()) {
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Square rsq;
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for (rsq = relative_square(WHITE, SQ_H1); pos.piece_on(rsq) != W_ROOK; --rsq) {}
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pos.set_castling_right(WHITE, rsq);
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}
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if (stream.read_one_bit()) {
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Square rsq;
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for (rsq = relative_square(WHITE, SQ_A1); pos.piece_on(rsq) != W_ROOK; ++rsq) {}
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pos.set_castling_right(WHITE, rsq);
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}
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if (stream.read_one_bit()) {
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Square rsq;
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for (rsq = relative_square(BLACK, SQ_H1); pos.piece_on(rsq) != B_ROOK; --rsq) {}
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pos.set_castling_right(BLACK, rsq);
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}
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if (stream.read_one_bit()) {
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Square rsq;
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for (rsq = relative_square(BLACK, SQ_A1); pos.piece_on(rsq) != B_ROOK; ++rsq) {}
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pos.set_castling_right(BLACK, rsq);
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}
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// En passant square. Ignore if no pawn capture is possible
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if (stream.read_one_bit()) {
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Square ep_square = static_cast<Square>(stream.read_n_bit(6));
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if (mirror) {
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ep_square = flip_file(ep_square);
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}
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pos.st->epSquare = ep_square;
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if (!(pos.attackers_to(pos.st->epSquare) & pos.pieces(pos.sideToMove, PAWN))
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|| !(pos.pieces(~pos.sideToMove, PAWN) & (pos.st->epSquare + pawn_push(~pos.sideToMove))))
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pos.st->epSquare = SQ_NONE;
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}
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else {
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pos.st->epSquare = SQ_NONE;
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}
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// Halfmove clock
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pos.st->rule50 = static_cast<Square>(stream.read_n_bit(6));
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// Fullmove number
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pos.gamePly = static_cast<Square>(stream.read_n_bit(8));
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// Convert from fullmove starting from 1 to gamePly starting from 0,
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// handle also common incorrect FEN with fullmove = 0.
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pos.gamePly = std::max(2 * (pos.gamePly - 1), 0) + (pos.sideToMove == BLACK);
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assert(stream.get_cursor() <= 256);
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pos.chess960 = false;
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pos.thisThread = th;
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pos.set_state(pos.st);
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assert(pos_is_ok());
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return 0;
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}
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PackedSfen sfen_pack(Position& pos)
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{
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PackedSfen sfen;
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SfenPacker sp;
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sp.data = (uint8_t*)&sfen;
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sp.pack(pos);
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return sfen;
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}
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}
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#endif // USE_SFEN_PACKER
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@@ -1,23 +0,0 @@
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#ifndef _SFEN_PACKER_H_
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#define _SFEN_PACKER_H_
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#if defined(EVAL_LEARN)
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#include <cstdint>
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#include "../types.h"
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#include "../learn/packed_sfen.h"
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class Position;
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struct StateInfo;
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class Thread;
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namespace Learner {
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int set_from_packed_sfen(Position& pos, const PackedSfen& sfen, StateInfo* si, Thread* th, bool mirror);
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PackedSfen sfen_pack(Position& pos);
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}
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#endif
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#endif
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Reference in New Issue
Block a user