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| /* | |
| Stockfish, a UCI chess playing engine derived from Glaurung 2.1 | |
| Copyright (C) 2004-2026 The Stockfish developers (see AUTHORS file) | |
| Stockfish is free software: you can redistribute it and/or modify | |
| it under the terms of the GNU General Public License as published by | |
| the Free Software Foundation, either version 3 of the License, or | |
| (at your option) any later version. | |
| Stockfish is distributed in the hope that it will be useful, | |
| but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
| GNU General Public License for more details. | |
| You should have received a copy of the GNU General Public License | |
| along with this program. If not, see <http://www.gnu.org/licenses/>. | |
| */ | |
| namespace Stockfish { | |
| uint8_t PopCnt16[1 << 16]; | |
| uint8_t SquareDistance[SQUARE_NB][SQUARE_NB]; | |
| Bitboard LineBB[SQUARE_NB][SQUARE_NB]; | |
| Bitboard BetweenBB[SQUARE_NB][SQUARE_NB]; | |
| Bitboard RayPassBB[SQUARE_NB][SQUARE_NB]; | |
| alignas(64) Magic Magics[SQUARE_NB][2]; | |
| namespace { | |
| Bitboard RookTable[0x19000]; // To store rook attacks | |
| Bitboard BishopTable[0x1480]; // To store bishop attacks | |
| void init_magics(PieceType pt, Bitboard table[], Magic magics[][2]); | |
| } | |
| // Returns an ASCII representation of a bitboard suitable | |
| // to be printed to standard output. Useful for debugging. | |
| std::string Bitboards::pretty(Bitboard b) { | |
| std::string s = "+---+---+---+---+---+---+---+---+\n"; | |
| for (Rank r = RANK_8;; --r) | |
| { | |
| for (File f = FILE_A; f <= FILE_H; ++f) | |
| s += b & make_square(f, r) ? "| X " : "| "; | |
| s += "| " + std::to_string(1 + r) + "\n+---+---+---+---+---+---+---+---+\n"; | |
| if (r == RANK_1) | |
| break; | |
| } | |
| s += " a b c d e f g h\n"; | |
| return s; | |
| } | |
| // Initializes various bitboard tables. It is called at | |
| // startup and relies on global objects to be already zero-initialized. | |
| void Bitboards::init() { | |
| for (unsigned i = 0; i < (1 << 16); ++i) | |
| PopCnt16[i] = uint8_t(std::bitset<16>(i).count()); | |
| for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1) | |
| for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2) | |
| SquareDistance[s1][s2] = std::max(distance<File>(s1, s2), distance<Rank>(s1, s2)); | |
| init_magics(ROOK, RookTable, Magics); | |
| init_magics(BISHOP, BishopTable, Magics); | |
| for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1) | |
| { | |
| for (PieceType pt : {BISHOP, ROOK}) | |
| for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2) | |
| { | |
| if (PseudoAttacks[pt][s1] & s2) | |
| { | |
| LineBB[s1][s2] = (attacks_bb(pt, s1, 0) & attacks_bb(pt, s2, 0)) | s1 | s2; | |
| BetweenBB[s1][s2] = | |
| (attacks_bb(pt, s1, square_bb(s2)) & attacks_bb(pt, s2, square_bb(s1))); | |
| RayPassBB[s1][s2] = | |
| attacks_bb(pt, s1, 0) & (attacks_bb(pt, s2, square_bb(s1)) | s2); | |
| } | |
| BetweenBB[s1][s2] |= s2; | |
| } | |
| } | |
| } | |
| namespace { | |
| // Computes all rook and bishop attacks at startup. Magic | |
| // bitboards are used to look up attacks of sliding pieces. As a reference see | |
| // https://www.chessprogramming.org/Magic_Bitboards. In particular, here we use | |
| // the so called "fancy" approach. | |
| void init_magics(PieceType pt, Bitboard table[], Magic magics[][2]) { | |
| // Optimal PRNG seeds to pick the correct magics in the shortest time | |
| int seeds[][RANK_NB] = {{8977, 44560, 54343, 38998, 5731, 95205, 104912, 17020}, | |
| {728, 10316, 55013, 32803, 12281, 15100, 16645, 255}}; | |
| Bitboard occupancy[4096]; | |
| int epoch[4096] = {}, cnt = 0; | |
| Bitboard reference[4096]; | |
| int size = 0; | |
| for (Square s = SQ_A1; s <= SQ_H8; ++s) | |
| { | |
| // Board edges are not considered in the relevant occupancies | |
| Bitboard edges = ((Rank1BB | Rank8BB) & ~rank_bb(s)) | ((FileABB | FileHBB) & ~file_bb(s)); | |
| // Given a square 's', the mask is the bitboard of sliding attacks from | |
| // 's' computed on an empty board. The index must be big enough to contain | |
| // all the attacks for each possible subset of the mask and so is 2 power | |
| // the number of 1s of the mask. Hence we deduce the size of the shift to | |
| // apply to the 64 or 32 bits word to get the index. | |
| Magic& m = magics[s][pt - BISHOP]; | |
| m.mask = Bitboards::sliding_attack(pt, s, 0) & ~edges; | |
| m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask); | |
| // Set the offset for the attacks table of the square. We have individual | |
| // table sizes for each square with "Fancy Magic Bitboards". | |
| m.attacks = s == SQ_A1 ? table : magics[s - 1][pt - BISHOP].attacks + size; | |
| size = 0; | |
| // Use Carry-Rippler trick to enumerate all subsets of masks[s] and | |
| // store the corresponding sliding attack bitboard in reference[]. | |
| Bitboard b = 0; | |
| do | |
| { | |
| occupancy[size] = b; | |
| reference[size] = Bitboards::sliding_attack(pt, s, b); | |
| if (HasPext) | |
| m.attacks[pext(b, m.mask)] = reference[size]; | |
| size++; | |
| b = (b - m.mask) & m.mask; | |
| } while (b); | |
| PRNG rng(seeds[Is64Bit][rank_of(s)]); | |
| // Find a magic for square 's' picking up an (almost) random number | |
| // until we find the one that passes the verification test. | |
| for (int i = 0; i < size;) | |
| { | |
| for (m.magic = 0; popcount((m.magic * m.mask) >> 56) < 6;) | |
| m.magic = rng.sparse_rand<Bitboard>(); | |
| // A good magic must map every possible occupancy to an index that | |
| // looks up the correct sliding attack in the attacks[s] database. | |
| // Note that we build up the database for square 's' as a side | |
| // effect of verifying the magic. Keep track of the attempt count | |
| // and save it in epoch[], little speed-up trick to avoid resetting | |
| // m.attacks[] after every failed attempt. | |
| for (++cnt, i = 0; i < size; ++i) | |
| { | |
| unsigned idx = m.index(occupancy[i]); | |
| if (epoch[idx] < cnt) | |
| { | |
| epoch[idx] = cnt; | |
| m.attacks[idx] = reference[i]; | |
| } | |
| else if (m.attacks[idx] != reference[i]) | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } // namespace Stockfish | |