/* 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 . */ #include "bitboard.h" #include #include #include #include "misc.h" 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(s1, s2), distance(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]) { #ifndef USE_PEXT // 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; #endif 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; #ifndef USE_PEXT m.shift = (Is64Bit ? 64 : 32) - popcount(m.mask); #endif // 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 { #ifndef USE_PEXT occupancy[size] = b; #endif 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); #ifndef USE_PEXT 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(); // 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; } } #endif } } } } // namespace Stockfish