/* 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 "position.h" #include #include #include #include #include #include #include #include #include #include #include #include #include "bitboard.h" #include "history.h" #include "misc.h" #include "movegen.h" #include "syzygy/tbprobe.h" #include "tt.h" #include "uci.h" using std::string; namespace Stockfish { namespace Zobrist { Key psq[PIECE_NB][SQUARE_NB]; Key enpassant[FILE_NB]; Key castling[CASTLING_RIGHT_NB]; Key side, noPawns; } namespace { constexpr std::string_view PieceToChar(" PNBRQK pnbrqk"); static constexpr Piece Pieces[] = {W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING, B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING}; } // namespace // Returns an ASCII representation of the position std::ostream& operator<<(std::ostream& os, const Position& pos) { os << "\n +---+---+---+---+---+---+---+---+\n"; for (Rank r = RANK_8;; --r) { for (File f = FILE_A; f <= FILE_H; ++f) os << " | " << PieceToChar[pos.piece_on(make_square(f, r))]; os << " | " << (1 + r) << "\n +---+---+---+---+---+---+---+---+\n"; if (r == RANK_1) break; } os << " a b c d e f g h\n" << "\nFen: " << pos.fen() << "\nKey: " << std::hex << std::uppercase << std::setfill('0') << std::setw(16) << pos.key() << std::setfill(' ') << std::dec << "\nCheckers: "; for (Bitboard b = pos.checkers(); b;) os << UCIEngine::square(pop_lsb(b)) << " "; if (Tablebases::MaxCardinality >= popcount(pos.pieces()) && !pos.can_castle(ANY_CASTLING)) { StateInfo st; Position p; p.set(pos.fen(), pos.is_chess960(), &st); Tablebases::ProbeState s1, s2; Tablebases::WDLScore wdl = Tablebases::probe_wdl(p, &s1); int dtz = Tablebases::probe_dtz(p, &s2); os << "\nTablebases WDL: " << std::setw(4) << wdl << " (" << s1 << ")" << "\nTablebases DTZ: " << std::setw(4) << dtz << " (" << s2 << ")"; } return os; } // Implements Marcel van Kervinck's cuckoo algorithm to detect repetition of positions // for 3-fold repetition draws. The algorithm uses two hash tables with Zobrist hashes // to allow fast detection of recurring positions. For details see: // http://web.archive.org/web/20201107002606/https://marcelk.net/2013-04-06/paper/upcoming-rep-v2.pdf // First and second hash functions for indexing the cuckoo tables inline int H1(Key h) { return h & 0x1fff; } inline int H2(Key h) { return (h >> 16) & 0x1fff; } // Cuckoo tables with Zobrist hashes of valid reversible moves, and the moves themselves std::array cuckoo; std::array cuckooMove; // Initializes at startup the various arrays used to compute hash keys void Position::init() { PRNG rng(1070372); for (Piece pc : Pieces) for (Square s = SQ_A1; s <= SQ_H8; ++s) Zobrist::psq[pc][s] = rng.rand(); // pawns on these squares will promote std::fill_n(Zobrist::psq[W_PAWN] + SQ_A8, 8, 0); std::fill_n(Zobrist::psq[B_PAWN], 8, 0); for (File f = FILE_A; f <= FILE_H; ++f) Zobrist::enpassant[f] = rng.rand(); for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr) Zobrist::castling[cr] = rng.rand(); Zobrist::side = rng.rand(); Zobrist::noPawns = rng.rand(); // Prepare the cuckoo tables cuckoo.fill(0); cuckooMove.fill(Move::none()); [[maybe_unused]] int count = 0; for (Piece pc : Pieces) for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1) for (Square s2 = Square(s1 + 1); s2 <= SQ_H8; ++s2) if ((type_of(pc) != PAWN) && (attacks_bb(type_of(pc), s1, 0) & s2)) { Move move = Move(s1, s2); Key key = Zobrist::psq[pc][s1] ^ Zobrist::psq[pc][s2] ^ Zobrist::side; int i = H1(key); while (true) { std::swap(cuckoo[i], key); std::swap(cuckooMove[i], move); if (move == Move::none()) // Arrived at empty slot? break; i = (i == H1(key)) ? H2(key) : H1(key); // Push victim to alternative slot } count++; } assert(count == 3668); } // Initializes the position object with the given FEN string. // This function is not very robust - make sure that input FENs are correct, // this is assumed to be the responsibility of the GUI. Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si) { /* A FEN string defines a particular position using only the ASCII character set. A FEN string contains six fields separated by a space. The fields are: 1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending with rank 1. Within each rank, the contents of each square are described from file A through file H. Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken from the standard English names. White pieces are designated using upper-case letters ("PNBRQK") whilst Black uses lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number of blank squares), and "/" separates ranks. 2) Active color. "w" means white moves next, "b" means black. 3) Castling availability. If neither side can castle, this is "-". Otherwise, this has one or more letters: "K" (White can castle kingside), "Q" (White can castle queenside), "k" (Black can castle kingside), and/or "q" (Black can castle queenside). 4) En passant target square (in algebraic notation). If there's no en passant target square, this is "-". If a pawn has just made a 2-square move, this is the position "behind" the pawn. Following X-FEN standard, this is recorded only if there is a pawn in position to make an en passant capture, and if there really is a pawn that might have advanced two squares. 5) Halfmove clock. This is the number of halfmoves since the last pawn advance or capture. This is used to determine if a draw can be claimed under the fifty-move rule. 6) Fullmove number. The number of the full move. It starts at 1, and is incremented after Black's move. */ unsigned char col, row, token; size_t idx; Square sq = SQ_A8; std::istringstream ss(fenStr); std::memset(reinterpret_cast(this), 0, sizeof(Position)); std::memset(si, 0, sizeof(StateInfo)); st = si; ss >> std::noskipws; // 1. Piece placement while ((ss >> token) && !isspace(token)) { if (isdigit(token)) sq += (token - '0') * EAST; // Advance the given number of files else if (token == '/') sq += 2 * SOUTH; else if ((idx = PieceToChar.find(token)) != string::npos) { put_piece(Piece(idx), sq); ++sq; } } // 2. Active color ss >> token; sideToMove = (token == 'w' ? WHITE : BLACK); ss >> token; // 3. Castling availability. Compatible with 3 standards: Normal FEN standard, // Shredder-FEN that uses the letters of the columns on which the rooks began // the game instead of KQkq and also X-FEN standard that, in case of Chess960, // if an inner rook is associated with the castling right, the castling tag is // replaced by the file letter of the involved rook, as for the Shredder-FEN. while ((ss >> token) && !isspace(token)) { Square rsq; Color c = islower(token) ? BLACK : WHITE; Piece rook = make_piece(c, ROOK); token = char(toupper(token)); if (token == 'K') for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; --rsq) {} else if (token == 'Q') for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; ++rsq) {} else if (token >= 'A' && token <= 'H') rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1)); else continue; set_castling_right(c, rsq); } // 4. En passant square. // Ignore if square is invalid or not on side to move relative rank 6. bool enpassant = false, legalEP = false; if (((ss >> col) && (col >= 'a' && col <= 'h')) && ((ss >> row) && (row == (sideToMove == WHITE ? '6' : '3')))) { st->epSquare = make_square(File(col - 'a'), Rank(row - '1')); Bitboard pawns = attacks_bb(st->epSquare, ~sideToMove) & pieces(sideToMove, PAWN); Bitboard target = (pieces(~sideToMove, PAWN) & (st->epSquare + pawn_push(~sideToMove))); Bitboard occ = pieces() ^ target ^ st->epSquare; // En passant square will be considered only if // a) side to move have a pawn threatening epSquare // b) there is an enemy pawn in front of epSquare // c) there is no piece on epSquare or behind epSquare enpassant = pawns && target && !(pieces() & (st->epSquare | (st->epSquare + pawn_push(sideToMove)))); // If no pawn can execute the en passant capture without leaving the king in check, don't record the epSquare while (pawns) legalEP |= !(attackers_to(square(sideToMove), occ ^ pop_lsb(pawns)) & pieces(~sideToMove) & ~target); } if (!enpassant || !legalEP) st->epSquare = SQ_NONE; // 5-6. Halfmove clock and fullmove number ss >> std::skipws >> st->rule50 >> gamePly; // Convert from fullmove starting from 1 to gamePly starting from 0, // handle also common incorrect FEN with fullmove = 0. gamePly = std::max(2 * (gamePly - 1), 0) + (sideToMove == BLACK); chess960 = isChess960; set_state(); assert(pos_is_ok()); return *this; } // Helper function used to set castling // rights given the corresponding color and the rook starting square. void Position::set_castling_right(Color c, Square rfrom) { Square kfrom = square(c); CastlingRights cr = c & (kfrom < rfrom ? KING_SIDE : QUEEN_SIDE); st->castlingRights |= cr; castlingRightsMask[kfrom] |= cr; castlingRightsMask[rfrom] |= cr; castlingRookSquare[cr] = rfrom; Square kto = relative_square(c, cr & KING_SIDE ? SQ_G1 : SQ_C1); Square rto = relative_square(c, cr & KING_SIDE ? SQ_F1 : SQ_D1); castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto)) & ~(kfrom | rfrom); } // Sets king attacks to detect if a move gives check void Position::set_check_info() const { update_slider_blockers(WHITE); update_slider_blockers(BLACK); Square ksq = square(~sideToMove); st->checkSquares[PAWN] = attacks_bb(ksq, ~sideToMove); st->checkSquares[KNIGHT] = attacks_bb(ksq); st->checkSquares[BISHOP] = attacks_bb(ksq, pieces()); st->checkSquares[ROOK] = attacks_bb(ksq, pieces()); st->checkSquares[QUEEN] = st->checkSquares[BISHOP] | st->checkSquares[ROOK]; st->checkSquares[KING] = 0; } // Computes the hash keys of the position, and other // data that once computed is updated incrementally as moves are made. // The function is only used when a new position is set up void Position::set_state() const { st->key = 0; st->minorPieceKey = 0; st->nonPawnKey[WHITE] = st->nonPawnKey[BLACK] = 0; st->pawnKey = Zobrist::noPawns; st->nonPawnMaterial[WHITE] = st->nonPawnMaterial[BLACK] = VALUE_ZERO; st->checkersBB = attackers_to(square(sideToMove)) & pieces(~sideToMove); set_check_info(); for (Bitboard b = pieces(); b;) { Square s = pop_lsb(b); Piece pc = piece_on(s); st->key ^= Zobrist::psq[pc][s]; if (type_of(pc) == PAWN) st->pawnKey ^= Zobrist::psq[pc][s]; else { st->nonPawnKey[color_of(pc)] ^= Zobrist::psq[pc][s]; if (type_of(pc) != KING) { st->nonPawnMaterial[color_of(pc)] += PieceValue[pc]; if (type_of(pc) <= BISHOP) st->minorPieceKey ^= Zobrist::psq[pc][s]; } } } if (st->epSquare != SQ_NONE) st->key ^= Zobrist::enpassant[file_of(st->epSquare)]; if (sideToMove == BLACK) st->key ^= Zobrist::side; st->key ^= Zobrist::castling[st->castlingRights]; st->materialKey = compute_material_key(); } Key Position::compute_material_key() const { Key k = 0; for (Piece pc : Pieces) for (int cnt = 0; cnt < pieceCount[pc]; ++cnt) k ^= Zobrist::psq[pc][8 + cnt]; return k; } // Overload to initialize the position object with the given endgame code string // like "KBPKN". It's mainly a helper to get the material key out of an endgame code. Position& Position::set(const string& code, Color c, StateInfo* si) { assert(code[0] == 'K'); string sides[] = {code.substr(code.find('K', 1)), // Weak code.substr(0, std::min(code.find('v'), code.find('K', 1)))}; // Strong assert(sides[0].length() > 0 && sides[0].length() < 8); assert(sides[1].length() > 0 && sides[1].length() < 8); std::transform(sides[c].begin(), sides[c].end(), sides[c].begin(), tolower); string fenStr = "8/" + sides[0] + char(8 - sides[0].length() + '0') + "/8/8/8/8/" + sides[1] + char(8 - sides[1].length() + '0') + "/8 w - - 0 10"; return set(fenStr, false, si); } // Returns a FEN representation of the position. In case of // Chess960 the Shredder-FEN notation is used. This is mainly a debugging function. string Position::fen() const { int emptyCnt; std::ostringstream ss; for (Rank r = RANK_8;; --r) { for (File f = FILE_A; f <= FILE_H; ++f) { for (emptyCnt = 0; f <= FILE_H && empty(make_square(f, r)); ++f) ++emptyCnt; if (emptyCnt) ss << emptyCnt; if (f <= FILE_H) ss << PieceToChar[piece_on(make_square(f, r))]; } if (r == RANK_1) break; ss << '/'; } ss << (sideToMove == WHITE ? " w " : " b "); if (can_castle(WHITE_OO)) ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OO))) : 'K'); if (can_castle(WHITE_OOO)) ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE_OOO))) : 'Q'); if (can_castle(BLACK_OO)) ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OO))) : 'k'); if (can_castle(BLACK_OOO)) ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK_OOO))) : 'q'); if (!can_castle(ANY_CASTLING)) ss << '-'; ss << (ep_square() == SQ_NONE ? " - " : " " + UCIEngine::square(ep_square()) + " ") << st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2; return ss.str(); } // Calculates st->blockersForKing[c] and st->pinners[~c], // which store respectively the pieces preventing king of color c from being in check // and the slider pieces of color ~c pinning pieces of color c to the king. void Position::update_slider_blockers(Color c) const { Square ksq = square(c); st->blockersForKing[c] = 0; st->pinners[~c] = 0; // Snipers are sliders that attack 's' when a piece and other snipers are removed Bitboard snipers = ((attacks_bb(ksq) & pieces(QUEEN, ROOK)) | (attacks_bb(ksq) & pieces(QUEEN, BISHOP))) & pieces(~c); Bitboard occupancy = pieces() ^ snipers; while (snipers) { Square sniperSq = pop_lsb(snipers); Bitboard b = between_bb(ksq, sniperSq) & occupancy; if (b && !more_than_one(b)) { st->blockersForKing[c] |= b; if (b & pieces(c)) st->pinners[~c] |= sniperSq; } } } // Computes a bitboard of all pieces which attack a given square. // Slider attacks use the occupied bitboard to indicate occupancy. Bitboard Position::attackers_to(Square s, Bitboard occupied) const { return (attacks_bb(s, occupied) & pieces(ROOK, QUEEN)) | (attacks_bb(s, occupied) & pieces(BISHOP, QUEEN)) | (attacks_bb(s, BLACK) & pieces(WHITE, PAWN)) | (attacks_bb(s, WHITE) & pieces(BLACK, PAWN)) | (attacks_bb(s) & pieces(KNIGHT)) | (attacks_bb(s) & pieces(KING)); } bool Position::attackers_to_exist(Square s, Bitboard occupied, Color c) const { return (attacks_bb(s, occupied) & pieces(c, ROOK, QUEEN)) || (attacks_bb(s, occupied) & pieces(c, BISHOP, QUEEN)) || (attacks_bb(s, ~c) & pieces(c, PAWN)) || (attacks_bb(s) & pieces(c, KNIGHT)) || (attacks_bb(s) & pieces(c, KING)); } // Tests whether a pseudo-legal move is legal bool Position::legal(Move m) const { assert(m.is_ok()); Color us = sideToMove; Square from = m.from_sq(); Square to = m.to_sq(); assert(color_of(moved_piece(m)) == us); assert(piece_on(square(us)) == make_piece(us, KING)); // En passant captures are a tricky special case. Because they are rather // uncommon, we do it simply by testing whether the king is attacked after // the move is made. if (m.type_of() == EN_PASSANT) { Square ksq = square(us); Square capsq = to - pawn_push(us); Bitboard occupied = (pieces() ^ from ^ capsq) | to; assert(to == ep_square()); assert(moved_piece(m) == make_piece(us, PAWN)); assert(piece_on(capsq) == make_piece(~us, PAWN)); assert(piece_on(to) == NO_PIECE); return !(attacks_bb(ksq, occupied) & pieces(~us, QUEEN, ROOK)) && !(attacks_bb(ksq, occupied) & pieces(~us, QUEEN, BISHOP)); } // Castling moves generation does not check if the castling path is clear of // enemy attacks, it is delayed at a later time: now! if (m.type_of() == CASTLING) { // After castling, the rook and king final positions are the same in // Chess960 as they would be in standard chess. to = relative_square(us, to > from ? SQ_G1 : SQ_C1); Direction step = to > from ? WEST : EAST; for (Square s = to; s != from; s += step) if (attackers_to_exist(s, pieces(), ~us)) return false; // In case of Chess960, verify if the Rook blocks some checks. // For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1. return !chess960 || !(blockers_for_king(us) & m.to_sq()); } // If the moving piece is a king, check whether the destination square is // attacked by the opponent. if (type_of(piece_on(from)) == KING) return !(attackers_to_exist(to, pieces() ^ from, ~us)); // A non-king move is legal if and only if it is not pinned or it // is moving along the ray towards or away from the king. return !(blockers_for_king(us) & from) || line_bb(from, to) & pieces(us, KING); } // Takes a random move and tests whether the move is // pseudo-legal. It is used to validate moves from TT that can be corrupted // due to SMP concurrent access or hash position key aliasing. bool Position::pseudo_legal(const Move m) const { Color us = sideToMove; Square from = m.from_sq(); Square to = m.to_sq(); Piece pc = moved_piece(m); // Use a slower but simpler function for uncommon cases // yet we skip the legality check of MoveList(). if (m.type_of() != NORMAL) return checkers() ? MoveList(*this).contains(m) : MoveList(*this).contains(m); // Is not a promotion, so the promotion piece must be empty assert(m.promotion_type() - KNIGHT == NO_PIECE_TYPE); // If the 'from' square is not occupied by a piece belonging to the side to // move, the move is obviously not legal. if (pc == NO_PIECE || color_of(pc) != us) return false; // The destination square cannot be occupied by a friendly piece if (pieces(us) & to) return false; // Handle the special case of a pawn move if (type_of(pc) == PAWN) { // We have already handled promotion moves, so destination cannot be on the 8th/1st rank if ((Rank8BB | Rank1BB) & to) return false; // Check if it's a valid capture, single push, or double push const bool isCapture = bool(attacks_bb(from, us) & pieces(~us) & to); const bool isSinglePush = (from + pawn_push(us) == to) && empty(to); const bool isDoublePush = (from + 2 * pawn_push(us) == to) && (relative_rank(us, from) == RANK_2) && empty(to) && empty(to - pawn_push(us)); if (!(isCapture || isSinglePush || isDoublePush)) return false; } else if (!(attacks_bb(type_of(pc), from, pieces()) & to)) return false; // Evasions generator already takes care to avoid some kind of illegal moves // and legal() relies on this. We therefore have to take care that the same // kind of moves are filtered out here. if (checkers()) { if (type_of(pc) != KING) { // Double check? In this case, a king move is required if (more_than_one(checkers())) return false; // Our move must be a blocking interposition or a capture of the checking piece if (!(between_bb(square(us), lsb(checkers())) & to)) return false; } // In case of king moves under check we have to remove the king so as to catch // invalid moves like b1a1 when opposite queen is on c1. else if (attackers_to_exist(to, pieces() ^ from, ~us)) return false; } return true; } // Tests whether a pseudo-legal move gives a check bool Position::gives_check(Move m) const { assert(m.is_ok()); assert(color_of(moved_piece(m)) == sideToMove); Square from = m.from_sq(); Square to = m.to_sq(); // Is there a direct check? if (check_squares(type_of(piece_on(from))) & to) return true; // Is there a discovered check? if (blockers_for_king(~sideToMove) & from) return !(line_bb(from, to) & pieces(~sideToMove, KING)) || m.type_of() == CASTLING; switch (m.type_of()) { case NORMAL : return false; case PROMOTION : return attacks_bb(m.promotion_type(), to, pieces() ^ from) & pieces(~sideToMove, KING); // En passant capture with check? We have already handled the case of direct // checks and ordinary discovered check, so the only case we need to handle // is the unusual case of a discovered check through the captured pawn. case EN_PASSANT : { Square capsq = make_square(file_of(to), rank_of(from)); Bitboard b = (pieces() ^ from ^ capsq) | to; return (attacks_bb(square(~sideToMove), b) & pieces(sideToMove, QUEEN, ROOK)) | (attacks_bb(square(~sideToMove), b) & pieces(sideToMove, QUEEN, BISHOP)); } default : //CASTLING { // Castling is encoded as 'king captures the rook' Square rto = relative_square(sideToMove, to > from ? SQ_F1 : SQ_D1); return check_squares(ROOK) & rto; } } } // Makes a move, and saves all information necessary // to a StateInfo object. The move is assumed to be legal. Pseudo-legal // moves should be filtered out before this function is called. // If a pointer to the TT table is passed, the entry for the new position // will be prefetched, and likewise for shared history. void Position::do_move(Move m, StateInfo& newSt, bool givesCheck, DirtyPiece& dp, DirtyThreats& dts, const TranspositionTable* tt = nullptr, const SharedHistories* history = nullptr) { assert(m.is_ok()); assert(&newSt != st); Key k = st->key ^ Zobrist::side; // 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)); newSt.previous = st; st = &newSt; // Increment ply counters. In particular, rule50 will be reset to zero later on // in case of a capture or a pawn move. ++gamePly; ++st->rule50; ++st->pliesFromNull; Color us = sideToMove; Color them = ~us; Square from = m.from_sq(); Square to = m.to_sq(); Piece pc = piece_on(from); Piece captured = m.type_of() == EN_PASSANT ? make_piece(them, PAWN) : piece_on(to); dp.pc = pc; dp.from = from; dp.to = to; dp.add_sq = SQ_NONE; dts.us = us; dts.prevKsq = square(us); dts.threatenedSqs = dts.threateningSqs = 0; assert(color_of(pc) == us); assert(captured == NO_PIECE || color_of(captured) == (m.type_of() != CASTLING ? them : us)); assert(type_of(captured) != KING); if (m.type_of() == CASTLING) { assert(pc == make_piece(us, KING)); assert(captured == make_piece(us, ROOK)); Square rfrom, rto; do_castling(us, from, to, rfrom, rto, &dts, &dp); k ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto]; st->nonPawnKey[us] ^= Zobrist::psq[captured][rfrom] ^ Zobrist::psq[captured][rto]; captured = NO_PIECE; } else if (captured) { Square capsq = to; // If the captured piece is a pawn, update pawn hash key, otherwise // update non-pawn material. if (type_of(captured) == PAWN) { if (m.type_of() == EN_PASSANT) { capsq -= pawn_push(us); assert(pc == make_piece(us, PAWN)); assert(to == st->epSquare); assert(relative_rank(us, to) == RANK_6); assert(piece_on(to) == NO_PIECE); assert(piece_on(capsq) == make_piece(them, PAWN)); // Update board and piece lists in ep case, normal captures are updated later remove_piece(capsq, &dts); } st->pawnKey ^= Zobrist::psq[captured][capsq]; } else { st->nonPawnMaterial[them] -= PieceValue[captured]; st->nonPawnKey[them] ^= Zobrist::psq[captured][capsq]; if (type_of(captured) <= BISHOP) st->minorPieceKey ^= Zobrist::psq[captured][capsq]; } dp.remove_pc = captured; dp.remove_sq = capsq; k ^= Zobrist::psq[captured][capsq]; st->materialKey ^= Zobrist::psq[captured][8 + pieceCount[captured] - (m.type_of() != EN_PASSANT)]; // Reset rule 50 counter st->rule50 = 0; } else dp.remove_sq = SQ_NONE; // Update hash key k ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to]; // Reset en passant square if (st->epSquare != SQ_NONE) { k ^= Zobrist::enpassant[file_of(st->epSquare)]; st->epSquare = SQ_NONE; } // Update castling rights. k ^= Zobrist::castling[st->castlingRights]; st->castlingRights &= ~(castlingRightsMask[from] | castlingRightsMask[to]); k ^= Zobrist::castling[st->castlingRights]; // Move the piece. The tricky Chess960 castling is handled earlier if (m.type_of() != CASTLING) { if (captured && m.type_of() != EN_PASSANT) { remove_piece(from, &dts); swap_piece(to, pc, &dts); } else move_piece(from, to, &dts); } // If the moving piece is a pawn do some special extra work if (type_of(pc) == PAWN) { // Check if the en passant square needs to be set. Accurate e.p. info is needed // for correct zobrist key generation and 3-fold checking. if ((int(to) ^ int(from)) == 16) { Square epSquare = to - pawn_push(us); Bitboard pawns = attacks_bb(epSquare, us) & pieces(them, PAWN); // If there are no pawns attacking the ep square, ep is not possible. if (pawns) { Square ksq = square(them); Bitboard notBlockers = ~st->previous->blockersForKing[them]; bool noDiscovery = (from & notBlockers) || file_of(from) == file_of(ksq); // If the pawn gives discovered check, ep is never legal. Else, if at least one // pawn was not a blocker for the enemy king or lies on the same line as the // enemy king and en passant square, a legal capture exists. if (noDiscovery && (pawns & (notBlockers | line_bb(epSquare, ksq)))) { st->epSquare = epSquare; k ^= Zobrist::enpassant[file_of(epSquare)]; } } } else if (m.type_of() == PROMOTION) { Piece promotion = make_piece(us, m.promotion_type()); PieceType promotionType = type_of(promotion); assert(relative_rank(us, to) == RANK_8); assert(type_of(promotion) >= KNIGHT && type_of(promotion) <= QUEEN); swap_piece(to, promotion, &dts); dp.add_pc = promotion; dp.add_sq = to; dp.to = SQ_NONE; // Update hash keys // Zobrist::psq[pc][to] is zero, so we don't need to clear it k ^= Zobrist::psq[promotion][to]; st->materialKey ^= Zobrist::psq[promotion][8 + pieceCount[promotion] - 1] ^ Zobrist::psq[pc][8 + pieceCount[pc]]; st->nonPawnKey[us] ^= Zobrist::psq[promotion][to]; if (promotionType <= BISHOP) st->minorPieceKey ^= Zobrist::psq[promotion][to]; // Update material st->nonPawnMaterial[us] += PieceValue[promotion]; } // Update pawn hash key st->pawnKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to]; // Reset rule 50 draw counter st->rule50 = 0; } else { st->nonPawnKey[us] ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to]; if (type_of(pc) <= BISHOP) st->minorPieceKey ^= Zobrist::psq[pc][from] ^ Zobrist::psq[pc][to]; } // Update the key with the final value st->key = k; if (tt) prefetch(tt->first_entry(key())); if (history) { prefetch(&history->pawn_entry(*this)[pc][to]); prefetch(&history->pawn_correction_entry(*this)); prefetch(&history->minor_piece_correction_entry(*this)); prefetch(&history->nonpawn_correction_entry(*this)); prefetch(&history->nonpawn_correction_entry(*this)); } // Set capture piece st->capturedPiece = captured; // Calculate checkers bitboard (if move gives check) st->checkersBB = givesCheck ? attackers_to(square(them)) & pieces(us) : 0; sideToMove = ~sideToMove; // Update king attacks used for fast check detection set_check_info(); // Calculate the repetition info. It is the ply distance from the previous // occurrence of the same position, negative in the 3-fold case, or zero // if the position was not repeated. st->repetition = 0; int end = std::min(st->rule50, st->pliesFromNull); if (end >= 4) { StateInfo* stp = st->previous->previous; for (int i = 4; i <= end; i += 2) { stp = stp->previous->previous; if (stp->key == st->key) { st->repetition = stp->repetition ? -i : i; break; } } } dts.ksq = square(us); assert(pos_is_ok()); assert(dp.pc != NO_PIECE); assert(!(bool(captured) || m.type_of() == CASTLING) ^ (dp.remove_sq != SQ_NONE)); assert(dp.from != SQ_NONE); assert(!(dp.add_sq != SQ_NONE) ^ (m.type_of() == PROMOTION || m.type_of() == CASTLING)); } // Unmakes a move. When it returns, the position should // be restored to exactly the same state as before the move was made. void Position::undo_move(Move m) { assert(m.is_ok()); sideToMove = ~sideToMove; Color us = sideToMove; Square from = m.from_sq(); Square to = m.to_sq(); Piece pc = piece_on(to); assert(empty(from) || m.type_of() == CASTLING); assert(type_of(st->capturedPiece) != KING); if (m.type_of() == PROMOTION) { assert(relative_rank(us, to) == RANK_8); assert(type_of(pc) == m.promotion_type()); assert(type_of(pc) >= KNIGHT && type_of(pc) <= QUEEN); remove_piece(to); pc = make_piece(us, PAWN); put_piece(pc, to); } if (m.type_of() == CASTLING) { Square rfrom, rto; do_castling(us, from, to, rfrom, rto); } else { move_piece(to, from); // Put the piece back at the source square if (st->capturedPiece) { Square capsq = to; if (m.type_of() == EN_PASSANT) { capsq -= pawn_push(us); assert(type_of(pc) == PAWN); assert(to == st->previous->epSquare); assert(relative_rank(us, to) == RANK_6); assert(piece_on(capsq) == NO_PIECE); assert(st->capturedPiece == make_piece(~us, PAWN)); } put_piece(st->capturedPiece, capsq); // Restore the captured piece } } // Finally point our state pointer back to the previous state st = st->previous; --gamePly; assert(pos_is_ok()); } template inline void add_dirty_threat( DirtyThreats* const dts, Piece pc, Piece threatened, Square s, Square threatenedSq) { if (PutPiece) { dts->threatenedSqs |= threatenedSq; dts->threateningSqs |= s; } dts->list.push_back({pc, threatened, s, threatenedSq, PutPiece}); } #ifdef USE_AVX512ICL // Given a DirtyThreat template and bit offsets to insert the piece type and square, write the threats // present at the given bitboard. template void write_multiple_dirties(const Position& p, Bitboard mask, DirtyThreat dt_template, DirtyThreats* dts) { static_assert(sizeof(DirtyThreat) == 4); const __m512i board = _mm512_loadu_si512(p.piece_array().data()); const __m512i AllSquares = _mm512_set_epi8( 63, 62, 61, 60, 59, 58, 57, 56, 55, 54, 53, 52, 51, 50, 49, 48, 47, 46, 45, 44, 43, 42, 41, 40, 39, 38, 37, 36, 35, 34, 33, 32, 31, 30, 29, 28, 27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0); const int dt_count = popcount(mask); assert(dt_count <= 16); const __m512i template_v = _mm512_set1_epi32(dt_template.raw()); auto* write = dts->list.make_space(dt_count); // Extract the list of squares and upconvert to 32 bits. There are never more than 16 // incoming threats so this is sufficient. __m512i threat_squares = _mm512_maskz_compress_epi8(mask, AllSquares); threat_squares = _mm512_cvtepi8_epi32(_mm512_castsi512_si128(threat_squares)); __m512i threat_pieces = _mm512_maskz_permutexvar_epi8(0x1111111111111111ULL, threat_squares, board); // Shift the piece and square into place threat_squares = _mm512_slli_epi32(threat_squares, SqShift); threat_pieces = _mm512_slli_epi32(threat_pieces, PcShift); const __m512i dirties = _mm512_ternarylogic_epi32(template_v, threat_squares, threat_pieces, 254 /* A | B | C */); _mm512_storeu_si512(write, dirties); } #endif template void Position::update_piece_threats(Piece pc, Square s, DirtyThreats* const dts, [[maybe_unused]] Bitboard noRaysContaining) const { const Bitboard occupied = pieces(); const Bitboard rookQueens = pieces(ROOK, QUEEN); const Bitboard bishopQueens = pieces(BISHOP, QUEEN); const Bitboard rAttacks = attacks_bb(s, occupied); const Bitboard bAttacks = attacks_bb(s, occupied); const Bitboard kings = pieces(KING); Bitboard occupiedNoK = occupied ^ kings; Bitboard sliders = (rookQueens & rAttacks) | (bishopQueens & bAttacks); auto process_sliders = [&](bool addDirectAttacks) { while (sliders) { Square sliderSq = pop_lsb(sliders); Piece slider = piece_on(sliderSq); const Bitboard ray = RayPassBB[sliderSq][s]; const Bitboard discovered = ray & (rAttacks | bAttacks) & occupiedNoK; assert(!more_than_one(discovered)); if (discovered && (RayPassBB[sliderSq][s] & noRaysContaining) != noRaysContaining) { const Square threatenedSq = lsb(discovered); const Piece threatenedPc = piece_on(threatenedSq); add_dirty_threat(dts, slider, threatenedPc, sliderSq, threatenedSq); } if (addDirectAttacks) add_dirty_threat(dts, slider, pc, sliderSq, s); } }; if (type_of(pc) == KING) { if constexpr (ComputeRay) process_sliders(false); return; } const Bitboard knights = pieces(KNIGHT); const Bitboard whitePawns = pieces(WHITE, PAWN); const Bitboard blackPawns = pieces(BLACK, PAWN); Bitboard threatened = attacks_bb(pc, s, occupied) & occupiedNoK; Bitboard incoming_threats = (PseudoAttacks[KNIGHT][s] & knights) | (attacks_bb(s, WHITE) & blackPawns) | (attacks_bb(s, BLACK) & whitePawns) | (PseudoAttacks[KING][s] & kings); #ifdef USE_AVX512ICL if constexpr (PutPiece) { dts->threatenedSqs |= threatened; // A bit may only be set if that square actually produces a threat, so we // must guard setting the square accordingly dts->threateningSqs |= Bitboard(bool(threatened)) << s; } DirtyThreat dt_template{pc, NO_PIECE, s, Square(0), PutPiece}; write_multiple_dirties( *this, threatened, dt_template, dts); Bitboard all_attackers = sliders | incoming_threats; if constexpr (PutPiece) { dts->threatenedSqs |= Bitboard(bool(all_attackers)) << s; // same as above dts->threateningSqs |= all_attackers; } dt_template = {NO_PIECE, pc, Square(0), s, PutPiece}; write_multiple_dirties(*this, all_attackers, dt_template, dts); #else while (threatened) { Square threatenedSq = pop_lsb(threatened); Piece threatenedPc = piece_on(threatenedSq); assert(threatenedSq != s); assert(threatenedPc); add_dirty_threat(dts, pc, threatenedPc, s, threatenedSq); } #endif if constexpr (ComputeRay) { #ifndef USE_AVX512ICL process_sliders(true); #else // for ICL, direct threats were processed earlier (all_attackers) process_sliders(false); #endif } else { incoming_threats |= sliders; } #ifndef USE_AVX512ICL while (incoming_threats) { Square srcSq = pop_lsb(incoming_threats); Piece srcPc = piece_on(srcSq); assert(srcSq != s); assert(srcPc != NO_PIECE); add_dirty_threat(dts, srcPc, pc, srcSq, s); } #endif } // Helper used to do/undo a castling move. This is a bit // tricky in Chess960 where from/to squares can overlap. template void Position::do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto, DirtyThreats* const dts, DirtyPiece* const dp) { 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); assert(!Do || dp); if (Do) { dp->to = to; dp->remove_pc = dp->add_pc = make_piece(us, ROOK); dp->remove_sq = rfrom; dp->add_sq = rto; } // Remove both pieces first since squares could overlap in Chess960 remove_piece(Do ? from : to, dts); remove_piece(Do ? rfrom : rto, dts); put_piece(make_piece(us, KING), Do ? to : from, dts); put_piece(make_piece(us, ROOK), Do ? rto : rfrom, dts); } // Used to do a "null move": it flips // the side to move without executing any move on the board. void Position::do_null_move(StateInfo& newSt) { assert(!checkers()); assert(&newSt != st); std::memcpy(&newSt, st, sizeof(StateInfo)); newSt.previous = st; st = &newSt; if (st->epSquare != SQ_NONE) { st->key ^= Zobrist::enpassant[file_of(st->epSquare)]; st->epSquare = SQ_NONE; } st->key ^= Zobrist::side; st->pliesFromNull = 0; sideToMove = ~sideToMove; set_check_info(); st->repetition = 0; assert(pos_is_ok()); } // Must be used to undo a "null move" void Position::undo_null_move() { assert(!checkers()); st = st->previous; sideToMove = ~sideToMove; } // Tests if the SEE (Static Exchange Evaluation) // value of move is greater or equal to the given threshold. We'll use an // algorithm similar to alpha-beta pruning with a null window. bool Position::see_ge(Move m, int threshold) const { assert(m.is_ok()); // Only deal with normal moves, assume others pass a simple SEE if (m.type_of() != NORMAL) return VALUE_ZERO >= threshold; Square from = m.from_sq(), to = m.to_sq(); assert(piece_on(from) != NO_PIECE); int swap = PieceValue[piece_on(to)] - threshold; if (swap < 0) return false; swap = PieceValue[piece_on(from)] - swap; if (swap <= 0) return true; assert(color_of(piece_on(from)) == sideToMove); Bitboard occupied = pieces() ^ from ^ to; // xoring to is important for pinned piece logic Color stm = sideToMove; Bitboard attackers = attackers_to(to, occupied); Bitboard stmAttackers, bb; int res = 1; while (true) { stm = ~stm; attackers &= occupied; // If stm has no more attackers then give up: stm loses if (!(stmAttackers = attackers & pieces(stm))) break; // Don't allow pinned pieces to attack as long as there are // pinners on their original square. if (pinners(~stm) & occupied) { stmAttackers &= ~blockers_for_king(stm); if (!stmAttackers) break; } res ^= 1; // Locate and remove the next least valuable attacker, and add to // the bitboard 'attackers' any X-ray attackers behind it. if ((bb = stmAttackers & pieces(PAWN))) { if ((swap = PawnValue - swap) < res) break; occupied ^= least_significant_square_bb(bb); attackers |= attacks_bb(to, occupied) & pieces(BISHOP, QUEEN); } else if ((bb = stmAttackers & pieces(KNIGHT))) { if ((swap = KnightValue - swap) < res) break; occupied ^= least_significant_square_bb(bb); } else if ((bb = stmAttackers & pieces(BISHOP))) { if ((swap = BishopValue - swap) < res) break; occupied ^= least_significant_square_bb(bb); attackers |= attacks_bb(to, occupied) & pieces(BISHOP, QUEEN); } else if ((bb = stmAttackers & pieces(ROOK))) { if ((swap = RookValue - swap) < res) break; occupied ^= least_significant_square_bb(bb); attackers |= attacks_bb(to, occupied) & pieces(ROOK, QUEEN); } else if ((bb = stmAttackers & pieces(QUEEN))) { swap = QueenValue - swap; // implies that the previous recapture was done by a higher rated piece than a Queen (King is excluded) assert(swap >= res); occupied ^= least_significant_square_bb(bb); attackers |= (attacks_bb(to, occupied) & pieces(BISHOP, QUEEN)) | (attacks_bb(to, occupied) & pieces(ROOK, QUEEN)); } else // KING // If we "capture" with the king but the opponent still has attackers, // reverse the result. return (attackers & ~pieces(stm)) ? res ^ 1 : res; } return bool(res); } // Tests whether the position is drawn by 50-move rule // or by repetition. It does not detect stalemates. bool Position::is_draw(int ply) const { if (st->rule50 > 99 && (!checkers() || MoveList(*this).size())) return true; return is_repetition(ply); } // Return a draw score if a position repeats once earlier but strictly // after the root, or repeats twice before or at the root. bool Position::is_repetition(int ply) const { return st->repetition && st->repetition < ply; } // Tests whether there has been at least one repetition // of positions since the last capture or pawn move. bool Position::has_repeated() const { StateInfo* stc = st; int end = std::min(st->rule50, st->pliesFromNull); while (end-- >= 4) { if (stc->repetition) return true; stc = stc->previous; } return false; } // Tests if the position has a move which draws by repetition. // This function accurately matches the outcome of is_draw() over all legal moves. bool Position::upcoming_repetition(int ply) const { int j; int end = std::min(st->rule50, st->pliesFromNull); if (end < 3) return false; Key originalKey = st->key; StateInfo* stp = st->previous; Key other = originalKey ^ stp->key ^ Zobrist::side; for (int i = 3; i <= end; i += 2) { stp = stp->previous; other ^= stp->key ^ stp->previous->key ^ Zobrist::side; stp = stp->previous; if (other != 0) continue; Key moveKey = originalKey ^ stp->key; if ((j = H1(moveKey), cuckoo[j] == moveKey) || (j = H2(moveKey), cuckoo[j] == moveKey)) { Move move = cuckooMove[j]; Square s1 = move.from_sq(); Square s2 = move.to_sq(); if (!((between_bb(s1, s2) ^ s2) & pieces())) { if (ply > i) return true; // For nodes before or at the root, check that the move is a // repetition rather than a move to the current position. if (stp->repetition) return true; } } } return false; } // Flips position with the white and black sides reversed. This // is only useful for debugging e.g. for finding evaluation symmetry bugs. void Position::flip() { string f, token; std::stringstream ss(fen()); for (Rank r = RANK_8;; --r) // Piece placement { std::getline(ss, token, r > RANK_1 ? '/' : ' '); f.insert(0, token + (f.empty() ? " " : "/")); if (r == RANK_1) break; } ss >> token; // Active color f += (token == "w" ? "B " : "W "); // Will be lowercased later ss >> token; // Castling availability f += token + " "; std::transform(f.begin(), f.end(), f.begin(), [](char c) { return char(islower(c) ? toupper(c) : tolower(c)); }); ss >> token; // En passant square f += (token == "-" ? token : token.replace(1, 1, token[1] == '3' ? "6" : "3")); std::getline(ss, token); // Half and full moves f += token; set(f, is_chess960(), st); assert(pos_is_ok()); } bool Position::material_key_is_ok() const { return compute_material_key() == st->materialKey; } // Performs some consistency checks for the position object // and raise an assert if something wrong is detected. // This is meant to be helpful when debugging. bool Position::pos_is_ok() const { constexpr bool Fast = true; // Quick (default) or full check? if ((sideToMove != WHITE && sideToMove != BLACK) || piece_on(square(WHITE)) != W_KING || piece_on(square(BLACK)) != B_KING || (ep_square() != SQ_NONE && relative_rank(sideToMove, ep_square()) != RANK_6)) assert(0 && "pos_is_ok: Default"); if (Fast) return true; if (pieceCount[W_KING] != 1 || pieceCount[B_KING] != 1 || attackers_to_exist(square(~sideToMove), pieces(), sideToMove)) assert(0 && "pos_is_ok: Kings"); if ((pieces(PAWN) & (Rank1BB | Rank8BB)) || pieceCount[W_PAWN] > 8 || pieceCount[B_PAWN] > 8) assert(0 && "pos_is_ok: Pawns"); if (ep_square() != SQ_NONE) { Square ksq = square(sideToMove); Bitboard captured = (ep_square() + pawn_push(~sideToMove)) & pieces(~sideToMove, PAWN); Bitboard pawns = attacks_bb(ep_square(), ~sideToMove) & pieces(sideToMove, PAWN); Bitboard potentialCheckers = pieces(~sideToMove) ^ captured; if (!captured || !pawns || ((attackers_to(ksq, pieces() ^ captured ^ ep_square() ^ lsb(pawns)) & potentialCheckers) && (attackers_to(ksq, pieces() ^ captured ^ ep_square() ^ msb(pawns)) & potentialCheckers))) assert(0 && "pos_is_ok: En passant square"); } if ((pieces(WHITE) & pieces(BLACK)) || (pieces(WHITE) | pieces(BLACK)) != pieces() || popcount(pieces(WHITE)) > 16 || popcount(pieces(BLACK)) > 16) assert(0 && "pos_is_ok: Bitboards"); for (PieceType p1 = PAWN; p1 <= KING; ++p1) for (PieceType p2 = PAWN; p2 <= KING; ++p2) if (p1 != p2 && (pieces(p1) & pieces(p2))) assert(0 && "pos_is_ok: Bitboards"); for (Piece pc : Pieces) if (pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc))) || pieceCount[pc] != std::count(board.begin(), board.end(), pc)) assert(0 && "pos_is_ok: Pieces"); for (Color c : {WHITE, BLACK}) for (CastlingRights cr : {c & KING_SIDE, c & QUEEN_SIDE}) { if (!can_castle(cr)) continue; if (piece_on(castlingRookSquare[cr]) != make_piece(c, ROOK) || castlingRightsMask[castlingRookSquare[cr]] != cr || (castlingRightsMask[square(c)] & cr) != cr) assert(0 && "pos_is_ok: Castling"); } assert(material_key_is_ok() && "pos_is_ok: materialKey"); return true; } } // namespace Stockfish