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//!
//! Each bit describes the board state BEFORE the move at that ply is played,
//! from the perspective of the SIDE TO MOVE. All flags are color-agnostic.
use rayon::prelude::*;
use shakmaty::{Bitboard, Chess, Color, Move, MoveList, Position, Role, Square};
use std::collections::HashMap;
use crate::board::GameState;
use crate::vocab;
// Bit positions (spec §7.7.2)
pub const IN_CHECK: u64 = 1 << 0;
pub const IN_DOUBLE_CHECK: u64 = 1 << 1;
pub const CHECKMATE: u64 = 1 << 2;
pub const STALEMATE: u64 = 1 << 3;
pub const PIN_RESTRICTS_MOVEMENT: u64 = 1 << 4;
pub const PAWN_CAPTURE_AVAILABLE: u64 = 1 << 5;
pub const PROMOTION_AVAILABLE: u64 = 1 << 6;
pub const EP_CAPTURE_AVAILABLE: u64 = 1 << 7;
pub const CASTLE_LEGAL_KINGSIDE: u64 = 1 << 8;
pub const CASTLE_LEGAL_QUEENSIDE: u64 = 1 << 9;
pub const CASTLE_BLOCKED_CHECK: u64 = 1 << 10;
pub const RIGHTS_LOST_KINGSIDE: u64 = 1 << 11;
pub const RIGHTS_LOST_QUEENSIDE: u64 = 1 << 12;
pub const RIGHTS_LOST_CAPTURE_KINGSIDE: u64 = 1 << 13;
pub const RIGHTS_LOST_CAPTURE_QUEENSIDE: u64= 1 << 14;
pub const PIECE_BLOCKS_B: u64 = 1 << 15;
pub const PIECE_BLOCKS_C: u64 = 1 << 16;
pub const PIECE_BLOCKS_D: u64 = 1 << 17;
pub const PIECE_BLOCKS_F: u64 = 1 << 18;
pub const PIECE_BLOCKS_G: u64 = 1 << 19;
pub const ATTACK_BLOCKS_C: u64 = 1 << 20;
pub const ATTACK_BLOCKS_D: u64 = 1 << 21;
pub const ATTACK_BLOCKS_F: u64 = 1 << 22;
pub const ATTACK_BLOCKS_G: u64 = 1 << 23;
pub const EP_FILE_A: u64 = 1 << 24;
pub const EP_FILE_B: u64 = 1 << 25;
pub const EP_FILE_C: u64 = 1 << 26;
pub const EP_FILE_D: u64 = 1 << 27;
pub const EP_FILE_E: u64 = 1 << 28;
pub const EP_FILE_F: u64 = 1 << 29;
pub const EP_FILE_G: u64 = 1 << 30;
pub const EP_FILE_H: u64 = 1 << 31;
pub const PROMO_FILE_A: u64 = 1 << 32;
pub const PROMO_FILE_B: u64 = 1 << 33;
pub const PROMO_FILE_C: u64 = 1 << 34;
pub const PROMO_FILE_D: u64 = 1 << 35;
pub const PROMO_FILE_E: u64 = 1 << 36;
pub const PROMO_FILE_F: u64 = 1 << 37;
pub const PROMO_FILE_G: u64 = 1 << 38;
pub const PROMO_FILE_H: u64 = 1 << 39;
pub const SEVENTY_FIVE_MOVE_RULE: u64 = 1 << 40;
pub const FIVEFOLD_REPETITION: u64 = 1 << 41;
pub const INSUFFICIENT_MATERIAL: u64 = 1 << 42;
/// Named bit map for Python export.
pub fn edge_case_bits() -> HashMap<String, u64> {
let mut m = HashMap::new();
m.insert("IN_CHECK".into(), IN_CHECK);
m.insert("IN_DOUBLE_CHECK".into(), IN_DOUBLE_CHECK);
m.insert("CHECKMATE".into(), CHECKMATE);
m.insert("STALEMATE".into(), STALEMATE);
m.insert("PIN_RESTRICTS_MOVEMENT".into(), PIN_RESTRICTS_MOVEMENT);
m.insert("PAWN_CAPTURE_AVAILABLE".into(), PAWN_CAPTURE_AVAILABLE);
m.insert("PROMOTION_AVAILABLE".into(), PROMOTION_AVAILABLE);
m.insert("EP_CAPTURE_AVAILABLE".into(), EP_CAPTURE_AVAILABLE);
m.insert("CASTLE_LEGAL_KINGSIDE".into(), CASTLE_LEGAL_KINGSIDE);
m.insert("CASTLE_LEGAL_QUEENSIDE".into(), CASTLE_LEGAL_QUEENSIDE);
m.insert("CASTLE_BLOCKED_CHECK".into(), CASTLE_BLOCKED_CHECK);
m.insert("RIGHTS_LOST_KINGSIDE".into(), RIGHTS_LOST_KINGSIDE);
m.insert("RIGHTS_LOST_QUEENSIDE".into(), RIGHTS_LOST_QUEENSIDE);
m.insert("RIGHTS_LOST_CAPTURE_KINGSIDE".into(), RIGHTS_LOST_CAPTURE_KINGSIDE);
m.insert("RIGHTS_LOST_CAPTURE_QUEENSIDE".into(), RIGHTS_LOST_CAPTURE_QUEENSIDE);
m.insert("PIECE_BLOCKS_B".into(), PIECE_BLOCKS_B);
m.insert("PIECE_BLOCKS_C".into(), PIECE_BLOCKS_C);
m.insert("PIECE_BLOCKS_D".into(), PIECE_BLOCKS_D);
m.insert("PIECE_BLOCKS_F".into(), PIECE_BLOCKS_F);
m.insert("PIECE_BLOCKS_G".into(), PIECE_BLOCKS_G);
m.insert("ATTACK_BLOCKS_C".into(), ATTACK_BLOCKS_C);
m.insert("ATTACK_BLOCKS_D".into(), ATTACK_BLOCKS_D);
m.insert("ATTACK_BLOCKS_F".into(), ATTACK_BLOCKS_F);
m.insert("ATTACK_BLOCKS_G".into(), ATTACK_BLOCKS_G);
m.insert("EP_FILE_A".into(), EP_FILE_A);
m.insert("EP_FILE_B".into(), EP_FILE_B);
m.insert("EP_FILE_C".into(), EP_FILE_C);
m.insert("EP_FILE_D".into(), EP_FILE_D);
m.insert("EP_FILE_E".into(), EP_FILE_E);
m.insert("EP_FILE_F".into(), EP_FILE_F);
m.insert("EP_FILE_G".into(), EP_FILE_G);
m.insert("EP_FILE_H".into(), EP_FILE_H);
m.insert("PROMO_FILE_A".into(), PROMO_FILE_A);
m.insert("PROMO_FILE_B".into(), PROMO_FILE_B);
m.insert("PROMO_FILE_C".into(), PROMO_FILE_C);
m.insert("PROMO_FILE_D".into(), PROMO_FILE_D);
m.insert("PROMO_FILE_E".into(), PROMO_FILE_E);
m.insert("PROMO_FILE_F".into(), PROMO_FILE_F);
m.insert("PROMO_FILE_G".into(), PROMO_FILE_G);
m.insert("PROMO_FILE_H".into(), PROMO_FILE_H);
m.insert("SEVENTY_FIVE_MOVE_RULE".into(), SEVENTY_FIVE_MOVE_RULE);
m.insert("FIVEFOLD_REPETITION".into(), FIVEFOLD_REPETITION);
m.insert("INSUFFICIENT_MATERIAL".into(), INSUFFICIENT_MATERIAL);
m
}
/// Compute the per-ply edge case bitfield for a single position.
/// `prev_castling_*` are the castling rights from the previous position of the
/// SAME color (two ply ago), used for transition flags.
/// `prev_move` is the move the opponent just played (for rook-capture detection).
fn compute_ply_bits(
pos: &Chess,
legal: &MoveList,
prev_own_ks: bool,
prev_own_qs: bool,
curr_own_ks: bool,
curr_own_qs: bool,
opponent_captured_ks_rook: bool,
opponent_captured_qs_rook: bool,
is_final_ply: bool,
termination_bits: u64,
) -> u64 {
let mut bits: u64 = 0;
let turn = pos.turn();
// --- Check and terminal states (bits 0-3) ---
let in_check = pos.is_check();
if in_check {
bits |= IN_CHECK;
// Double check: more than one checker
let checkers = pos.checkers();
if checkers.count() >= 2 {
bits |= IN_DOUBLE_CHECK;
}
}
if legal.is_empty() {
if in_check {
bits |= CHECKMATE;
} else {
bits |= STALEMATE;
}
}
// --- Pins (bit 4) ---
// A pin restricts movement if some piece has fewer legal moves than it would
// without the pin. We detect this by checking if any legal move list is
// restricted compared to pseudo-legal.
// Simpler approach: check if any piece (not king) that is on a line between
// a sliding attacker and the king has restricted moves.
if has_restricting_pin(pos, legal) {
bits |= PIN_RESTRICTS_MOVEMENT;
}
// --- Pawn mechanics (bits 5-6) ---
let mut has_pawn_capture = false;
let mut has_promotion = false;
let mut promo_dst_files: u8 = 0; // bit per file
for m in legal {
match m {
Move::Normal { role: Role::Pawn, from, to, promotion, .. } => {
if from.file() != to.file() {
// Diagonal move = capture (or EP, handled separately)
has_pawn_capture = true;
}
if promotion.is_some() {
has_promotion = true;
promo_dst_files |= 1 << (to.file() as u8);
}
}
Move::EnPassant { .. } => {
// EP is also a pawn capture
has_pawn_capture = true;
}
_ => {}
}
}
if has_pawn_capture {
bits |= PAWN_CAPTURE_AVAILABLE;
}
if has_promotion {
bits |= PROMOTION_AVAILABLE;
// Per-file promotion bits
for file in 0u8..8 {
if promo_dst_files & (1 << file) != 0 {
bits |= 1u64 << (32 + file as u64);
}
}
}
// --- En passant (bits 7, 24-31) ---
let has_ep = legal.iter().any(|m| matches!(m, Move::EnPassant { .. }));
if has_ep {
bits |= EP_CAPTURE_AVAILABLE;
// Find EP file from the EP square
if let Some(ep_sq) = pos.legal_ep_square() {
let file = ep_sq.file() as u8;
bits |= 1u64 << (24 + file as u64);
}
}
// --- Castling (bits 8-23) ---
let back_rank = if turn == Color::White {
shakmaty::Rank::First
} else {
shakmaty::Rank::Eighth
};
// Check if castling moves are in the legal move list
let has_castle_ks = legal.iter().any(|m| {
matches!(m, Move::Castle { king, rook } if rook.file() > king.file())
});
let has_castle_qs = legal.iter().any(|m| {
matches!(m, Move::Castle { king, rook } if rook.file() < king.file())
});
if has_castle_ks {
bits |= CASTLE_LEGAL_KINGSIDE;
}
if has_castle_qs {
bits |= CASTLE_LEGAL_QUEENSIDE;
}
// Castling blocked by check (bit 10)
if in_check && (curr_own_ks || curr_own_qs) {
bits |= CASTLE_BLOCKED_CHECK;
}
// Castling rights transitions (bits 11-14)
if prev_own_ks && !curr_own_ks {
bits |= RIGHTS_LOST_KINGSIDE;
if opponent_captured_ks_rook {
bits |= RIGHTS_LOST_CAPTURE_KINGSIDE;
}
}
if prev_own_qs && !curr_own_qs {
bits |= RIGHTS_LOST_QUEENSIDE;
if opponent_captured_qs_rook {
bits |= RIGHTS_LOST_CAPTURE_QUEENSIDE;
}
}
// Castling blocked by piece (bits 15-19) and attack (bits 20-23)
// Only relevant if the side has the corresponding castling rights
let opp = !turn;
if curr_own_qs {
let b_sq = Square::from_coords(shakmaty::File::B, back_rank);
let c_sq = Square::from_coords(shakmaty::File::C, back_rank);
let d_sq = Square::from_coords(shakmaty::File::D, back_rank);
let b_occupied = pos.board().piece_at(b_sq).is_some();
let c_occupied = pos.board().piece_at(c_sq).is_some();
let d_occupied = pos.board().piece_at(d_sq).is_some();
if b_occupied { bits |= PIECE_BLOCKS_B; }
if c_occupied {
bits |= PIECE_BLOCKS_C;
} else if is_attacked(pos, c_sq, opp) {
bits |= ATTACK_BLOCKS_C;
}
if d_occupied {
bits |= PIECE_BLOCKS_D;
} else if is_attacked(pos, d_sq, opp) {
bits |= ATTACK_BLOCKS_D;
}
}
if curr_own_ks {
let f_sq = Square::from_coords(shakmaty::File::F, back_rank);
let g_sq = Square::from_coords(shakmaty::File::G, back_rank);
let f_occupied = pos.board().piece_at(f_sq).is_some();
let g_occupied = pos.board().piece_at(g_sq).is_some();
if f_occupied {
bits |= PIECE_BLOCKS_F;
} else if is_attacked(pos, f_sq, opp) {
bits |= ATTACK_BLOCKS_F;
}
if g_occupied {
bits |= PIECE_BLOCKS_G;
} else if is_attacked(pos, g_sq, opp) {
bits |= ATTACK_BLOCKS_G;
}
}
// --- Draw termination (bits 40-42) ---
if is_final_ply {
bits |= termination_bits;
}
bits
}
/// Check if a square is attacked by the given color.
fn is_attacked(pos: &Chess, sq: Square, by_color: Color) -> bool {
let attackers = pos.board().attacks_to(sq, by_color, pos.board().occupied());
!attackers.is_empty()
}
/// Detect whether any pin restricts a piece's movement.
/// A pin restricts movement if at least one piece has fewer legal moves than
/// it would have if we only considered its normal movement geometry.
/// We detect this by checking: for each non-king piece that is on a ray between
/// an enemy slider and our king, does the legal move list exclude some of its
/// pseudo-legal moves?
fn has_restricting_pin(pos: &Chess, legal: &MoveList) -> bool {
let turn = pos.turn();
let king_sq = pos.board().king_of(turn).expect("King must exist");
// Build set of (from, to) pairs that are legal for non-king pieces
let mut legal_from_to: std::collections::HashSet<(Square, Square)> =
std::collections::HashSet::new();
let mut piece_legal_count: HashMap<Square, usize> = HashMap::new();
for m in legal {
let from = match m {
Move::Normal { from, to, role, .. } if *role != Role::King => {
legal_from_to.insert((*from, *to));
*from
}
Move::EnPassant { from, to } => {
legal_from_to.insert((*from, *to));
*from
}
_ => continue,
};
*piece_legal_count.entry(from).or_insert(0) += 1;
}
// For each non-king piece of our color, check if it's pinned by seeing
// if removing it from the board would expose the king to a new attack.
let our_pieces = pos.board().by_color(turn) & !Bitboard::from_square(king_sq);
for sq in our_pieces {
let piece = pos.board().piece_at(sq).unwrap();
if piece.role == Role::King {
continue;
}
// Quick check: is this piece between the king and an enemy slider?
// Check all 8 directions from king
let between_king_and_attacker = is_on_pin_ray(pos, sq, king_sq, turn);
if !between_king_and_attacker {
continue;
}
// This piece might be pinned. Check if it has ANY pseudo-legal moves
// that are NOT in the legal move set. If a pseudo-legal move is missing
// from legal moves, it's because of a pin.
let pseudo_moves = pseudo_legal_moves_for_piece(pos, sq);
for (_, to) in &pseudo_moves {
if !legal_from_to.contains(&(sq, *to)) {
return true;
}
}
}
false
}
/// Check if `piece_sq` is on a ray between `king_sq` and an enemy sliding piece.
fn is_on_pin_ray(pos: &Chess, piece_sq: Square, king_sq: Square, our_color: Color) -> bool {
// Check if piece is on a file/rank/diagonal with the king
let pf = piece_sq.file() as i8;
let pr = piece_sq.rank() as i8;
let kf = king_sq.file() as i8;
let kr = king_sq.rank() as i8;
let df = (pf - kf).signum();
let dr = (pr - kr).signum();
// Must be on a line (not the same square)
if df == 0 && dr == 0 {
return false;
}
let on_file = pf == kf;
let on_rank = pr == kr;
let on_diag = (pf - kf).abs() == (pr - kr).abs();
if !on_file && !on_rank && !on_diag {
return false;
}
// Walk from piece away from king to find an enemy slider
let enemy = !our_color;
let mut cf = pf + df;
let mut cr = pr + dr;
while cf >= 0 && cf < 8 && cr >= 0 && cr < 8 {
let sq = Square::from_coords(
shakmaty::File::new(cf as u32),
shakmaty::Rank::new(cr as u32),
);
if let Some(p) = pos.board().piece_at(sq) {
if p.color == enemy {
// Check if this enemy piece attacks along this ray
let is_slider = match p.role {
Role::Bishop => on_diag,
Role::Rook => on_file || on_rank,
Role::Queen => true,
_ => false,
};
return is_slider;
} else {
// Our own piece blocks the ray
return false;
}
}
cf += df;
cr += dr;
}
false
}
/// Get pseudo-legal destination squares for a piece (ignoring pins/check).
/// This is a simplified version — we only need to know IF any move is restricted.
fn pseudo_legal_moves_for_piece(pos: &Chess, sq: Square) -> Vec<(Square, Square)> {
let piece = match pos.board().piece_at(sq) {
Some(p) => p,
None => return vec![],
};
let mut moves = Vec::new();
let occupied = pos.board().occupied();
let our_pieces = pos.board().by_color(piece.color);
let attacks = match piece.role {
Role::Pawn => {
// Generate pseudo-legal pawn moves so pin detection works
let mut pawn_moves = Vec::new();
let rank = sq.rank() as i8;
let file = sq.file() as i8;
let (dir, home_rank) = if piece.color == Color::White {
(1i8, 1i8)
} else {
(-1i8, 6i8)
};
// Single push
let fwd_rank = rank + dir;
if fwd_rank >= 0 && fwd_rank < 8 {
let fwd = Square::from_coords(
shakmaty::File::new(file as u32),
shakmaty::Rank::new(fwd_rank as u32),
);
if pos.board().piece_at(fwd).is_none() {
pawn_moves.push((sq, fwd));
// Double push from home rank
if rank == home_rank {
let dbl_rank = rank + 2 * dir;
if dbl_rank >= 0 && dbl_rank < 8 {
let dbl = Square::from_coords(
shakmaty::File::new(file as u32),
shakmaty::Rank::new(dbl_rank as u32),
);
if pos.board().piece_at(dbl).is_none() {
pawn_moves.push((sq, dbl));
}
}
}
}
}
// Captures (including en passant square)
for cap_df in [-1i8, 1i8] {
let cap_file = file + cap_df;
if cap_file >= 0 && cap_file < 8 && fwd_rank >= 0 && fwd_rank < 8 {
let cap_sq = Square::from_coords(
shakmaty::File::new(cap_file as u32),
shakmaty::Rank::new(fwd_rank as u32),
);
let is_enemy = pos.board().piece_at(cap_sq)
.map_or(false, |p| p.color != piece.color);
let is_ep = pos.legal_ep_square() == Some(cap_sq);
if is_enemy || is_ep {
pawn_moves.push((sq, cap_sq));
}
}
}
return pawn_moves;
}
Role::Knight => shakmaty::attacks::knight_attacks(sq),
Role::Bishop => shakmaty::attacks::bishop_attacks(sq, occupied),
Role::Rook => shakmaty::attacks::rook_attacks(sq, occupied),
Role::Queen => shakmaty::attacks::queen_attacks(sq, occupied),
Role::King => shakmaty::attacks::king_attacks(sq),
};
// Destinations: any square not occupied by our own pieces
let dests = attacks & !our_pieces;
for dst in dests {
moves.push((sq, dst));
}
moves
}
/// Get the castling rights for a specific color.
/// Returns (has_kingside, has_queenside).
fn color_castling_rights(pos: &Chess, color: Color) -> (bool, bool) {
let rights = pos.castles().castling_rights();
match color {
Color::White => (
rights.contains(Square::H1),
rights.contains(Square::A1),
),
Color::Black => (
rights.contains(Square::H8),
rights.contains(Square::A8),
),
}
}
/// Compute per-ply edge stats for a batch of games. Spec §7.7.1.
pub fn compute_edge_stats_per_ply(
move_ids: &[i16],
game_lengths: &[i16],
max_ply: usize,
) -> (Vec<u64>, Vec<u64>, Vec<u64>) {
let batch = game_lengths.len();
let results: Vec<(Vec<u64>, u64, u64)> = (0..batch)
.into_par_iter()
.map(|b| {
let length = game_lengths[b] as usize;
let mut state = GameState::new();
// +1 to hold the terminal position (after the last move)
let mut ply_bits = vec![0u64; length + 1];
let mut white_acc: u64 = 0;
let mut black_acc: u64 = 0;
// Track castling rights for transition detection
// prev_own_ks/qs: the side-to-move's castling rights as of their PREVIOUS turn
let mut white_prev_ks = true; // initial white rights
let mut white_prev_qs = true;
let mut black_prev_ks = true;
let mut black_prev_qs = true;
let mut white_first_turn = true;
let mut black_first_turn = true;
// Track if opponent captured our rook (for RIGHTS_LOST_CAPTURE detection)
let mut opponent_captured_white_ks_rook = false;
let mut opponent_captured_white_qs_rook = false;
let mut opponent_captured_black_ks_rook = false;
let mut opponent_captured_black_qs_rook = false;
for t in 0..length {
let pos = state.position();
let turn = pos.turn();
let legal = pos.legal_moves();
let (curr_own_ks, curr_own_qs) = color_castling_rights(pos, turn);
let (prev_ks, prev_qs) = match turn {
Color::White => {
if white_first_turn {
white_first_turn = false;
(true, true) // No transition on first turn
} else {
(white_prev_ks, white_prev_qs)
}
}
Color::Black => {
if black_first_turn {
black_first_turn = false;
(true, true)
} else {
(black_prev_ks, black_prev_qs)
}
}
};
let (opp_cap_ks, opp_cap_qs) = match turn {
Color::White => (opponent_captured_white_ks_rook, opponent_captured_white_qs_rook),
Color::Black => (opponent_captured_black_ks_rook, opponent_captured_black_qs_rook),
};
let bits = compute_ply_bits(
pos, &legal,
prev_ks, prev_qs,
curr_own_ks, curr_own_qs,
opp_cap_ks, opp_cap_qs,
false, 0,
);
ply_bits[t] = bits;
match turn {
Color::White => white_acc |= bits,
Color::Black => black_acc |= bits,
}
// Save current rights as prev for next time this color moves
match turn {
Color::White => {
white_prev_ks = curr_own_ks;
white_prev_qs = curr_own_qs;
// Reset capture flags
opponent_captured_white_ks_rook = false;
opponent_captured_white_qs_rook = false;
}
Color::Black => {
black_prev_ks = curr_own_ks;
black_prev_qs = curr_own_qs;
opponent_captured_black_ks_rook = false;
opponent_captured_black_qs_rook = false;
}
}
// Apply the move and detect rook captures for the opponent
let token = move_ids[b * max_ply + t] as u16;
// Before making the move, check if it captures a rook on its home square
if let Some((_src, dst, _)) = vocab::decompose_token(token) {
let dst_sq = crate::board::our_sq_to_shakmaty(dst);
if let Some(captured) = pos.board().piece_at(dst_sq) {
if captured.role == Role::Rook {
match captured.color {
Color::White => {
if dst_sq == Square::H1 { opponent_captured_white_ks_rook = true; }
if dst_sq == Square::A1 { opponent_captured_white_qs_rook = true; }
}
Color::Black => {
if dst_sq == Square::H8 { opponent_captured_black_ks_rook = true; }
if dst_sq == Square::A8 { opponent_captured_black_qs_rook = true; }
}
}
}
}
}
state.make_move(token).expect("Move should be legal");
}
// Examine the terminal position (after the last move).
// This is where checkmate/stalemate/draw states live.
{
let pos = state.position();
let turn = pos.turn();
let legal = pos.legal_moves();
let (curr_own_ks, curr_own_qs) = color_castling_rights(pos, turn);
let (prev_ks, prev_qs) = match turn {
Color::White => (white_prev_ks, white_prev_qs),
Color::Black => (black_prev_ks, black_prev_qs),
};
let (opp_cap_ks, opp_cap_qs) = match turn {
Color::White => (opponent_captured_white_ks_rook, opponent_captured_white_qs_rook),
Color::Black => (opponent_captured_black_ks_rook, opponent_captured_black_qs_rook),
};
let mut term_bits = 0u64;
if state.halfmove_clock() >= 150 {
term_bits |= SEVENTY_FIVE_MOVE_RULE;
}
if state.is_fivefold_repetition() {
term_bits |= FIVEFOLD_REPETITION;
}
if pos.is_insufficient_material() {
term_bits |= INSUFFICIENT_MATERIAL;
}
let bits = compute_ply_bits(
pos, &legal,
prev_ks, prev_qs,
curr_own_ks, curr_own_qs,
opp_cap_ks, opp_cap_qs,
true, term_bits,
);
ply_bits[length] = bits;
match turn {
Color::White => white_acc |= bits,
Color::Black => black_acc |= bits,
}
}
(ply_bits, white_acc, black_acc)
})
.collect();
// Pack into flat arrays
// Note: per_ply is sized batch * max_ply. The terminal ply at index `length`
// fits only if length < max_ply (which is the common case since games rarely
// reach exactly max_ply moves).
let mut per_ply = vec![0u64; batch * max_ply];
let mut white = Vec::with_capacity(batch);
let mut black = Vec::with_capacity(batch);
for (b, (ply_bits, w, bl)) in results.into_iter().enumerate() {
let length = game_lengths[b] as usize;
// Copy ply bits including terminal position at index `length` if it fits
let copy_len = std::cmp::min(length + 1, max_ply);
per_ply[b * max_ply..b * max_ply + copy_len]
.copy_from_slice(&ply_bits[..copy_len]);
white.push(w);
black.push(bl);
}
(per_ply, white, black)
}
/// Compute per-game accumulators only (no per-ply storage). Spec §7.7.3.
pub fn compute_edge_stats_per_game(
move_ids: &[i16],
game_lengths: &[i16],
max_ply: usize,
) -> (Vec<u64>, Vec<u64>) {
let (_, white, black) = compute_edge_stats_per_ply(move_ids, game_lengths, max_ply);
(white, black)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::batch::generate_random_games;
#[test]
fn test_initial_position_bits() {
// Generate a short game and check initial ply
let batch = generate_random_games(1, 256, 42);
let (per_ply, white, black) = compute_edge_stats_per_ply(
&batch.move_ids, &batch.game_lengths, 256,
);
// Initial position: white to move, not in check, has no EP, no promotion
let bits = per_ply[0];
assert_eq!(bits & IN_CHECK, 0);
assert_eq!(bits & CHECKMATE, 0);
assert_eq!(bits & EP_CAPTURE_AVAILABLE, 0);
assert_eq!(bits & PROMOTION_AVAILABLE, 0);
// Should have pawn captures = false (no captures available from starting pos)
assert_eq!(bits & PAWN_CAPTURE_AVAILABLE, 0);
}
#[test]
fn test_edge_stats_accumulators() {
let batch = generate_random_games(10, 256, 42);
let (_, white, black) = compute_edge_stats_per_ply(
&batch.move_ids, &batch.game_lengths, 256,
);
let (white2, black2) = compute_edge_stats_per_game(
&batch.move_ids, &batch.game_lengths, 256,
);
assert_eq!(white, white2);
assert_eq!(black, black2);
}
}
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