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| /* | |
| Stockfish, a UCI chess playing engine derived from Glaurung 2.1 | |
| Copyright (C) 2004-2008 Tord Romstad (Glaurung author) | |
| Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad | |
| Copyright (C) 2015-2018 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad | |
| 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/>. | |
| */ | |
| #include <algorithm> | |
| #include "bitboard.h" | |
| #include "misc.h" | |
| uint8_t PopCnt16[1 << 16]; | |
| int SquareDistance[SQUARE_NB][SQUARE_NB]; | |
| Bitboard SquareBB[SQUARE_NB]; | |
| Bitboard FileBB[FILE_NB]; | |
| Bitboard RankBB[RANK_NB]; | |
| Bitboard AdjacentFilesBB[FILE_NB]; | |
| Bitboard ForwardRanksBB[COLOR_NB][RANK_NB]; | |
| Bitboard BetweenBB[SQUARE_NB][SQUARE_NB]; | |
| Bitboard LineBB[SQUARE_NB][SQUARE_NB]; | |
| Bitboard DistanceRingBB[SQUARE_NB][8]; | |
| Bitboard ForwardFileBB[COLOR_NB][SQUARE_NB]; | |
| Bitboard PassedPawnMask[COLOR_NB][SQUARE_NB]; | |
| Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB]; | |
| Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB]; | |
| Bitboard PawnAttacks[COLOR_NB][SQUARE_NB]; | |
| Magic RookMagics[SQUARE_NB]; | |
| Magic BishopMagics[SQUARE_NB]; | |
| namespace { | |
| Bitboard RookTable[0x19000]; // To store rook attacks | |
| Bitboard BishopTable[0x1480]; // To store bishop attacks | |
| void init_magics(Bitboard table[], Magic magics[], Direction directions[]); | |
| // popcount16() counts the non-zero bits using SWAR-Popcount algorithm | |
| unsigned popcount16(unsigned u) { | |
| u -= (u >> 1) & 0x5555U; | |
| u = ((u >> 2) & 0x3333U) + (u & 0x3333U); | |
| u = ((u >> 4) + u) & 0x0F0FU; | |
| return (u * 0x0101U) >> 8; | |
| } | |
| } | |
| /// Bitboards::pretty() returns an ASCII representation of a bitboard suitable | |
| /// to be printed to standard output. Useful for debugging. | |
| const std::string Bitboards::pretty(Bitboard b) { | |
| std::string s = "+---+---+---+---+---+---+---+---+\n"; | |
| for (Rank r = RANK_8; r >= RANK_1; --r) | |
| { | |
| for (File f = FILE_A; f <= FILE_H; ++f) | |
| s += b & make_square(f, r) ? "| X " : "| "; | |
| s += "|\n+---+---+---+---+---+---+---+---+\n"; | |
| } | |
| return s; | |
| } | |
| /// Bitboards::init() 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) popcount16(i); | |
| for (Square s = SQ_A1; s <= SQ_H8; ++s) | |
| SquareBB[s] = (1ULL << s); | |
| for (File f = FILE_A; f <= FILE_H; ++f) | |
| FileBB[f] = f > FILE_A ? FileBB[f - 1] << 1 : FileABB; | |
| for (Rank r = RANK_1; r <= RANK_8; ++r) | |
| RankBB[r] = r > RANK_1 ? RankBB[r - 1] << 8 : Rank1BB; | |
| for (File f = FILE_A; f <= FILE_H; ++f) | |
| AdjacentFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0); | |
| for (Rank r = RANK_1; r < RANK_8; ++r) | |
| ForwardRanksBB[WHITE][r] = ~(ForwardRanksBB[BLACK][r + 1] = ForwardRanksBB[BLACK][r] | RankBB[r]); | |
| for (Color c = WHITE; c <= BLACK; ++c) | |
| for (Square s = SQ_A1; s <= SQ_H8; ++s) | |
| { | |
| ForwardFileBB [c][s] = ForwardRanksBB[c][rank_of(s)] & FileBB[file_of(s)]; | |
| PawnAttackSpan[c][s] = ForwardRanksBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)]; | |
| PassedPawnMask[c][s] = ForwardFileBB [c][s] | PawnAttackSpan[c][s]; | |
| } | |
| for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1) | |
| for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2) | |
| if (s1 != s2) | |
| { | |
| SquareDistance[s1][s2] = std::max(distance<File>(s1, s2), distance<Rank>(s1, s2)); | |
| DistanceRingBB[s1][SquareDistance[s1][s2]] |= s2; | |
| } | |
| int steps[][5] = { {}, { 7, 9 }, { 6, 10, 15, 17 }, {}, {}, {}, { 1, 7, 8, 9 } }; | |
| for (Color c = WHITE; c <= BLACK; ++c) | |
| for (PieceType pt : { PAWN, KNIGHT, KING }) | |
| for (Square s = SQ_A1; s <= SQ_H8; ++s) | |
| for (int i = 0; steps[pt][i]; ++i) | |
| { | |
| Square to = s + Direction(c == WHITE ? steps[pt][i] : -steps[pt][i]); | |
| if (is_ok(to) && distance(s, to) < 3) | |
| { | |
| if (pt == PAWN) | |
| PawnAttacks[c][s] |= to; | |
| else | |
| PseudoAttacks[pt][s] |= to; | |
| } | |
| } | |
| Direction RookDirections[] = { NORTH, EAST, SOUTH, WEST }; | |
| Direction BishopDirections[] = { NORTH_EAST, SOUTH_EAST, SOUTH_WEST, NORTH_WEST }; | |
| init_magics(RookTable, RookMagics, RookDirections); | |
| init_magics(BishopTable, BishopMagics, BishopDirections); | |
| for (Square s1 = SQ_A1; s1 <= SQ_H8; ++s1) | |
| { | |
| PseudoAttacks[QUEEN][s1] = PseudoAttacks[BISHOP][s1] = attacks_bb<BISHOP>(s1, 0); | |
| PseudoAttacks[QUEEN][s1] |= PseudoAttacks[ ROOK][s1] = attacks_bb< ROOK>(s1, 0); | |
| for (PieceType pt : { BISHOP, ROOK }) | |
| for (Square s2 = SQ_A1; s2 <= SQ_H8; ++s2) | |
| { | |
| if (!(PseudoAttacks[pt][s1] & s2)) | |
| continue; | |
| LineBB[s1][s2] = (attacks_bb(pt, s1, 0) & attacks_bb(pt, s2, 0)) | s1 | s2; | |
| BetweenBB[s1][s2] = attacks_bb(pt, s1, SquareBB[s2]) & attacks_bb(pt, s2, SquareBB[s1]); | |
| } | |
| } | |
| } | |
| namespace { | |
| Bitboard sliding_attack(Direction directions[], Square sq, Bitboard occupied) { | |
| Bitboard attack = 0; | |
| for (int i = 0; i < 4; ++i) | |
| for (Square s = sq + directions[i]; | |
| is_ok(s) && distance(s, s - directions[i]) == 1; | |
| s += directions[i]) | |
| { | |
| attack |= s; | |
| if (occupied & s) | |
| break; | |
| } | |
| return attack; | |
| } | |
| // init_magics() computes all rook and bishop attacks at startup. Magic | |
| // bitboards are used to look up attacks of sliding pieces. As a reference see | |
| // chessprogramming.wikispaces.com/Magic+Bitboards. In particular, here we | |
| // use the so called "fancy" approach. | |
| void init_magics(Bitboard table[], Magic magics[], Direction directions[]) { | |
| // 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], reference[4096], edges, b; | |
| int epoch[4096] = {}, cnt = 0, size = 0; | |
| for (Square s = SQ_A1; s <= SQ_H8; ++s) | |
| { | |
| // Board edges are not considered in the relevant occupancies | |
| 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]; | |
| m.mask = sliding_attack(directions, 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].attacks + size; | |
| // Use Carry-Rippler trick to enumerate all subsets of masks[s] and | |
| // store the corresponding sliding attack bitboard in reference[]. | |
| b = size = 0; | |
| do { | |
| occupancy[size] = b; | |
| reference[size] = sliding_attack(directions, s, b); | |
| if (HasPext) | |
| m.attacks[pext(b, m.mask)] = reference[size]; | |
| size++; | |
| b = (b - m.mask) & m.mask; | |
| } while (b); | |
| if (HasPext) | |
| continue; | |
| 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; | |
| } | |
| } | |
| } | |
| } | |
| } |